- There are plans to revamp PvE after the New Frontiers content is properly tweaked. First on the PvE list is the top 10% most rewarding and difficult encounters.
- On the flipside, the devs agree there's too much PvE emphasis in the RvR Frontiers.
- The team is still looking at incentives for keep, tower, and relic defense.
- Shards will not be usable in housing zones.
- Legendary weapon updates are still on the table.
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Kronos also marks another important milestone for CCP, as the company will be switching from releasing two major expansions per year to a more agile strategy of releasing 10 smaller updates each year. The Kronos release was originally planned as a full expansion before the changeover to a 10-release schedule, so it's as packed as a full expansion. In addition to a deluge of industry overhauls, we'll be getting a shiny new mining ship, major pirate faction ship revamps, an enhanced new player experience, and a cool new effect when players warp into or out of an area.
Read on for a breakdown of the EVE keynote presentation and to find out why CCP is moving away from its usual two expansions per year.
The article explains that having a static group hitting the same content for quite some time stays engaging, while hitting a raid finder group is more or less the same each time. As a result, raid finder loots will be altered to lack set bonuses and have different art from the normal raids while also dropping more loot than other modes. Each raid difficulty will also have a separate lockout, while changes to Valor and the caps on same will diminish the importance of re-running old content that no one needs. Take a look at all of the changes in the new article.
Cataclysm removed the difficulty gap between 10-person and 25-person raids, but the side effect was a pressure to produce smaller raid groups rather than grow to bigger groups. It also introduced the raid finder as a mechanic, encouraging more people to experience the content. Mists of Pandaria, on the other hand, suffered from bottlenecks that prevented non-raiding groups from making any progress, although flex raiding was deemed a better way to get groups in and playing. Take a look at the full article for more details on the ups and downs, with part 3 set to address the future of raiding in Warlords of Draenor.
Paid betas appear to be an unfortunate trend cropping up in MMOs as of late. And I know I'm going to sound like a hater, but I don't like to pay for beta. Yet being the idiot that I am, I still bought the $60 alpha for SOE's Landmark. I'm a sucker; I'll admit it. But that doesn't mean that I don't feel the shame that pours over me like gooey green slime -- a bucket for every dollar spent. Perhaps it's because I am not max level yet, but I'm starting to feel like a sucker when it comes to pre-ordering ESO. Don't get me wrong: I believe it's a great game. I just feel that it's not done, and I'm paying to participate in the console beta test.
When Module 3 goes live, characters will continue accumulating experience as before when they hit level 60. Once they accumulate 250,000 XP, the character will be rewarded with a special pack that can contain extra Power Points, Enchants, account-bound XP Scrolls, and other useful goodies. The Power Points can only be used to add a total of 20 points to your character's Power Tree, but it still means that hitting 60 doesn't mean the end of your character growth. So go out, slay, and enjoy a little bit of extra potency as a result.
Beyond that, the patch contains a number of changes to class and weapon skill lines as well as several adjustments to the Alliance War systems. Players can also benefit from an increase of Veteran Ranks to 12 and the doubling of veteran XP from killing monsters. There's a massive list of updates and bug fixes, as well, so avid adventurers of Tamriel would be well-served by looking at the full list of patch changes before everything goes live.
[Update: The studio released today the first of its new series on player builds. First up is the Shadow Knight.]
I've seen a number of posts in which people ask why there are so few tanks and what can be done about it, and most of them seem to miss the mark, either by completely misunderstanding what tanking actually entails or by misunderstanding why people aren't tanking. Really, I don't think it's terribly complicated. Why aren't there more tanks in Final Fantasy XIV? Three pretty straightforward reasons, none of which tends to be addressed when I see people asking that question.
According to a post on the official forums, the team is prototyping a wave-style event "where 8-player groups face off against waves of progressively tougher enemies and bosses," which ends with a full wipe and properly marks and rewards survival, though not in a way that makes the events "necessary to progression." Writes SOE's JackFrost,
We will return to an existing environment and use existing (but ever more challenging) enemies. Initially, we are planning to use Oan Sciencells, and feature a multitude of Lantern-related characters. Reusing existing resources means we can do this without impacting future content planned for DLCs. The event will likely be available only for limited amounts of time, cycling in and out of the game. It will not be attached to any DLC, but it will require a high (end-game) Combat Rating. Finally - and most importantly - it is intended to be a FUN, extra event for leagues and groups of players to throw themselves at, see a completely new experience in DCUO, and take real satisfaction in their accomplishments.Survival mode is early in development and subject to change; the developers have requested player feedback on the forums.
One of the first things you'll notice about Trials is that they bring a new experience to ESO designed to test even the toughest veterans. You'll need a group of 12 to take them on, but they're not just dungeons that require a large group-we're applying additional pressure. Your team will only have a limited number of resurrections available, and additional rewards will be granted to those who defeat the weekly challenge with one of the top times across the megaserver.What makes 12 players the sweet spot for these encounters? ZeniMax hopes to downplay the organizational hassle of putting together groups, to telegraph fights without too much distraction, to keep them to about 90 minutes in length, and to appropriately rely on player skill rather than zerging. Another bonus raiders will welcome? No lockout timers!
Scope out the video below for a first-hand look at the new trials.
There was a Ghostbusters marathon on, so it was still kind of awesome.
This did not, however, mean that the convention was devoid of interesting stories; it just was devoid of stories in which I sustained injuries greatly impacting my normal hiking routes. So let's talk about what things really stuck out in my mind through the whole con. For my money, that comes down to the focus on the endgame and a really stupid statement. Where to start?
While the teaser site is light on new information and does ask you to click through yet another age-gate (yes, we all know you were born January 1st, 1900), it does feature some gorgeous artwork and the Craglorn trailer released earlier in the month. We've embedded it after the cut.
Welcome to Warplots. They're the game's answer to player-made fortresses and high-end battlegrounds all at once. More specificially, they're team-based 40 vs. 40 maps that drop you into a race to tear down your enemy. At either end sits the carefully constructed fortress held by each team, in the middle sit resource nodes, and both sides are pushed together to be the last side standing or the one putting a fortress back together post-battle.
Want to know more? That's a good thing. Take a look at the typical WildStar trailer past the cut, and then let's talk details.
On the last day of this year's PAX East, I had a chance to sit down with executive producer Jeremy Gaffney to chat a little bit more about the game before it launches. While the game has gone gold and the discs are being manufactured, the team is still refining and improving the game and plans to do so up until the day of launch. That meant talking about the endgame, the development process, and the changes that have been made already in the most recent stages of beta.
Honestly, I could probably spend quite a bit of time talking about all the various aspects of the game altered by this particular patch, but I'd prefer to narrow my focus slightly and zoom in on the most immediately relevant bits. So let's talk a little bit more about 2.2. Let's talk about the dungeons I didn't cover last time, the quest lines, the big battles (sometimes on a bridge), and a couple of problematic elements that have cropped up.
Posted on Sep 15th 2014 2:00PM
Posted on Sep 15th 2014 1:00PM
Posted on Sep 15th 2014 11:00AM