The Sims 4 will Get Together in November

The Sims 4 will get its second expansion pack, titled Get Together, in November.

Get Together was revealed at EA’s Games conference, via both an utterly insane live-action trailer which you may have seen before, and a rather more sedate in-game trailer. And then the press conference randomly became a dance party. No, I’m not kidding.

Actual hard details are thin on the ground, but judging by the name and remarks made I’m going to guess that The Sims 4: Get Together will be all about socialising with other Sims outside of the household. It’ll add a new region called Windenberg (or Windenburg, or Wyndenberg, or… look, I don’t know how they’re spelling it), which has a classic European theme. Expect a fair bit of old architecture mixed in with the inevitable dance clubs.

You can see the new trailer below. The Sims 4: Get Together is due out this November.

 

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Finally MMO genre is free of Smed, at least for now

Back from vacation, and this reentry Monday is ROUGH. After every vacation I question whether actually going on vacation is ‘worth it’, because coming back to 500+ emails to dig through isn’t a lot of fun, especially then all 500+ can be summed up as “we held off doing anything until you got back, but now every deliverable is overdue, enjoy!”

While I was away we had a little bit of SOE being SOE, or more specifically, Smed being Smed. Only here it’s Smed (likely temporarily) going away, in about the timeframe that someone predicted. Being constantly right is the cross I bear, and yes, its heavy.

Now before I get into the meat of the post today, let me get this here first. I don’t have a personal issue with Smed. I’ve only talked to him once or twice in person, and interacted with him a few more times on the web, all of which was cordial. I also don’t support or feel good about the harassment stuff he has dealt with; there is a certain price for fame, but having your plane delayed and some of the other stuff is way over the top. Now, with that out of the way…

Smed ‘moving on’ is a good thing for the MMO genre, and as an MMO dev, I think Smed is about as overrated as you can get. I also hate seeing this ‘Smed was a gamer dev’ notion, because while true (Smed does play games), it didn’t help other MMO gamers one bit.

Smed was and will forever be tied to SOE, so how much of this is Smed’s fault vs just general SOE is up for debate, but when you are the figurehead, you eat the blame.

SOE sucks. Did when they were officially SOE, still do as Daybreak. If you take away EQ1 (and if EQ1 never happens, maybe we don’t spend a decade mired in clone-world themeparks, eh?), SOE has nothing. Planetside, perhaps the only other somewhat successful product they made, was meh at best, and PS2 is a joke. EQ2 was a disaster. Their entire “F2P, ALL THE WAY” push was a disaster that didn’t work out, but sure helped mire the genre once again. They have shut down numerous terrible games, if it wasn’t for EQ1 being such a major cash cow, they perhaps don’t survive past the EQ2 launch.

If Smed is such a gamer, why allow so much of the above to happen? After SOE ruined SWG, why dump a truckload of salt by calling H1Z1 ‘home’ for SWG players prior to it’s release? Hell, why as an MMO gamer are you releasing a DayZ clone years after the DayZ fad has passed, and then releasing something as putrid as H1Z1, and having the gall to call it an MMO? And if the response is “it wasn’t Smed’s call”, then what kind of CEO are you, and what exactly were you doing besides collecting a paycheck, posting on reddit, and tweeting?

What are you doing with Landmark? Again, why are you jumping on the Minecraft bandwagon so late, and bringing nothing to the table? When Trion’s Minecraft clone is ‘better’ (Trove), you know you have hit absolute rock bottom (get it?). And what kind of ‘gamer’ dupes your core audience into forking over $150 for access to Landmark when you know its not going to amount to anything? Just how long as Smed been cashing out at the expense of core SOE/EQ fans?

I could go on, but really just look at the Daybreak wiki page and the list of games and the story writes itself. SOE dying was a good thing. Smed leaving is also a good thing. The MMO genre is better off with both gone, just like it would have been much better off without them originally.

 

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RIFT PATCH 3.3 IS LIVE WITH EXTRA NIGHTMARES

You don’t have to wait until Halloween for RIFT to break out the heebie-jeebies, as its Waking Nightmares update went live yesterday, though it was not without its problems. A number of issues caused multiple outages yesterday, including a guild bug and unrelated exploits that caused Trion to keep the servers down most of the afternoon and evening.

Community Manager Ocho promised players compensation for the downtime: “As a thank you, from the time RIFT is again available we’ll turn on 50% Bonus Experience (including PA Experience), Favor, and Prestige through Sunday July 19 at 11:59 PM Pacific.”
Patch 3.3 represents a wealth of content that could keep RIFT players busy over the remainder of the summer. It includes Act One of the nightmare saga questline, planar crafting rifts, a Tarken Glacier instant adventure, wardrobe enhancements, and an introductory version of the Gilded Prophecy sliver. Another nice change is that souls can be reset within the soul tree window, offering instant convenience to build modifications.

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Pre-Alpha v.0.2.2 Update For Gloria Victis

Gloria Victis received its latest update on the Pre-Alpha journey today as update v.0.2.2 welcomes an exciting array of changes and improvements to many of the upcoming MMORPG’s most popular elements. Among the more noteworthy aspects of the update are improvements to the in-game territory control system that has undergone many minor improvements alongside the addition of destroyable gates for strongholds and new defensive options with pots of boiling oil. Furthermore the team made adjustments to the item durability and repair system, an addition made possible by current donators backing the game voting on the official forums.

Other elements of the v.0.2.2 update can be seen below:

Gameplay:

– Implemented gates which can be opened only by the players from a nation controlling certain location – players from enemy nation have to destroy it first
– Implemented pots with boiling oil set on the walls of towns and outposts
– Implemented knife damage modifier based on character’s dexterity
– Modified items durability and repair mechanics, basing on the results of a Community poll; implemented a solution proposed by many of our players – durability threshold, after which items statistics are decreasing to the preset minimal value; for testing purposes we applied 50% durability threshold and statistics decrease down to 50% of initial value when durability is 0
– Reworked the party system
– Placed 25 new NPC enemies on the map
– Added four new pieces of music
– Added new game languages – Portugal, Brazilian, Swedish, French, Hebrew

Fixes:

– Implemented a new launcher version, allowing to download the game files from a mirror located in North America
– Fixed bug related to displaying the alternative materials in crafting window
– Fixed bug from the latest version, causing FPS drops in towns at night

 

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Keeping Busy in Minecraft

 

Progression through The Dark Trilogy is going well so far. A workshop has been set up and in my quieter times I work on my ‘home’ which is compromised of Crayfish house items, like a fridge, microwave, television, shower, and washing machine.

Meanwhile, we’re busy gathering supplies for a few things. We want a quarry so that we spend less time mining and more time adventuring. That requires.. a lot of stuff. So much stuff. I also want to create two magnum torches in order to reduce the mob spawns around the base, each torch works in a 64 tile radius. The recipe for that particular item has changed, and now it requires quadruple and triple compressed cobblestone. That’s a LOT of cobblestone. Each quadruple is over 6 thousand. I think the hardest part of the old model was obtaining the blaze rod. On that note, I’ve been spending a lot of time in the nether. Found a fortress, found a blaze spawner. Spent some time collecting rods because they’re needed for other things.

I noticed that animals were having a hard time climbing the mountain up to the base, so I created a few safari nets and brought some back home. Now I’m breeding horses, along with reindeer from the twilight forest. Also brought back some rams that are multiple colours since I don’t have the force mod that let me create shears that would provide multiple colours. These rams are my sheep, providing wool.

There’s some farming taking place lately. Cactus is rare, so we’re growing some of that along with wheat and barely to keep my animals happy. Then there’s an apiary going on because in order to create the quarry we need a lot of other things and apparently bees are just part of that giant ecosystem.

It’s interesting, and certainly works for long-term game play which is something that I’m quite pleased about.

I also took a walk to the twilight forest and found this beautiful castle.

I think it belongs to the Lich, which is the boss of the twilight forest, but as I was exploring I happened to come across a second castle, exactly like this one. I have no idea if there are more than one, and I wasn’t really prepared to find out. The zone is beautiful, although skeletons and zombie have made their way over because they keep walking through my portals. I’ve since put a fence around both the Nether portal, and the Twilight portal. Nothing makes me jump out of my chair faster than porting over to the nether only to be swarmed by pigmen along with zombies and spiders.

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What Do you Need in a Deed?

 

I’ve owned more than my fair share of deeds in Wurm Online over the years, and there are some very specific things I look for when it comes to setting up a new one. Some things you want to keep in mind for a generic deed include how far away clay is, what about tar, or peat. Clay is typically the more important of those three, but if you can be in proximity to all the natural resources you might need, that’s obviously better. What about mining, is your deed low to water? That could create an issue with mines being under water once you open one. You’ll want to make sure that you can mine above the water level. How much work do you want to put into your deed? This will depend on your play style. Some of my alliance members are incredibly ambitious and have designed a deed right into the face of a mountain side, where as others (like myself) prefer a less intensive design.

What interests do you have? This will help decide what sort of deed you’ll want to create. Do you want to spend a lot of time working on your farm fields? Tending to animals? Maybe you want to be a hermit who lives inside of a mountain most days – or maybe you want to spend the majority of your time exploring, so becoming a villager in another town is best, that way you have a bed to come home to but you don’t have to worry about building a deed from scratch.

How is your fight skill? Are you going to need to hire a guard for those first few days or can you hold your own? What about a guard tower? How close do you want to be to other players, or to an active market? Do you want to start building ships? Thanks to ship transports being near to water isn’t quite as important as it once was, but it certainly doesn’t hurt.

Some of these things you may not even realize you’re taking into consideration when placing a deed, but you do on a subconscious level. Of course how the area looks is pretty important too. Do you want to live in the middle of a forest, or way up on a mountain cliff? Take the time to find the right deed for you, there’s so many areas to explore and there’s no need to settle down at the first place you tumble into (unless of course it is the perfect spot for you).

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