In their various dens, the wolves and bears waited out the storms, one with the comfort of their pack, the other solitary and resigned. Whatever their hunger, nothing would drive them forth until after the keening wind had ceased its weeping and the blinding snow had worn itself out.
Ready to go to the Xbox One and tanks has announced the official release date of the world. Free play of tank warfare simulator July 28 will open the door to Xbox a player base. With all existing game modes, Xbox version of the game will also launch the “testing ground” in PvE mode. This mode allows players to join AI opponents beat 4 scene last “boss battle” for the E-100’s ending.
The Xbox a player can also start a war any friends to play with their Xbox 360 version of the game World of Tanks will support cross console game between the two consoles.
You can download the game on July 10 in the run July 11 and 12, then you will have to wait until the 28th to jump back to live a short beta play.Read More
Had Iskar woken up like the two arakkoa in Reshad’s presence? Had he put the past to rest in favor of a new future? Or was he still trapped in the old way, still stumbling through shadow?
Chris Wilson, lead developer exile on the road, it took some time to publish in the official forum to update the players expect ARPG closer to launch their expansion, “Awakening.” From an idea, it looks like the grinding gears of the game is July 10 release date as a potential free play expansion.
Although this date may change based on the ongoing beta test, I am glad to see that we can only be a few weeks away from the release of potential. Beta players will be more happy to know that the current plan is beta and running until just a few hours before the actual release.
As a beta status check, Chris pointed out that although, yes, part of France 4 is missing from the beta version, this last part will be increased by about one week ahead of publication. Players will have the opportunity to test out the last part of the Act, however, in addition to being easy to implement change, Chris said, this late decision was made to help keep the players fatigue to a minimum, because the launch will be equipped with a beta wipe.
Challenge League also has some news together late next week for more information on more than Kaom regard. When news we expect to see covered the announcement.Read More
With the upcoming expansion World of Warcraft: Legion will be the current PvP honor system remodel tidy. One does not want to discard only the PvP armor, but to introduce totally new PvP talents and motivation through cosmetic upgrades produce – whether that can be done?
Replacing the honor system
The honor system, as it is currently used in World of Warcraft, will disappear. Replaces it with a new level system, with which you can improve your PvP skills. Honor Points fill so – just like experience points – a progress indicator on. Depending on your new “PvP Level” get your new talent points that you can distribute it free on new skills. These skills work but explicitly only in PvP and PvE have no relevance!
Level 50 – and then?
Whoever has reached the level 50 PvP who can actually sit back and relax, because his pure power no longer grow from then on. All talents and preferences have been unlocked so far. But it would not be a MMORPG, so if the game would be over, right? Anyone who wants to can “promote” and thus can reset their own PvP level back to 1. Although this one loses the already learned PvP talent, but comes in the preference of some optical enhancements. Thus specific mounts can only get hold of if you rolled back a few times and the own character portrait is always impressive, the more you can go through this procedure. The team has planned further incentives, such as extra loot, gold and exclusive artifact skins to keep long-term PvPers at the bar and to reward them accordingly.
Disappearance of PvP gear
According to recent statements, there will be no Legion with pure PvP gear more! Conversely, this would indeed mean that it is the strongest armor in PvE, but even that has hitherto been denied. In general, the attribute differences are to be minimized in PvP. Currently a character with full high-end PvP gear is twice as strong as one who carries the beginner PvP armor. This gigantic benefits one wants to shrink and gives an example: A character who possesses the high-end equipment to raid, PvP only about 7% more than someone who has only just reached the maximum level. This is mainly done again by a sophisticated adjustment system of the character values, which raises weak armor and better clothes lowers to a normal level – small advantages but still provide good armor.Read More
So I got home at the end of the summer to find out I was selected for the Warlords of Draenor Beta. Cool. Wish they had sent an email though. Not that I would have had the time to play any sooner.
So after a few false starts (lots of maintenance) I finally fired up the beta to find…myself overwhelmed. Keep in mind that I haven’t played really since summer of 2013, school and all that.
The first order of business was to check out that whole ore thing.There was like 400 of the new ore on the Auction House. And there wasn’t a buy out option. So, on that note, if anyone has any of the stuff laying around, I’m going to be trying to get my hands on some to do some number crunching, so if you want to help, drop me a line.
Next I went to check out these garrisons everyone has been raving about. Luckily when you start a character on a level 100 realm on the beta is plops you right there, nice and easy.
I probably laughed harder than I should have at “Garrison Ford” but it was late, everything is funnier past midnight.
By the looks of it they’re not all set up yet because right now Ford (the garrison supplier, not the drunken crack smoking tumour riddled mayor of Toronto) lets you cheat and just throws your first couple of upgrades at you, and gives you a bunch of free stuff.
I was a bit overwhelmed to be honest, this garrison is a lot more complicated than my farm back in Pandaria. I decided to not take a crack at it yet, I’m going to get some sleep now, and then poke around this whole beta thing this weekend.
Anyone have any suggestions or requests?
Heroes of the Storm is getting bigger and bigger, with three more heroes and a new battleground revealed.
The Eternal Conflict pseudo-expansion continues with some details on Kharazim the Monk, and the Infernal Shrines Battleground. That said, those thinking that Eternal Conflict meant we’d only be seeing Diablo-themed stuff for the foreseeable future might well be pleased to hear that Warcraft‘s Rexxar and StarCraft‘s Artanis have also been announced as forthcoming Heroes.
Kharazim is Diablo‘s first support Hero, and he’s got a couple of interesting twists. He’s melee-focused, but he can specialise in different paths by choosing one of three traits via his talents: Iron Fists for bonus attack damage, Transcendence for self-heals through melee combat, or Insight for mana restoration and a bit of a balance between offense and defense.
Infernal Shrines is a three-lane Diablo-themed map, using the same heaven/hell tileset as the previous one. This map contains three shrines that periodically gather power; when powered up, teams can activate shrines and defeat their guardians in order to summon a Punisher. Punishers are powerful boss monsters that push down lanes and hunt nearby enemy heroes, and they spawn with one of three affixes that Diablo fans will know all too well: Frozen, Arcane, or Mortar.
In “not Eternal Conflict” news, Warcraft‘s beastmaster Rexxar has been announced as a forthcoming Hero. Rexxar is a ranged warrior who’ll head into battle alongside his bear, Misha, who can harass enemies, take damage, and stun foes with a targeted charge.
Finally, Protoss leader Artanis has been revealed as another future Hero. He’s a melee warrior, and that’s basically all I know about him. Hooray!
We’ll apparently be hearing more about all of this new Heroes of the Storm content during Blizzard’s Gamescom livestream on Friday. For now, you can see a couple of new videos and a load of new screenshots below.
Where a good sandbox is like a mountain climb with incredible peaks along with plenty of valleys, playing a good themepark is like taking a nice walk on a familiar path; at no point are you overly thrilled, but the activity as a whole is enjoyable and ultimately you feel good about the time spent.
Most themeparks ‘fail’ because that steady drip of entertainment drops below an acceptable level, and people drift away (or you do something really dumb to instantly piss them off, like Allods with its cash shop). This is especially true if the themepark tries to use the sub model, because now there is further pressure to justify not just your time, but also your monthly cost (trivially low as it may be). At least under F2P, it only takes a tiny subset of all players to whale it out and keep things going (short-term anyway; long-term the need to keep those whales spending inevitably dooms the game), rather than a majority vote of happiness that is the sub model.
For years WoW held a choke-hold on themeparks because of how good+popular it was (not the post for that breakdown/discussion, but hopefully you understand that WoW wasn’t successful just because it was well-designed). The fabled coming of a WoW-killer was announced often, and each failed. If you were going to play a fantasy themepark (or ‘Sci-Fi’ that was fantasy reskinned), you might as well play the one with good content that all your friends are playing, right?
Realistically the only entity capable of ‘killing’ WoW was Blizzard itself, and thanks to New Blizzard making one mistake after another with the game since WotLK, that process has been underway for a few years now. WoD was able to lift WoW as much as it did because the hype was “a return to Vanilla”, but clearly New Blizzard wasn’t able to produce what really made Vanilla WoW, and sub are once again dropping.
While New Blizzard was working hard on stopping what should be an unstoppable juggernaut, SquareEnix re-released FFXIV, a themepark that is, in a way, Vanilla WoW in 2015. Not in terms of content, systems, or any specific design (all those are evolved and better), but Vanilla WoW in terms of keeping you on that nice, steady, enjoyable walk along that familiar path. Much like in 2004 WoW didn’t do any one thing amazingly well, in 2015 FFXIV doesn’t have a ‘killer feature’; it just has basically everything you could want, all co-existing beautifully in a world you want to spend time in and with a character you want to progress further, with plenty of ways for that progression to happen.
Themeparks don’t need a Burn Jita event. They don’t need to push the envelope in terms of battle sizes, or economic complexity, or to build and sustain the history of large player groups and rivalries for a decade. You don’t play a themepark expecting the peak of something like BR5 to happen, because you also don’t play it for the hours and hours of valley that makes something like BR5 possible and matter as much as it did. And you most certainly shouldn’t attempt to design your themepark to achieve this, because you will fail, horribly.
At least so far, SquareEnix seems to understand this with FFXIV. While the pace of content updates is very high, few if any of the updates are highly controversial or change/remove something you previously enjoyed. They add stuff, and generally the new stuff is good so you will experience it, but it if doesn’t happen to click with you, you aren’t disrupted or upset.
The other very important thing for any MMO, themepark or sandbox, is that updates should add content, not replace it. EVE is amazing in this regard, and FFXIV is good as well. WoW hasn’t been for some time. Most of the time a major addition to WoW effectively replaces something else, which can not only cause disruption, but also doesn’t create the massive content juggernaut that the game should be.
Take something as simple as leveling; in WoW every level increase should extent that part of the game (the best part of the game for many), but with every increase the leveling rate is also increased, so while you have more levels, they come quicker, and can be accomplished with less content consumed and time spent. That makes sense if you are dead-set on everyone sitting at the level cap, but for those that wish to experience an older zone as it was meant to be played, they either can’t (outlevel it) or can but only though additional hoops (stopping xp gain, limiting what items you use, etc).
Right now I’m ‘behind’ in FFXIV, with my main class at 38, my highest crafter at 25, and my miner at 21. If I was playing WoW, at lvl 38 I’d quickly outpace my current zone, everything would be a cakewalk due to item inflation, and it all wouldn’t feel like it did for those who hit 38 originally. Forget experiencing dungeon or group content ‘as intended’. In FFXIV none of this is the case. Every dungeon run has felt appropriate, every zone feels alive, and group content (fates) are still very popular (imagine playing WAR a year after release, being in a mid-level zone, and being able to complete every PQ with a group; that’s FFXIV today).
Other related little bits:
I recently opened up ventures for my retainers, as well as the dye and materia systems. All three open up once you complete some quick and easy, but totally optional quests. We talk often about exploration in MMOs, but way too many games have exploration limited to going to a pre-set and easy-to-spot landmark and getting an achievement, which is more achiever content than explorer. In FFXIV ‘exploring’ is, in part, finding these optional quests that open up more content for you, which is awesome.
Ventures for your retainers also tie nicely into the economy, crafting, and the roles system. Since you have to equip your retainer, and how well you equip them impacts the rewards you get, crafting lower level gear is viable/valuable, and your retainer can only level up as high as you have that role, be it combat or gathering (no crafting). Since you can have multiple retainers, this further encourages (though doesn’t force) you to switch and level different roles to open them up for your retainers as an option. The ability to switch roles on your character is already a great feature, and retainers add just one more reason why.
The dye system is fluff, of course, but is one of those “every game should have this” system, and again feeds into crafting nicely. The materia system is, as far as I see it right now, mostly an end-game thing, although you can use it earlier to give your gear a little boost. Creating materia by first getting gear to 100% bind, and then breaking it down, is another nice system that again ties other systems together. Since you can equip retainers, maybe you don’t automatically break down all your older gear? It’s not a major decision point (you can always craft or buy gear), but it exists, it adds depth to the game, and it’s a tiny little piece of a much larger, yet all inter-related puzzle that keeps you playing/paying.
FFXIV rightly deserves its spot as the top themepark MMO out, and hopefully current Square-Enix doesn’t become Old Square-Enix ala Blizzard in the years to come. If they continue down the path they have traveled so far, we’ll wonder if any MMO will ever topple it, much like we did with WoW back in 2007ish.