Funcom’s Next Game Is A Conan Open World Survival Title


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Funcom has revealed their next title, Conan Exiles, will be released into early access this summer with full launch on PC and consoles to come after. Exiles is set to be an open world survival game where players must survive the harsh lands of Hyboria by hunting, fighting, and taking shelter. The game is played similarly to other survival titles, giving players the option to use public and private servers, alongside a single player mode.

Creative director Joel Bylos points to the setting of Conan as the perfect suitor for a survival game, noting:

“Hyboria is a harsh and unforgiving land where only the strongest can survive while the weak are swiftly cut down. Whether it is hunting animals for food, fighting monsters and other players, or building entire settlements, we want to make sure players feel like they are really fighting to survive and prosper in the most brutal fantasy world ever.”

We learned back in August that Funcom had begun work on multiple smaller, more experimental titles such as The Park. Last month, the company announced that it was a preferred partner of Conan Properties, all but ensuring that there would be more titles coming in the future. More information can be found at the main website.

(Source: Funcom press release)

Elder Scrolls Online Introduces You To The Thieves Guild


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The third DLC pack for The Elder Scrolls Online introduces players to the Thieve’s Guild, an organization that the player finds in shambles. Players travel to Abah’s Landing in southern Hammerfell to join the guild, and must work to rebuild it back to its former glory. Membership in the guild has many benefits, including a new passive skill line, access to repeatable heist quests, re-acquisition quests, and guild jobs.

Purchasing the DLC, free for subscribers and 2000 crowns for everyone else, will also grant access to other new features, from new zones, new world bosses, gear, a new crafting style, and non-combat servants that can perform certain tasks. Everyone regardless of their purchase status will have access to the new 64-bit client on Windows and Mac, combat and gameplay balances, Cyrodil updates, new crafting styles, and more.

You can read the entire list of details at the following link, and check out the trailer below.

(Source: Zenimax press release)

Jagex Devotes February To Old School QoL Updates


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Old School RuneScape operates on player majority for content, requiring that 75% of the voting community agree to an update before the team is allowed to put it in. In a recent blog post, the Old School team has announced that February is being devoted to quality of life updates, with a new poll running each week to determine player interest in small tweaks that have been popularly suggested through the forums and various other avenues.

The current poll runs until February 1st and covers issues like skipping questions, increasing click areas to make certain objects easier to select, and boosting experience rates on two agility mini-games. Jagex evidently hit the mark on how popular these questions are, as every single option is currently beating the 75% margin by a mile except for the poll to add a spell allowing players to convert wine to wine of Zamorak.

(Source: Old School)

Rift Forces Cash Shop, Trion Worlds “It’s Just Business”


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Is Rift having financial difficulties? It sounds like a loaded question, but it’s one that many are asking in regards to a recent update and Trion Worlds’ response to player criticism. Today’s update removed the ability to purchase earring slots and Planewalker: Water via runestones, a grindable currency, making them available only through purchases in the cash shop. While players are perfectly capable of grinding in-game currency to buy REX, many players have pointed out that the platinum limit on free accounts is lower than the cost of REX, making it impossible to obtain the items without first throwing some money down on your account.

Trion’s reason for the change has similarly been met with controversy, responding that “this is a business decision,” according to community manager Eric Cleaver.

Ultimately this is a business decision, to best support RIFT moving forward into the future. We’re on the cusp right now of RIFT’s 5th Anniversary, and we’ve got great stuff planned for 2016. But that stuff takes Engineers and Designers and CS and QA and a whole lot of other folks.

Having a large team producing amazing things is a benefit to everyone who loves RIFT, both those making it and those who play it. But making games like RIFT is expensive. and so we need to sell things in game to pay those folks. We try to offer a variety of services that appeal to a broad selection of folks. Sometimes we try one thing, sometimes we try another. But it’s always a learning experience.

Both Earring Slots and Planewalker: Water went through a number of iterations during development before release, and when Nightmare Tide did release we decided at that time to allow them to be acquired via either a substantial investment of time via Voidstones or with purchase of a Nightmare Tide Collectors Edition. It’s been over a year now since that release, and the team has decided to move in a slightly different direction with these unlocks.

Incidentally, the update comes alongside a change to Rift’s referral program, and no longer allows for players to use their referral points to purchase REX.

(Source: Rift)

Blade & Soul First Update Coming February 10th


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Blade & Soul’s first major patch is hitting shores on February 10th. The update introduces new end-game dungeons like Bloodshade, available as a six or four man dungeon, and Nightshade, a 24-player version. Players are tasked with taking on the Blackram pirates, all the way up to Admiral Hae Mujin himself. Also included are the first seven floors of Mushin’s Tower, a single player heroic dungeon that will be expanded in future updates. Each floor introduces newer difficulties to overcome.

Hongmoon levels allow for players to continue progressing past the current level cap of 45. There are five Hongmoon levels.

(Source: Blade & Soul)

Hero’s Song Campaign Cancelled, Funded By Investors


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Backers of Hero’s Song, all three thousand of you, were surprised this morning by the sudden news that the campaign was being cancelled. Backers were all sent an email explaining that the campaign would be closed due to predictions showing that the funding would not reach its necessary levels. The campaign had lasted for six days and had raised approximately $136 thousand of the intended $800 grand.

After looking at our funding levels and the reality that we aren’t going to reach our funding goals, we’ve decided that the best thing to do is to end the Kickstarter. We sincerely appreciate all of the support we got from the backers and the Kickstarter community.

The good news is that the game isn’t gone, in fact just the opposite. Pixelmage Games has been able to get the game fully funded by investors, without bringing publishers into the deal and hopefully allowing the developers the freedom to make their vision a reality. The Kickstarter campaign expected a delivery around October 2016, so we’ll have to see if the game continues on track.

Pixelmage Games is the new home of John Smedley, formerly of Daybreak Game Company, formerly Sony Online Entertainment.

(Source: Kickstarter)

Daewoo Securities Predicts Doom For Wildstar


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Wildstar’s transition to free to play came on the heels of the game dipping down into virtually negligible revenues, $1.5 million as of the third quarter, and everyone wants to know how well free to play has treated the title. We won’t know the real figures until next month, but Daewoo Securities has issued a new forecast predicting that even a shift to free to play won’t be enough to save the sinking ship.

Daewoo predicts zero turnaround for Wildstar, with Q4 revenues remaining flat and continuing to decline over the following months. For the fourth quarter of 2016, the company either predicts a statistically negligible amount or that the game will no longer be in operation. In addition, they predict that Heart of Thorns, the Guild Wars 2 expansion, has sold less than expected.

We expect NCSOFT to report slightly disappointing earnings for 4Q15, due to 1) weaker-than-projected sales of the Guild Wars 2 expansion pack, 2) a lower-thanexpected increase in revenue from Lineage I microtransaction events, and 3) higher expenses related to marketing (G-Star trade show) and the company’s pro baseball team. We forecast 4Q15 revenue of W236.1bn (+0.4% YoY) and operating profit of W70.8bn (-19% YoY).

We’ll know how accurate this prediction is once NCSoft files their full report next month. Daewoo Securities correctly predicted that a Guild Wars 2 expansion would be released in Q3 2015 for $50 when neither a price nor even the existence of an expansion had been announced by Arenanet. Considering the accuracy of their predictions, I lean toward believing their sources.

(Source: Daewoo Securities)

MMOments: Blade & Soul


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Blade & Soul is one of those games that we’ve been impatiently waiting to come westward for a few years now, and like any game that we are regularly told we can’t have, the hype train has gotten out of hand at one point or another. I think that the majority of gamers saw NCSoft’s “you can’t have this yet” attitude and recognized it as an issue of lengthy localization rather than an evil corporation withholding the greatest creation since sliced bread, but you know that there is someone out there that took the lengthy development delay as a sign that the game was being advertised as the second coming of Jesus.

If there is one thing you can expect from Korean MMOs it is that character features will be exaggerated and heavily sexualized, so naturally I created my character was created with the kind of booty you could rest a stereo on. I’m not entirely sure if the gliding and camera controls exist primarily to serve for gratuitous panty shots, but I’m not willing to rule it out at this time. Also, you should expect that all of the female characters have breasts that more closely resemble free hanging piles of Jello brand gelatin than actual human flesh, bouncing and bobbing with every small breeze.

That said, there are a lot of options for the character creator, honestly you could spend hours working on every little detail of your character’s physique.

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The characters of Blade & Soul are rather charming, even though I can’t remember their names and they have a tendency to die ala Game of Thrones not long after you meet them. Still, the characters are drawn from the anime school of ridiculous features, like the grandpa dog, the obnoxious kid who takes credit for everything, and whatever this is. The world looks beautiful, even with the parade of very well oiled men and women running about, reminiscent of a higher quality TERA or a more polished looking ArcheAge.

Combat in Blade & Soul is well paced, relying equally on mouse clicks and key presses. Your left mouse button is tied to a resource building attack while the right mouse button uses said resources. As you level up, you start to be able to use combos like, in the case of my sword-wielding character, knocking your opponent to the ground and stomping them while they are down. The rate at which you learn new techniques is just slow enough that you’ve mastered the previous lesson by the time the game is ready to teach you something new. It’s spaced out enough so that the player doesn’t get overwhelmed but (at least in the opening acts) hopefully doesn’t feel like the combat is growing stagnant.

The game throws in little things that keep the game flowing, like enemies that randomly drop bombs that can be used to take out or stun another mob. Ultimately, however, this is your standard MMO fare: You go into a village, take a bunch of quests, complete those quests, then move on to the next village. In no sense does the game feel like an open world, with players being ushered down what is effectively a single hallway ala Final Fantasy XIII, with a few dungeons hanging off to the side.

What impressed me is how the game handles equipment. For starters, your beginner weapon is supposed to stay with you for most, if not all of the game. Imagine the upgradeable epic weapons you get during end-game raids in other MMOs, and then picture getting that weapon right from the start. The weapons that you pick up along the way are more useful as upgrade materials. In addition, there isn’t much of an equipment selection. Instead of grinding for your usual selection of gloves, boots, legs, chest, and head pieces, you’ll gather accessories and soul shards. Soul shards come in one shape and fit into a wheel, offering various stat bonuses. Complete a wheel with a single soul shard set and you’ll unlock even more powerful bonuses.

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One small feature that I find myself appreciating is on logout, where the game tells you exactly what you’ve accomplished during that play session. It isn’t a major feature by any stretch of the imagination, but it’s a handy tool nonetheless. You also have access to a “daily dash,” a board game of sorts where you spin a wheel and obtain items the further you get. It appears to reset every month, and falls into the Korean MMO trope of throwing shinies at the player to keep them going.

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Now let’s get to some grievances. Blade & Soul is heavily instanced, with areas separated by portals that cause the game to hiccup whenever you pass through. While the drastic changes that some areas go through between and following quests are nice, it serves to highlight just how linear the game is, and how ultimately unimportant and forgettable each zone is, almost as if each one is an episode of a serialized anime.

The most obvious and present issue with Blade & Soul is the constant, endless, gold spam. The fact that it is insanely present on a Korean import title doesn’t surprise me, nor does NCSoft’s complete ineptitude at combating said spam despite operating MMOs for nearly twenty years. I would be less harsh were it not for the fact that Blade & Soul launched in 2012, yet still hasn’t figured out the most basic of bot protections. Let’s go over a few, shall we?

  • Severe limitations on chat for new/free accounts.
  • Level limitations on global chat channels.
  • A filter that can detect when the same message is being repeated across multiple accounts.
  • Safeguards at account creation that would prevent mass throwaway accounts.
  • A limitation on how often characters can be created/deleted.
  • A cooldown on sending messages to global chat channels.
  • Banning the use of proxies.
  • Banning Chinese IP addresses.
  • Making ignores account-wide instead of character-specific.
  • Having actual customer support.
  • The ability to easily report people in chat.

And finally, you need to squash the shit early, pardon my language, and start banning some Twitch streamers. Allowing popular streamers like Reckful to partner with illegal gold farming websites and make money off of a community form of cancer will do nothing but push away customers and make your company look feckless and corrupt. Generally I wouldn’t harp on gold spam in a game this close to launch, but Blade & Soul has had years to figure this stuff out and yet the spam is worse than pretty much any other MMO that I have ever played.

There is still a lot of ground to break in Blade & Soul, which I intend to do in the coming weeks. Despite the negative stuff I’ve said, the stuff that sets Blade & Soul apart, like how the game deals with loot and upgrading equipment, is keeping me playing.

City of Steam Is Shutting Down This Month


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City of Steam developer Mechanist Games has announced that services for the MMO will shut down later this month. The game launched in 2013 and was named MMO Fallout’s ‘Most Disappointing MMO of the Year,” due to a partnership with R2 Games that saw many of the game’s mechanics simplified or outright removed and the overall meta-game transformed into a mobile grinder with energy and an overwhelming cash shop.

The announcement focuses on the declining support of UNITY in browsers.

But we’re sorry to say that this chapter of The New Epoch is coming to an end. A number of factors went into this decision, the decline of Unity support in the browser is one of them – Google Chrome no longer supports NPAPI plugins like the Unity Webplayer, and Microsoft’s next browser, Edge, won’t either.

While City of Steam was relaunched as Arkadia, the changes made to the game between closed and open beta unfortunately kept many players from coming back. The game has been in maintenance mode since November 2014 and no one has bothered to moderate the forums since at least August of last year, leaving nearly dozens of pages of spam.

(Source: City of Steam)

Shroud of the Avatar Community Wants Free Offline Access To Perks


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What do you do when your game sells items for real money but also includes a separate offline mode that can’t reasonably be regulated by the developer? For Shroud of the Avatar, the folks at Portalarium figures that no matter what their stance on the issue, there is little doubt that hackers will figure out a way to nab those cash shop items for free. So why not do everyone a favor, since the only impact the player can have is on their own world, and give everyone access to exclusive items in offline mode?

The idea was polled, and so far the response has been in overwhelming agreement. 96.5% of the voting community, approximately 860 votes as of this publishing, agree that it is OK for all add on and pledge rewards to be available in offline mode. This obviously comes with a caveat that items will need to be crafted, with the biggest and best stuff becoming end-game content, and that numerous items will have no real effect in offline mode like Fyndoro’s Tablet, an item that is used to find other players.

Community response to the idea has been overwhelmingly positive, especially from those who had invested serious money into the game:

I have 5k in and my greatest concern is someone will feel I bought a advantage over them. That’s not what I want. I like the nick nacks, their cool, but I don’t want anyone to feel its pay to play outside of the basic costs for the game.

And not all of the ‘no’ votes were against the idea entirely, with many citing the extra development time required to turn the items into craftables and figure out balancing.

I don’t really care either way, but voted NO because I do not want the developers wasting any time on making the items craftable. Just put them all on a special vendor and be done with it please.

If you add up all the hats, cloaks, costumes, weapons, armor, prosperity items etc. you would probably have at least 100 new items, each one requiring a unique recipe. How many unique recipes for hats alone are needed? Can it even be done without adding new ingredients?

How do you feel about pledge items, considering they can run a pretty penny, being available to players for free in offline mode? Let us know in the comments below.

(Source: Shroud of the Avatar)