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By Damis

Albion Online - Heretic Challenge

The chill of fall is beginning to creep into the air... and the Heretic Challenge is back with a whole new mount! Earn points for open-world activities, unlock chests to get valuable loot, and claim your very own Heretic Combat Mule.
This month's Challenge introduces a brand-new war machine from the twisted minds of Heretic saddlers. The Heretic Combat Mule fires a powerful cannon shot that knocks back and slows targets, but watch out for its massive recoil!!
SEASONAL SPECIALS: All month long, reach weekly goals to unlock Heretic Challenge Chests. In addition to valuable rewards like Adventurer's Tomes, Silver, resources, and older Heretic-themed furniture, you'll also have a chance to unlock three new furniture items: the Heretic Lantern, Heretic Junk Pile and Heretic Construct.
  
https://albiononline.com/en/news/heretic-challenge-returns-with-new-mount
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By Elric

Crowfall: Closed Beta!

It has been a long 5 years, but Crowfall has finally gone into Closed Beta!  If you're like me, you followed the massive hype for this game back in 2015-2017.  A majority of players lost interest after the development cycle seemed to be going out further and further.  I honestly just wrote it off and figured I would take another look when it got closer to launch.  2019 and 2020 have been rough years for MMORPG's, so I've really been looking for "the next big thing". 

Closed Beta for Crowfall started on August 11th.  I figured I would give the game a shot to see how it has progressed.  I can now say that I am pretty happy with how much this game has improved.  They haven't given a definitive "launch date" for the game yet, but Closed Beta is definitely a good sign.  There is a small chance that it will fully release before the end of 2020, but I'd personally put my money on early 2021.   The Closed Beta launch gives us all a chance to really dig into the game and figure out what classes and races we want to play. 

For those of you who aren't familiar with the background of Crowfall... It's an open-world MMORPG that has an interesting blend of PvE and PvP, and it has some unique aspects to the gameplay that set it apart from other MMORPG's.  First off, let's talk about the worlds / servers.  When you create your new character, you will want to start out in "God's Reach".  This is the PvE world where you start out leveling your character and learning the basics of the game.  At this point in the game they have a "new player experience" questline that takes you from levels 1-16.  It shows you how the game works and gives you a small taste of what the game has to offer.  Normally it is recommended to stay in the God's Reach world until you hit level 30 or so.  Grouping has no negative impact to experience gain right now, so leveling up in a group of 5 is literally 5x faster progression (if not more). 

Before you dive into the main Campaign world, there are a few other options for you to explore.  You can check out an "Infected World" server, which is essentially a persistent PvP "training grounds".  The zones are open-PvP and have keeps, forts, and outposts to fight over and claim.  I believe the general level focus for The Infected worlds are 15-30.  You can also check out The Eternal Kingdom, which is the main player housing / guild castle world that is always available.  I believe that is where many player markets will be, and where most players will hang out between campaigns.  In case this wasn't already apparent - your characters can freely move between worlds.  Thus the same character you start in God's Reach can eventually transition into the main Campaign world.

Lastly we get to the "main focus" of the game - the Campaign worlds!  The Campaign is a massive PvP world with outposts, forts, keeps, etc. along with NPC towns and such.  Players join one of three factions to compete in a "Throne War" of sorts to see which faction can come out on top at the end of the Campaign.  Here's where it gets even more interesting - the Campaign worlds are semi-temporary!  The game refers to the Campaign as "dying lands" where the players are vying for superiority and trying to harvest the riches of the world before it collapses.  The Campaigns only last a month or two, and then they disappear and the Campaign world is wiped.  All the players go back to hanging out in the Eternal Kingdom or God's Reach. and the factions count up all the rewards they obtained through the Campaign.  Then a new fresh Campaign starts up and everyone rushes in to see how well the faction can compete again.  The benefit to this concept is that you won't have a static PvP landscape where the biggest (or strongest) guilds and factions hold all of the castles permanently.  It prevents the PVP game from getting stale, and offers some new challenges with each new campaign.  We don't know yet how much each campaign will differ from the last, but there is definitely some potential there.

One other interesting concept with this game is that the player is described as "An immortal crow that travels from vessel to vessel at will".  What they mean by this is that each of your characters is just a shell that you are inhabiting at the time.  As you start out in the game, you pick from one of the 12 races and 11 classes.  Nothing is restricted in terms of gender or faction. The only restriction is that each race is limited to specific classes.  You start out in one of these "common vessels" and play the game.  Eventually you can craft or find upgraded versions of the "vessels", that allow you to build a stronger character.  The higher the vessel's rarity, the longer it takes to level and the stronger the bonuses are to your stats.  It sounds like the Crowfall devs want leveling to be a fast and easy process, so it doesn't feel like a grind to level up a new vessel / character.

Crowfall also emphasizes the idea of having multiple characters to really maximize your gameplay.  You will have some characters for combat and others for crafting & gathering.  The idea is that you will have lots of options so you don't get bored with just a single character.  To top it all off, Crowfall has a real-time player progression system similar to EVE Online.  Each of your characters levels up the normal way in PvE / PvP,  but your account as a whole is always progressing in real time.  Your account gains skill points every few seconds whether you are online or offline.  You invest those skill points into various skills that benefit every character on your account.  It unlocks new abilities, stats, etc. so that your characters can improve even when you're offline doing something else. 

While there are 11 basic classes in this game, that is only the beginning of your character progression.  Around level 20 you get to pick between three "Promotion Classes" that specialize your character in whichever of those three options you want to play.  Crowfall goes even further by introducing "Disciplines".  As your character levels up you get "Trait" points that you assign in your skill tree to unlock abilities, stat bonuses, and discipline slots.  You can find or craft Minor Disciplines that usually grant your character 1 or 2 new skills or passive bonuses.  You can also equip up to 2 Major Disciplines that function like sub-classes for your character.  They add in 4+ new skills and bonuses that allow you to customize your character to your liking.  For example, you could be playing on an in-your-face melee DPS character like a Myrmidon.  Then you add in two Major Disciplines that add some healing abilities, ranged spells, etc.  I don't know how many Major Disciplines will be available when the game launches, but even in Closed Beta there are over 40+ unique Major Disciplines to play with.  There are also Exploration Disciplines that impact your character's resource harvesting / crafting abilities.  All in all it is one of the most varied character progression systems that I've seen in a MMORPG.

The game is "Buy 2 Play", meaning that once you have bought the game you can play it forever (for free).  They do have a VIP Membership that functions like a monthly subscription, which gives you a few benefits that allow you to progress faster in the game.  Otherwise the cash shop is cosmetic only, and they claim that nothing sold in the cash shop will impact the gameplay outside of how things look (cosmetic).  Right now you can purchase the game during the Closed Beta and get it for $40 instead of the standard $50 cost.  On top of that, they currently have a promo where all you need to do is join a Guild on your account, and you get 20% off!  It worked out to about $31-32.  That promo is only active until August 23rd, so don't wait too long!

Come join us and check the game out!  If you have any questions, post here on the forums or find us on Discord. There are usually people on the COTP Discord server right now as the Beta is fresh. 

Here are a few decent videos to check out:
 
 
 
 
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By Damis

Conan Exiles - Time To Mount Up

It is time to mount your steeds and ride across the plains of the Exiled Lands. One of the most sought-after features since Early Access launch is a reality: Mounts are now available in Conan Exiles!  You can engage in mounted combat and level up your pets and thralls, so they grow more powerful the more time you spend with them.
MOUNTS
Getting a mount works the same way as getting a regular pet. You will first have to find a foal, then bring it back to a Stable to raise it. Stables work the same as Animal Pens, but are for horses only.
Like Pets/Thralls, horses will grow stronger as they level up. Raise several different horses to find one with the stats you like.
Once your foal has grown into adult horse it can be placed in the world, like a regular Thrall/Pet. To ride into the sunset like your favorite cowboy you’ll need to equip your horse with a saddle, which can be unlocked at level 20.
Saddles will have different effects on your mount:
Cavalry Saddle – Fast acceleration, maximum speed, minimum defense, minimum maneuverability Scout Saddle – Long sprinting time, medium speed, low defense, maximum maneuverability Warhorse Saddle – Slow acceleration, minimum speed, high defense, low maneuverability No matter which saddle you choose, using a horse to get anywhere is significantly faster than running on foot.
MOUNTED COMBAT
With mounts we’re also introducing mounted combat. Shoot your enemies from afar with a bow and gallop away before they know what’s going on. Grab a sword, axe or mace and swing away from the comfort of your steed.  Equip a pike or a spear and attack your enemies by stabbing at them or equip a lance and tear through your opponent’s defenses with a mighty charge.
We think mounted combat is going to add a whole new level to Conan Exiles’ PvE and PvP gameplay and we’re excited to hear what you think.
PET/THRALL LEVELING
We’re also adding a leveling system for Pets and Thralls that can follow you. Leveling a Follower grants them increased stats and special bonus Perks.
When placing a Follower, they start at level 0 with a base set of Attributes. Faction and Tier determines growth rate and base Attributes, to make sure similar pets and thralls won’t be exactly the same. You can check your Follower’s Attributes by selecting “Info” from the radial menu.
Killing enemies when a Pet or Thrall follows you will grant them experience points. Crafting, exploration and other activities will not. Pets/thralls will only gain experience points when they are following you. Pets/Thralls will gain perks as they level up, which will further enhance their capability and grant bonuses to Attributes. The more specialized the Perk, the greater the bonus.

Conan Exiles: https://www.conanexiles.com/
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By Damis

7 DAYS TO DIE - Alpha 19 B-157 Experimental Released.

The Fun Pimps are working towards another huge upgrade for the survival game 7 Days to Die, with a new experimental build out now to try. It's a massive upgrade again to many areas of the game. Some of what's new includes: Linear Color Space Lighting, Improved Gamepad Support, New Survival System & Critical Injuries, Interactive Loading Screen, Food and Water Bars in the UI and HD Characters.
Alpha 19 Official Release Notes
https://7daystodie.com/a19-official-release-notes/
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By Damis

Camelot Unchained Newsletter #67

Slowed but not stopped. 
We are now entering the new 90 day development period.  So we expect to see giants in all their glory or at least an early version.  Also, they plan on starting up a persistent world on a 24/3 [weekends] server run by their overlord program.  Some things we may also see during this period is are the Spirit mages and dragons as they start to get flushed out.
This months newsletter:  https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-642244
News: https://camelotunchained.com/v3/category/news/
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ledters

Upcoming Changes and Wipe

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Hiya builders!

Let's talk about some upcoming changes that are in the works - and reworks!

Over the past year we've had several discussions about ways to improve the building tools and UI. One of those was specifically the "mega palette" design. During lots of testing and iteration, we've been narrowing down the features we think are essential and fun.

With our next update (date still TBD; stay tuned for more info!), build mode can be toggled on and off with a key press. When you toggle it on, your hotbar and the bottom part of the screen will be replaced by a new "build mode" UI with several tabs containing your tools, props, materials, templates, and similar building-related goodies. We think this will keep things convenient and accessible, as well as help distinguish between different building styles: i.e., those who want to full-out voxel build, those who prefer to assemble and construct with pre-made templates, and those who focus on decorating with props.

The new player experience is also being completely overhauled - but more on that later. Right now it's time to look at build mode!


Building tab
  • This contains the building tools for voxel building, which no longer exist as items taking up space in your inventory; they're now built into the UI. Don't worry though, you can still activate them with a numerical keypress! We have arranged them in what we feel is the rough order of basic to more advanced difficulty.
  • Besides the building tools, this tab also includes the shaped voxel brushes, and materials selection.
  • The materials can still be filtered by name keyword and can also be toggled to display only materials you currently have the resources to build with.
  • We're rearranging the materials so each is only in one category, and making the categories clearer.
762.jpg


Props tab
  • Props are now in a similar tab, and the UI includes a keyword search box and a toggle to display only props you have resources to create.
  • Tooltips will display more details, including what's needed to make the prop.
781.jpg


Templates tab
  • The Templates tab will provide a convenient shortcut for template placement.
  • We're still playing around with the layout of this tab so no screenshot yet!
Tints tab
  • Surprise! On this tab you'll find a palette of tints that can be applied to props.
  • Not all props will tint, but we're trying to allow it to work on props where it would make sense. Some examples and a quick preview video below!
  • As always, the small print: as this is still a work in progress and shown on our internal servers, there may be bugs, UI may not be final, features may still change, do not swim for half an hour after eating, etc.
We are really excited to bring these features to you in the next update, and look forward to hearing your feedback once you get to play with the features. clear.png


761.jpg

 
 

 

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Edited by Led

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Happy March, builders!

With the coming update, we’ll be making some big changes to the world to make it a more exciting place to build, explore, and adventure in. Read on for details!

Introducing New Landscapes!

"Landscape" is our new term for what we previously called islands, and it comes with a few changes. First, we're adding a new type! In addition to the beautiful sculpted landscapes you're familiar with already, you'll now also find the new Pioneer Landscapes. Pioneer Landscapes are similar to the Foundation Museum islands you've seen in the past, with extremely flat terrain and no surface caves. So whether you want to build your castle on top of the highest mountain or a perfectly flat field, you'll be able to do it!

Starting out

One of the advantages of the flat terrain on the new Pioneer Landscapes is that it's easy to build on right away, which makes them ideal for new players. In addition, some of the biggest feedback we got from you about the starting experience were issues related to finding a good location to claim. So, after the coming update, new players will start with a claim already placed for them on a Pioneer Island, and will enter the game standing on that site, ready to go! The new Pioneer Landscapes will initially be reserved ONLY for the automatically allocated new player claims. However, if you prefer to stake your claim on a mountaintop perch or in a scenic valley, you'll be able to pick up your claim and relocate at any time to another landscape of your choice.

Claim sites

Claim sizes are getting easier to manage and use! Going forward, we are going to increase and standardize the size of claims. We're currently working with a new claim size of 525 x 525 x 450 voxels, which is the size of over 16 old claims. You'll get all of that space right away when you place your claim, as the concept of "attached claims" will no longer exist. Fear not, you’ll still be able to own multiple claims; they’ll just all be the new expanded claim size. Pre-update, you could have a maximum of 8 base claims and 24 attached claims. After the update, those 8 base claims will include the equivalent of over 120 attached claims' worth of space - vastly more area to build in than before!

Before:
881.jpg

After:
882.jpg

Underground changes

We're also making the underground world easier to understand and navigate. Rather than distributing adventure and resources between five different layers of caves, we’re simply going to make the distinction “surface” or “underground.” Some resources will be found only on the surface; some will be found only underground. Now you won’t have to figure out which underground layer to visit for the resource you're looking for!

Chaos Caverns

We are dramatically changing the way that underground cavern networks work in order to make exploration more fun. We're focused on having the most fun through exploration, discovery, and danger.

After this update, you can take on an underground adventure at any time from any location! You'll be teleported to the beginning of a random cavern underground. These new Chaos Caverns are still filled with monsters and each one will have ruins! As you travel through the cave network, battling monsters and collecting resources and treasure, you should hunt down the lost ruin. Why? If you find the Lost Crystal hidden inside the ruins, you can use it to receive a reward!

Check out some more on the chaos caverns from Josh “Augur” Augustine in this post.

---

Edited to add update (also posted in a reply below):

Hi folks!

We understand there's a lot of questions and yes, it's a big update and there's a lot to talk about. You haven't even heard all the best features yet! clear.png Yes, the claim and island changes will need to be accompanied by a claim wipe. We will continue to give you more details about the update through the next weeks. While we don't have a final date yet, it certainly will not happen in the first half of March, and we'll keep you updated. We'll also be posting a more detailed Q&A as we did with the last wipe to answer all your questions about templates, refunds, and more. Rest assured there's lots more information coming before the update.

Have a great weekend everyone, and why not take some time to check out those awesome Landmarks of Landmark entries? See you next week! clear.png
https://forums.daybreakgames.com/landmark/index.php?threads/landscapes-and-claim-sites-and-caverns-oh-my.56105/

 

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Nice to see this game is still in development. Hopefully it makes it towards a release.

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Not really Ernie, The money spent on attachment claims probably wont be fully refunded. And the size is 50 voxels shorter than what we can make now. People have templates taller than the new claim cube.        


There isnt any info if we'll be able to attach additional claims so some people are worried they'll have to lose what they have been working on.

If we cant overlap or attach any other claims to them, I'll have to shitcan what I've been working on for almost a year now because the distance between claims will be farther apart and wont work..

I'm holding off on any enthusiasm..

Edited by Led

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so, is landmark still the base for building Everquest next?

 

 

 

 

Not any longer, EQN has been canceled. I believe October or someone else posted the info in the EQNext forum..

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Not any longer, EQN has been canceled. I believe October or someone else posted the info in the EQNext forum..

yea, i posted that 2 days before he posted the EQN was being closed. 

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