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Covenant of the Phoenix has a new official Discord Channel!!!
By Throne

Anthem Arrives

When Bioware first announced its newest franchise, Anthem, during 2017’s E3 conference the one thing they said to describe the game was that it was unlike anything they had ever done before. And if nothing else, Anthem is certainly living up to that particular description.
Anthem is just not a game that hardcore Bioware fans would ever say is typical of the studio. Known for its stellar storytelling and its single-player franchises like Dragon Age and Mass Effect, players of Bioware games anticipate story-driven adventures along with companion characters who provide friendly banter and light-hearted romances. And hey, Anthem does provide a decent-enough story plot, with interesting and amusing characters and some good conversation opportunities, too. But the story is only a single part of the over-arching adventure that is Anthem (and hey, there’s no romances, either).

Anthem is described by its creators and by its growing fanbase as a co-op action and role-playing game, rather. In fact, its very best features can not be truly enjoyed without gathering a group of friends to embark into the gorgeous backdrop of the world of Anthem. 

There is nothing of Earth, here. This is a strange, new planet to explore, where every creature and bit of life comes from the Anthem of Creation – a powerful and mystical force that literally and even disastrously produces creatures, technology, and natural phenomena throughout the world. Everyone fights to survive and some to control the Anthem, and right there in the middle are the Freelancers, the heroes who embark past the walls of human cities to gather whatever resources they can find and to tame the myriad threats that the Anthem provides.

Freelancers survive outside the walls wearing armored suits, called Javelins. So far, the game’s four classes are encapsulated in whatever Javelin the player opts to suit up in, and each one of the four Javelins offers uniquely independent playstyles for the player’s gaming experience. There is no standard trinity that players of more traditional multiplayer games may try looking for, but this just keeps matched teams from insisting on any kind of perfect build, too. Any Javelin the player chooses will provide chances to cause damage to enemies or to save team-mates who have come under fire, in fact.

Still, exploring the different Javelins will give players an opportunity to decide which style of gameplay is their own personal cup of tea, so to speak. The Colossus, for instance, provides a heavy armored approach to the game, actually soaking up damage even as it unleashes massive firepower on the Freelancer’s enemies. The Storm, on the other hand, maximizes its time in the skies overhead to shield team members and rain down powerful lightning attacks on groups of enemies down below, too. The Interceptor is a more ground-based Javelin, zooming down onto enemies to zip and zap them swiftly with flashing blades and poison grenades. The final Javelin is the Ranger, which is also the first Javelin every beginning player will experience. The Ranger relies upon a steadied mix of abilities from all the classes, providing a well-rounded chance to inflict fast, intense damage to large numbers of enemies and combo attacks that obliterate threats in even wide areas. 

But it is the wide world of Anthem that truly sets the adventure apart from other games involving massive armored suits. Well, that and the whole flying around the world, too. In fact, the flying and swimming controls on the final released version of the game on February 22, 2019 were tuned in advance of the release through several test and demo sessions, where players pointed to issues on the varied platforms the game would be available. While there are still some players complaining the Javelins ability to maintain flight over an extended period of time simply is not great enough, the chance to navigate Anthem through the skies and even deep underwater offers opportunities for some purely amazing scenery and just plain, massive fun all at the same time. 

There were some buggy moments during the final days leading up to the release of the game, as well. Some players experienced issues with the game’s audio, actually losing sound in the middle of combat motions while moving around the world and battling enemies. A larger issue, however, was in the load times that quite a few players endured, where team-mates zoomed ahead and through the mission while they were still agonizingly lagging on the loading page. The game’s developers were quick to respond to the various issues and gameplay bugs that players reported, though. They welcomed comments on Anthem’s Twitter and Reddit pages, providing fast, public responses that the issues were noted and being addressed. The day one launch of the game then included a patch to try squashing the bugs, too.

But still, the game’s official launch was not completely void of problem or issue. Some players experienced terrible crashes of their consoles while playing Anthem, even. But overall, gameplay is remarkably smooth, even when the game is set to its highest graphic and audio settings. Each player’s game includes a chance to experience the story and get to know the various characters in Anthem, making dialogue choices that can help form their personal Freelancer. But the story is told through a first-person perspective of the walled city called Fort Tarsis, which creates a sense of disconnection with the individual player-character. Individuality comes from the amazingly complex personalization of the player’s Javelins, rather, and the Anthem fanbase has thrown itself into incredible renditions of paint and vinyls applied onto their suits.

Anthem is definitely a new experience, and those players who’ve adventured in other multiplayers are already asking for features common to such online multiplayer games. For instance, there’s currently no player-versus-player in the world of Anthem, and no real “raids” in the classical sense of multiplayer gameplay. There’s also a serious lack of clan or guild structures for players to rely upon. These are potential additions set aside for later patches to the game, is what the game’s developers are quick to assure.

What Anthem provides, rather, is a four-man team structure to explore the world through missions, expeditions, strongholds, and freeplay. The match-making tool in Anthem will quickly place players into random teams. Or players can create their own teams by inviting potential team-mates off their Origin friends list. 

Covenant of the Phoenix has set aside Chapter space for the community’s Anthem explorers, providing forums where guides and advice can be bantered over and shared. Also share some pictures and funny stories, too. But the Discord channels that COTP has established for the Anthem chapter of the community are even more useful, with potential team-mates gather together to help each other through the adventure. 

What is definitely true, though, is that embarking into the wider world of Anthem is most fun when you have a team to help back you up. The threats can be intensely challenging sometimes. The Freelancer can happily slaughter thousands of scorpions and Grabbits alike, only to turn a corner and run into a Titan. Hulk smash takes on a whole new meaning, then. So Anthem practically demands a team approach in order to succeed. As players and developers alike say, anyone can solo the game, sure. But it is far better to play with friends.  Only, do not hesitate to explore the Anthem with Covenant of the Phoenix! This is only the start! 
By Throne

ATLAS: Present and Future

We have been at it since day one, that ugly and...well, let's just stick with ugly...launch. Even through the lag muck and server instability, you could read the stars and see the potential.  Right off the bat it was only for the tough, and we barreled through the glitchy log-ins, the shaky starter zones and the wretched "lawless" starting areas and found our way to the rafts.  Some were able to get to our island after 3-4 hours of learning how to tack, zig zag and fight through server borders and with a full stack of human hides, and then some were finally rescued after what seemed like days of being eaten alive by scorpions and crocodiles, only to quickly get used to dying to the cold, the wolves, the alpha horses, the water, the sharks and each other's general noob mistakes.
Yes, with the known developer, we did try to ARK it, or Dark and Light it...hell, we've even tried to Life is Feudal this one....and Atlas is just NOT those games.  Some visuals and sounds are there, but the depth and options and functionality is just SO much more.  What really took the game from just another ARK expansion to, the potential mmo of the decade, was getting out on our first schooner, the SS Skjoldr (video below).  The experience was entirely PvE, but when you have 13 people packed on to a single vessel and the guys repairing the ship are as vital as the helmsman steering and the deckhands manning the sails, it became something I haven't seen in a game since our friday night flights on the Decimator back in SWG.
We have had just a blast learning the game and surviving our island and our neighbors over the past couple weeks.  Though it may appear as if we are well off enough, growing from 30 actives day one, to more than double that now, we absolutely could use more folks interested in living the Atlas life.  Whether you are interested in navigating the high seas, captaining a brigand, farming the tundra, mucking through politics, taming elephants or exploring the massive (30-40 hours of sailing from one end to the other) world, it is all here and we have many members willing to help you get started.
Here is a few screencaps and videos to give you an idea of what we have been up to:

By Throne


From the sister studio of Wildcard, makers of ARK: Survival Evolved...
ATLAS: The ultimate survival MMO of unprecedented scale with 40,000+ simultaneous players in the same world. Join an endless adventure of piracy & sailing, exploration & combat, roleplaying & progression, settlement & civilization-building, in one of the largest game worlds ever! Explore, Build, Conquer!
Early access, Thursday, December 13th  (Update:  delayed release to December 19th) [Update 2: delayed release delayed to December 21st]
Chapter group: 
Discord:  https://discord.gg/v74dSHQ

By Throne

Xalt defeats Elric for 2018 Fantasy Football Crown

Xalt's Zappers smirk at expectations, knock off Elric's Arksters in 171.07-127.47 rout

Both teams exceeded their projected point totals, but it was Xalt's Zappers who got the victory, cruising to a 171.07-127.47 win over Elric's Arksters. Elric's Arksters earned a 3.86-point lead on Saturday behind Joey Bosa (2.18 points) and Mike Williams (1.68), but Xalt's Zappers held the lead the rest of the way. They were led by Matt Ryan (25.46 points) and Damien Williams (22.53). Ben Roethlisberger (42.22 points) and T.Y. Hilton (19.4) led the charge for Elric's Arksters in the loss. This marks the second time this season Xalt's Zappers have beaten Elric's Arksters, after winning 118.28-117.7 in their last matchup. Xalt's Zappers end the season at 12-4, while Elric's Arksters finish the campaign at 9-7.
Matchup Highlights

Sunday Early    There were players with standout moments on both teams early Sunday, after which Xalt's Zappers owned a 125.41-53.13 lead. Matt Ryan had a 75-yard touchdown pass and a 44-yard touchdown pass for Xalt's Zappers, while David Njoku had a 66-yard catch. T.Y. Hilton made the highlight reel for Elric's Arksters with a 55-yard catch.

Sunday Late    Both teams had players with big-time moments on Sunday afternoon, but it was Xalt's Zappers who took the lead, 148.54-96.80. For Xalt's Zappers, Robert Woods had a 39-yard touchdown catch. Ben Roethlisberger made the highlight reel for Elric's Arksters with a 20-yard touchdown pass and a 49-yard pass.

Sunday Night    Harrison Butker had a 54-yard field goal for Elric's Arksters, who trailed 171.07-118.27 after Sunday Night Football.
By Throne

Kenshi 1.0 Released

It is generally a rarity that finds a single player game a feature of CotP articles, however, over recent months this game has entered my personal top five games of all-time and has passed my hourly steam totals for Mount & Blade, Fallout 4 and Skyrim in the process.  What the....yeah, I know.
So many titles over the years have claimed that it allows its players to "win" the game "their way" in an "open sandbox" environment.  Well, we cannot get the time back that we spent realizing that those developers were still significantly limited in the scope of what any individual's personal definition of in-game "freedom" actually means.  For me, M&B and SWG came close.  Unfortunately, both those games (or their EMU reboot) are either approaching or have surpassed the ten year mark of their seemingly eternal impending latest release. Enter Kenshi.
Freedom is a fun word in Kenshi...yes, you have the freedom to stay solo, group up with a squad, make a vegetable farm, join a faction, enslave a faction, slay the champion, be the richest hermit, recruit an army of robots or build the great city....blah blah, boring.  Now, the freedom to fail in the most unique form possible...that is the true gem in this game.  I will give you just the one example:
My squad is epic, I will tame the badlands and establish a civilized trading outpost...plan = awesome.  Headed for the abandoned fishing outpost.  Acid rain, not fun...put up tent, survived.  Reached fishing village, it is not a fishing village.  Really freaky "skin" people pour out of all the village buildings.  We put up a good fight but were overwhelmed.  One by one, my squad members were....stolen.  Knocked out, picked up and taken to some of the village huts.  What is going on here?  Then the screams.  Agonizing screams from my captured squad members.  No idea.  I am the last one to go down.  KO'd, picked up, taken to a nearby hut....
I died from blood loss.....after I was put into a grinder that peeled my skin off.
Kenshi is a single player sandbox PC game set in a vast and atmospheric ‘Sword-Punk’ style open world. With a mix of RPG elements, squad-based control and city-building features, gameplay is completely free-roaming and open: enjoy the freedom and potential to do whatever you want.
Set in an unrelenting world of bloodthirsty cannibals, starving bandits, brutal slavers and wild beasts, survival alone is a grueling struggle… You are not the chosen one. You’re not great and powerful. You don’t have more ‘hitpoints’ than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
Character Customization 
Edit your characters, build up their strengths and watch them endure and grow. Train Your Skills in Robotics, Thievery, Engineering, Medicine, Weapon Smithing and more!
Squad-Based Control
Play with one character or control a whole team; an army, even. Combat is Real-Time Strategy style with a choice of ranged and melee fighting styles
Build Your Base
Create and run your own city, manage an empire or simply wander the lands as a lone drifter. Research upgrades such as industry tech, weaponry crafting and trade goods
Wounds Affect Gameplay
Complex medical system where injured characters limp, crawl, bleed to death or pass out from starvation. Stem blood loss to avoid predators and replace lost limbs with robotic prosthetics
Open-ended Gameplay
An original sandbox world. Lay siege as a warlord or make your riches as a trader… There are endless game style possibilities and the world will never stop moving
Train hard
There is no level-scaling, the world does not level up along with you. At the start of the game almost everyone will be stronger than you and you’ll have to use your cunning to survive
Escape capture from deadly slavers & cannibal prisons, rescue your squad mates from grisly death and get them all home alive
Start A Faction
Keep to yourself, form an alliance or oppose other factions and territories of the world… good or bad

News Ticker
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Publish 9

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Publish 9: Secrets of the Force, Redux


  • Improved server stability
  • Fixed some memory leaks
  • Made many server performance optimizations
  • Added a much more graceful server shutdown procedure


  • Updated some newbie spawns to be non-aggressive
  • Fixed it so that mobs that spawn together in the same dynamic spawn will never fight each other
  • Easy and Medium spawn zones around cities will now only spawn mobs from their respective spawn list instead of also spawning things from the world spawner
  • Non-trainer NPCs that have the appearance of a trainer no longer register on the planetary map as a trainer
  • NPCs that are indoors now register on the planetary map (trainers, junk dealers)
  • Added a few junk dealers that were missing
  • The names of some outposts on the map have been fixed
  • Added crafting contractors' functionality
  • Fixed some lairs on Yavin IV that weren't spawning their boss mobs
  • Added a couple wild spawns that were missing
  • The Nightsister Stronghold cave's spawns are now more accurate to live
  • Axkva Min now calls for assistance when engaged


  • Fixed an issue that sometimes caused players to not be able to see spatial chat from an NPC
  • Philosophers will now respond when conversed with
  • Fixed a creature area attack that wasn't properly an area attack
  • Added proper AI pathfinding within the world and from the world into a building
  • Some dynamically spawned NPCs will now have a random mood set
  • NPCs will no longer sometimes spawn with a weapon in hand that they'll never use
  • Added proper random name generation for droids
  • Fixed AI now uses height in it's aggro distance calculation and will no longer sometimes aggro from too far away in hilly locations
  • Fixed some instances where corpses would talk
  • When a mob leashes for moving too far away from it's home location, any DoTs on it will be removed

Events/Dungeons/Theme Parks/Quests

  • Added the Village Jedi progression system. This includes everything from getting glowy through to the village outro, the Padawan Trials, the Jedi professions, visibility system, player bounty hunting, and the Knight Trials. The Force Ranking System is disabled for now as it is still under development.
  • Added the Corellian Corvette dungeon and associated quests and loot
  • Added the Nightsister Stronghold tasks
  • Added the Singing Mountain Clan tasks
  • Added Bardo Klinj task
  • Added Brennis Doore task
  • Added Captain Eso task
  • Added Crev Bombaasa task
  • Added CX-425 tasks
  • Added Dalla Solo task
  • Added Damalia Korde task
  • Added Dannik Malaan task
  • Added Denell Kel Vannon task
  • Added Dilvin Lormurojo task
  • Added Durgur Pyne task
  • Added Ebenn Q3 Baobab task
  • Added Gravin Attal task
  • Added Green Laser task
  • Added Grobber and Zekka Thyne tasks
  • Added Grondorn Muse task
  • Added Ignar Ominaz task
  • Added Jazeen Thurmm task
  • Added Joz Jodhul task
  • Added Jusani Zhord task
  • Added Kritus Morven task
  • Added Lethin Bludder task
  • Added Megan Dr'lar task
  • Added Rep Been task
  • Added Scolex Grath task
  • Added Serj-X Arrogantus task
  • Added Skinkner task
  • Added Venthan Chassu task
  • Added Vinya Maysor and Karrek Flim tasks
  • Added Vraker Orde tasks
  • Added Warden Vinzel Haylon task
  • Added Yith Seenath task
  • Added the rest of Gilker Budz' tasks
  • Talon Karrde no longer has tasks for players, instead his lieutenant Zakarisz Ghent now does
  • Targets for themepark/task quests will now only spawn once the player is close to their location
  • Added some missing conversation options to some themepark/task givers and targets
  • When speaking to a themepark/task quest giver while having another quest underway, the giver will now have the option to quit their current task
  • Escorts will now stop if a player gets too far away and will require the player to converse with them to continue
  • Added the heralds for the geonosian lab (including the one that also acts as a junk dealer for the geo relics)
  • Added some other heralds that were missing
  • Fixed the mark of intellect quest to properly require the player to have spoken to the hermit first
  • The mark of altruism quest now properly requires completion of the hermit's pre-quest
  • Fixed the blumbush painting schematic so that the Bestine Museum Curator will actually give it to a player that purchases it
  • Death Watch Bunker security waves will now despawn after 5 minutes if not killed
  • DWB security waves now trigger on damage instead of on a timer
  • DWB security waves now path through their rooms looking for intruders


  • Fixed the color of some combat log entries
  • Mobs will now use secondary defenses
  • Only one pool can now be wounded per attack instead of each pool having a separate chance on each attack
  • Auto attacks now have the same min range calculation as enqueued attacks
  • DOT absorption now functions properly
  • Fixed some instances where a player can get stuck in a feigned death state
  • Food damage mitigation now applies after armor mitigation
  • Wookiee roar no longer goes on cooldown if the target is out of range when used
  • Secondary targets of AoE/cone attacks will now properly give the attacker a TEF where appropriate
  • Combat damage vs. targets vulnerable to the damage type will no longer change when the target's regular resists are reduced
  • Attacks that add a DoT will no longer add the DoT to a corpse if the attack kills the target


  • Players must now be Special Forces in order to delegate faction points
  • Player names now properly flash while changing faction status
  • Planetary control scores are now updated hourly instead of in real time (the winner was already updated hourly which caused some confusion when the scores changed but the winner hadn't updated yet)
  • Fixed some issues with /delegate when the target is at or near their faction point cap
  • PvP TEF now also blocks entry to player city civic structures
  • A base's security terminal can now be properly repaired after a failed slice
  • Faction bases now have an explosion animation when destroyed
  • A player's faction insignia will now only show to opposite faction and neutral players if they are overt



  • Fixed an issue with making heavy mineral miner deeds in a factory


  • Fixed the filling on Dustcrepe


  • Fixed effectiveness resists not changing during experimentation
  • Tissues now have the correct cover mod

Bounty Hunter:

  • NPC bounty mission targets will now travel towards a starport and travel to a different planet when they get there
  • Adjusted bounty droid success formula to improve success rates at higher skill mods
  • Droids should no longer sometimes report incorrect distances

Droid Engineer:

  • Droids made in factories should no longer lose their modules after removal from the crate
  • Droids with no power can no longer function as crafting stations
  • Crafting station modules no longer allow a player to experiment when crafting with a generic crafting tool
  • Recharging droids now heals their battle fatigue
  • Detonation droids should now detonate properly
  • Detonation droids now do their 10 second warmup when called instead of when ordered to detonate
  • Droids with harvest modules will now always harvest when set to auto harvest instead of only working if their owner was the group leader


  • Added group xp bonus
  • Added xp bonuses for audience response
  • Fixed flourish xp to diminish over time when no new flourishes are performed

Image Designer:

  • Fixed some customization details not getting updated properly

Medic/Doctor/Combat Medic:

  • Healing and buffing now properly take into account the target's battle fatigue
  • Tend wound now accepts parameters to specify which attribute to heal


  • Fixed the intervals for warning and deletion of empty vendors


  • City Decorations can no longer be placed within no build zones (such as near POIs)


  • Camouflage no longer checks constantly causing it to break prematurely
  • Rangers can now remove camouflage from themselves
  • Rangers can now get scouting xp from concealing other players
  • Camo kit crafting now uses camouflage skill for assembly/experimentation
  • Fixed the layout of some camps
  • Camouflage now only works on the planet where it was applied
  • Area Track now gives the correct direction when the ranger or target is indoors
  • Fixed the duration of camouflage and added an animation to it's application


  • Sniper shot should work correctly now


  • Slicing a weapon with a powerup on it will now destroy the powerup

Squad Leader:

  • Group skill mods now persist properly on group members instead of falling off after 5 minutes
  • Group skill mods are now added/removed/updated on group members properly when needed (SL trains/surrenders a skill, faction and faction status changes, travel, player bounty combat, SL death/incapacitation/revival, SL leaving group)


  • Fixed the stock component slot on DH17 carbines to be optional instead of required


  • Droid repair kits can once again be used by any player
  • Food/drink that apply their affect as a reaction to an external event will now properly have a default duration of 60 minutes
  • Fixed factory run times
  • Looted weapons will no longer have skill mods for other weapon types
  • The Two-Handed Axe now has it's correct armor piercing
  • Added the Eyes of Mesra to loot
  • Fixed the max crate size for many items when created in a factory
  • Exceptional and Legendary items can now drop from any level enemy
  • Increased the chance for skill mods and dots to be found on looted items
  • Exceptional and legendary items now have a much greater chance to have skill mods and/or dots on them than standard loot
  • Poison and disease resist buff pack Cs now bestow their absorption mod
  • Fixed the armor piercing on Nightsister Energy Lances
  • Clothing/armor's name now turns yellow after an attachment is added
  • New BE enhanced clothing will have a yellow name
  • Weapons with DoTs and looted items with skill mods will have a yellow name


  • Squad Leader buffs should now be able to affect pets
  • Healing of pets now conforms to the same faction status rules as healing of players
  • Pets can now sit or lie down in response to certain emotes
  • Pets capable of sitting down will now do their sit trick animation when performing a trick
  • Pets and vehicles can no longer be stored while their owner is in combat or dead


  • Added several system messages that were missing
  • Fixed some structure commands that sometimes tried to target a structure other than the player's target
  • Fixed the /emptymail command to properly delete mail
  • The /find command will now draw it's yellow path when used within static cities
  • Fixed moods that weren't setting their proper animation
  • Added species xp bonuses
  • Added the race droid player event perk
  • Added the scavenger droid player event perk
  • Fixed some player event perks that could not be re-deeded
  • Lotto droids no longer break after a server restart
  • Upvote 1

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I'm trying to get back into playing, this and a server over on EQ Emu. Would love to have company on either or both. :D

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I just logged on Basilisk last night.  Our city has faded away, but the area is still open.  I am thinking about starting the Jedi village grind.

I think in the next few days that I am going to check out some of the other servers such as Bloodfin.  The server usually has 700-800 online and incorporates game features from Pre cu, cu and NGE. 



List of servers.


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9 hours ago, Damis said:

Let me know what you decide. I haven't setup anything yet, I know there are a couple servers I have toons on. I don't think I have anything on Bloodfin, so if you jump that way, let me know what you would need to support. :D


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I have a lot of characters on Basilisk.  So it would be easy if i restarted there.  I have a master doctor, entertainer, weapon smith along with my master swordsman whom i used to farm credits and loot with.  Before I stopped playing, i had started working on a commando and a bounty hunter.   If I was to play again on this server then I would convert my commando to a Jedi.

One of the updates on Basilisk killed group grinding which meant that people mostly had to solo level their characters which isn't fun. This why a bunch of us eventually lost interest in Basilisk.   I fondly remember all the spin groups that we did in the past.  Even though most of my characters are already masters, I probably won't go back to Basilisk unless they allow spin groups again.

The Bloodfin server caught my interest for a variety of reasons.  It's populated and they added the good stuff from CU and NGE such as faction armor.  The server also has the  Jedi Force Ranking System (FRS)  system working.   I just hope they still allow spin groups like the old days.   



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Oooo... So the quested Clone armor would be in there then. Nice. Well, I know I have toons on Basilisk and Hydian-Way. There's probably one or two other servers I have some on, just not sure what they are or if they're still around. lol

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