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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! 
 
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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:
 
 




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By Throne

ATLAS

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!
https://store.steampowered.com/app/834910/ATLAS/
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
 
 

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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.
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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.
https://store.steampowered.com/app/233860/Kenshi/
 
WHAT IS KENSHI?
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
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
 
https://lofigames.com/road-map/
 


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Elark

Publish 10 is now live

Recommended Posts

https://www.swgemu.com/forums/showthread.php?t=221980

 

Publish 10: The Rise of Galaxies


System

  • Improved server stability
  • Various Server Optimizations
  • Fixed Memory Leaks

Spawns/World

  • Fixed duplicate mountain squill spawn outside squill cave
  • Added no build zones for FS Village Phase 3 Base Locations
  • Adjusted spawn timers on various NPC's
  • Fixed some factional NPC's failing to aggro Players
  • Axkva Min's Guard now properly spawns and assists her when she is attacked
  • Adjusted no build zones around Jedi Enclaves
  • Fixed various Tatooine Region spawns
  • Fixed Grovo rancor spawn at Nightsister Stronghold
  • Adjusted experience payout for a few Imperial NPC's
  • Corrected Teras Kasi Artist Trainer Location on Talus
  • Added missing Chef Trainer in Bestine, Tatooine
  • The Trained Veermok in the Sulfur Pirates Cave on Lok will no longer aggro its trainers
  • Issue preventing the Hero of Tatooine Wild Bladeback Boar from respawning after being killed has been corrected
  • Potential case fixed where the Hero of Tatooine Pirate Leader and Pirates would not respawn

Creatures/NPCs/AI

  • Added hue color variations to various creatures
  • Fixed various creatures/NPC's getting stuck on cell boundaries when pathing
  • Fixed issue allowing creatures to be dizzied and kept knocked down
  • Fixed various factional NPC chances to hit
  • Fixed Lowland Brackaset milk type and diet
  • Added various appearance templates to Dark Adepts and Dark Jedi NPC's
  • Added missing system message when a player attempts to loot an empty corpse
  • Prevented the loot window from opening when a corpse has no items to loot

Events/Dungeons/Theme Parks/Quests

  • Added Bestine Elections
  • Re-Wrote The Warren Screenplay - Fixed many issues players were having when trying to earn the Badges achieved here.
  • Re-Wrote Geonosian Cave Screenplay and fixed various bugs within
  • Corellian Corvette Terminals are no longer usable if the player is in a different cell
  • Badge is granted to all those in the group when completing the Corellian Corvette
  • Reward is now given to all group members from mission NPC after completing Corellian Corvette
  • Destructible buildings for missions spawn sooner when a player moves into range
  • Fixed destructible building terminals not appearing when spawned
  • Corrected issue preventing Hero of Tattooine Hermit from giving the missing Mark rewards
  • Mark of Courage will no longer be given with serial number showing in examine window
  • Fixed bug with Death Watch Bunker Voice Control Bomb Droid
  • Fixed an issue with a conversation string for some of Jabba's Theme Park NPC's

Combat

  • Added check to disallow players to attack other players inside a building they are not permitted to enter, this includes AoE attacks.
  • Added check to disallow players applying poison, disease, heals and enhancements to players inside a building they are not permitted to enter, this includes AoE applications
  • Fixed issue with PvP ratings calculating incorrectly
  • Fixed issue causing PvP rating throttle message to be sent at the incorrect time
  • Changed PvP rating kill list to be stored on the killer instead of the victim
  • Fixed the "Defense vs" Defenses calculation to always allow a chance for a State or Posture to Apply
  • Fixed Armor Piercing to be calculated against Personal Shield Generators and adjusted the decay rate

Crafting

  • Ingredients can now be removed from an ingredient slot during ingredient input stage of crafting
  • Fixed erroneous ingredient in Light Blaster (red) Draft Schematic
  • Fixed factories consuming all identical single components in a hopper at once

FS Village

  • Aurillian Plant will now correctly go above very fast growth rate
  • Corrected issue with Aurillian Plant showing dead when it was still alive
  • Profession XP Modifiers will no longer apply to FS Experience Conversions
  • Issue fixed with Captain Sarguillo Patrol Points not despawning when arriving at next point
  • Captain Sarguillo Phase 3 Mission Base Timers will now reset appropriately
  • Phase 3 Bases now eject players that are still within shield range when they are reset
  • Phase 3 Base gates will no longer randomly persist in the world after they have been destroyed
  • Added Option to Dageerin Conversation to replace existing Radiation Sensor
  • Players are no longer able to accept multiple Phase 4 Captain Sarguillo Missions
  • Fixed FS Experience transfer window failing to close when Player goes out of range
  • FS Intro Quest not updating when looting the datapad from the Sith Shadow
  • Sith Shadow not having waypoint datapad as loot all the time
  • Added Functionality to re-grant Force Sensitive Box upon login if it was surrendered

GCW

  • Fixed Player Base Layouts to better reflect live
  • Terminals now spawn at random locations during the vulnerability period of a player base and de-spawn when the period has ended.
  • Adjusted placement of player base HQ Terminals and other terminals within bases
  • Corrected issue in Player Bases with Security Terminal becoming bugged if the slice failed
  • NPC's are now removed from the world when a Player destroys a PvE Player Base
  • Added system message when a player breaks the perimeter of a PvP Faction Base Minefield
  • Imperial SF Tactical Centers now list correct on the Planetary Map

Housing/Cities/Structures

  • Waypoint to a structure is now removed when a structure is Destroyed (Not retroactive for existing structures)
  • Fixed Structure Ejection issues. Players should no longer get stuck in the doorway or be placed under a building if ejected from any structures.
  • Corrected issue causing deleted players to not be removed from Housing Administrative lists
  • Increased range for structure /payMaintenance command
  • Fixed an issue when inputting power into factories and harvesters
  • Added mail message when a building is destroyed due to decay
  • Residency change cool-down no longer affects placing a city hall
  • Player owned Hospitals will now correctly auto-heal Health and Action wounds

Items/Loot

  • Fixed players not being able to loot No Trade items from corpses inside structures
  • Fixed Armor Condition Decay Rate to better reflect live
  • Fixed issue with the Condition on the Rebel Marine Armor Chestplate loot from the Corellian Corvette
  • Fixed the Heat vulnerability on Rebel Marine and Stormtrooper Armor types
  • Rancor Bile will now have the accurate attributes on them when looted

Pets

  • Incapacitated and Corpsed Mounts are no longer able to be mounted
  • Fixed being able to make a Faction pet attack while a player is swimming
  • Fixed duplicate system message from being sent when faction pets were auto-stored

Misc

  • Added Bazaar & Vendor Text Search and Min/Max Price Filtering Functionality - Players must run the SWGEmu Launcher in order to update to the correct Client UI File!
  • Fixed issue with Player Trade window if one part unchecks the accept box
  • Corrected permissions for players in the New Player Tutorial
  • Random Player Name generator will no longer generate names already used
  • Deleted character names now usable 15 minutes after deletion
  • Fixed error when a player would try to select a non one time Veteran Reward
  • Burst Run's HAM cost is now modified by the players secondary stats

Professions

Artisan:

  • Removed Action Cost from Melee Weapon Power-Up Primary Stats

Bounty Hunter:

  • Added Player Jedi Bounty payout increase for Force Ranked Jedi
  • Fixed Fast Blast to correctly divide max damage evenly over Health, Action and Mind Pools
  • Adjusted Fast Blast attack multiplier to better reflect live

Chef:

  • Fixed minimum nutrition value on several Chef draft schematics
  • Ormachek Dish now correctly gives its experience bonus

Commando:

  • Fixed Grenades not bypassing Jedi Saberblock
  • Fixed Heavy and Consumable weapons ignoring Jedi Saberblock

Droid Engineer:

  • Fixed ambient droid pet sounds for most droid pets - Not retroactive for already crafted droids

Entertainer:

  • Fixed the /stopListen command to function without target or parameter
  • Corrected Droid Effect Modules to only delay between 3-60 seconds

Jedi:

  • Added Force Ranking System
  • Added FRS Skill bonuses
  • Added /showCouncilRank Command
  • Added ability to recover Jedi Items from Enclave Voting Terminal
  • Added Force Defense skill mod damage reduction to incoming Force attacks
  • Fixed Force Power attacks to use ability accuracy vs Force Defense when calculating chance to hit
  • Fixed Players unable to restart Knight Trials after dropping Rank Member and Jedi Knight skill boxes. These Players must visit a Force Shrine to begin the Trials again if they are still eligible
  • Added check to ensure a player is the correct Faction for their chosen council during Knight Trials
  • Various Bugs with Old Man Encounter
  • Architect Padawan Trial NPC will no longer agro a player with negative Gungan Faction
  • Jedi now gain visibility when entering combat with a lightsaber
  • Fixed bug in Spice Mom Padawan Trial
  • Fixed notification window when dropping FS Skill boxes during Padawan Trials
  • Fixed Force Speed Ability calculation to give the correct speed boost
  • Corrected amount of Force gained from Force Absorb Ability
  • Refactored Jedi Force Power abilities
  • Corrected modifier on Force Resist Bleeding Ability
  • Fixed Force Weaken to function closer to live
  • Fixed Force Intimidate 2 area of effect range
  • Fixed Jedi Resistance States and Jedi State Defenses to be calculated separately
  • Fixed Jedi receiving duplicate cloning window when cloning at shrines and enclaves
  • Fixed on hit force costs when player has both Force Armor and Force Shield active
  • Force Drain will now function closer to live and have a varying range on the amount of Force that is drains
  • Force Drain cooldown will now be correctly reduced by Force Speed
  • Adjusted Channel Force bonus and HAM debuff to better emulate live values
  • Jedi Heal cooldown timers now better reflect live
  • Enhancer Transfer Force Ability will now mimic live functionality

Medic:

  • Diagnose Ability will now correctly work on NPC's and Creatures

Pistoleer:

  • Changed Double Tap ability to function closer to live

Politician:

  • Fixed Player Skill Trainers able to be placed in water
  • Fixed Player Skill Trainers able to be placed while incapacitated or dead
  • Fixed ability to summon /recruit interface while Player is incapacitated or dead
  • Fixed an issue with city decorations not be able to be placed again after being picked up

Ranger/Scout:

  • Fixed Creature Knowledge Skill requirement to display creature difficulty level in examine window

Squad Leader:

  • Squad Leaders will now receive their own passive group buffs

Teras Kasi Artist:

  • Fixed an issue with Defense Acuity not properly working as a secondary defense

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