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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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By Throne

Drayvn ARK cluster updated with Extinction

The ARK: Extinction map has been added to Drayvn's Server Cluster.
The Goal:
Link multiple maps on one server so that players can truly enjoy everything the game offers. You can live on the Island and still explore the dungeons on Extinction while using the dragon you got from scorched and the spelunking tools you got from Aberration.
Note: This is a private server cluster created by Drayvn and is open to COTP members who are able to conduct themselves in a mature manner.  
Note II:  These servers are not modded in order to provide some difficulty to those who can handle it.
Maps currently in cluster:
The Island Scorched Earth Aberration Extinction Server Names:
Pheah Islands Pheah Scorched Pheah Aberration Pheah Extinction Forum Group Link: 
 
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Popular Content

Showing content with the highest reputation since 01/11/2011 in all areas

  1. 7 points
    Our adventure thus far... As we prayed to the gods, we knew we could not stay. All of our work was for naught and we would have to abandon our village in hopes that the gods would bless our next location, that is, if we lived to see it. No one could have foreseen the frozen hell that we walked into. First it was the wolves, then the bears, then we ran out of food and then, winter hit. Eating roots dug from the frozen ground while living in huts made of branches and dirt was not what we had envisioned freedom to be....but it was better than the galleys, and it was enough to keep us alive. Northerners, Vikings, Barbarians...we have been called many things, but by the time winter was in full force, and after deciding in favor of vassalege to New France and endless raids from the enemies that seem to surround us on all sides, we definitively looked at ourselves as survivors. We now were citizens of the north with our own village and we are finally creating tools out of forged metal instead of branches and rocks. Progress has been slow and painful, yet the idea of being satisfied eludes us yet. We have managed to turn what was a snow-ridden wasteland into some semblance of a settlement. No thanks to the frozen ground and the evil Sixgods guild to the north, and Black Bear guild to the southwest, we've managed to survive until spring. Hopefully, now that we can plant crops, roots for three meals a day will be a thing of the past. Life is Feudal certainly is not a game for everyone. Even for those who are into challenging games, this one can be a bit brutal. If you have been looking for an open-world sandbox, full loot, full terraforming MMO that not only challenges your pvp ability, but also your long term planning and tactical strategies, Life is Feudal may be worth a solid look. In any case, below is a quick video to show you what we've done so far as well as links to the game on steam and our chapter forums. Thanks for reading and if we don't see you in LIF, we'll see you down the road in another game yet. - Throne https://discord.gg/pkYvYwX https://youtu.be/L_L7gu-gymM http://store.steampowered.com/app/700030/Life_is_Feudal_MMO/ https://covenantofthephoenix.com/gc/9-life-is-feudal/
  2. 6 points
    When you find yourself in that position of decision maker, where the decision is required and you have less than all the information you want, you better be ready and willing to make that decision. Some would say that the risk involved is not worth the potential negativity, loss or pain of failure. I personally argue that a great failure through action will be remembered much more fondly than the status quo or mediocrity via inaction. It is this fearlessness in decision making that is necessary to be a leader in this community. Creating memories worth remembering is what we do here in the Covenant of the Phoenix, and this is one of the great responsibilities we task our leadership with on a daily basis. Our leaders know that they will make a difference whether they like it or not and that leadership is a gift given not by our administration, but by the CotP membership who enjoy this community and wish to continue toward that eternal goal of good times and great fun. These ideals are what drives this community as well as what constitutes some of the most important values that we require of our Sentinels, of which certainly includes the one being appointed here and now. One of the honorable few who never set out to be a leader yet became one through the quality of their actions and the integrity of their intent; our newest Sentinel joined us in the Darkfall chapter in early 2009 and became a leader in the same chapter not long after. They have clearly understood the mandate from our founders that everybody has a story, and if you do not know the story, you cannot lead effectively. A multiple chapter leader, workforce member and chapter liaison, they have worked tirelessly at helping create an environment of progress through action, an environment that dares to fail greatly yet manages to achieve so much more. It is an honor and a privilege to announce the promotion of an individual who exemplifies the type of leader we desire in CotP. This individual clearly possesses the core leadership characteristics that we look for in a Sentinel. Vessa, rise and be recognized today as a Sentinel of the Covenant of the Phoenix.
  3. 6 points
    We live in the sub-arctic region of this world, so we knew Winter was coming. However, with all the unknowns that winter brings, we still were not entirely sure we had done enough over the warm period to warrant a feeling toward comfortable preparedness. We were certain we would not run out of food this year, which was good, but we were not so sure about our flax storage, and even less about our storage for straw. It is a different feeling for sure, to try and predict what our needs will be five months down the road. It is quite exhilarating to have that thought process be a part of our guild's efforts along with our day to day struggle to fight off invaders from the north and help our alliance fend off the regional destruction of our resources by the enemy. A great new project has entered our purview and has invigorated our planners and builders as we look toward the future security of our people. Phoenix nest is the site of what will be our greatest architectural achievement to date. The castle walls will be twice as high as our current walls in Covenant City and made of granite, which is much sturdier than the old stone walls. Our builders are hard at work nearly 24/7, but the pace is slow as only the best quality and components will do. What we could do with ten more apt and able workers.... Harvest season was better than we anticipated thanks to our hard working farmers and foresters. After starting the settlement in the dead of winter, we all worked diligently to make sure the next winter's meals were not limited to roots, berries and wild game. Our agricultural prowess was on full display near the end of fall as you can see in the below images. We hope that we will soon add more to our "farm squad" as we look forward to the next planting season. War has definitely become a daily part of our lives. Invaders from the north have caused much delay in our building plans. We now must have guarded transports during our resource expeditions and are on full alert at the mere sighting of travelers or the sound of a galloping horse. Recent skirmishes have resulted in clear victories and much loot, hopefully dealing our enemy enough of a blow to give our builders a window of opportunity for progress. To the south, our alliance is in full fledged war and has relied much on our team of battle-hardened warriors. Massive battles involving hundreds of allied forces which were at one time a fairly rare occurrence are now regularly being waged 3-4 times a week. Tactics and strategies are constantly in flux as we adjust to new terrain and different enemies. Several times over the past weeks there have been nearly a thousand warriors spread across the server fighting battles at the same exact time.
  4. 5 points
    Our community has many great leaders who are always willing to step up and take on the challenges of the day. Leaders who are always willing to help others by sharing ideas or experiences, by encouraging and pushing the limits of themselves the people around them and the community as a whole , or by simply being there when needed. Leaders willing to take on the tough or tedious jobs to ensure our Community has what it needs to not only survive but thrive. Any leader in this group from those who have only led a raid in a single chapter to those who have worked hard for years have all changed our Community by giving of themselves to make our Community the Great home it is! Occasionally a leader comes along whose impact is so amazing and the difference they make on our community so wonderful that we must stop and recognize them for all they do for the rest of us. Let me be the first to Thank Phyreblade for all the works she does with SWTOR Chapter, The Social Media Dept, The workforce and The Founders week Celebrations team, to name just a few. Let me also be the first to Congratulate Phyreblade on becoming our newest Templar! Looking forward to seeing all the greatness she will bring to her new role.
  5. 4 points
    The leadership here in the Covenant of the Phoenix is fantastic...fantastic yet diverse. We have a prismatic group of leaders who are different in so many ways. Some may choose to see all our differences in leadership style as an obstacle - dividing or delaying rather than unifying and progressing. However, we see our diversity as a stepping-stone. We focus on the individuals' strengths and use their strengths in a very goal-driven way within our community. We are so fortunate to have leaders like the one being appointed to Sentinel today who have joined and given us that unique edge needed to enhance our vision for this community with their special talents, talents given willingly and passionately in helping the Covenant of the Phoenix become what it is today. Like many of us, this individual joined our community as a gamer who wanted to be a part of something bigger than his or herself. Along the way, they forged the capacity to see beyond the game and understand that it is the relationships built within a gaming chapter that fuels this community in the long run. Eventually, that understanding led to their appointment to our leadership team and, after many years in positions of preeminence in multiple chapters and games, to Director of all CotP's server-side administrative responsibilities. It is an honor and a privilege to announce the promotion of an individual who exemplifies the type of leader we desire in this community. This individual clearly possesses the core leadership characteristics that we look for in a Sentinel. Xugrel, rise and be recognized today as a Sentinel of the Covenant of the Phoenix.
  6. 4 points
    It was my pleasure to approve Elric's original application, welcoming him into the CotP family. I have known Elric since he joined the CotP community and been in many of the same chapters with him. His commitment to CotP and those game chapters can not be questioned. He has shown his leadership qualities and passion at every turn. Elric has impressed both myself and many of the CotP leadership as a person that you can rely on to do what is in the best interest of CotP and its members. He has helped to make CotP what it is today. It was my pleasure to recommend and be involved in Elric's promotion to Templar. I wish to personally thank Elric for all that he has accomplished and for the positive impact that he has had on the CotP community as a whole. I have no doubt that he will continue his climb on the CotP leadership ladder and to be a positive role model for our community. Thank you my friend, for all that you have done. Please join me in welcoming our newest CotP Sentinel! It has been a long journey and you have arrived intact.
  7. 4 points
    Over the past year or so COTP has been going back and forth on the idea of a centralized Discord server. While we still really like using Mumble, Discord is slowly catching up with the available features. I know a couple chapters such as BDO and FFXIV were running their own Discord server as it has some functions that Mumble does not. While the debate between using Mumble vs. Discord is still ongoing; we have decided to officially start the COTP Discord server that we will run for the entire guild. The hope is that we will bring all of our chapters back together on a centralized server. We will offer both Mumble and Discord options to our guild members, so you can feel free to use either voice platform as you choose. The link to our centralized Discord server is as follows: https://discord.gg/aPUpz5J Generally speaking, the Discord server will follow the same rules and guidelines that we follow on our Mumble server. Obviously be respectful to everyone while on the Discord server, and follow the COTP guild charter. It's pretty straightforward, so I don't foresee many issues. If at any time you have questions about anything regarding the discord server, please feel free to reach out to October or me (Elric). ========================================================================================================================== For those who haven't used Discord, here are a few terms / features you will want to know about: First off, you probably already found the link to download it... But if not: https://discordapp.com/ Discord has a really solid mobile app available for Android / Apple iOS. You can use it to connect to the server on your phone / tablet for both voice and text chat. One of the best advantages of Discord over other VOIP clients is the security feature called the "Audit Log". This log shows every administrative action on the server, when it happened, and what user made the change. This makes everything a lot easier to track. If any problems occur, we know exactly who we need to track down and discuss the issue with. Role = The term "role" refers to the different ranks or member groups that you belong to on the Discord server. These govern what rooms you have access to, what you can do in those rooms, and what administrative abilities that you have on the server (if any). You can be granted multiple roles, and Discord will always use the highest ranked role that is assigned to your profile in regards to the room you are interacting with. Text Channel = Unlike most other VOIP clients, Discord has done a really good job with integrating text channels into the same client as the voice channels. You will see those in the top left corner of the navigation bar on the left side of the Discord client. You may not see or have access to every room there until you are registered as a member on the server. Generally speaking, those are not meant to replace the forums. The text channels are basically just for quick messages and chats - similar to a guild chat in-game, but now you can get to it even when you're not actively playing a game. ========================================================================================================================== COTP Officer Rules for Discord Given that Discord handles security differently than Mumble, the specific rules for the guild officers will be slightly different. COTP Chapter Leaders will be responsible for setting up the voice channels for their chapter (if they are not already created). They are also responsible for managing access to those channels and adding roles for their members. We are not limiting the number of voice channels per chapter, as each chapter will have their own needs and channel uses. Chapter Leaders currently have the ability to create and assign Discord roles as needed. Please keep the number of roles per chapter as concise as possible, to keep the server as clean as we can. If more than 4 roles are needed per chapter, please contact one of Administrators / Moderators. This full control is currently granted to all Chapter Leaders so they can have the freedom to run the channels for their chapter. The access is granted with the understanding that they will only use their access to handle their own chapter's channels. If they are contacted by anyone to modify channels for another channel or the general COTP chapters - they should be directed to contact the server Administrators / Moderators. Note: When creating a new channel, don't forget to create the channel with "COTP Member" access or higher. Otherwise, if you create the channel with only "everyone" access, you won't be able to edit your new channel after it is created (only server Admins / Moderators can fix it at that point). On Discord, you can only edit channels that you at least have read access to. Given that all channels should be created with "COTP Member" access unless it is for a PvP Chapter, I doubt this will happen often. COTP Chapter Leaders are also responsible for the text channels for their chapter. By default, each chapter should just have one or two channels. This is to keep the voice channels on the top part of the Discord screen, as too many text channels will be a pain to scroll through so you can get to the voice channels. Chapter Leaders can request additional channels if needed, but only on special approval from the Discord Administrator / Moderators. As with the voice channels, the Chapter Leaders will be in charge of setting up the access to those channels as they are created. When any new COTP member joins the server, we will need to register them similar to how they are registered on the COTP Mumble server. As a default, all members will be granted the "COTP Member" role. In addition to that basic role, they should also be granted any specialized role that applies to that person. For the PvP chapters like BDO, there will also be specialized roles like "BDO Member". PvP Chapters will not have general COTP access to their rooms. Instead, only members that have roles like "BDO Member", "BDO Officer", etc. will be able to access the non-public channels for that chapter. All COTP Officers that are ranked Knight or above should be granted the role of "COTP General Officer"; regardless of what chapter they are actively leading. Similar to how we handled naming on the Mumble server, they should also have their name changed so that their COTP rank is listed as their name preface. So for example as a Templar, my name will be set as "[Templar] Elric". Given that the Sentry rank is not permanent, we want to keep those titles a bit cleaner on Discord. Sentries should only be granted the officer rank for their active chapter. Chapter leaders will be responsible for removing the officer access to any Sentry that leaves their chapter or goes inactive. The AFK timer is currently set to 1 hour. We can change that as needed. I kept the timer as 1 hour, as some situations like PvP and raids may require people to not use the voice channel even if they are actively playing. There will be a COTP Forum topic set up to request new channels, roles, etc. for any new chapters that do not already have official COTP Chapter Leaders created. Alternatively, they can directly contact the Administrators / Channel Moderators on the Discord channel. Everything that is done on the Discord channel in terms of channel / user changes is noted on the server Audit Log. This allows us to follow up with anyone that has changed anything that shouldn't have been changed. Again, as mentioned above, please feel free to contact October or me (Elric) on the forums or on Discord. Enjoy!
  8. 4 points
    Some say it's a myth, others say they once saw them playing cards with Bigfoot. Nevertheless, you will all soon know the truth behind the LEGEND of the Purple Barneys. After yet another amazingly awesome PvP experience in Keshatta, the Covenant of the Phoenix and it's allies were hanging out and having a good time talking about the aforementioned pwnage and throwing a few jokes around. It was but a few minutes into the conversation when jokes about funny guild names emerged. Skjoldr heaved forth a starkly hilarious suggestion of "Barney Guild"....followed quickly be the realization that he was now somehow guilded beneath the brand new tag "Purple Barneys". In a flash of brilliance to cap a funny joke, Throne had changed the guild name from "CotP" to "Purple Barneys" with flawless timing and awesomeness. It was all in good fun....the guild name would be available to be reset in 24 hours and we would all laugh about it for a few days and then soon file it away amongst the other forgotten funnies of our decade long gaming experience.....or would we? A few moments later, the harsh reality of Age of Conan guild administrative debauchery would reveal itself in bloody fashion. No, Mr. Genius Throne wouldn't be able to change the guild name back after 24 hrs...or 48...or 72. Oh no no no, we would now get to live our fantastic Age of Conan adventures under the tag of "Purple Barneys" for a full SEVEN DAYS. The news soon reached the far reaches of Hyboria...from the server-wide chat: "who are all these Purple Barney's running around and owning me in PvP?!?!?".....then the official Age of Conan PvP Server forums: "where did all the Purple Barneys come from?". Recruitment came to a halt so screeching, it wiped out a small family of nearby chipmunks. Throne, now trying to figure out new recruitment angles using nickelodeon and disney gaming forums, was then contacted by the leader of one of CotP's closest allies....another realization was about to hit him square in his square, masculine and quite handsome jawbone. "Throne, the leadership of your long-time allies, -The Purple Dragons-, would like to know what the hellz you're trying to pull here?". After causing a server uproar, a near alliance meltdown and a recruitment nightmare, Throne thought long and hard about what he should order for lunch. Jimmy John's had not yet reached Texas, so Pizza would have to do. Much thought and very little discussion ensued, with the very clear result coming from a likely source in his good friend Damis. If at any point we were to suddenly cap off a funny guild-name joke by changing our in-game tag, we would certainly choose a much more relative and insightful name...... ....Teletubbies.
  9. 3 points
    Covenant of the Phoenix establishes a new chapter in Bless Online on May 29, 2018. The chapter is based on the North American server called Sforza under the banner of the the Hieron faction. Bless is set in a seamless fantasy world. The main story revolves around a decade-long war between two factions, the nation of Hieron and the nation of Unión. The game world is separated by different climatic zones. Players can choose their character's race and class, with race determining which faction they align with. Players can join PvP castle sieges, to advance their faction power. Winning sieges grants new quests, and resources. Faction, and race dependent role-playing scenarios are also available for players to advance their character progress Members interested in joining the fun should visit us at : Bless Online Chapter Info.
  10. 3 points
    There are four basic characteristics that great leaders possess. The first trait is a will to lead. Leaders want to lead. And they embrace the opportunity to do so. Second, great leaders are willing to make the difficult decisions, the tough decisions that no one else wants to make. Great leaders never pass the buck to a future generation. They confront the brutal realities. They meet them head on. They don't ignore them. They address them as best they can. It's a matter of honor. Third, great leaders believe in something bigger than themselves. People want to follow those serving the greater good. If people see a leader focused on self-interest alone, they will not follow. At least they won't follow as far as they are being asked. They won't go the extra mile. People search for someone who is willing to look at the bigger picture, to serve a transcendent good. And so, while it runs against the conventional wisdom, great leaders are also the greatest servants. Great leaders lead by serving because they believe in something greater than themselves. And finally, great leaders have a sense of humility about themselves. Ironically, those who accomplish the most are often the ones who brag the least. It is an honor and a privilege to announce that Grim has been promoted to a Guardian. Grim is a natural fit for the role, given his 9 year history with the guild and his experience in managing several guild chapters over the years as well as providing administrative support. This experience has honed his focus on the long term picture of doing what is best for the Covenant of the Phoenix community - a focus that will be at the core of the many judgment calls he will make as a Guardian. Please join me in congratulating Grim and wishing him the best of luck in his new position as a Guardian. --- ~ ---
  11. 3 points
    The Covenant of the Phoenix, along with its allies, defeated the 100+ strong Chinese army last night in CotP's first large scale entanglement involving Life is Feudal's battle system. The war is literally for the entire Buyan server. With most European and American based clans, kingships and guilds living in the northern regions putting aside their existing arguments in favor of dealing with the massive invasion of Chinese clans and influence, the Warband Allance was proactive in throwing down the gauntlet and looking to deal a blow to CPLA's city claim. The risk is certain. Win, and we reduce CPLA's city size and loot the entire enemy army. Lose, and all the gear we take into the battle is theirs for the taking. Participants on the Warband side included but was not limited to the aforementioned CotP, New France, Vanguard, RES, LR and RIP. The Chinese side consisted of CRTG, Sixgods and many of their allies. The mood in the CotP fortress was solemn. Most of us were done sharpening our blades, stringing our bows and fixing up our armor, and focused on mentally preparing ourselves for the oncoming battle. Standing around our now glorious monument, some prayed, some said their goodbyes, and all were ready to serve their guild with honor. The call to arms came out and CotP answered with the largest showing of all involved parties, as expected. Squads were created, battalions were formed and our members joined the shield wall, the assault crew, the cavalry and the archers. We had but minutes before initial enemy contact was made. Immediately, our side realized that the fighting would be in the midst of a large overgrown forest. CotP fighters grinned....this was our kind of country. We knew how to march in formation in spite of endless trees, we knew how to shoot through the undergrowth, and yes, we knew our cavalry's greatest enemy....the juniper, would be afoot en masse. The conflict started first with infantry, we established our shield wall and moved forward slowly, taking moderate damage from the onslaught of the enemy's bows and crossbows. Archer's following the shield wall, and led by CotP's "Zhek the Great" looked for the terrain necessary to gain clean angles to help progress our assault. Calvary attacked separately, flanking the enemy and distracting them from the main assault. The initial push by the shield wall proved successful, and the enemy was pushed back quickly and efficiently. Our Archers were making headway but the advance was stalled with both sides taking significant losses. The Calvary seemed slow in creating enough of a distraction due to the terrain and undergrowth. The infantry was now passed the point of no return. Losses began to pile up with several of our side falling to the endless barrage of arrows and bolts. Damage was nearing a critical point with our shields beginning to break and many wounded and bleeding. The decision to charge in and break the enemy will was made with little to no protest. Huscarl's leaned into their busted tower shields, Assaulters assumed the posta di falcone and Archer's threw their bows aside and pulled their swords. The Cavalry began to turn the tide as the infantry charge commenced. For as much damage was done to our shields, the enemy was absolutely crushed within 45 seconds of the final assault. Cavalry mopped up the retreating and defeated enemy. We took the field and the battle was won. We looted the enemy and left to go home to a hearty meal and a neat brew, or two. One night would be all the time we would have to celebrate....the fall harvest awaits.
  12. 3 points
  13. 3 points
    Welcome, what follows is, what I hope, a reasonable account of what or an attempt there of, can be involved in taking an idea from the mind to the finished product. I know I skip all sorts of steps but I hope it gives you the reader an idea of just how much can be involved. If not I hope I provided you with a solution to that nighttime insomnia. * * * I know many of us have watched a movie, a television show even a play or sat down and read a book or played a computer and come away thinking, "I could have done better", but could you? It is easy to say such things, but be honest have you ever actually sat done, maybe with a pen and pad of paper to hand and actually tried to work through what is involved? Let me use as an example, a computer game. Okay, you have an idea for a game, you grab pen and paper and jot it down, now what? Well how about a plot, not just a general overview but a plot that starts with the players entry into the game, but their passage through it to an end? Is the end finite? Does it signal the completion of the game or is it just the end that you can think of at that stage? Ah, that opens up the next question, is the game linear or open, if open then how open? Next, the stories, yes I know you have a plot but what about all those other characters that the player may meet in the game, are they just faceless drones or do they have stories? Ah now we find ourselves expanding the plot line. we have characters we meet, some are trivial or minor characters there only to provide a clue or piece of an answer, but what about others, those who play a more pivotal role, do they have a story, do they NEED a story? Okay now you have the plot line, major story and basic sub stories fleshed out it is time to start getting into the nuts and bolts of making the game. But wait, you have to create at least the background of a world, what does it look like, what different environments are there, how about towns and villages, weather? So now you have foundation of information to use to build your game. First, what system are you going to use? PC, MAC or console? Each has advantages and disadvantages. Now then, what technology is it to be based upon? ultra modern, cutting edge or a couple of months older? Why do I need to think about this, well it affects a lot of performance issues. Cutting edge will most likely have more problems since the technology is so new the full implications of how it will interact with other software, hardware and drivers in the case of PC's may not be completely understood because of the sheer range of options out there. While the slightly older technology is more mature, many if not most of the issues are already known, so there will be much fewer surprises. Okay you have decided upon your target platform, so now starts the long and hard part of creating it all. But wait, is this single player which reduces your demands and requirements or multi-player. Can you save you game state allowing for the player to pause and walk away for biological functions or is it persistent, running 24/7? If it is multi-player, how many players, can a PC for example, act as host or are you swapping data between a few discreet machine, as to action, weapon selected, spell cast and location or is it more involved. Are you expecting a large enough number that a dedicated server will be required, what about all the data and processing for the game such as combat resolution, monster movements and everything else. How much data is going to be transmitted, how big a pipe do you need just to send data at peak time, what about data coming the other way? Is the server self regulating, performing maintenance during up time or does it require the whole system to be to stopped and everything taken offline for several hours while garbage is disposed off, logs are transferred, backups are made. You will need to make double sure about data integrity, have an accident and lose every player character created because someone during maintenance made a spelling mistake could easily cost you your entire player base. Your servers are essentially huge interconnected databases, thousands, tens of thousands, potentially millions of entries long. How much performance do you require to host all those clients? Just for now we will assume that there are tools to hand that you can purchase to assist you in creating your game instead of having to write the tools you need to make your game. Right so what is involved. Well you need graphics, these are the static images you see as background but also the art work that covers everything from your character, the skin they wear, the clothes they wear, to the items they interact with in appearance. You also have to think about animations, unless you are happy with a static slideshow, you need things to move, so you have to make a mesh framework of each and every object that will move, be picked up, handles or occupy a fixed point in the world, around that you wrap a graphic so it looks like it is supposed to, but you may want to add extra realism, give it all those little imperfections that we find in the real world, so you add texture maps, which supply these slight but minor imperfections, you may also want to think about a perfect versus an imperfect look. A 'perfect' look is one that will be spotted quickly, nothing is perfect in the real world it has all sorts of flaws in the eye of the viewer, from smears and scratches to fingerprints, distortions in reflections and odd color values. So we need a light source and something to indicate where and how reflections react to our object hence you introduce a reflection map. Not so easy is it, we have a mesh, and animation model a texture map, a graphic image overlay and a reflection map on each and every object in the game. However, we were talking about animation, that means that the mesh must have discrete parts, points around which the rest rotate and move. Think of the human body, think about the range of motion in each and every joint you have, there is a lot of them in a large range of directions. However we do not need all the possible combinations, just the most common and a few special ones for uncommon actions. Sitting, standing, talking, pulling a weapons or weapons, using that weapon, etc. Now if the player character is just standing there doing nothing, them it looks completely artificial, so you write a mini script that controls what the player character does when just standing still. It could, look around from time to time, pick its nose once in a while, scuff a foot on the ground, yawn, there are all sorts of actions to consider if you want them or not and which give depth of personalty to the players characters. All right, lets say that process is well under way, now what about sound, how about music? Everything in the real world usually produces a sound. Pick up a pencil from a flat surface, you heard a noise or two even if you ignored them. The scratch of the pencil against the surface as it moved under you impetus, maybe your fingernails rubbed across the surface producing another sound, maybe you dropped it and had to try again. Music, watched a movie lately, nearly every scene had music of some sort. The movie people are not trying to push the price of the movie up or justify their jobs but they have found that a movie with music gets a better response than one without music, Watch the Movie 2001, the lack of music in the background takes a little time to notice but feel the difference, listen to the sound of an astronaut breathing inside his helmet while outside is no sound, its a little odd, eerie. In the movie industry, music is important, as it is in other industries, for with music you can convey happiness, sadness, joy, excitement, fear or terror. A well composed piece of music can sweep up the emotions of the player and take them on a roller coaster ride or lull them into a sense of peace and calm just before they open "that" door and release the hounds of hell. Ambient sound is a fun one, most modern games have them, from birds chirping in the background to the honk of car horns in the distance and the thumping beat of some backstreet stereo system several blocks away to the dull steady drone of an engine or air circulation system aboard a star ship. Lets us not forget audio cues either, such as alarms, klaxons and others indicators to tell teh player that something has suddenly happened as a result of what they just did or because they reached that point in the script where something happens elsewhere in their environment. Think about that huge steel door through which they entered the ship clanging shut even though it is half a mile away and they are now locked inside. So you have plot, storyline, background stories, a cast of characters, meshes and animation models, textures, bump maps, reflection maps, lights sources for each location, ambient sound, audio and music what is left? Well how about the display, that window through which the player looks into your game world, how is arranged, how much is visible all the time, some of the time or only when in certain specific areas or groupings. How much impact does the display have upon the system demands, does it slow the system down to a crawl because there is so much to display on top of the game display or does it hardly impact the performance. Is it fixed, is it editable, can you move all elements around, turning them on or off so a player can customize it. Alternatively you could have too much on the display at anyone time and overload the players capacity to take it all in and process it. Finding that right balance takes time and much trial and error, most on paper you hope so it does not cost a great deal. That brings up the question of an internal macro system or add-on system, allowing for creative players to add features for themselves, you will need to think hard about that for you will have to supply the language basics and some form of interpreter for the language to work within. Also how much access to internal values and data do you allow, too little and people cannot do anything worth while, too much and the game can be hacked and exploited. If you are still here in this very quick and uneducated attempt to give an insight in to the thinking behind making a movie or game, then when done, pat your self on the back, because I know I talk far too much. Let us not forget control and input systems, as these are critical, Next step, your project has been funded, you have a realistic as opposed to optimistic schedule of creation and its holding up. Your backers though are getting worried, they see their money going in but nothing coming out so you have to start the media game, you have to get out there and contact magazines, reviewers on web sites, bloggers and start talking about the next best thing since sliced bread that is two years away. Wait two years away, well its an arbitrary value but you have to start this early, and gradually build it up until that one single moment when you hold in you hand that pre-release "I hope there are no errors" final beta disk, the disk you may decide to let limited numbers of the gaming public loose upon to see what they find, what they break, and what you forgot to fix or someone on the development team finessed past your roving eye because they were having a bad day, didn't want to work on that bit of code or just could not think of a better way to do it. You beta goes well, the player testers find only 600 action items out of hundreds of thousands, many are easy fixes, but you have one or two real problem points, items that require the combined brain power of all the coders and developers. So you turn them loose with orders to fix item a and item b and ignore everything else. But your backers are demanding a return now, they are getting instant, you get threats of legal action perhaps, or maybe spurious accusations in a very polite an legal way of you taking their money and not giving anything in return. You just have too much pressure to show your game, to get it out there or throw your hands up and declare failure. So, you have no choice, you publish, you have already set up the advertising campaign, you have 30 second long adverts for TV, magazine spots selected, release parties planned, you hired Hollywood A-Lister's or B-Lister's to provide voices for your advertising campaign, lending their voice and face as a recognizable icon in the minds of the buying public. You gear your self up, send the master disc to the duplicator's, they press the disc or discs and put it together with all the nice packaging you put together, along with manuals or other materials to include in the box. It all goes out to the distributors, who send it to the retailers, with strict instructions not to seel it until such and such a date. Of course someone ignores that and puts it on sale early, not much you can really do about it if its one or two, if its a chain, you could perhaps blacklist them and cross your fingers, maybe you could try legal sanctions but don't hold your breath. Come the day of release and you stand there in front of the gaming press, smiling and laughing, talking earnestly about how good this is, how you and the team overcame all obstacles while knowing that a select few are busily working away on the first patch to fix those easy issues found in beta, when the word comes in. And... well I will stop hear, because you are already thinking about and working upon your first expansion or addition to the game, maybe working from unfinished material intended from the original game but not included because of time, cost or other reasons. I hope you have reached here for this is the end, in my poor man's attempt to give you just the briefest glimpse into the taking an idea from the your minds eye and what it may go through to become a reality. I have no idea what is actually involved and I imagine it is a lot more involved that my pitiful words here convey, but I feel fairly confidant I have hit at least some of the high points. The one thing I will guarantee is that along the way, there have been civil debates and hard, long drawn out slugging matches as two or more people argue over the best way to implement some feature or other. After all what is hard for one person may be of greatest ease to another, we are not after all, all the same. That would be boring if we were.
  14. 3 points
    Back again, fellow Guildies. Last time I weighed you down with a lot of personal information about myself and promised you a more interesting read this time around. So I figured why not look at the guild as a whole instead of one ol' little member, hmm? I'm not going to go too deep into the history of the Covenant, especially since that's already covered and way out of my time line. If you're curious about how Covenant of the Phoenix came to be, Throne has posted the first part of it's history right here. Personally, I think everyone should at least give it a look through. It's good to know your roots. Instead, I will be looking at what makes the Covenant... well, the Covenant! And a bit of what you should expect of it's future. A long time ago, in a galaxy far, far away (and yes, I have to pay George Lucas every time I use that line), several gamers put together the idea for a guild. That idea soon became the Covenant of the Phoenix. Their morals and beliefs on how one should be, even in a virtual setting, created the Charter. Every recruit reads the Charter, agreeing to abide by it's laws before becoming a true member of the Guild. In fact, before anyone can take a leadership position of any form, they must first be tested on their knowledge of the Charter and swear to uphold it. There have been times that I have actually looked to the Charter for answers on how to handle situations within our Chapter. And the Charter did not disappoint. I'm not saying it's an end all, beat all source for information. But it certainly works as a guideline if you're on the edge about something. So way back when the founders created Covenant of the Phoenix, what did they hope to accomplish? What was their driving goal for banding together? To get the 100% accurate answer to that, you'd have to ask someone like Throne. But I can certainly take a guess. Let's take my own experience with online games for an example. I've hopped through a few here and there, and I've seen a lot of horrible practices not only from players, but from guilds as a whole. I've seen Elitism, been shunned by many just because I didn't know what I was doing or wasn't a high enough level. I've been completely ignored for not having all the gear others do, and told that I would be good when I "caught up". But that's not how Covenant of the Phoenix operates. I've seen it with my own eyes, how you make the time and effort to help those who are struggling or just starting out. People who understand that real life takes precedence over trying to min/max your toon. Members offering to help push them through a hard area, play a lower level character with them, or flat out supply them with items and currency just because someone needed them. It's true that a lot of this is done as a synergy; the belief that doing this act will result in them doing the same when the roles are reversed. But that is not a bad idea to have. Look at the Officers and Elders of your Chapter. Ask yourself: "Why have they been placed in charge? What made them volunteer for such an act?". I can tell you, it's not out of any bid for power or supremacy; that's just not how we Phoenix think and feel. They do so out of a sheer love of the games they play, and they want everyone to have the most fun they possibly can. Officers sacrifice their extra play time to bring something special to your experience. To make your game sessions a little better, and help everyone in your Chapter reach their goals. Without the organization of events by your Officers and Elders, a good amount of your play experience would be gone in an instant. No more group events with random games to keep you entertained. No more organized collecting of members for large scale runs through tough areas of the game. Nothing. They are Covenant of the Phoenix. And what about the members? The folks who join the Guild, growing it's ranks. Without all of you, we would have no Guild. If none of you had decided to join us, to add your hand to the fun we all have in our many games, Covenant of the Phoenix would have died out long ago. Your Chapter Leader, not long ago, was a regular member like you. They joined because they wanted people to play with; fun people who wanted to enhance the experience of their games together. And if they hadn't taken ranks within Covenant of the Phoenix, where would your Chapter be now? The future of Covenant of the Phoenix lies within it's members, every single one of them. You are Covenant of the Phoenix. So what is in the Covenant's future? That's up to you all to decide. When it was founded long ago, I can almost guarantee that none of them thought it would become so large. Hundreds of players stretched over dozens of games, all bearing the Phoenix's tags. All holding the same virtual morals and purpose: To have fun and to help others have fun. When the day comes that the current leadership moves on, Covenant will not be gone. New people will step up to take their place, the dreams and hopes of the guild itself lying upon their shoulders. We shall look up to them just as much as we do our current leaders. And they shall continue to bring all of us together and build a legacy for years to come. I'm very new here, so I sadly did not have the privilege of meeting other members of our leadership that are no longer with us. But just glancing through the forums, even someone like myself can see how important those who are no longer with us have been to this guild. It is that kind of commitment and dedication to the Phoenix that lets me know how far we can all go. We all should shoulder such dedication to the Covenant, to uphold their dreams of how an online community must be. No one can replace our leadership team, nor should they. Instead, we take their beliefs and dreams for Covenant's future, and nurture them ourselves, to further it's legacy. The bottom line is, the Covenant will last as long as we want it to. As we continue to pave the way through our games as a group, we set an example for those that will come after us. Much like raising a child, it is our actions and attitude towards our fellow players that will determine how the newer members will act and think. So the next time you see someone yelling out in General chat for help, consider taking a break from your grinding to give them a hand. Heal or buff a random stranger in the middle of a tough fight. Ask an ungrouped player if they're looking to pair up. Because it is the hospitality and positiveness of us all that will determine just how far we go. After all, we're all just here for fun, aren't we? Let's spread it out.
  15. 3 points
    Link to Source Material Caught the story above today, and since I'm 40 it caught my attention! We (folks my age) ARE the pioneers of the video game, the generation that crossed the atlantic to found a new world, the ones who braved the wild west and settled the gamer nation: most of us teething on the Atari 2600 and Intellivision consoles of the eighties, or beginning our gaming careers on a Comodore 64 or Apple IIe long ago. We were the ones feeding millions of dollars worth of quarters into arcade games back in the day. Now, we are the ones buying the lions share of video games these days: both for ourselves and our children. We built the 25 billion dollar industry that is video gaming today. The general gist of the article was that the government and activist groups keep targeting the game industry for violent and sexually themed games saying they are aimed at children and too easy for underage folks to get thier hands on. Both of my kids were born during the Internet Age. They will never know what it's like not to have computers and the internet, not to have a cell phone, or not to have video games. They will never watch black and white TV unless it's on Turner Classics or AMC. Technology is so interwoven in thier daily lives that they almost cannot survive without it (just take away your teenagers electronics for a week and see what happens!). As with all things that could be dangerous or harmful, there needs to be regulation and safeguards in place...but it never ceases to amaze me how some people blame video games for causing bad behaviour, instead of blaming lack of guidance and parenting and common sense in most cases. We as a society have such a hard time taking responsibility for things: the gun killed him, not the crazy person wielding it...the car killed that family, not the drunk behind the wheel of it...the video game makes my kid a sex crazed violent maniac, not my lack of parenting skills and refusal to guide my child on what is real and what is not, or what is appropriate in life and what is not. Yes, media effects behaviour (that's ALL media: movies, TV, newscasts, video games, music...), but as with all things in life we as human beings have free will to make the choices between good and bad, or right and wrong; regardless of what influence we are effected by.
  16. 2 points
    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:
  17. 2 points
    If you haven't already seen it, the new Ark expansion was released yesterday. The new expansion, "Extinction", takes the players back to Earth to find a ravaged homeworld with all sorts of new creatures and challenges. It seems like they've taken some popular mod content and created some massive "Titans" that function as world bosses throughout the new map. The new launch trailer: COTP does not have an "official" server right now. Currently Cecil and I run a private server for any COTP members that want to join. Hit me up via PM if you would like to give it a try! We are working with our hosting company to get the new expansion server up today. Here is the official content notes from the Steam page:
  18. 2 points
    October 6th, Covenant of the Phoenix created a new chapter in MapleStory 2 on the North America East server. MapleStory 2 will officially launch on October 10th, but people can start playing the game now if they bought a Head Start account. MapleStory 2 is a new MMORPG set in a colorful 3D block universe. Vastly different than the original game, MapleStory 2 will allow players to build their own worlds, levels, and share them with each other. The familiar Action RPG combat is back, but this time in a 3D isometric angle. MapleStory 2 takes place before the events of MapleStory, and the rise of the Black Mage. The origin of the world's life, time, and space are kept in balance through the actions of three Sages, who live in Lapenta. Dark forces, however, broke the balance and put the world in crisis. COTP Chapter Page: https://covenantofthephoenix.com/gc/25-maplestory-2/ Game Link: http://maplestory2.nexon.net/en/landing Head Start info: http://maplestory2.nexon.net/en/founders
  19. 2 points
    It's official, COTP and it's allies on "NA West - Muspelheim" have won the first round of our Rend server! Between COTP, our Illegitimus allies, and some randoms on our faction team - we crushed the opposition on our server. By the last week the other two factions had gone into defensive mode because there was really no way for them to catch up to our momentum! Last night following the final Reckoning of the server, our characters "ascended" and the server was reset for round 2. Tonight everyone on the server started from scratch, but as we had won the previous night we received more Ascension points that our opponents. This gives us a slight edge as we face off against the other two factions again. This time around we will try some different defensive building tactics, some different character specs, and new priorities for our faction research. Hopefully we can bring home another win! Come join us for some PvP / PvE action!
  20. 2 points
    Starting tomorrow, July 31st, a new survival-genre game will be hitting Early Access. We have some people who have already been testing it out in Alpha, and thus far I've heard it has some serious potential. I'm guessing we could fill out a 20-person team to really give this game a shot. In fact, Creaky from Illegitimus (an ally of COTP) has challenged us to put together a team to face off against Illegitimus on a private server! So what is the game exactly? So far it looks like a mix between survival games like Ark, Conan Exiles, 7 Days to Die, etc. and a similar model to what we hope Crowfall will be like when it comes out next year (in theory). In Rend, your character progresses through PvE gathering, quests, fighting, etc., while you build a faction base alongside your guildmates. That base will eventually come under attack from PvE mobs or PvP players depending on the type of gameplay on your server. There are official PvP servers run by the developers, and they will be allowing private servers as well. The goal of the game is to get your faction to beat out the other faction(s) on your map. Each round results in one faction emerging victorious, and then the map resets. Each faction then starts over for the next round, but everyone's character still advances through a meta-progression that grants you additional skills to use on the next round. Discuss it further on our forrums: Otherwise, here is some more info in the form of two decent videos on it: Or for those of you who prefer text over videos, here is some info from the official Rend website: What is Rend? Rend is a team-based survival game set in the fabled universe of Nordic myth. This epic fantasy world is a harsh domain where the strong ascend as gods. You must choose from three rival factions, combine forces to build your team’s stronghold, and battle foes and brutal creatures. Together, you will endure the dangers of Rend’s treacherous landscapes to discover valuable resources and powerful artifacts. With the game’s deep talent trees and skill systems, you’ll have the freedom to choose how you want to fight for your team’s victory. When a cycle ends, one faction will be declared the winner… but the end is only the beginning. Victorious players will receive rewards they can use in subsequent cycles as they ascend to legendary heights as heroes. Where does Rend take place? Rend’s setting is a fragment of land that once was Midgard before Ragnarok, the doom of the gods, shattered the world. Valhalla, the great hall of heroes, home of the dead who achieve glory in battle, can be seen decimated in the skies above. The majority of the original Norse deities died in the cataclysm and those who survived have retreated into seclusion. Rumor has it they’re amassing new armies to restore their former might and glory in the next great battle. What remains of this world is a collection of disparate environments held together by the massive roots of Yggdrasil, the World Tree. Gentle hills give way to dense forests, fungal colonies, noxious swamps, and wintry peaks, each home to predatory beasts and environmental challenges. The flora and fauna of Rend have been affected by Yggdrasil’s presence: once docile creatures are now territorial and violent while plants and minerals have developed unique properties that may be used to help or hinder by those brave enough to discover them. Warriors who find themselves on Rend must be alert and observant to survive this realm. Who am I in Rend? You begin your adventure in Rend hungry, unarmed, and defenseless. The good news is you’re not alone: in every cycle of Rend, you’ll be in one of three factions, the Order, the Revenant, or the Conclave, each equal in power and numbers. Starting with an empty faction base surrounded by a magical shield, you’ll work together as a group to discover and harvest nearby raw resources, craft rudimentary tools and weapons, and fight to stay alive. As you research new technologies and explore distant biomes, fresh challenges will present themselves from opposing factions and the brutal environment alike. Your victories both in combat and in crafting will bring glory to you and your faction. All of your activities in Rend will grant experience and with experience your path will become more clear. You may choose your warrior’s specialization by selecting two skill trees from four archetypes: the stealthy Assassin, powerful Soldier, arcane Mystic, and cunning Survivalist, each with its own abilities and weaknesses. Through your custom selection of active and passive talent, you’ll be able to contribute to your faction’s success precisely the way you want to play. How do I win in Rend? Rend serves as the proving ground for those seeking to join the remaining gods’ army in Valhalla. To stand among the gods, each faction seeks to present the gods with warrior spirits harvested from fallen foes. These spirits act as victory points and are key to your faction winning the game. Spirits are collected much like other raw resources in Rend but must be deposited at the Divinity Stone in the middle of your faction base. These structures are connected to Yggdrasil which stands in the center of the map and reflects the current score of each faction with three vertical runic sigils: the more spirits banked by a team, the higher its glowing sigil climbs the World Tree. When one team’s sigil reaches the top of Yggdrasil, they win the cycle and ascend victorious. However, achieving victory is no easy task! Rend will pit the three factions in direct competition through resource node distribution, buff-granting control points, and scheduled world events called the Reckoning. Every few days, the magic shields protecting the three faction bases diminishes, briefly rendering them vulnerable to attack. Sensing the spirits within each Divinity Stone, monstrosities called the Lost will appear. In waves, these husks of dishonored warriors will lay siege to anything in their way. During these events, rival factions have the opportunity to raid an opposing faction’s Divinity Stone, stealing their collected spirits. The time and date of the Reckoning is chosen during server selection, allowing players and each faction to prepare for the event by hardening their base’s defenses and deciding on their strategy. Additionally, the remaining gods will be observing the trials on Rend and may occasionally send down magical items to assist warriors in their trials (or perhaps to instigate battles over their loot). In rare cases, artifacts of legend once wielded by the old gods may fall from the heavens such as the Hammer of Thor, the Horns of Loki, the Steed of Odin, and other mythic items. These will imbue the wielding with godlike powers yet also make them a prime target for enemy factions seeking to claim the artifact as their own. Ultimately, every cycle of Rend, anticipated to last one or two months each, will culminate in a massive war between the three factions, ending with an absolute victor. What does winning Rend get me? Aside from the right to ascend to Valhalla and join the army of the gods as an honored hero? Well, once the gods have named a faction victorious and those chosen have ascended, all players shall be rewarded with glory per their actions in the cycle, collecting ascendancy points that allow for meta-progression between matches. The amount of points earned will largely depend on being on the winning faction but merit will be given for your personal contributions to your team. It should be noted that failing to win is largely unpleasant for your character: those warriors who do not ascend will have their spirits ripped from their bodies and sent back into the trial to prove themselves once more. Their bodies, now soulless husks, will become the Lost and wander the world of Rend driven purely by rage, instinct and a primal hunger to be one with a spirit again. Blissfully, as a player, you will only experience this as a server wipe and reset. Still, you may never look at the Lost the same way afterwards... And so: survive the untamed wilds as a team, conquer your rival factions, and ascend victorious by earning the gods’ favor through presenting them with their toll of spirits. May your faction earn its rightful place in Valhalla! Onwards, for Valhalla! Excited for Rend? So are we! Now is the perfect time to join the community, read up on our latest news, and follow our social media channels linked below. We look forward to seeing you on the field of trials soon! Read more at https://www.rendgame.com/news/article/rend-introduction#OLUhRzw5i2MuefHh.99
  21. 2 points
  22. 2 points
    I have played almost every MMO that has come out, be it the beta or a subscription for the last 16 years. My first was a little 2d gem called The Realm that was actually a lot of fun. Then came what I feel is the MMO that started it all, it was not the first but in my option is still the best, UO. The only game to date that made me feel as I was part of a living breathing world. Others have tried but failed and most do not even come close or even try. It's sad and I blame it on the next MMO I tried which was EQ or the beginning of the end. EQ while being 3D for the first time started the amusement park style game which WoW then copied, perfected and plagues the market still. Before EQ I never had to go collect 6 rat tails and turn them in for a reward. I just grabbed my sword, ran out into the world and tried not to die. Before EQ I never had to camp mobs looking for some drop that might take 12 hours to get. I would join my buds in an edge of your seat romp through a dungeon trying not to be killed by NPC and PKers. Scripted boss battles are the norm now, if you are the first to fight it then great the trial and error trying to figure it out can be fun. But that's not how it works, you read the strategy on the web and go through the motions, over and over and over again. End game raiding, end game? Why do I want my game to have an end? So I run around collected rat tails long enough to where I can go to some place to get some gear by doing scripted boss battles so that I can move to the next tier dungeon for more scripted fun? Blah blah blah blah. The above also started all the DPS counter BS which then alienates guild members and creates an unfriendly atmosphere. You can't come to the raid you only have a dull sword, you need a shiny one so get out. Players end up getting a superiority complex because then can follow a script better then the next guy. Way to go guys!! Leveling up to gain new skills so you can watch your icon bars and click a button once a cool down is complete is also lame in my opinion. but that's what they all do these days and when playing I find myself just watching a bar to click a series of icon rather then being in the moment. The amusement park ride gets old as you can tell by how just the members here jump from game to game looking for the one to no avail. I do not think the MMO genre will last if there is not a change in the way these games are made. Grim and I have been playing UO on a free shard which once I was back in that world reminded me of what MMOs have become and how sad it is. UO is not for everyone that is for certain, it's the wild wild west. The moment you step out of the protection of the town guards you need to be prepared to die and loose everything you have on you. Not only to PKers but even the NPCs will rummage through your gear and steal you stuff. Plus you're a ghost and will be standing next to your body watching the looting of your corpse until you can find a healer to rez you and make a mad dash back to your body. As nasty as that sounds it's what makes it so fun and exciting. Some games have tried to capture what UO had, Darkfall and Mortal made good attempts at it. Darkfall I will not comment on as well that was a living hell for me and I do not want to go back there. Mortal sadly might have done it but I could not get used to playing in the first person view. Man I could rant on for hours but I better get back to work before someone catches me
  23. 2 points
    We upgraded our forums to the new version, so you will see a bunch of changes. The upgrade turned out to be more difficult than expected, but it is finally done. The current state of the forums is a work in progress. A lot of stuff has been turned off, but that is only temporary. Please bare with us this week as we start adding features back to the forums. The good news is that the new version is really good and it will allow us to provide a lot of neat and interesting things to the forum. To make things really difficult for the Admins, not only did we do a full upgrade on the forums, but we also moved to a new web server. It will take a day or two for everyone's IP to point to this site. If you can read this thread then you are good to go. We will provide more detail about the changes to the forum and the reason for moving to a new server in a few days. It's been a long two days and I need my beauty sleep. Post your questions here or send them in a pm care of Grim.
  24. 2 points
    Source Material Came across this website talking about how selling virtual goods in games is more profitable that the real economy in some cases. Basically it said that gold farming and power leveling generated revenues in the region of $3 billion in 2009 and was serving as the primary source of income for an estimated 100,000 young folks, primarily in countries like China and Vietnam. It also mentions that most of the revenue from such transactions ends up in the country where the virtual value is produced, which contrasts starkly with some of the more traditional international markets, such as that for coffee beans, where the study estimates only $5.5 billion of the $70 billion annual market value ever makes it back to the producing country. Some would argue that such services cheat the system, the game publishers, and the players by giving an unfair advantage to those who would use them and returning nothing to the company that makes or maintains the game, while others see it as an acceptable capitalistic venture of providing goods or services to those who have less time to grind and wish to pay for them. Being a long time gamer, I've had varying opinions on this subject. I, like many of you, absolutely hate gold spammers in game and report them religiously, yet I have purchased virtual currency for games from these sources on occasion. I've never paid for power leveling, or for specific in game items however. I've had mixed feelings about game companies punishing the players for taking advantage of these kinds of services on a limited basis, it makes them look greedy...because they did not think to take advantage of this revenue stream. One could argue that the current wave of FTP/micro transaction games is borrowing a page from the virtual black market, lending credence to how popular and profitable this activity is! If you can't beat them... Either way, this will long be a debated topic...my only fear is that the government will at some point try to assign real value to virtual holdings and tax you for them. Don't say it can't happen here... http://www.slideshare.net/vlehdonv/knowledge-map-of-the-virtual-economy-an-introduction
  25. 2 points
    Please be very clear on this....the CotP will never hold back a single member or leader from attempting to establish CotP entities on PVE servers whilst there are established PvP plans and opportunities available. Likewise, the veteran CotP leadership will also never hold back vital statistically backed data to help inform this membership and leadership during the installation and procurement of plans that will best secure an expansion chapter's long-term success. The overriding goal of this leadership during all expansions is to do our best to ensure a lengthy and prosperous endeavor in an attempt to bring in the most recruits looking to join a mature gaming family, subsequently ensuring a higher rate of future successes involving more games and a more diverse group of members. When I created my first Gharundim Staff Warrior on the Darktide server of Asheron's Call, it was the first time I ever started playing an MMORPG in the exact fashion I wished. Due to the founding of this community, this was also the last time I ever started playing an MMORPG in the exact fashion I wished. There comes a point in every leader’s journey where they realize that the greatest rewards in seeing the success of the fellowship lay not in what achievements were brought to fruition individually, but rather, what was accomplished as a team, a community, a family. PvE based gaming servers have many benefits to boost the game-play of both group and individual. You generally can level faster and gain more precious loot and are more likely to gain access to end-game in a more efficient manner. These are nice, but unfortunately, are not as efficient as the by-products of the CotP being engaged on a PvP server considering chapters of similar size as well as the overriding goals of the community in general. PvP servers are challenging, brutal and bring out both the best and worst of the group and individual, often equally. This is not why the CotP supports PvP expansion so vigorously though. There is a certain aspect of PvP game play that forces many gamers to gravitate toward groups of people who are mature, trusting and loyal. There are many single game created clans and guilds built from the idea that the highest levels, the best loot and regular epic end-game participation equal the best. Fortunately for us, we've found that the best gaming out there involves a combination of Maturity, Trust and Loyalty which, in turn, directly leads to the most fun any game can possibly offer....a really good time with really good friends. In the end, while the individual goals of members are often lessened in the arena of PvP based servers, the goals of the chapter are heightened, often at a much higher rate. I didn't want to give up our guild mansion in AC to help found "Antiville", but it was in the guild's best interest, so we did it and as a result helped destroy KoC's stranglehold in the then greatest xp area (Tusker Islands) in the game. I didn't want to become Imperial at all, but I went along with it and lead the guild to victory in battle on the first three server wars against the rebel scum and later helped build "Covenant Imperial City", the single greatest player city on the server. I really didn't find anything good about getting owned and having my entire inventory looted right in front of my eyes, so we decided to build some walls around the greatest city on the server (Apautan). This thankfully isn't counterstrike. Some folks get the idea that always going for PvP servers is some elitist fetish for pwnage, but it has nothing to do with elitism when you've got an open recruitment policy and many of our most veteran leaders, including myself, are marginal 1v1 pvpers. Individually, yeah, we probably suck, but when we're together, we're an entirely different animal altogether. The goal certainly isn't elitism, its greatness. We all know there is no "I" in "Team"....and since I've been a part of this community, it's been made perfectly clear to me that there is no "I" in "Greatness" either. I hope you take this for what it is. I could give a flying flip what any individual does with his or her free time, but I will always recommend long-term success for the community as a whole over the wants and needs of any individual, including my own. If you absolutely need to play on a PvE server while the vast majority plays on a PvP server, you will absolutely miss out on a fantastic adventure alongside many many existing and future friends. Source: PVE Chapter at launch?
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