The developers of Fortnite: Battle Royale answer our questions about the upcoming update. What can we expect? What is Epic planning regarding team killers? And when will the PvE content finally be free?
Something is in the air: Epic is giving Fortnite’s Battle Royale mode a major update, which will significantly change the landscape of the map. The swamps are supposed to be swampier, and the mountains should be more mountainous. Houses should be more unique, and the landscapes should differ more from each other.
But the highlight is undoubtedly the new city, which will be located south of Loot Lake. Tilted Towers will be its name and represents the largest of many improvements affecting the western half of the map.
On this occasion, three developers from Epic answered our questions:
David Spalinski and Sydney Rauchberger, Lead Level Designers
Eric Williamson, Lead Systems Designer
The first details were already revealed in the teaser released a few days ago:
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Mein-MMO: What can you tell us more specifically about the upcoming update?
David Spalinski: When we went live with the Battle Royale mode in September, we knew we had built a solid foundation. We were, of course, aware that there were things we could improve.
The experiences we gained from playing and the feedback from the community highlighted the relevant issues. The upcoming update is a result of this continuous learning process.
We have added more interesting points to the map. This gives players more opportunities to land, explore, and fight. One example of this is Tilted Towers, a city that players have requested.
This location offers large buildings and thus various vertical opportunities. Another example is Shifty Shafts, an underground area that feels claustrophobic.
This is what the map of Fortnite currently looks like from a bird’s-eye view
Sydney Rauchberger: In addition, we wanted to give the various areas of the map their own identity. When you look at the map now, you only see a uniform green. We have made changes that should make the areas more distinct from each other.
The difference is like night and day, especially when you view the map from the bus. We hope players will like it!
Furthermore, we had to make some technical adjustments to implement the changes to the map. These technical improvements have given us a lot of flexibility in storage, which we can use for future enhancements, whether it’s gameplay, graphics, or cosmetic things.
We love surprising players with new things, so we don’t want to reveal anything at this point.
This is the new map of Fortnite: Battle Royale
And this is how the map will look after this week!
Mein-MMO: When can we expect the big update?
Epic: The week starting from January 15th is when it will be ready. We will announce the exact date soon!
Mein-MMO: What about weather effects like rain or snow? Can we expect something like that in the future?
David: In the first step, we wanted to make the individual sections of the map more distinct. You should always know where you are based on the environment. The trees will differ; the grass will be different. Do you see mountains around you? Then you’re on the western side of the map.
There will be no weather effects with this update (apart from rain in the storm), but anything is possible in the future!
Mein-MMO: Do you have any further plans to improve Fortnite’s graphics?
Sydney: We are always looking for ways to improve the graphics and overall appearance. With the new update, the world will look more diverse and definitely prettier.
Mein-MMO: What are your plans to change the user interface or controller settings? Many players on consoles want customizable button layouts.
Eric Williamson: We have numerous players on consoles, so we are constantly revising the controller setup. We recently introduced the “Combat Pro” layout, which is received very well. We know that players want more options, and we will continue to monitor this.
Mein-MMO: A few days ago, players were able to enter a test server that included a fundamental overhaul of the weapons. Are you planning to take these weapon changes live with the upcoming update?
Eric: Unfortunately, that was a mistake. Only a few players had access to this test server. We are not finished with the weapon adjustments yet. Still, it was interesting to get this early feedback from players, which will be considered in further considerations. But it’s still too early to say anything concrete.
We will open this test server for everyone sooner or later to gather appropriate feedback. Stay tuned for more information on this!
Mein-MMO: Can you tell us more details about the weapon adjustments? What about the bloom? Is it finally a thing of the past?
Eric: We have made numerous adjustments and improvements since the launch, including based on player feedback. We want to continuously improve; for that reason, we always listen to player feedback and implement the things that are best for the game.
Mein-MMO: More and more games with a Battle Royale component are hitting the market in 2018. What are your medium- to long-term plans to keep Fortnite unique and differentiate it from competitors?
Eric: We are fans of Battle Royale gameplay, so we welcome the fact that more games are coming to the market. It is great that players can choose what they want to play. However, we primarily focus on ourselves, regularly introduce new content, and aim to ensure that the Fortnite experience always feels fresh. Player feedback plays a crucial role here.
Mein-MMO: Can you tell us something about planned new modes?
Mein-MMO: Are you planning a return of already completed modes like the sneaky silencers? I liked that mode; unfortunately, it wasn’t a solo mode, and I was also surprised by the removal of traps.
Eric: We pursue a specific purpose with the special modes. They are not meant to replace the standard modes but to provide a unique and fun experience. We want to improve these modes, especially based on player feedback. And we have some cool ideas up our sleeve!
You will definitely see modes returning, possibly adjusted.
Mein-MMO: Why couldn’t I play “Sneaky Silencers” in a tuxedo with a bow tie? Seriously – what would be more fitting than James Bond for this mode? That would be the perfect idea for a special skin.
Eric: Noted!
Mein-MMO: Recently, discussions about team killing – players who shoot their teammates and spoil the gaming experience – have dominated. What do you intend to do about it?
Eric: Our view on team killing is… Just don’t do it! Unfortunately, we can’t disclose what we’re doing behind the scenes, but we encourage players who have been affected by team killing to utilize the reporting options within the game.
The 3rd beta of Monster Hunter World (PC, PS4, Xbox One) can already be downloaded as a preload before the final testing phase starts. Read all the information here about the upcoming pre-download of the 3rd beta of Capcom’s action MMO.
Monster Hunter World will be released on January 26, 2018, on consoles. But before that, players can experience a final beta phase on PlayStation 4. So you can dive right into the beta as soon as it starts, you can preload the game client ahead of time.
Final beta client for PS4 available for download in advance
The 3rd and final beta of Monster Hunter World starts on January 19 at 03:00 AM our time and runs until January 22, 2018, at 03:00 AM. This final beta is only available for players on PlayStation 4.
Preload: From January 17, it will be time, and you can download the beta of Monster Hunter World via the PlayStation Store. A specific time has not yet been given. By the way, you do not need a PS Plus membership for this. The beta of Monster Hunter World has a pleasant 5.5 gigabytes.
Complete beta quests and snag bonus rewards in the release version
In the beta, you can also complete special quests. If you finish the task, there are additional bonus items for the full version. This includes cool face paints and item packs for every completed monster quest. Overall, there should be 4 packs. Moreover, the last beta of Monster Hunter World will offer new content that hasn’t been seen in any beta before.
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The biggest innovation is an additional monster. Besides the three previously known creatures “Great Jagras”, “Anjanath” and “Barroth”, you get to hunt the massive Nergigante as a new addition. The time limit for the epic battle against the monster is only 15 minutes. All monster missions can be completed solo or in multiplayer with teammates. You still have the choice from pre-made heroes and six Palico cats. The character editor is still offline.
In Destiny 2, we take a look at the videos of the week. Among them is a Guardian who experienced what he calls a “Dawn Wonder.”
Last week, operations at the Bungie studio resumed. Therefore, the weekly developer update for Destiny 2, “This Week at Bungie,” is regularly taking place again, along with the awarding of the MOTW title.
The abbreviation MOTW stands for Movie of the Week. Every week, Bungie selects a video from a collection of community submissions for the MOTW, and several other videos receive “Honorable Mentions.” All players involved in these works receive a badge:
After the winter break, Bungie is presenting four videos this time instead of the usual three. We are embedding them here.
The MOTW video is a PvP montage set in the Crucible, which was available until the beginning of last week. You’ll see various lights flying around:
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This work receives an Honorable Mention. Scalap Gaming showcases a compilation of his Destiny experiences in 2017, featuring scenes from Destiny 1 and Destiny 2:
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The last clip lasts only 20 seconds, but according to the creator, it captures a “Dawn Wonder.” He managed to throw a snowball at the final boss in the “The Corrupted Strike” during the Prestige Nightfall at the last second. His teammates were already down, and after the snowball throw, he also died, but it was enough to secure the victory:
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Have you ever managed to pull off such a last-second kill during the Dawn?
That’s it for the videos of the week! If you want to showcase your own videos to thousands of other Guardians, send them to us! We might embed them in the “Video of the Week” article next week.
To do this, upload your work to YouTube and then send us a private message via Facebook containing the link. You can find us there at “Destiny 2 Mein MMO.” We’ll review everything you send us. However, we cannot guarantee that the videos will make it into the article.
This stunt crew takes exciting tricks in GTA 5 Online to the next level. Helicopters, tanks, and zebra-pattern scooters must be used for the millimeter-precise stunts and harmonize with the crazy physics in the game. The results are impressive.
Crashes, excessive speed, and jumps with super sports cars are part of the charm in GTA 5 Online. If you want to head to the Los Santos International Airport, you hardly ever go through the designated electric gate; instead, you gain momentum and jump over the barbed wire fence at over 100 mph.
Such jumps wouldn’t even be completed by the team at Evolve Stunting for warming up. For the members, it gets even more extreme when they jump onto the Maze Bank with a tank or showcase stunt maneuvers with single-wing aircraft.
Crazy physics in GTA 5 allows for cool stunts
The questionable physics in GTA 5 make it possible for cars to drive straight up steep walls. But this physics alone is not enough to perform cool acrobatics. It takes practice and skill when motorcycles land accurately on a smoking chimney after flying through the air past birds.
The crew from Evolve Stunting is among the best stunt crews. They regularly release videos showcasing their cool maneuvers and inviting imitation. To pull off similar stunts, a novice has to heavily rely on luck or spend many hours practicing.
Extreme grinding with cross motorcycles, high jumps with tanks that were initially attached to a Cargobob, and zebra scooters are just a few highlights that the crew showcases in their latest video.
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Yo ho and a bottle of rum! Of course, the drink is part of the everyday life of a pirate, and according to the alpha statistics of the online game Sea of Thieves, the testers here really had a blast.
The beta of the pirate game Sea of Thieves is about to start on January 24. Time for the development studio Rare to take a look back at the alpha. What did the players do in this first testing phase?
This is what players experienced in the alpha of Sea of Thieves
According to a funny infographic, the testers really let loose and indulged in gold and drinks:
583,578 cups of grog were emptied by players during the alpha
1.84 billion gold coins were looted
669,637 chests of gold were sold
3,836,103 cannonballs were fired by players
521,993 players met their end in PvP
127,860 players were eaten by sharks
1,263 pirates were struck by lightning
The most dangerous pirate with 2,032 kills was Capta1n Cr0ss
A total of 54,787 days were played
Beta starting soon
These and other statistics can be seen in an infographic that the developers released about the game. There are indeed several opportunities to become famous and infamous while you search for treasures and sunken shipwrecks on the high seas.
Let’s see what interesting numbers the beta of Sea of Thieves will present.
The action MMO Monster Hunter World (PC; PS4, Xbox One) by Capcom brings back an old fan favorite. In a video from Japan, the curious unicorn dragon Kirin was shown.
In Monster Hunter World, you fight as a brave hunter alongside your comrades and adorable Palico cat creatures against fearsome beasts. These monsters are partly gruesome, partly bizarre, and sometimes full of majestic dignity.
A being that appears particularly noble and dignified is the dragon horse Kirin.
Japanese Myth Monster in MHW
In a commercial for Monster Hunter World from Japan, a series of “Elder Dragons” were shown. Alongside legendary beasts like “Kushala Daora,” “Teostra,” and the new “Dodogama,” there was a brief glimpse of an unusual dragon: Kirin.
A Kirin does not look like a typical dragon. Rather, the noble creature resembles a horse, more specifically a unicorn. However, the scaled skin of the Kirin reveals its draconic heritage. The Kirin is a legendary being from Japanese and Chinese mythology and is an old acquaintance in Monster Hunter. The mystical creature has appeared in past installments of the series.
The Horn is the Weak Point
If you want to take down the Kirin in Monster Hunter World, you need to grab the creature by its horn. For the massive forehead extension of the dragon horse is the source of its powers and thus the monster summons powerful lightning strikes. However, it is also the only place where you can effectively injure the Kirin.
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The body of the creature is well-armored and should effortlessly deflect most attacks. Additionally, the Kirin is extremely fast. So do not even try to run away from it. It will catch up to you and impale you!
Fun fact: In Japan, there is a beer brand called Kirin Beer that uses such a creature as its trademark! You might as well stock up and then toast to a successful hunt! Kampai!
One might think that the F2P MMO Tiger Knight: Empire War is a horror title, as the developer recently practiced necromancy with it: After being shut down on January 10, 2018, it reappeared just a day later and is thriving!
In fact, Tiger Knight is not horror, but historical strategy. Barely stepping into the role of a war veteran around 300 BC, you must also take care of your armies and conquer other realms such as the Roman Empire or the Kushan Empire.
Tiger Knight was released back in 2016 and has reached players from East to West across a total of three servers.
Three weeks ago, it was announced that Tiger Knight would be shut down on January 10, 2018. The developers expressed sadness but gratitude for the time spent together. They raised their swords in solemn reflection (and also a bit of anger regarding the invested money) and rode into the sunset.
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Just in time for the day of the final shutdown, the joyful news: Tiger Knight will experience a relaunch! And that just one single day later, namely on January 11, 2018! At this point, I would now reach for my sadly only imaginary Guinness Book of Records to determine if it is the fastest relaunch in the history of video games.
It comes with a few changes:
The servers will be merged into a single one.
Characters that were created before the relaunch will receive gifts such as a 30-day VIP access, items, and currency.
If two characters have the same names, the old server’s NA, EU, or AS will be appended, and a mail will be sent to the inbox.
The most important change concerns the publisher itself: It will now be NetDragon Websoft, the developer studio itself. Oasis Games will no longer act as a publisher, and NetDragon as a self-publisher will gain more freedom. Will patches and co be implemented faster now?
So, if you want to sniff “old fresh” wind, you can do so for free in the Early Access. Currently, there seem to be massive problems with the now single server and its ping – one can only hope that it will settle down soon.
The German support for the Korean F2P MMORPG Vindictus has been discontinued. It probably just isn’t worth it anymore to localize new content in German.
Launched in Europe in 2011, Vindictus had at least a small German fanbase that enjoyed the Asian style and also received gimmicks such as the one lovingly referred to by Cortyn as the “pornographic” calendar.
Vindictus Online: A game as sexy as it is free, trying to entice players with colorful, action-packed visuals.
No more German localization
With the “Aes Sidhe Update,” new and upcoming content will no longer be localized into German. The support responsible for Germany will now turn to other nations.
Vindictus is simply used by too few German speakers, according to the official statement, and the efforts are no longer worth it.
Only future localization will be stopped. All existing content will remain in German if the corresponding option has been selected. Only future content will be displayed in English.
What happens next?
For all interested, Aes Sidhe now offers a new raid, a new story chapter, and new uniforms along with new “Kick Aes” events. Enough content to console oneself over the decline of German translations.
In the German community, there is a remarkable calm. This is likely related to the simple fact that very few are truly interested in the German language option in Vindictus: In the forums, communication in German has only been happening when there is a rare need for a guild or members to be sought.
How about you? Do you play Vindictus? And if so: Do you play it at all in German?
In The Division 1.8, The House is one of the most sought-after weapons. But is it really worth farming for this exotic SMG and hoping for a drop?
With Update 1.8, four new exotics were introduced, with the submachine gun “The House” causing a stir. It is said to be one of the best weapons in the game and essential for strong builds.
A glance at the best weapons in 1.8 shows: Yes, The House is indeed powerful. If you want to play with an SMG, there is no way around The House, as it outshines all other SMGs in both PvE and PvP. Here is a chart about it:
What makes The House special? – Location, Talents
To obtain the exotic submachine gun “The House”, you need a lot of luck. It can only drop randomly from the sources where you can obtain exotics. While many farming methods can be found online, unfortunately, there isn’t a guaranteed way to get The House in the end.
The House has a fire rate of 850 and a magazine size of 30. This gives it a higher fire rate than an AUG or a Vector, for example. Here are the stats:
The House has two random talents and the exotic talent:
Card Counter: One half of the magazine deals 20% increased damage. The half that deals 20% more damage changes every 15 seconds or when the magazine is empty.
In the game, this talent is always displayed to you with a symbol (two cards) below the grenade indicator. This way, you can always see which half of the magazine currently has increased damage.
This powerful talent is not even considered in the upper graph.
Is The House worth it in PvE and PvP?
The question of whether The House is worth it in practice can be answered with a straightforward “Yes.” The damage output per magazine and the damage the weapon deals over time are outstanding. In short: If you play with The House, you can’t go wrong.
Nonetheless, Division expert MarcoStyle advises against using The House in many builds after extensive testing. Not because The House is bad, but because the M4 assault rifles are better in almost all situations.
There are several reasons for this:
All SMGs like The House are not recommended for longer ranges. Precision is also poor. While The House has tremendous DPS potential, it is only effective at short range (up to about 15 meters).
In PvP, many duels take place at close range, which is why The House excels here. However, the M4 is nearly as good at close range.
Under similar test conditions from about 6 meters, The House only kills a fraction of a second faster than the M4 when only body shots are scored. Keep in mind that there may be slight variations due to crit hits:
Left The House, right M4
When scoring headshots from the same close distance, the M4 performs slightly better since assault rifles have higher bonuses on headshot damage:
Left The House, right M4
In other words, at close range, there is almost no difference in damage output between The House and the M4.
At all other distances, the M4 is clearly superior to the SMG. At over 15 meters, many shots from The House miss their target because of the weapon’s poor precision. With the M4, precise kills are still possible. And in both PvE and PvP, it’s advantageous to deal good damage from a distance before moving into close combat.
Now one might say: “Alright, then I’ll just take the M4 as my primary weapon and The House as my secondary weapon.” However, MarcoStyle advises against this as well. Because: The gloves provide a tremendous boost to a specific weapon damage, such as 12% for assault rifle damage. If you switch from the M4 to The House, you lose that 12%, making The House significantly weaker at close range than the M4. So you might as well just stick with the M4.
If you boost both assault rifle and SMG damage on the gloves, you miss out on other important stat boosts, namely crit damage or crit chance. These two stats can boost the gloves higher than any other items, so you shouldn’t forgo them.
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Since the gloves provide such strong boosts in 1.8, it is advisable to equip two weapons of the same type. As a secondary weapon, the Bullfrog is recommended, an exotic assault rifle.
Is The House worth it now? Yes, it is a powerful weapon. But the M4 is better.
The 8th season of League of Legends is approaching. At the start, there will be buffs and nerfs for the champions. So when does the new 8th season in LoL actually begin?
There are only a few hours left until the start of the eighth season of League of Legends. Then you will again have the chance to compete against other summoners and climb the ranking.
Whether you will continue with your favorite champion or need to change your strategy is shown by the patch notes.
League of Legends Season 8 – Start and End
The League of Legends season of 2017 ended on November 7 and rewarded players who reached at least a Gold rating with the Victorious skin for the shotgun marksman Graves.
In January 2018, the new season will fully commence:
As Riot revealed, the 8th season of League of Legends begins on January 16, 2018. We assume that the season will then end as usual in November and transition into the preseason.
Which rewards, such as skins or emblems, you will receive for the eighth season is currently not yet determined.
New gameplay experience in Season 8 due to preseason changes
During the preseason, several changes were already made in League of Legends. The rune system has been revised and now has a significant impact on your matches.
When patch 8.1 will be deployed on the “League of Legends” servers is currently unknown. It is currently expected on January 9 or 10.
There are already many balance updates on the test servers that provide an overview of which champions the developers are adjusting. Some of these changes were already included in patch 7.24b.
We summarize here the balance updates that are already available on the PBE server, but will probably only find their way into the game with patch 8.1.
Please note that these are changes on the test servers. They can be reverted or changed at any time and do not necessarily have to be transferred to the live servers in this form.
Update – January 10: The official patch notes have now been released, and we have adjusted the values.
Brand – Buff
Passive – Blaze
Damage increased to 4% of maximum health – Previously 2%
Graves – Buff
Q – End of the Line
Cooldown reduced from 14/13/12/11/10 seconds to 13/12/11/10/9 seconds
Manacost reduced from 60/70/80/90/100 to 60/65/70/75/80
W – Smokescreen
Slow increased from 15/20/25/30/35% to a constant 50% at all ranks
Duration of the slow reduced from 1.5 seconds to 0.5 seconds
Heimerdinger – Nerf
Q – Evolution Turret
The turret buffed by “Upgrading!!!” (R) now deals 100/140/180 damage instead of 200/270/340 damage with its magic beam
Perfectly timed with the start of the eighth season in League of Legends, the LoL team releases a cinematic video intended to motivate some summoners for the upcoming matches.
With Yasuo, Ekko, Taliyah, Blitzcrank, Lucian, Riot showcases only a small repertoire of the champions that will be selected in the ranked fights.
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Is the Destiny 2 community now in a state of excitement? Our readers share their thoughts on the 2018 roadmap.
In early January 2018, Game Director Christopher Barrett announced “good info” about the future of Destiny 2. He is working on a comprehensive blog post that will outline various endgame changes based on community feedback and set to be implemented in 2018. In this blog post, he promised to share a lot of good information.
How did the community react to all this information?
A rollercoaster of emotions
Indeed, in the first few hours after the blog post was released, a sense of excitement was palpable on social media:
On YouTube, major Destiny channels announced that “huge updates” were on the way.
Numerous posts appeared on reddit highlighting the key points of the information.
And in the comments, individual lines from the blog post were repeatedly quoted, leading to much speculation.
There was a feeling that the old Destiny fever was returning, with a buzz of changes to look forward to. Finally, there are so many innovations to anticipate.
However, the mood changed over the weekend. Doubts arose about whether the announced changes would actually be sufficient.
A widely discussed post on reddit questioned whether these changes were too few, or whether they were coming too late. Is it really worth adjusting many things if the underlying structure is flawed? Is it really worth waiting for these makeshift fixes until fall 2018?
Currently, critical voices are again dominating the conversation. The excitement has nearly vanished. A user warns that Bungie will likely introduce some appealing changes to key systems, but surely not until fall 2018, just before the release of the next major, paid expansion. After all, the Guardians have already paid for the current content. Significant changes will only come when Bungie asks for money again.
And other Guardians write that they don’t actually find any “innovations” in the good information. Instead, things are simply returning that already existed in Destiny 1, such as 6v6 PvP, Strike Scoring, or heroic Strikes with modifiers.
Voices from our community
In the comment sections under our articles, hundreds of Guardians have already expressed their opinions on Bungie’s blog post. And the reactions are mixed:
Our reader Knechtmich addresses the previously mentioned criticism: “So … the big updates are really that D2 is like D1 after a year?!” While he doesn’t think much of this step, Frau Holle is excited: “Yes! Back to the roots”.
Also m4st3rchi3f emphasizes that although many of the announced details were already present in D1, he thinks what the developers are planning sounds quite good.
In a detailed comment, Chriz Zle states that it is positive that Bungie is bringing back the features of the predecessor. However, it is viewed negatively that Bungie is only doing this by fall 2018. Because essentially, a year has been wasted if the features that D1 already had are only coming in fall 2018. Other readers like Vanasam emphasize that everything sounds good, but unfortunately it will take too long to implement.
dh critically points out that it was actually advertised that Destiny 2 would deliver content and patches much faster. He doesn’t understand why these “innovations”, which are basically just rehashed D1 content, are taking so long.
According to Freeze, many will be pleased about the removal of the time limit in Nightfall and the return of 6v6. There are many changes that at least sound reasonable. This opinion is shared by Alexhunter, who hopes for the best but is currently more excited about the next global event in The Division.
The PlanloseWarze is also optimistic and looking forward to the 6v6.
And some readers miss a few changes they had hoped for. John Wayne Cleaver for example, wants Strike-specific loot back.
CandyAndyD86, Torchwood2000 and many others write that the changes sound promising. However, Bungie now needs to follow through on their words with action to improve the mood.
DasOlli91 believes that it doesn’t make much sense to modify Destiny 2 with thousands of updates right now. He would prefer a Destiny 3 where Bungie returns to the roots of Destiny.
And PetraVenjIsHot concludes: “My relationship with Destiny is like a rubber band. The further you stretch it and separate the ends, the stronger the force that eventually pulls us back together.”
Note: This is just a selection of hundreds of opinions from our readers! In the future, we will continue to quote your comments. You can find more reader opinions at this link – and certainly soon in the comments section under this article.
This is an AI-powered translation. Some inaccuracies might exist.
Fortnite: Battle Royale (PC, PS4 & Xbox One) recently suffered from a particularly nasty glitch. Players could “glitch” under the map in certain regions and cause damage from there. Fortunately, this exploit has now been fixed.
Fortnite: Battle Royale is the PvP mode of the fun PvE co-op shooter Fortnite. The goal is to be the last player standing out of 100. A tough challenge. At least, if one doesn’t cheat and “glitches” underground.
The Death from Below
Through a curious bug in Fortnite, one could directly “glitch” through the map at the locations “Fatal Fields” and “Salty Springs.” One only had to play around a bit with the building mode, and one would “fall” through the game world. But instead of disappearing into a bottomless pit, one was in a kind of lower structure that covered the entire map from below.
The insidious part: From down there, you could build stairs up to just below the boundary to the “overworld” and grab items and crates from “below.” Even worse: You could throw grenades from the “underworld” upwards and even shoot and kill players.
https://youtu.be/O2m0-GDlRUE
We have embedded a video here in which you can see such a glitch in action.
Developers Epic Games React Quickly – Underworld Closed Again
Of course, this creative way of playing was quickly identified as an exploit and cheat. The developers at Epic Games announced penalties for anyone caught doing this. All affected players were encouraged to report anyone they suspected of exploiting immediately.
However, this is no longer necessary. The developers have since recognized and removed the exploit glitch. It should no longer be possible to dive into the underworld and spread fear and terror from there.
Success! The underground map exploit has been fixed and all wormholes leading to the underworld have been removed. For players who were reported, we are looking at each case and our own analytics and we’ll take appropriate action. Get out there and have some fun in the sun!
However, this does not protect caught exploiters from punishment. They still want to evaluate the reported cases of the exploit and take appropriate action against cheaters and glitchers.
What would a pirate adventure be without undead lurking where you want to dig for treasure? In the upcoming pirate online game Sea of Thieves, the skeletons even act quite intelligently.
What has been seen so far of the skeletons in videos of Sea of Thieves makes the bone men seem rather like brainless monsters. But they are not supposed to be like that, as the developers of the game announce. Skeletons will even act quite intelligently, which is why you should always behave cautiously in their vicinity.
Skeletons can hear and eat bananas
Skeletons usually hang around the vicinity of buried treasures. If you carefully dig out the chests in the sand, it may be possible not to attract the attention of the undead. However, there are stones under the sand, and if your shovel hits one, it creates a loud noise. The skeletons can hear that – even though they have no ears. And then they will look to see what is going on and attack you.
Even in battles, the skeletons act intelligently. If they take damage, they quickly eat a banana to regenerate some health points. They also try to flee when the situation gets out of control. In addition, they use many different weapons, such as cutlasses or even rifles. If necessary, they will also hit with their bony hands.
Experienced monsters act smarter
The further you progress in the game, the more powerful undead you will encounter. They will use better equipment and can also handle it more effectively. While a skeleton at the beginning has trouble hitting you with a rifle, another one later in the game might shoot you from a distance.
Moreover, skeletons are not just random opponents waiting for you to attack them. They have a background story. There is always a reason why the undead are present where you encounter them. This is meant to make the world feel more alive. The AI of the undead will continuously be expanded, even after the release of the game.
Trion Worlds, the developers of the MMORPG Rift, commemorate the late player Wintercharm in the game with an NPC.
The 17-year-old Nikita “Wintercharm” Hedingham passed away after an accident, which deeply affected the community of the MMORPG Rift. Wintercharm enjoyed playing the MMO and was appreciated by many players, who are currently creating a memorial garden in her honor.
An NPC in memory of a deceased player
The developers at Trion Worlds also express their condolences and have now integrated an NPC in honor of the player into the MMO. Keyvah Wintercharm awaits you in the game at Icewatch Ridge in Iron Pine Peaks. The NPC distributes Wintercharm blossoms, which add a slight magic to the “dimensions”. The blossoms pulse and sparkle.
This arrangement is meant to commemorate the love for music – for which the deceased was also known.
A respectful remembrance
Rift designer Tacitus has put in a lot of effort to incorporate this memorial to the player and hopes that the girl’s parents realize that their daughter was more than just a customer for Trion Worlds who paid for the game and was then forgotten. She was a valued member of the community.
Therefore, Tacitus is also working with the Dimensioneering Community to develop the memorial to Wintercharm respectfully. Furthermore, the NPC is intended to help Wintercharm’s guild come to terms with the loss.
Nikita “Wintercharm” Hedingham will certainly not be forgotten through the memorial NPC and the memorial garden.
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A warlock in WoW goes raiding alone. With this trick, he manages to solo a boss!
In the last days and weeks, we have repeatedly reported on players who don’t care much about the raids of World of Warcraft. Instead of belonging to a group of 10 or even 25 players, they venture alone into the raid Antorus, the Burning Throne.
That especially tanky classes, like paladins or demon hunters, can manage this has already been shown in the past. That a clothie in the form of a warlock can also succeed, is new.
The warlock Lockoclock, or the YouTuber MrNinjaBurger shows how warlocks can also defeat the worldbreaker of Garothi, the first boss of Antorus, solo.
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Exploiting the game mechanics allows for solo kill
To achieve this, however, several conditions must be met.
The item level must be high enough to withstand the high damage.
The talent Absolute Corruption must be chosen so that corruption has an infinite duration.
The talent Demonic Circle must be chosen.
The legendary Celumbra, Dichotomy of Night is necessary to receive a permanent healing.
The actual strategy is quite simple. The boss is pulled and afflicted with corruption. Afterwards, the warlock teleports himself out of the combat arena using his Demonic Circle. Outside of the reach of most abilities, he simply waits and heals himself if necessary.
Slowly but surely, the boss’s health points are ticking down. That the fight lasts in this way nearly 3 hours seems almost natural. Towards the end of the video, Lockoclock doesn’t even bother to move out of the boss’s effects anymore – he simply heals himself through it as a warlock.
Have you ever wondered why you never get a legendary SCAR from a treasure chest in Fortnite: Battle Royale? The odds of that happening are minuscule, right? What was previously just a feeling can now be backed up with numbers. We have the official numbers for all items from treasure chests for you!
The beginning of a Fortnite: Battle Royale round can decisively influence the outcome of a match. With a bit of loot luck, you can already set off with great weapons that give you an advantage over your enemies.
Since Epic has released the API, it is now possible to view the exact loot chances from treasure chests using the Fortnite Tracker. The following probabilities have been directly extracted from Epic’s assets and are therefore official.
The likelihood of getting a specific item from a chest
Every time you open a treasure chest, you are guaranteed to receive some items. You will always drop
A weapon
A consumable item like bandages or shield potions
Resources
What exactly you receive is always left to chance. Some items, however, drop significantly more often from chests than others. You will almost always find low-quality items, while an epic SCAR or even a heavy weapon is extremely rare.
When you open a chest, you will receive a weapon of the following category in descending order:
Weapon Type
Probability
Assault Rifle
37.00%
Burst Assault Rifle
24.00%
SMG
24.00%
Sniper
6.00%
Silenced Pistols
5.00%
Heavy Weapons
4.00%
In more than 50% of all cases, you will receive a weapon of the type Assault Rifle. To get a heavy weapon (rocket or grenade launcher), you need to be very lucky.
Along with a firearm, you will also always receive a random consumable item. The distribution is as follows:
Name
Quantity
Probability
Shield Potion (rare)
1
23.80%
Bandages (common)
5
19.80%
Granade (common)
3
15.90%
Mini Shield Potion (uncommon)
3
15.90%
Medkit (uncommon)
1
7.90%
Slurp Juice (epic)
1
6.30%
Boogie Bomb (rare)
1
4.80%
Smoke Grenade (uncommon)
5
3.20%
Bush (legendary)
1
2.40%
The bush, as the only legendary representative, drops with a probability of only 2.4% from a treasure chest. Otherwise, the list should confirm the impression of many players. Shield potions, bandages, and grenades frequently drop from treasure chests.
You are also guaranteed to receive resources from a treasure chest. The number of resources is always the same and drops in stacks of 30. The probability of a particular resource is not always the same, as the following table shows:
Name
Quantity
Probability
Wood
30
47.60%
Stone
30
35.70%
Metal
30
16.70%
Buildings made of wood are the easiest to destroy, which is why the much sturdier materials like stone and metal are less likely to appear.
We now know how often a specific weapon category can drop from a treasure chest. But how rare is a SCAR really? What is the probability of getting a legendary rocket launcher?
A legendary rocket launcher in Fortnite
Drop distribution of assault rifles in Fortnite: Battle Royale
There is a 37% chance of getting an assault rifle from a chest. But which assault rifle exactly? Let’s take a look at the numbers:
Name
Probability
Assault Rifle (common)
51.80%
Assault Rifle (uncommon)
25.90%
Assault Rifle (rare)
10.40%
Scoped Assault Rifle (rare)
5.20%
SCAR (epic)
3.90%
Scoped Assault Rifle (epic)
1.90%
SCAR (legendary)
1.00%
The chance of getting a standard assault rifle in common, uncommon, or rare rarity is nearly 90%. On average, in one out of a hundred chests containing an assault rifle, you will receive a legendary SCAR. So if you find one, consider yourself lucky.
Drop distribution of burst assault rifles in Fortnite: Battle Royale
Burst assault rifles are dropped with a probability of 24%. Since there are only three representatives, the distribution is manageable:
Name
Probability
Burst Assault Rifle (common)
80.00%
Burst Assault Rifle (uncommon)
16.00%
Burst Assault Rifle (rare)
4.00%
With only 4%, the probability of receiving a rare burst assault rifle is extremely low.
Drop distribution of SMGs in Fortnite: Battle Royale
With one of the latest updates, SMGs were expanded to include a silenced variant. You can find up to nine different representatives in the chests. The chance of finding an SMG is identical to burst assault rifles (24%).
The distribution of chances is as follows:
Name
Probability
SMG (common)
40.40%
Silenced SMG (common)
32.30%
SMG (uncommon)
8.10%
Silenced SMG (uncommon)
6.50%
Tactical SMG (uncommon)
6.10%
SMG (rare)
2.00%
Tactical SMG (rare)
2.00%
Silenced SMG (rare)
1.60%
Tactical SMG (epic)
1.00%
The chance of getting just a common SMG is quite high at over 70%. For an epic tactical SMG, you really need to be very lucky. The best SMG, the standard variant with rare rarity, also only drops with a probability of 2%.
Drop distribution of sniper rifles in Fortnite: Battle Royale
Sniper rifles are among the best weapons in Fortnite and allow you to eliminate enemies from great distances. However, you need a bit more luck to find a sniper in a chest. Because they only give you a sniper in 6% of cases.
To find a legendary bolt-action sniper, you really need to be very lucky, as the numbers demonstrate:
Name
Probability
Bolt-Action Sniper (rare)
65.00%
Semi-Automatic Sniper (epic)
22.80%
Bolt-Action Sniper (epic)
8.10%
Semi-Automatic Sniper (legendary)
2.40%
Bolt-Action Sniper (legendary)
1.60%
The chance of getting the better bolt-action sniper is a solid 75%. In most cases, the rare variant is enough to take out your enemies.
Drop distribution of silenced pistols in Fortnite: Battle Royale
With a probability of 5%, you will receive one of the two new silenced pistols from a treasure chest. Unsurprisingly, in most cases, you will receive the epic variant:
Name
Probability
Silenced Pistol (epic)
80.00%
Silenced Pistol (legendary)
20.00%
The new pistols are particularly popular on PC, and can quickly send enemies back to the lobby.
Drop distribution of heavy weapons in Fortnite: Battle Royale
Heavy weapons are divided into rocket launchers and grenade launchers. Especially in the endgame, these weapons are worth their weight in gold as they are great for leveling enemy fortifications.
Due to their high value, it is extremely rare to find such a weapon in a chest. Only in 4% of all cases will a chest contain a heavy weapon. If you also want to find an epic or even legendary variant, you need to keep your fingers crossed:
Name
Probability
grenade launcher (rare)
57.10%
rocket launcher (rare)
28.60%
grenade launcher (epic)
7.60%
rocket launcher (epic)
3.80%
grenade launcher (legendary)
1.90%
rocket launcher (legendary)
1.00%
You will only get a legendary rocket launcher in one out of one hundred chests with a heavy weapon. It is therefore the rarest item in the entire game mode. You should always take a legendary rocket launcher with you if you come across one.
Do the numbers confirm your impressions? Or are you surprised? Let us know in the comments!
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This is an AI-powered translation. Some inaccuracies might exist.
The ambitious MMORPG Chronicles of Elyria parts ways with the innovative technology SpatialOS and ends the collaboration. The head of the MMORPG states, however, that a more cost-effective alternative to the wonder technology has been found.
SpatialOS is a platform that aims to enable even small teams to create gigantic worlds.
The idea is that multiple servers work together to represent a vast virtual game world that is alive and populated by countless players and NPCs. The player should not notice when they switch from server to server in the background.
SpatialOS – Technology should allow small teams to fulfill big MMO dreams
This technology “SpatialOS” caused a stir in May 2017 after investors poured money into it, elevating the value of the startup behind it to 1 billion USD.
The implicit promise of Improbable, the company behind SpatialOS, is: We are taking MMOs to new, exciting shores. We are ushering in the next-gen. Developers should create great, ambitious games – and we make sure with our technology that these dreams become reality.
On the website, the message to gaming studios is: What will you build now that your design dreams have finally become achievable?
Miracle canceled – Chronicles of Elyria can’t afford it
An MMORPG that relied on SpatialOS is Chronicles of Elyria. The MMORPG has huge ambitions but only a relatively limited budget, around 3.5 million USD.
Chronicles of Elyria reports that they began transforming their game into an evolving online world in January 2017. They relied on SpatialOS and Unreal Engine 4. However, they then realized that not all game elements would work with this structure.
Additionally, there are concerns that it would be too expensive to use SpatialOS in the long term. They do not want to pass on the increased hosting costs to the players. The high costs are due to the enormous size of Chronicles of Elyria and specific peculiarities of the game.
They tried to solve these problems together with Improbable, but it was unsuccessful. Therefore, Chronicles of Elyria has parted ways with SpatialOS.
Head says: “We found an alternative” – fans skeptical
The head of Chronicles of Elyria praises Improbable and their technology in the highest terms. For their game in this specific case, however, SpatialOS is not the right solution.
In a blog post, the head of Chronicles of Elyria explains the process in detail and states, that in the end, they found an alternative that delivers everything that SpatialOS offers.
Even if the head of the game downplays the transition, concerned reactions can be found in the community. For instance, some express their concerns on the US site Massively Overpowered. They say, they only supported Chronicles of Elyria because of SpatialOS – and are disappointed by how it has turned out now.
Some fear that Chronicles of Elyria will turn out to be a Kickstarter flop.
Doubt regarding the realization of crowdfunded MMORPGs with huge ambitions
The new development comes after concerns had already emerged at the end of 2017 about whether Chronicles of Elyria can achieve its lofty ambitions with the budget it has. A search for an investor or publisher was apparently unsuccessful.
Other games relying on SpatialOS include MMOs like
All these games are considered ambitious – although there are doubts as to whether these games can realize their visions with the budget.
Mein-MMO says: That sounds strange. SpatialOS seems like the “next big thing in MMO gaming.” Many people are banking their hopes on it. And it seems that everything is in order – unlike some Kickstarter dreams.
At Improbable, more than 200 people are currently working – they have studios in London, Washington, and San Francisco. The value of the work at Improbable can be seen in the investors’ confidence: 502 million USD was paid for less than 50% of the company. This confidence in Improbable transfers to small MMORPG teams that collaborate with the company.
Some small teams dream of large, vibrant worlds and finance themselves through Kickstarter. Here, the trust of the backers in the developers is crucial. They could refer doubters to SpatialOS. This option is no longer available to Chronicles of Elyria.
The notion that Chronicles of Elyria can now forgo SpatialOS without compromises seems… optimistic.
One can only hope for Chronicles of Elyria that the separation from SpatialOS is not a big deal but rather a result of technical necessities, as stated by the head of the game.
The next hero of Overwatch is almost finished. Jeff Kaplan comments on the current development status of the next character.
Meanwhile, Moira has solidly integrated into the hero pool of Overwatch, so the community is slowly but surely craving more information about the next hero.
Hero number 27 is, according to Jeff Kaplan, the Game Director of Overwatch, already pretty far along in its development.
Although no exact information about the hero’s role is known yet, Kaplan is quite satisfied. In an interview with Overwatch Central, he even goes so far as to claim that hero 27 “will change the meta.” This suggests that the hero will have unique abilities – most players are thinking of an additional tank here.
In a quote, it says: “Sometimes, when we work on a new hero, we really struggle before it ‘clicks’ and we figure out exactly where we want to go with the hero.” – For hero number 27, this is not the case, as they have already received great feedback from the testers and are very satisfied.
Hero 27 is already getting skins – When is the release?
In fact, work is already underway on skins for the hero. This means that the initial playtest is complete and the basic design is more or less final.
However, there is still no concrete release date for the elusive hero 27. Fans are also speculating about a release at the end of February, with a prior test on the PTR of around 2 weeks. If these predictions are correct, we could welcome a new hero on the test servers as early as mid-February.
Also interesting: The development of new heroes takes longer with the advancing lifespan of Overwatch. One reason for this is that developers have to create a lot of content simultaneously for new heroes. As an example, Kaplan mentioned that the community expects every hero to have a “sitting” emote.
Are you already excited about hero number 27 for Overwatch? Or do you think it’s time to stop with new characters that keep impacting the balance?
The medieval survival sandbox game Life is Feudal is getting an MMO mode, which has been in Early Access since January 11. What to expect there can be read in our experience report.
The title “Life is Feudal” has been floating around Steam for quite some time and has been playable for a long time, albeit in the version “Life is Feudal: Your Own”. Here, players had to set up their own servers to be able to play.
With the new alternate version “Life is Feudal: MMO”, players can now play on dedicated servers run by the developers, where there are uniform settings. The gameplay remains the same.
Life is Feudal is a sandbox survival game set in a fictional medieval world. In Life is Feudal, you take on the role of a simple peasant, which you can shape as you wish.
In doing so, you determine what you will become by doing it. Want to become a blacksmith? Start mining iron and learn the basics of blacksmithing. Want to become a hunter? Start small and fish until you’re ready to hunt the first rabbit.
You can’t just learn everything. Life is Feudal relies heavily on realism. You have a limited number of skill points available, which your character uses when leveling up their abilities. If there are no more, skills must be forgotten in favor of others.
Crafting items and building structures takes a lot of time and teamwork. Everyone must contribute when large projects are planned. Gathering materials takes time.
Life is Feudal is a game that requires a lot of time and dedication and rewards small progress with great successes.
The differences between Life is Feudal: Your Own and the MMO
The MMO differs in many ways from the server-based version.
Besides the size of the map, the MMO features significantly more players than the servers, which had a maximum player count of 64. The dedicated servers of the game should also run more stable and generally have no wipes that can be carried out at any time by the server administrator. So in Life is Feudal MMO, everyone has the same rights – no one is the boss.
There are also significantly more contents in the MMO. The guild system is fully implemented and allows groups of players to claim land, which could still be controlled by the administrator in “Your Own”. This also brings politics and war, trade and sieges will become important parts of Life is Feudal.
All changes from Life is Feudal: Your Own to the MMO in a brief overview.
Life is Feudal in test: How does the MMO work and how does it fare?
In the following section, you will read what our author Benedict experienced in his approximately 40 hours in Life is Feudal: MMO. He already has over 100 hours of experience in “Your Own” and tested joining both a guild and looking at the endgame.
Character creation
Like most MMOs, Life is Feudal begins with the creation of your own character. This is slightly more complex than in many MMOs, and preparation is more important.
In addition to basic decisions like gender and ethnicity, I can choose from various cosmetic adjustments. However, these are less interesting and also quickly completed.
More important are the sliders in the lower part of the creation. Here, I can choose and set attributes, crafting and combat skills. Since the number of our skill points is limited, you really have to consider what you actually want to play.
I decided to play a craftsman who can also defend himself well with a sword if necessary:
I put my points into strength, vitality, and willpower.
For crafting skills, I chose crafting and carpentry.
I focused combat on militia and footman.
I found it convenient that I already knew most archetypes from “Life is Feudal: Your Own”. I knew roughly what I needed and how I wanted my character to look later.
For those who are unsure of what they want to play, they should do their research beforehand. Deciding later costs time and nerves.
The newbie island – first steps
The character is created, now into the game world! Unlike “Your Own”, however, I do not land on the shore of a small island that I can explore. Instead, I start in a ship graveyard, surrounded by wrecks and hanged men.
After a brief orientation and the tutorial on how I can move, I set off. Two points serve as my orientation: the road right next to me and a huge white light pillar shooting up into the sky.
So I follow the road leading to the pillar. There, I meet the first NPC. A new feature that was not present in “Your Own”. A person sitting by their fire whom I can talk to. He suggests that I go to the village and look around.
Dahleborne Sourgli gives me the task to look around in the nearby village.
The village – introduction to quests
Upon arriving in the village, no one wants to talk to me until I have spoken to the chief there. In the unmistakable longhouse, he sits alone on his throne and asks me to bind myself to the longhouse – to my respawn point.
To do so, he gives me the corresponding quest, which is displayed in my quest window. Now I can finally talk to the people in the village, half in English, half in German. The localization is still rough, but it brings some laughs with the direct translation: No one would say goodbye with “Good, then I will proceed”.
The longhouse in the village. Hard to miss.
The villagers now give me almost all quests that introduce me to the mechanics of the game: agriculture, mining, blacksmithing, digging, carpentry, fishing, building. Playing through the entire introduction takes several hours, as some quests require skills that are learned late and consume a lot of work and time.
However, for newcomers, this is a good way to look around undisturbed and get familiar with the game. The island is small (corresponding to the map of “Your Own”), the quests are almost all nearby, and there are only a few players present who pose a danger.
The chief of the village, Solef Oroskarpe.
Fighting in Life is Feudal
An important aspect of the game is combat. The combat system works quite differently from what one is used to in MMOs. Targets are not selected but hit if they are in the way. This also applies to allies at all times!
Ranged combat is still relatively easy to understand. Bow into the string or stone into the sling, wind-up, aim, and fire the projectile. With a little practice, you quickly find the right height for the distance and get a feel for where to aim.
Close combat is a bit more complicated. Depending on the equipped weapon, direction of attack, and distance to the opponent, you deal damage and consume stamina. Additionally, blunt and sharp weapons are distinguished.
Blunt weapons like clubs attack the “soft HP”, rendering the opponent unconscious. Sharp weapons like arrows and swords damage the “hard HP” and kill the opponent. Additionally, armor protects differently against certain damage types. Leather is more vulnerable to pointed weapons than plate.
I determine the direction from which I hit with a movement of the mouse. I have to ensure that I always strike from the correct distance. If I hit with the edge of my axe, I deal more damage; if I hit with the shaft, less. It requires practice and experience in combat, giving the system a good dose of realism.
Avalon or Epleland? – Off to the “real world”
Since I already know most of the mechanics and did some research beforehand, I only pursue the quest of the cook. This sends me to find her children, who in turn let me build a house. This makes the tutorial only take about 1-2 hours.
As a reward, I receive Baromsag. No idea what exactly that is, but I can use it to pay the ferryman. He then sends me to one of two worlds that represent the two realms: Epleland (RP) and Avalon (PvE/PvP).
The ferryman who takes players from the newbie island to the larger realms.
Attention!Once you use the ticket to another world, you lose all items but keep your skill points! So you can already learn skills here, but you cannot take any equipment with you!
The system itself is poorly implemented. In addition to Baromsag, the ferryman also wants a “ticket”. The first is free, the second I currently have to buy in the shop for 10,000 “divine favor” (equivalent to about €7). Simply playing a second character is not yet possible.
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I choose Avalon. Epleland has strict rules regarding role-playing that are not suitable for a playtest. A small insight will show why:
I am not allowed to run without reason (getting from A to B faster is apparently not a reason according to my protests).
I am not allowed to jump constantly.
I need an RP-compliant name and must speak RP-compliantly (elevated, ‘older’ English).
Knowledge that my character has not acquired cannot be used.
Upon arriving at Avalon, I immediately notice a significant difference from “Your Own”: the size. The realm is a proud 49 times larger than the beginner island and is said by the developers to potentially grow even larger, theoretically infinitely large.
To survive here, I need help, especially since many areas are already occupied by guilds. The community “United Gamer Empire” eventually offers to help me get started and take me in.
However, the journey to my new comrades turns out to be rather laborious. Even if they offer to pick me up, the journey across the map takes about half an hour. If I want to march the entire map from north to south, it will take 8 hours!
Using the trick of constantly killing myself until I land nearby, I finally manage to get close enough to be there in about an hour. I am immediately greeted warmly and see peasants in the fields, although not many, since it is winter.
The castle gate of the keep from the United Gamer Empire.
Inside the castle, I find smelters at the furnaces and builders at the walls – and my guild leader, who takes me in.
Life in the guild is feudal. Everyone has their duties; work is divided, orders and commands are usually coordinated by the guild council. Since I want to see something of the world and most other professions are already well-staffed, I won’t be a craftsman after all, but a hunter!
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The professions in Life is Feudal: Becoming a master takes time!
This sounds more exciting than it is in the first hours. I spend a lot of time at the lake, where I increase my hunting skill by fishing before I can start tracking peaceful animals. A lengthy process.
Additionally, I need other skills: natural sciences and archery. The former is easy to level up, I just constantly gather grass from the ground. It takes a long time.
For the art of archery, I need to learn how to use a sling first. Here, I must start at zero, as I have not learned it before. My chief kindly helps me again and joins me on the training ground as a sparring partner. For the next few hours, I do nothing but throw stones at his shield with a sling …
To finally be able to use bows and hunt effectively, many hours and days pass. I still haven’t reached that today, and even then, I would still only be able to do little besides taking down rabbits and chickens. It will take a while before I have my first deer or wolf before my arrow – but that’s just how life is! If you want to be good, you have to learn.
Politics in the guild: War and peace
Life is Feudal is heavily PvP-oriented, whether players like it or not. At any time, anyone can attack anyone; only city and government areas provide protection. Our guild already has several vassals in the vicinity, whose guilds were not strong enough to resist us – so they joined us.
Similarly, politics works across the entire map. Those who cannot stand against the powerful either join them or wait until someone even more powerful destroys them. Constant growth is important for the survival of a guild.
The map of the game world. Every yellow dot represents the ownership of a guild. Source: region-eu.lif.online
Wars in Life is Feudal also last a long time. A guild’s territory can only be reduced by a certain value per day until a siege can be carried out – which again consumes a lot of time and resources. Once again, I realize how much effort players can put into Life is Feudal.
Besides war, I also learn a bit about peace. Trade caravans, contracts with other guilds, outposts for further resources. Having an overview of all this and planning can take a whole day. That’s why many guilds have positions for such things. EVE Online can take notes!
For the test, I was provided a character with many skills already developed: an endgame character. What I immediately noticed is: Not much actually changes.
The goals of the game remain the same. Get stronger, help your guild – and do not die in the process. It remains important to share the work. Many items needed at the beginning are still important here (plant fibers!).
Here, I face fewer dangers. I can defend myself better, and a wolf does not tear me apart so easily anymore. However, other players are more frequently eager for my equipment.
More weapons, otherwise not much changes. The lord in front of me belongs to the guild, the green area marks our territory.
Thus, the incentive of the game remains intact from start to finish: stay alive, defy dangers, and grow as a community.
Life is Feudal: MMO – Not a game for everyone, but some love it
You can spend a lot of time in Life is Feudal, which becomes even more important with the MMO aspect. Circumstances can change constantly, and you need to stay on top of things to avoid sinking.
Thumbs up for long-term motivation, fun, and variety. A particularly big plus goes to the musical accompaniment. A wide selection of authentically sounding medieval music and even a cover of the well-known song “Greensleeves” bring the world to life.
Thumbs down for technical deficiencies like translation and minor bugs, which are likely still due to the early access stage. I am unsure about the ticket system. On one hand, the implementation is questionable; on the other hand, it covers ongoing costs and simultaneously offers a “trial version”.
Life is Feudal is a great game if you like semi-realistic survival simulations. The combat system is interesting and innovative; the world is beautifully designed and even features seasons that influence everything.
It seems that part of Bungie is already working on Destiny 3. This might not be received well by the fans of Destiny 2.
In November 2014, the news came from Activision’s CEO Eric Hirshberg himself that Bungie was already working on the successor Destiny 2 just 2 months after the launch of Destiny 1. At that time, Hirshberg told the US site Polygon: “Work on further expansions has begun, just as work on the next full game has.”
With the statement, Activision made it clear in November 2014: Destiny is a huge success for us and we are investing in it with full force. The future is secured for years to come.
Back then, this was probably perceived as a “good signal.” In 2018, the situation is different.
Kotaku author: I heard that work on Destiny 3 has begun
The sentiment around Destiny 2 is significantly worse than it was for Destiny 1 back then.
That Bungie is working on further expansions and on Destiny 3, if it is so, they are therefore not broadcasting widely. Instead, fans receive information from a side note in the current article about Destiny 2 on the US site Kotaku. There, journalist Jason Schreier, who has previously proven that he can tap into sources within Bungie, works.
In a side note, it says: Jason Schreier has heard that Destiny 3 is indeed already in development.
Destiny schedule derailed since late 2015
We now know how things proceeded after Hirshberg’s statement in 2014. The overambitious schedule by Activision for Destiny could not be maintained. Activision actually wanted to release two DLCs per year and additionally either a new Destiny game or a major expansion.
From late 2015, this content flow stalled. The two annual DLCs were suspended for 2 years; instead, there were free updates and events for Destiny 1.
The release of Destiny 2 was then postponed to September 2017; it was originally planned for September 2016.
Mein-MMO believes: If Bungie really has already started work on Destiny 3, it probably means that Activision is sticking to the original concept of regularly releasing new parts of Destiny.
The news comes at an unfortunate time. The mood for Destiny 2 is bad. Players insist that Bungie first fixes the existing game before asking for money again.
Many would surely have preferred if Bungie had discarded the schedule and managed the Destiny franchise differently in the future, after the idea of a sequel caused problems. Most still struggle with whether a Destiny 2 was really necessary. Many would have preferred it if Bungie had simply continued with Destiny 1 and released what is in Destiny 2 as an expansion.
However: Currently, it is just a “rumor” that Bungie is working on Destiny 3. This is not confirmed. However, it comes from “typically well-informed circles.”
This is how Bungie currently wants to steer Destiny 2: