At Evolve, the 5th Medic is coming soon – a robot with a personality disorder that can revive all dead hunters!
The humans are dead, send more robots!
The 4v1 shooter Evolve’s second season pass is currently on its final stretch. Turtle Rock Studios has now released a new trailer and simultaneously provided information in the forum about the abilities of the 5th Medic who will be deployed on the planet Shear.
E.M.E.T. will be the second robot to join the suicidal team of hunters. Like all other hunters, this tin can has quite a few screws loose and likely carries two personalities in its programming – see for yourself:
https://www.youtube.com/watch?v=qPbLOEYvXO4
His abilities will likely get under the monsters’ skin in advance, as he could easily rival his colleague Lazarus. Let’s take a look at his arsenal:
The Replay Cannon fires a marking arrow at the target. Subsequently, E.M.E.T. fires several rockets that follow the path of the marking arrow and cause moderate damage.
E.M.E.T. – Not quite suitable for children in his language.
The Respawn Beacon is particularly powerful. It can only be activated once a hunter has died. If the beacon remains for 30 seconds, all fallen hunters will respawn at it. The beacon can only be placed if the next landing ship takes longer than 30 seconds.
Instead of placing turrets like his colleague, E.M.E.T. places Healing Buoys (maximum of 3 at the same time). These buoys regenerate the HP of all allies within a radius of 15 meters. If the medic uses his healing explosion, the buoys also emit a healing explosion.
In summary, E.M.E.T. looks like a very solid character who will turn the tide of many battles, especially with his beacon. In combination with Bucket, players can certainly expect many silly dialogues. Owners of Season Pass 2 (or the “Monster Race Edition”) can jump into battle with the bleach bucket starting December 16.
Weekend Challenge for Slim
While we are already on the topic of Medic: This week, Evolve is again hosting a Weekend Challenge, focused on the Medic Slim. The goal is clearly defined: the community must accumulate a total of 6500 victories with Slim over the weekend to secure his “Union Jack” skin. It doesn’t matter whether you play as Slim yourself or another character, as long as the mentioned medic is in your game. The game mode is also irrelevant, so a few quick matches in the arena can benefit the entire community.
If the players reach the goal, the skin will be available at the latest by December 17 for all participating accounts.
This is an AI-powered translation. Some inaccuracies might exist.
The final part of the “The League of Explorers” expansion for Hearthstone is accessible. We will show you how to complete the Hall of Explorers on Heroic!
Stealing the Staff from the Thief
Last night the final part of the current expansion for Hearthstone was opened, and we will show you how to defeat the bosses there in the solo adventure on Heroic.
In Wing 4 of the “League of Explorers,” you need to recover the staff from the Hall of Explorers, which was previously stolen by the mysterious Rafaam. He revives various creatures in the museum hall. Even on “normal,” some encounters can be quite challenging; we will tell you which decks can give you a good chance even on Heroic.
Skelesaurus Hex on Heroic
The wing begins with a very luck-dependent battle. The Skelesaurus Hex ensures that he receives a random card that costs 0 mana in each turn with his hero ability. If you have bad luck in the first turns and face an overwhelming force of Onyxia or other monsters, you can leave the match early and try again.
The greatest successes are achieved here with a “classic” Mill Rogue by TyDK, which makes use of the card Brann Bronzebeard. Together with the Deep Light Oracle, Three-Way Gang, and Vanishing, you can bleed the opponent out fairly quickly without suffering too many losses yourself. 2 Healing Bots provide the necessary resilience, and one or two tanks like Deathlord soak up the initial damage.
The board after 2 turns. You may guess who won.
Anyone who wants to cheat a little can also try with a Mage deck that contains the new card “Animated Armor” – this is often ignored by the boss. Apparently, the AI cannot yet assess this card as a real threat. However, it is only a matter of time before that is fixed.
The Steel Sentinel
If Blizzard can do one thing masterfully, it is developing bosses that make you think, “Please, no!” The Steel Sentinel is exactly such a representative. While he can only take 1 damage per attack in normal mode, the same applies to all his minions in Heroic mode. As if that weren’t annoying enough, he also has plenty of healing, armor, and divine shields. The solution to the riddle – or at least an adequate answer – is a Paladin deck by ReganisPrime, which heavily relies on minions that deal 1 damage and do so as many times as possible.
The Knife Juggler and Call to Arms are essential cards, as are Equality and Consecration. The Tournament Medic pays off early on to compensate for the high damage the Sentinel throws at you. Cards like the Ghostly Silencer increase the effectiveness of the Juggler, and the Nerv-o-Tron is more than worth its mana.
Even with a perfect starting hand, this fight is no walk in the park, and it may take several attempts before you have dismantled the armor into its components.
Master Thief Rafaam
In the penultimate battle, you have to face Rafaam himself. Since he is a thief, he snatches your deck and plays with it. The player, on the other hand, is provided with a deck from Elise Starseeker, which allows the challenge to be quite manageable. In addition, his hero ability is essentially “Unstable Portal” from the Mage – but it costs 0 mana on Heroic.
A 16/12 weapon? Can come in handy…
Since Rafaam uses the player’s deck, you should build him a very bad deck. The Warrior deck by nickhimself, which makes use of the Cursed Blade, is excellently suited for this, as it doubles the damage Rafaam suffers. Aside from Sir Finley Mrrgglton, who replaces Rafaam’s hero ability with something worse, all cards are of rare quality, as this enhances your Rare Spear, which gains +1/+1 each time. But be careful, as Rafaam can take control of your weapon with his Bone Raptor – so make sure you made good use of it before that happens.
Rafaam Unleashed
In the final battle of the League of Explorers, Rafaam unleashes the full power of the Staff of Origin. The particularly cool fact is that almost all previous bosses can reappear, giving you the true feeling of a worthy final battle.
The battle itself is a real chunk, as Rafaam is immune for a large part of it. Every few rounds, he loses this immunity but summons a 10/10 minion with a particularly strong effect in exchange. As a counterbalance, you will receive a new hero ability that allows you to gain various League artifacts to defeat Rafaam one more time.
The highest chances of victory are currently attributed to the Control Priest by Mephybenny. With Mind Control, you can snag particularly powerful minions in the later game, while Vol’jin, Lightbomb, and Mass Dispel ensure the necessary security in the earlier rounds to withstand the challenge with the artifacts. Sister Daryal is especially valuable, as you will want to use the hero ability every turn to keep control of the situation.
With that, you have also survived this adventure! If you have mastered all battles on Heroic, a special card back awaits you. Do you still need help with the other wings? Then take a look at our other articles about the League of Explorers:
Yes, Blade and Soul also has daily missions. But what do they bring? Are they worth it?
Every day again …
… maybe not the Christ Child, but the enemies of the MMORPG Blade and Soul. The official website has now published a small preview showing what purpose the recurring tasks have in the world of quick punches and sexy clothes.
Those who hoped for a big surprise will probably be a bit disappointed. At least in the preview, the daily missions appear extremely classic and correspond exactly to what one likes (or hates) about the “Dailies” in World of Warcraft and other games.
One could easily mix up whether this is the quest giver or the quest target…
A character can complete up to 40 daily missions per day and secure rewards in the form of gold, experience points, consumables, and bravery stones. They thus serve as a solid source of income to fill the typically scarce wallets, which are also urgently needed for instance visits with gold bids.
The enemies during the daily tasks have a small chance of particularly good loot, which should increase the incentive a bit. Incidentally, one does not have to visit each NPC individually to accept the daily missions; the quests can typically be accepted all together at a bulletin board within the nearest settlement.
This is an AI-powered translation. Some inaccuracies might exist.
In the MMO shooter Destiny , the auto rifle Monte Carlo is one of the exotic weapons. What can the weapon do and why do so many players who love close combat play with it?
The Monte Carlo has been there since the beginning of Destiny, was a PlayStation-exclusive weapon in Year 1, and at that time was usually overshadowed by the SUROS Regime, which was suitable for every playstyle. The Monte Carlo does not do that, it only works with a close-combat-oriented playstyle. Those who want to use it like a “normal weapon” will notice little of its advantages.
Where can you find the Monte Carlo in Destiny?
In Year 2, Monte Carlo is available in exotic primary weapon engrams, from Year 2 activities like the raid or the Nightfall, and recently also from Xur.
The name “Monte Carlo” refers to a scientific method, where difficult problems are solved by running a vast number of random experiments. In other words: Instead of calculating mathematically how likely it is to roll a pair with two dice, you simply roll it 50,000 times and count the pairs.
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In terms of base stats, the Monte Carlo falls into the medium-speed auto rifles, but it is not among the super-fast pea shooters. In terms of fire rate and impact, it resembles weapons like the Zhalo Supercell, the Zarinea-D, or the Ari-41.
However, Monte Carlo can score with strong stability, very high range, and quick reload times. However, many shots must find their target and ideally land headshots, so that the Monte Carlo can quickly take down enemies. Auto rifles are simply not that strong currently.
The actual joke of the weapon lies in the perk “Monte Carlo Method”, which is also reflected in the bayonet attached to the weapon. Damage with the auto rifle reduces the melee cooldown of the holder. With melee kills, there is a chance that the melee attack is fully reloaded.
Hip fire assists when shooting from the hip, but is not really an ideal perk; one should still aim. Recommended perks include Outlaw for range and precision, as well as Drift Control.
The idea of the weapon is clear: shoot and strike at the same time.
How good is the Monte Carlo in PvE and PvP?
The Monte Carlo is a useful weapon in both PvP and PvE, when it fits a melee-heavy playstyle. The weapon’s abilities only come into play if the melee cooldown is actually used and consumed regularly. If not, other weapons are better suited.
Ideally, one should try to achieve precision hits with the Monte Carlo at medium range, which is easily possible due to high range and good handling, especially with Drift Control. With the melee attack, additional DPS should be achievable.
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Due to this peculiarity, players should try to shape the whole concept of their guardian towards melee combat. The Sealed Ahamkara Grips of the Hunter or the Claws of Ahamkara for the Warlock, for example, can serve as “supportive armor pieces”. Item configurations that focus on throwing knives or smoke grenades can also benefit from the Monte Carlo.
However, players in PvP must be careful not to be driven into a close combat situation by their own weapon that does not end well.
Overall, the Monte Carlo is a solid weapon that does not work “right out of the box” but one has to adjust to it to bring out its full performance. In PvE it is somewhat stronger than in PvP, where the surprise attack can play a bigger role.
Opinions on the weapon tend to vary widely. One really has to commit to it; otherwise, one quickly stashes it away and thinks: What do they all see in this thing?
What do you think about the Monte Carlo?
This is an AI-powered translation. Some inaccuracies might exist.
Trion Worlds has launched the action MMO Devilian! The beta phases are over, and now everyone can dive into the dark adventures.
With Devilian, Trion Worlds has expanded its portfolio with a game aimed at the Diablo fanbase. From an isometric perspective, you control your hero through a dark fantasy world and fight in tactical but also action-packed battles against legions of enemies. You take on the role of a so-called Devilian, a half-demon, who must protect the fantasy world of Nala from destruction by a dark god.
There will soon be a major update.
Become a Devilian!
You create your Devilian from the classes Berserker, Gunner, Summoner, and Shadow Hunter. Each class has special abilities that you must wisely use in combat against the minions of the dark god. Unlike in Diablo, you are not alone in the game world or just with a handful of friends. You will encounter thousands of players with whom you can either experience adventures together or compete in exciting PvP battles in an arena.
It is also possible to create a guild and participate in large guild wars. Of course, a wealth of quests awaits you that will guide you through the world and allow you to learn more about the background of the story. As a Devilian, you also gain access to certain abilities when you switch to your devil form. Like in other RPGs, you will naturally improve your hero over time and acquire increasingly powerful gear. This way, you can also take on the ever-stronger enemies and boss monsters!
If you are looking for a fast-paced and action-packed MMO, you can check out Devilian now.
https://www.youtube.com/watch?v=1rlyRN9LDNA
This is an AI-powered translation. Some inaccuracies might exist.
The universe – infinite expanse, infinite possibilities. As the faction “Dominion” or as a “Forsaken,” one has the opportunity to explore the cosmos. WildStar has been free-to-play for a month now, providing even more users the chance to travel to the planet Nexus in PvP or PvE mode.
Space air, cosmic atmosphere
[intense_blockquote color=”#ffffff” border_color=”#db0707″ border_radius=”10%” author=”Cortyn” width=”30%” rightalign=”1″]More info on the transition: WildStar: The F2P Review – better or worse than before?[/intense_blockquote]The atmosphere in Wildstar is something special for me as a newcomer. The cinematic sequences are beautifully executed and underlined with a unique sense of humor. Speaking of humor, Wildstar is also responsible for some suppressed giggles in certain quests. Who hasn’t wanted to ride on a rhinoceros-like creature to, well, make certain animals just pop? Okay, probably nobody. But it’s really fun! From level 10 onwards, you can afford riding animals. First, you need to buy your driver’s license.
Once you’ve traveled a bit around the world, you learn something about the background story. The Dominion faction and the Forsaken are at odds, and in the role of a Forsaken, for example, I do everything to establish my new home on the planet Nexus. This prevents the other faction, the Dominion, from clear-cutting trees or coldly igniting small, sweet forest inhabitants.
Factions, races, classes, paths….
Within the factions, different races with various abilities and characteristics live. Among the Forsaken, besides humans, there are the Aurin (a cute rabbit-like race), the Granok (tough guys and equally robust female stone beings), and the Mordesh (who are basically zombies but don’t want to be called that).
If you prefer to roll around the world as a little hamster in a ball, you might choose the Chua. It’s said that they are just as sneaky and dangerous. Of course. As a Mechari, you become a robot and develop into a merciless killing machine. The Cassians are basically chosen humans who founded the Dominion in the past and thus do not belong to the Forsaken.
I started as a Draken, the wild race of the Dominion.
Besides the races and factions, you also choose classes like the Arcanist (for those who like to defeat enemies or heal friends from a distance), the Assassin (to sneak and ambush enemies), or the typical warrior (with sword and such).
To customize your character, there are many paths you can take to explore the world of Wildstar in your favorite way. As a Scientist, I analyze the flora and fauna, collect various objects, and scan them with my flying bot. Or would you prefer treasure hunts on high mountains and oversized plants? Then I’ll become a Scout and plant my flag at still undiscovered locations.
Challenge… not passed!
So far, everything sounds good, but there were a few things that negatively stood out to me. For example, the suddenly popping challenges. A time window appears at the top automatically, along with information about what needs to be done. But at that moment, I might just want to turn in my quest or do nothing at all. I then hear: Challenge not passed! Thank you, but maybe I didn’t want to do that at that moment.
I confess as a Forsaken…
As a Draken, I no longer roam the planet Nexus, but have decided on the team of the Forsaken and the race of the Aurin. Don’t laugh, these are serious, plushy bunnies. I must admit that while I quite liked my first character, I’ve grown a bit bored with the one-sidedness of the quests around the motto: “Talk to me, then collect this and that, take down the enemy, come back, and collect money and gear.” At the beginning of my journey in the Dominion faction, this was not the case. But since level 15, in my opinion, I can’t escape such tasks anymore (Maybe it’s just the area?).
That’s why I thought about testing the Forsaken side and seeing if the quests and worlds on the other side of the factions are expressed the same way. And now I have to confess as a follower of the Forsaken that I understand this faction much better.
In my first hours of play, I saw how the Dominion destroyed the forests and couldn’t understand why I was ever part of that side. So my Draken Assassin at current level 22 will probably be put on hold for a while, and my Aurin has already reached level 15 in just a few days. So far, no sight of boring “Kill this and that” quests.
New impressions, new adventures as… a hedge?!
So I continued my way hopping along with a new animal companion. I transformed into a golden bird in a village and glided through the air.
And Wildstar continues to surprise me: Through daily login rewards, for example, I “won” a sniper hedge. Wow, cool. What is that? As I am, I have to click on everything and everyone, and then I didn’t plant a hedge as I thought. I turned into the hedge myself and then spent ten futile minutes trying to transform back. Meanwhile, I sat in front of my notebook and had to laugh.
Wildstar compared to…?
During my first hours in Wildstar, I automatically recalled World of Warcraft and compared the two MMOs. In some aspects, the two are quite similar (in WoW, you fly with a strange creature from A to B, in Wildstar, you take a taxi). In Wildstar, as in WoW, there are numerous tasks to complete one after the other, as well as companions and mounts.
The combat system, on the other hand, differs: In WoW, you rely on the tab targeting system, whereas Wildstar uses a more active system with evasion and targeting. Overall, it feels completely different to me because in World of Warcraft I never really felt like I was part of a bigger whole. I was thrown into a world at the beginning, could chat with the nearest person, received a quest, and tried to exchange my rags for better armor.
Wildstar, on the other hand, gives me the feeling from the start that my character is making an important contribution on the planet Nexus. I start in a spaceship, and my mission to land on the planet is explained. Even if the NPCs sometimes seem a bit confused or don’t respond when addressed, I prefer them to the somewhat lifeless characters in WoW.
Equally, the character creation in Wildstar is more detailed. Adjusting the nose bridge, chin width, chin depth. Well, for those who find it too much and cumbersome to customize their character as individually as possible, they can choose pre-made designs. Still, there is the option to tinker to your heart’s content.
Now you are informed and up to date. Now it’s your turn: Do you want me to continue testing Wildstar and report again on my adventures – among other things as a sniper hedge? Or should I rather try another game? “Level up” would be a fitting name for a new article series…
This is an AI-powered translation. Some inaccuracies might exist.
The military MMO Armored Warfare is our MMO of the month for December. What makes the new game special?
From now on, we will introduce one MMO or MMORPG once a month that we want to recommend to you this month. For December, there were several candidates:
Thus, “the new Korean MMORPGs” Black Desert and Blade and Soul are slowly being prepared for launch – but they are only playable for a few days throughout the month.
In the established MMORPG Guild Wars 2 there’s plenty to explore, not only due to the Free2Play conversion but also because of the expansion Heart of Thorns.
Armored Warfare – the tank game with RPG ideas
However, we want to recommend a completely different game for December and that is Armored Warfare. It is a military MMO with various progression systems.
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From an RPG perspective, one could say: there are tanks (funny enough, they are literally tanks), which can take a lot of damage but are slow.
Then there are fast but lightly armored vehicles that act as scouts and can flank enemies.
In addition, there is artillery, so to speak support, that fires from the 5th or 6th line.
It plays out like a combination of a shooter and chess; patience and smart positioning are more important than fast aiming and firing under pressure – though that also has its moments.
5 reasons why Armored Warfare is our MMO of the month for December
Armored Warfare is still very fresh. It is in an open beta, and most of you probably haven’t played it yet. Moreover, it is currently being rapidly expanded and developed.
Armored Warfare is fun. The graphics and sound are up to date. Racing through desert landscapes, slightly veering left, and taking down 3 mud buildings has its charm (even though it’s actually terribly bad). The tank duels are also tactically quite clever and create thrilling moments with adrenaline. It’s hard to find a better way to kill 5-15 minutes at the moment than with Armored Warfare.
Armored Warfare is free. Anyone can download the game and jump in without paying anything – only those who want to progress faster can spend money for that.
Armored Warfare is incredibly satisfying. The game’s progression system provides great appeal. After the first matches, you can replace your tanks with “newer” ones. The models can be upgraded to a certain extent and then replaced with their historical successors. It feels a bit like unlocking “new classes” in an RPG.
This Friday, we want to know from you whether games always need a progress system – or if it works well without one?
Is Progress the Future?
Everyone has probably experienced such a situation: The level bar is almost full. You should have been in bed a long time ago, but there’s just this one quest left to finally reach the next level. And then one more task, so you have a little “bonus” to start with tomorrow… and suddenly two levels are done and the night is over. In the past, almost only RPGs had such a progress system; nowadays, it has been extended to almost all games.
In SMITE, not only the account gains experience, but every single god also gains “followers”.
There are not only account progressions with rewards but also for different characters, such as in SMITE or Heroes of the Storm. Even shooters like Star Wars: Battlefront come with a ranking system that unlocks new outfits and other toys. But do games actually need that? Shouldn’t games be able to impress simply because they are fun?
Cortyn says: Maybe I sound a little like the grandpa telling stories from the trenches of the war, but when I first really got into gaming, there was little progress in most games. Sure, RPGs are a big exception; development has always been an integral part of the gaming experience.
Even shooters like Battlefront always have a progress system – is it even possible without one?
But let’s take some more banal classic games like Counter Strike or Warcraft 3. I’ve played both games at LAN parties (does anyone remember those?) over and over again without ever needing a level bar that tells me after each match that I’ve come a little closer to my goal X. No, in the past I played these games because they were fun.
If you look at comparable games today, like Overwatch or Paladins, players are demanding exactly such systems. In the comments, you often read things like “Nowadays, a game simply needs that, otherwise I won’t touch it.” Have we really become so banal? Do we always need more bars that unlock some nonsense? Don’t we play anymore just because something is really fun? I don’t want to believe that.
Paladins will soon have mastery levels for all characters – one should be able to see progress.
From my point of view, games should more often refrain from such imposed mechanics – if the game is fun, there is always something to do. P.S.: Shooters back then were never “boring” or “monotonous” – playing against friends was always enough motivation.
But enough about me, let’s get to you! Do modern games necessarily need a progress system to remain interesting? Would you miss it if games returned to their “core”, the pure fun? Let us know in the comments and engage in lively discussions!
This is an AI-powered translation. Some inaccuracies might exist.
In TERA , the Brawler has now been unleashed – it won’t be long until it slaughters its way through the enemies here as well – probably as a Stormcry.
Big Fists, Much Behind
This week, it was time for at least a part of the TERA players. The Brawler has been patched into the game, and all those who currently play under the banner of En Masse (especially in America) can dive into battle with the new ladies.
In addition to the new class that can primarily deal damage and attack enemies with heavy attacks and counters, two new dungeons and new armor are awaiting players. The trailer already gives a first impression of the Brawler, who apparently doesn’t get along very well with another lady – see for yourself.
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When will the new class Stormcry arrive? It will take a while for us
Update: In the meantime, you can also download the patch from Gameforge or preload it. Starting December 15, it will be deployed, and the new class will be available to all players!
Original message: Players under Gameforge will have to wait a little longer. Although the plan is still to release the Brawler – in German “Sturmfurie” – this year, they have encountered “critical issues” in Patch 37, which they are working to resolve together with Bluehole. All fans should be patient, they are working hard for a timely release of the Stormcry.
This is an AI-powered translation. Some inaccuracies might exist.
In the MMO shooter Destiny , merchant Xur arrives in the Tower on Friday, December 11th. What goods does he offer this time? Are there new exotic items?
What a week in Destiny! We had been waiting for Tuesday for weeks, which would bring us 15 more exotic items and changes to the balance – Who would have thought that the highlight of the week would not be that, but all the drama that unfolded around it?
What exotic items does Xur have on December 11th in Destiny?
Xur is selling the auto rifle Monte Carlo – we have introduced the weapon here. He wants 23 Strange Coins for it. This is very strange, as it was previously thought that he could only sell the 3 new Year 2 weapons.
For Titans, there is the Helmet of the Inner Light. He wants 13 Strange Coins for it.
Unfortunately, not a current image, but from November 6th. Xur last had the helmet then.
The developers of Monster Hunter Online greenlight an English patch – if the community takes care of it.
Joy or Sorrow for Monster Hunters?
In a few days the Open Beta of Monster Hunter Online starts, namely on December 17. And although the game will only be available in Chinese, interest in the title is high worldwide. No wonder, the Monster Hunter series has been thrilling its player base for many years.
The fan Aslind Samure, who has contacts with the developer team Tencent, has now reached out to them and learned some interesting things. The developers have greenlighted the implementation of a community patch that translates the game into English.
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They even agreed to consult with the respective hobby programmers to maintain a certain level of quality. Thus, at least theoretically, nothing stands in the way of an English translation by fans, except for a huge amount of work. On his Facebook page, Samure is now desperately looking for helpers who want to assist in the implementation of this ambitious project – voluntarily, of course.
Mein-MMO says:On one hand, this is certainly a reason to rejoice, as it at least increases the likelihood that Western fans will also get to enjoy MHO.
On the other hand, the task sounds very gigantic for a small hobby group and at the same time greatly diminishes the chances of an official Western release. Because if Tencent itself had plans to eventually launch the game here, they would likely want to prevent a fan translation.
This is an AI-powered translation. Some inaccuracies might exist.
In Destiny there will be game content delivered even in 2016, not just events.
Bungie has relieved the waiting community in the Weekly Update.
Eric Osborne, the Marketing Director of Destiny, said: Players expected Bungie to announce “Darkness Lurking II: Darker and More Lurking” last weekend, but instead there was an event, the Sparrow thing.
This, and the lot of talk about events lately, has made players nervous, that now nothing will come to Destiny besides events. Osborne disagrees. They have quite a bit planned for 2016: Besides events, also things that can be found directly in the “Director”, in the activity map.
“2016 is going to be great, we are working on stuff!” Osborne had already tweeted on Tuesday. Somehow that wasn’t enough for everyone as reassurance, so they will now be clearer.
But what’s fresh before the shotgun in year 2?
The biggest thing you’ve seen since the Taken King
There is a big whiteboard in a conference room at Bungie. There you would find in scribbles and sticky notes the planned development for Destiny’s “near future.” Events, activities, game content, and features are listed there – designed to entertain and reward the player base in 2016.
The first thing they will do “early in 2016” will be about as big as the “Halloween” event. But the second planned thing will be much bigger than anything seen since “The Taken King”. At the time of the second “thing”, they are also planning a noticeable update to the world and sandbox in Destiny.
In year 2 they don’t want to wait 5 months between game content anymore, but deliver “new experiences” significantly faster.
What all this exactly is, they are not revealing yet, they want to let the Sparrow event first have an effect. However, much is already planned from winter to spring – they have prepared announcements across various channels. Osborne also speaks of quarterly “sandbox” updates.
Sandbox updates are likely to refer to balance changes. It is also interesting that Osborne speaks of “winter to spring” – indirectly confirming what the birds are singing from the rooftops: an expansion, code-named Destiny 2, is planned for fall 2016.
Weaponsmith Jon Weisnewski commented and said: This has all gone very badly. They had “outdated numbers” in the announcement and in the patch notes due to an error, but were using completely different ones. The developer team was already thinking about the next big thing – and nobody noticed what exactly was in the patch notes until the community raised the alarm.
And the numbers players see in Destiny are not the “raw numbers” that developers work with – it is modified by activity, light level, difficulty, crit hits, and much more. A small change might not be enough to change a displayed damage value, but the decimals could add up significantly.
Since Tuesday evening 10.69% weaker.
The latest patch notes say: Auto rifles slightly improved, pulse rifles significantly nerfed
They have now revised the patch notes from Tuesday evening a second time.
Low RoF (Suros Regime, An Answering Chord): 0.30% increase from previous base damage
Med RoF (Zhalo Supercell, Paleocontact JPK-43): 0.78% increase from previous base damage
High RoF (Arminius-D, Necrochasm): 0.04% increase from previous base damage
Pulse Rifles
Reduced base damage
Low RoF (The Messenger, Spare Change): 14.23% base damage reduction
Med RoF (Hawksaw, No Time To Explain, Red Death): 10.69% base damage reduction
High RoF (Bad Juju): 8.17% base damage reduction
Highest RoF (Grasp of Marok): 2.97% base damage reduction
Since Tuesday evening 0.04% stronger … Yeah!
My MMO says: Yes, again a few snippets of information. Even if one generously overlooks the patch notes chaos, it is a bit puzzling why Bungie isn’t revealing more information about the new game content. Maybe they have a cover story like before The Taken King, promised someone an important interview. Maybe they just want to stay on PR schedule and announce nothing “great” now when the next content is more of a cosmetic event. That would be the most banal and likely explanation.
There was one for insiders: The now also scruffy community DeeJ praises, as he says, “for inexplicable reasons” the lush facial hair of his boss Eric Osborne. Maybe DeeJ is hoping to get a career boost from the lumberjack look.
In the online shooter Star Wars Battlefront , the wonder mod “Toddyhancer” can now be admired in the video. Some compare the graphics to a movie.
At the end of November, screenshots of a mod for Star Wars Battlefront left many speechless: “Is this still a computer game or already a movie?” some asked.
Now, for the first time, there are moving images of the “Star Wars Battlefront Real Life Mod” and in the highest resolution:
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By the way, the music is a piano cover of “Where is my mind” by the Pixies – the song became known through Fight Club – also a movie.
The man behind the mod, Martin Bergman, previously developed a similar mod for GTA 5. According to his LinkedIn profile , he used to work for Activision. He regularly shares his mod creations on his Facebook profile.
What do you think about the mod? Quite impressive?
The MMORPG Crowfall is slowly taking on more concrete forms. The developers have now presented the skills system.
Skills are important in an MMORPG. They define the hero, and it is possible to enhance the champions through these abilities in the direction you want to take them. This is no different in the MMO Crowfall. However, in many role-playing games, you have little freedom to develop your class.
Each class has specific skill sets that can be improved, but this does not provide the feeling of playing a truly unique character. In Crowfall, however, this is supposed to be different.
This is how skill improvement works
Each skill in the MMO belongs to one or more statistics such as attack power, chance for critical hits, and more.
Multiple skills add up as follows: For example, anyone who improves the skill One-Handed Sword Combat also increases their attack power. And anyone who improves the Knight skill also increases their attack power. But each skill improves the associated statistic in a different way.
Improving One-Handed Sword Combat increases the attack power by 0.15, while increasing the Knight skill raises the attack power by 0.25. If the One-Handed Sword Combat skill is at 100, the attack power increases by 15. If the Knight skill is at 100, the attack power increases by 25.
The numbers are added together, and you get a total increase of 40 in attack power.
A relatively simple system
Skill trees also have universal “branches,” with abilities that all archetypes can use. Additionally, each archetype has class-specific abilities.
There is also the option to increase skills passively. This way, a hero can even improve when the player is offline.
The developers wanted the skills system of Crowfall to be deliberately accessible and not overly complex, so players can focus on the actual action.
This is an AI-powered translation. Some inaccuracies might exist.
The developers of EVE Online, CCP, have made a coup; their shooter EVE Valkyrie will be released alongside the Oculus Rift in 2016. CCP is thus gaining an advantage in the new virtual reality market.
That’s quite a success for the Icelanders. When the virtual reality headset Oculus Rift is released in 2016, every package will come with EVE Valkyrie. This is a space shooter that takes the “world of EVE” and allows players to experience space battles as if they were sitting in the cockpit.
Oculus Rift is set to debut in the first quarter of 2016 – Valkyrie will “debut” on this platform, and it is also scheduled for Playstation 4 and its virtual reality system, which was previously known as Morpheus.
Initial impressions are spectacular, just like this video.
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The Closed Beta of the Sandbox MMORPG Albion Online is in full swing, and the developers are working on further improvements.
Update: The Aurelius patch was released on December 9.
The Closed Beta of Albion Online is not just for players to get the chance to play the upcoming MMO early. Feedback is collected, and together with testers from the community, bugs are identified. The developer team at Sandbox Interactive is working hard to introduce more improvements and new game elements so that Albion Online becomes a polished and good game.
Aurelius is coming!
Therefore, it has been announced that the “Aurelius” update will be released in mid-December. This brings a number of innovations, including:
Forced combat mode – This prevents unintended actions during combat such as gathering
Right-click movement – forces the hero to move
New chat channels – Chats for guild recruitment, the most important languages, and more
Highlighting of finished spells – This shows you directly when a spell is ready to be used
Automatic retry to leave an area – You leave the area directly after the cooldown time when staying in the starting area
In addition, 23 new dungeons will be introduced, including temples or mushroom caves where you will encounter new opponents. In these dungeons, Guardian bosses await you, including Seer Galifax, Chief, and Old Grandfather. 10 new spells and a series of interesting Christmas events are also part of the update.
It will be rounded off with hell portals in the safe zones, which are intended to introduce newer players to PvP. A group of up to five players can enter a hell dungeon. There, dangerous demons and possibly another five-member group await the players, which is why you will have to fight for the same loot. Mid-December is the time, then “Aurelius” will be released for the MMORPG Albion Online.
This is an AI-powered translation. Some inaccuracies might exist.
Hearthstone releases the final wing of the League of Explorers expansion. We show you which cards await in the Hall of Explorers!
Fight for the Staff One Last Time
The League of Explorers of Hearthstone enters its final round. Today, on the night of December 10, 2015, the final wing named “Hall of Explorers” opens. In addition to new boss battles, some of the most sought-after cards are among the rewards, and we present the new additions in a brief overview.
Plenty of Class Cards
Druids receive a new spell, the Crow Idol for 1 mana, which discovers either a minion or a spell – just what is needed depending on the situation. Warriors are (more or less) happy about the Cursed Blade, which deals 2 damage and has 3 durability for 1 mana, but comes with a significant drawback: Every damage taken by the hero is doubled. This could make Blingtron especially interesting again or encourage Warriors to play more molten Giants. Priests acquire the Museum Curator, a 1/2 minion for 2 mana with the Battlecry to discover a Deathrattle card. Anything from Zombie Chow to Sneed’s Old Shredder could be included.
Warlocks await the spell Rafaam’s Curse, which gives the opponent said curse in their hand. As long as the card is in their hand, they take 2 damage each turn. To get rid of the card, simply play it. Hunters can look forward to a new beast, the Desert Camel for 3 mana, which with stats of 2/4 summons a minion costing 1 from each deck – useful if the opponent has none of those minions.
Rogues continue to collect coins; the Tomb Pillager is a 5/4 minion for 4 mana with the Deathrattle effect of granting the rogue a coin. Particularly useful for activating the combo effects of other cards. All Mages receive the Animated Armor, a 4-mana minion with base stats of 4/4. As long as the card is in play, all damage the Mage would take is reduced to 1. Yes, this also applies to fireballs to the face, a fireball from Ragnaros, or a “Bomb!” from the Hunter.
The Neutral Minions – The Golden Monkey!
There are also some new additions among the neutral cards. First up is the Fossilized Devilsaur, an 8/8 card for 8 mana that has Taunt if you have a beast. This screams for Hunter and Druid decks. The rather silly Wobbling Runts represent a 2/6 minion for 6 mana. Their Deathrattle creates 3 2/2 Runt minions, making them mathematically a 8/12 minion. The Eerie Statue corresponds to the typical horror movie scenario in which a doll always moves when no one is watching. For 4 mana, it is a 7/7 minion but can only act if no other minion is on the battlefield.
The first of the two highlights is Elise Starseeker. When played, you shuffle the Golden Monkey treasure card into your deck. If you draw the card, you must also play it to have the Golden Monkey in your deck. If you can then draw the Golden Monkey as well, the party really starts: ALL cards in your hand and deck are exchanged for random legendary minions. This may have no place in ranked mode, but will make fun decks infinitely more enjoyable.
Significantly more predictable is the second legendary Master Thief Rafaam. For 9 mana, he is relatively weak with stats of 7/8, but allows the player to discover a powerful artifact, and you have the free choice of a 10-mana card. Would you rather deal 10 damage to random enemies, give a minion +10/+10, or completely fill your side with 3/3 Zombies?
In the MMO shooter Destiny , the patch continues to cause problems. Instead of certain weapons dealing 4% more damage, they are only dealing 0.04% more. Bungie refers to it as an extremely unfortunate typographical error.
For weeks, the changes to the weapon balance in Destiny have been clear. In a lengthy post, Bungie’s weapon designer Jon Weisnewski explained it. The changes mainly focused on the two primary weapon types: pulse rifles and auto rifles.
Auto rifles were supposed to deal between 3% and 7% more damage, according to the post back then – depending on the rate of fire. For pulse rifles, the damage was supposed to decrease by between 2% and 9% depending on the archetype. Quite significant changes that one would particularly notice in the Crucible.
Community notices: Something might be wrong with the changes to auto and pulse rifles
These changes were actually supposed to be active since Tuesday evening. Then the patch came. But the community noticed: something doesn’t seem right. While pulse rifles deal less damage, auto rifles hardly deal more. Something is off.
Bungie has now retroactively changed the patch notes to display the “correct values,” and it suddenly read:
For auto rifles, the damage increased by 0.3% (slow fire rate), 0.7% (medium fire rate), and 0.04% (high fire rate). Far from the announced percentages: those were 3, 7, and 4%. So ten times or even a hundred times the actual amounts.
The same applies to pulse rifles: here the damage is said to decrease, according to the new patch notes, by only 0.9% (slow), 0.9% (medium), 0.9% (high), and 0.97% (highest fire rate). Values of 9%, 8%, 8%, and 2% had been intended.
The reduced damage “falloff” value for pulse rifles, which was supposed to come, is also found in the updated patch notes – they now do less damage at longer ranges than before, especially pulse rifles with low range.
Unfortunate typographical error, they only meant to implement these minimal changes in Destiny from the start
Weapon master Weisnewski talks about an “extremely unfortunate typographical error,” but the changes that have now occurred were always planned this way.
@DattosDestiny It was an extremely unfortunate typo, but the change was intentional. We’ll have more to say in the BWU.
Among the fans, this raises serious doubts: For 3 weeks we have been counting on these numbers – and now it is supposed to be a typographical error that no one noticed? And did you really intend to give one type of weapon 0.04% more damage from the start?
You can tell that to the fox.
“Please, mistakes happen, but don’t treat us like fools,” says a post on reddit that is gaining a lot of attention. “Tell us the truth. What’s wrong with you? What happened?”
Or are the new patch notes also incorrect?
Other Destiny players calculate: The “0.9%” less damage with pulse rifles doesn’t add up, as there is already more damage missing from the pulse rifles. We see that here in the numbers. These new values cannot be correct. No matter how we calculate, we cannot arrive at the values you have specified.
Weisnewski wants to comment on the matter again today in Bungie’s Weekly Update.
Now they have presented all sorts of improvised traps in a blog post with video, which players can craft and then use to secure their belongings. Aside from tripwires, it also involves the use of a Molotov cocktail.
https://www.youtube.com/watch?v=odi1YZkZrQs
Just yesterday there was a live stream showing “developers at work”: Devin Lafontaine, Senior Artist at DGC, with a Bob Ross-style wig, gives a glimpse into his daily work, showcasing assets that will hopefully soon be seen in the zombie world of H1Z1.
http://youtu.be/utQfuTSs0ik
This is an AI-powered translation. Some inaccuracies might exist.
The developers of Star Wars: The Old Republic talk about the future of the game and reveal how well KotFE has been received by the fans.
Our colleagues from mmorpg.com had the opportunity in the past few days to conduct an extensive interview with three of the leading developers of Star Wars: The Old Republic. Bruce Maclean (Senior Producer), Ben Irving (Lead Producer), and Charles Boyd (Lead Designer) answered questions and talked in detail about the previous successes of the “Knights of the Fallen Empire” expansion and what the future holds.
“May the Force be with you always.” – At least when it comes to attracting customers, it worked. All Lana’s fault.
This was just the calm before the storm
Normally, BioWare does not talk about player numbers and EA certainly does not. However, since Electronic Arts has published some data, they can be freely used, and the developers are quite proud of that. Since the launch of the expansion, there has been an increase in subscribers of a whopping 33%. While the numbers may be “good”, “what was really overwhelming were the reactions of the players.” Nonetheless, it is important not to lose sight of the fact that only 9 of the 16 chapters have been released and this is just “the calm before the storm”. The effects of many decisions will only become apparent in the future when the story reaches its “incredible climax”.
The upcoming chapters will have a similar length to the previous ones.
Future chapters of equal length
When asked what fans can expect from the length of the upcoming chapters, the response was relatively relaxed, stating that the previous chapters are a good benchmark. However, they are not trying to force a specific amount of content into a chapter; they simply want to tell the story that is meant to be told. Players have already noticed in the first 9 chapters that their lengths can differ drastically – some will be shorter while others will be longer.
Chapter 1 soon for free
Those who have not yet been persuaded to take a look at “Knights of the Fallen Empire” because they did not want to subscribe will soon run out of excuses. The first story chapter of the expansion will be available for free to all Free2Play players starting December 15.“There are some players who left the game just before the release of the expansion. We want to give them the opportunity to experience Knights of the Fallen Empire.”
New classes in the future?
New classes in SWTOR? Perhaps in the distant future.
Finally, they briefly talked about the upcoming film, Episode 7 “The Force Awakens” and what new inspiration could be drawn from it. “Of course, we cannot have Darth Vader traveling through time for 1000 years (…), but if a new planet is introduced in the films, we might consider adopting it if it can be logically linked.” At the same time, they made it clear that SWTOR is far from over. There is still “much for the developers to explore”, such as new races, planets, and possibly even new classes.
The pay wall that does not want to be a pay wall
Cortyn says: The interview becomes a bit strange when discussing the differences of KotFE compared to previous expansions. The big news here is that KotFE is free for all subscribers, which creates a “particularly low hurdle” for entry. Particularly obscure is the statement: “There is no pay wall that prevents a subscriber from experiencing the new expansion.” That a subscription in a free-to-play game is pretty much the definition of a “pay wall” seems to have been forgotten for a moment.