In the buy-to-play online role-playing game Guild Wars 2, the transition from a conventional server structure to mega-servers was made two months ago. This was rejected by a loud majority of players. How does it look today?
In mid-April, Guild Wars 2 was supposed to receive a feature update to be well-prepared against WildStar and The Elder Scrolls Online. However, ArenaNet also introduced the mega-servers with this patch, which provoked discontent among non-English speaking European players. We reported on this in several articles.
Most press statements and news refer to the English-speaking region (and recently to the Chinese one). The issue was not as present there as in small, “old” Europe. Here, an unwanted server change also means crossing language barriers, which can lead to unpleasant experiences.
In an interview on the sidelines of E3, massively addressed the developers on the topic – however, without mentioning the language problem and from an English-speaking perspective. Even massively sees the mega-server as ambiguous. On one hand, it has led to areas in the mid and lower level range being better visited, while on the other hand, they have observed a dissolution of server communities and difficulties for roleplayers when they are mixed with non-roleplayers in an area. Associate Game Director Stephen Waller responded that they are aware of the difficulties and have already been working on them. In the future, they will also listen to player feedback and make corresponding changes.
In the German community, the mega-server issue has become quieter. Some players have noticed that even in Europe, the mega-server is slowly sorting itself better. More and more often, one reads German again and sees people from their own server.
[intense_testimonies][intense_testimony][intense_testimony_text]Well, when you look at the situation like this, you have to see it soberly as a player. The shitstorm has subsided, and there have not really been any statements about it; behind the scenes, they have continued to work quietly. Now, the positively received changes to the Living World overshadow this approximately month-long negative mood. And it has gotten better. “So what’s all the fuss about?” some may ask.
A sour aftertaste remains: As a German player, it is a strange situation. Although you are a “significant” market, consider yourself so, and have German-speaking websites and community managers, ultimately, you hold a subordinate place in the grand scheme of things, in the corporate strategy. The focus is on other markets. The strategic decisions are oriented towards their needs. This is rarely as clear as in the case of the mega-servers – but it applies to almost every publisher; fans of Asian MMOs can sing a song about it.
The transition to mega-servers took little account of the peculiarities of Europe and was oriented towards North America and Asia. When you look at the business reports, it is also quite clear why this is the case.[/intense_testimony_text][intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author][/intense_testimony][/intense_testimonies]
This is an AI-powered translation. Some inaccuracies might exist.
The factionless Panda Doubleagent on the World of Warcraft server Mannoroth finally reached level 90 last night.
It’s probably the craziest way to level a character that the factionless Panda Doubleagent has chosen: he gathered low-level ores and herbs in the starting area of the Pandaren, which only give tiny amounts of experience compared to the millions he needs. But: Hard work nourishes the Panda.
For months he has been tweeting about his march to 90 at regular intervals. It has progressed in “5%-per-day” steps lately. We reported last week about the probably most unusual and toughest WoW player. He stayed on schedule and finally reached level 90 last night our time. Some fans followed the spectacle live and even created their own Panda on Mannoroth to watch it.
“Bad gear? That’s Wandering Isles Best-in-Slot!”
When asked if he would finally leave the island at level 90 to play “normally”, the Panda shook his head. With Warlords of Draenor, it goes further to level 100. Back on the island, again with herbs and ores. Then with a bit smaller progress than 5% per day. He needed almost 4 months for the stretch from 85 to 90. In total, his playtime is just under half a year.
When asked about his “bad” gear, “Double-Agent” has a gear score of 11 at level 90, he replied: “That’s Wandering Isles Best-in-Slot.” And for those wondering how much exp there is on the island: For a copper vein, a peacebloom bush, and silverleaf, he gets 20 exp. For an earthroot bush, 30 exp. For the last 2000 exp, Doubleagent needed about half an hour.
By the way: Even though some were curious whether Blizzard would come up with something to reward the most unusual level 90 in the world with a special title: no.
This is an AI-powered translation. Some inaccuracies might exist.
In an interview with CNN, Stephen Gilett, the CEO of Symantec, amazes with an unusual statement in the business world. In his job application, he naturally included his World of Warcraft character as part of his professional achievements.
According to Gilett, he attached his achievements in the virtual world of Azeroth to the application documents, which helped him secure a steep career. This is not just about role-playing games; for a successful WoW career as a guild leader, several skills are required that are also needed in high-paying managerial jobs.
As the leader of a successful guild, he demonstrated virtual leadership skills. It also shows that he can understand the current enthusiasm of society for the struggle for points.
Guild Master organizes, manages, and recruits – experiences are transferable
As a guild leader, he organized raids, kept an eye on the guild bank, and demonstrated a knack for spotting and recruiting promising talents. Even though this does not involve young applicants, but rather mages and warlocks.
Of course, there are some interviewers, Gilett continued, who rolled their eyes and asked when viewing his WoW characters in the application documents, “What the hell is that?” But some also said, “That’s exactly what we’re looking for.”
Learning from World of Warcraft means learning to win?
This unusual part of his resume has brought Gilett a job at Corbis, a digital media company, and later at the coffee giant Starbucks. Here, it was Gilett’s experience with the reward system of World of Warcraft that inspired the “Starbucks Reward” system, a form of loyalty program.
Now at Symantec, the company behind the Norton antivirus program, Gilett believes that “gamification” can also be applied to business.
This is an AI-powered translation. Some inaccuracies might exist.
In the SF-MMO WildStar, the first raid lasted for three weeks before it had to bow to the guild Enigma from the US-PVE server Avatus.
The guild had started similarly strong with the progression and had already defeated the first two bosses, Kuralak and the Experiment X-89, on June 9. The Phagetech Prototypes were due on June 10, followed by Phagemaw the next day. The Phagemaw Convergences then lasted two days longer, until June 13.
[pull_quote_right]The best raid content in an MMO at launch by far[/pull_quote_right]
The final boss Dreadphage Ohmna proved to be a challenge for the players of Enigma. Only at half-past midnight in local USA time did he finally stretch out his limbs – most likely for the first time worldwide, unless some other guild killed him earlier but decided to keep the world-first kill secret (quite, quite unlikely).
The guild explicitly praises Carbine for delivering “by far the best raid content that an MMO has launched with.” A hotfix was deployed on Friday, which included numerous changes to Dreadphage Ohmna. It is quite possible that the kill was expedited as a result.
Ex-WoW guild raids five days a week and whenever enough people are online
The guild Enigma plays – unusually for hardcore raiding guilds – on a PvE server. According to their recruiting thread, they were active in World of Warcraft for four years, quite successfully, until they disbanded two years ago after the T13 tier (with the end of Cataclysm). They are now fully committed to WildStar and plan to remain loyal to this game.
Carbine itself speculated before release that the first raid groups would need four weeks to clear the 20-man content; Enigma has stayed roughly on schedule, perhaps three days early.
What will be difficult for Enigma and all other guilds to push through the 20-man raid is either finding a partner guild that wants to raid at a high level or getting a second raid group through the gene archives. After all, the next raid, Datascape, is designed for 40 players.
Progression is not for mama’s boys
Therefore, Enigma is already starting interviews for players of the second raid group. Anyone who wants to take this on should be prepared to invest a lot of time. Official raid times are between 8 PM and 12 AM, five days a week, but the rule is: “If enough people are online, we will raid.”
Players should be flexible and prioritize raiding highly. If someone has a job, school, or university and cannot take a week off, they have a problem. Furthermore, it is hardly compatible with raiding if mom pulls the plug out of fear that her son is suffering from internet addiction.
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This is an AI-powered translation. Some inaccuracies might exist.
The SF-MMO WildStar is reportedly performing much better than Carbine expected. There are now 4 to 5 times as many players on Nexus as there were in the Open Beta.
On the sidelines of E3, the English-language online magazine craveonline managed to catch the talkative president of Carbine, Jeremy Gaffney. He stated in an interview with the magazine that they were surprised by the success of the launch. Although the Open Beta was already incredibly popular, expectations have been exceeded even further. Four times as many players are now in Nexus.
Are a million people playing WildStar?
Craveonline concludes that the number of currently active players could be in the millions, meaning over a million.
Gaffney has confirmed his statement again on reddit, but also limited it at the same time: “At the moment we don’t have any subscribers yet because everyone is in the free month.” However, it seems that box sales have gone extremely positively.
[pull_quote_center]It’s strange when more people are playing for pay than for free. But we can handle it.[/pull_quote_center]
Gaffney believes that the increase from the Open Beta to the Live version is due to the fact that players are now playing characters that they will keep and not have deleted at the end of the beta. Some of the devs are also more excited about the game at release than they were during beta times.
[intense_testimonies][intense_testimony][intense_testimony_text]These numbers are – like the last ones – only indicators of success. Especially since no numbers are known regarding how many players were in the Open Beta. Official numbers are expected in the NCSoft quarterly report in about two months.
Before that, the Carbine devs cannot and must not reveal any “sales figures.” Discussions have already occurred regarding the original source since Carveonline speaks of “sales” and “subscribers,” which Gaffney is not supposed to report on. Gaffney has since corrected this and has “pedantically” referred to server load, but he has thanked Carveonline for the good interview.[/intense_testimony_text][intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author][/intense_testimony][/intense_testimonies]
This is an AI-powered translation. Some inaccuracies might exist.
You know how it is. As soon as a new online role-playing game hits the market, countless hackers, cheaters, botters, gold spammers, and the like are magically drawn to the new game world. This is of course no different in the case of WildStar, so it’s no wonder that the creative minds behind the game are going through the ranks with a hammer.
The Carbine Studios officially announce that suddenly thousands of accounts in WildStar have been banned! In general, the developers are not only keeping an eye out for unlawful activities, but are also implementing appropriate control measures to track down cheaters, bots, and the like.
Thousands of Accounts are Just the Beginning
If you think that a few thousand banned accounts are all the Carbine Studios can do, you are mistaken. A few more thousand player accounts from WildStar are already on the watchlist. If activities are detected here that violate the rules of WildStar, the developers will also kick those accounts out of the game.
Of course, it can always happen that with so many banned accounts, some players slip through the cracks who actually should not be banned. If a player finds themselves in this situation, they can at least reach out to the developers, who will manually review the case.
How Things Will Continue in the Future
In the future, the developers of the online role-playing game WildStar will definitely not stand still, but will continue to ban cheaters, hackers, and the like from the game. There will even be very convenient options to report “suspicious player activities” with a simple click. The corresponding tools and records will also be improved in this regard to keep the game world and the MMORPG itself as fair as possible.
Warlords of Draenor, the expansion of Blizzard’s MMO World of Warcraft, continues to evolve. Gradually, there is information about the gameplay. It seems Blizzard has closely examined the group finder add-on OQueue and is integrating some components of the popular tool into the game. Soon, players will also be able to search specifically for gear score.
Already at the end of December, Blizzard had revised the old raid finder with 5.2. However, they communicated back then that these were only some improvements to the “crappy, old raid finder” and that major changes were ahead for Warlords of Draenor, i.e., patch 6.0. These are now slowly coming to light.
Group finder to become more nuanced
The new group finder of Warlords of Draenor is, according to wowhead, currently distinguished in arenas, “Legacy Raids”, Mists of Pandaria raids, and quests. Players can – like with OQueue – specify exactly what item level the other players should have and whether any voice program is to be used, and if so, which one. The item level being sought cannot exceed the player’s own. “Legacy Raids” refer to older raids from Cataclysm or even earlier.
Will OQueue remain the PvP alternative?
The crucial question will be how extensive the group finder is and whether it also leads rated BGs to form a meaningful alternative to OQueue. The add-on was mostly used to find players across server borders who are enthusiastic about rated battlegrounds. For many players, a selection based on voice chat, gear score, and PvP rating was important, as only victory matters in rated battlegrounds.
[intense_testimonies][intense_testimony][intense_testimony_text]Mein MMO says: Many players are already complaining that the requirements for gear score, i.e., item quality, are exaggerated, and one is only taken along if they no longer need anything from a raid. It will be interesting to see how these changes to the group finder will be received by players.[/intense_testimony_text][intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author][/intense_testimony][/intense_testimonies]
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This is an AI-powered translation. Some inaccuracies might exist.
In the fantasy MMO The Elder Scrolls Online, a change to the PvP campaigns is coming. The Zenimax team has let fans discuss what these changes should look like. Now, an initial date has been mentioned.
Brian Wheeler, the PvP lead of TESO, has spoken up in the official forum and announced for the first time a date for when the planned changes should take place. With the third update, which Matt Firor had dated for the end of July in his letter to fans, the campaigns will also change.
There will not be a “clean” transition where the 90-day campaigns “naturally” expire and are then replaced by the likely 5 new campaigns. Instead, there will be an intermediate phase where the current campaigns will restart but then be terminated early. However, Wheeler promises that the campaigns will be ended in an orderly fashion, so that players will be awarded and rewarded based on their position on the leaderboards and their merits. This was not achieved in the only campaign that ended early, “Scourge”.
Duration of the campaigns significantly shortened
Currently, it is still being discussed to launch 5 new campaigns each for the EU and US megaserver, which have different rule systems. We have covered the backgrounds of the change in a major special at Mein MMO. The proposed rules for the 5 campaigns currently look like this:
Bow of Shadows – Campaign for veterans – 5 days duration
Blackwater Blade – Campaign for players who have not yet reached veteran level – 5 days duration
Haderus and Chillrend – Campaigns for everyone – 7 days duration
Thornblade – Campaign for everyone – 30 days duration
The duration of the campaigns is thus significantly reduced.
This is an AI-powered translation. Some inaccuracies might exist.
Although the zombie MMO H1Z1 still has no date for early access, this does not stop SOE head John Smedley from heating up the fans’ mood.
This afternoon our time, Smedley posted a pic on the microblogging service Twitter of a Steam gaming list, which showed “H1Z1” among titles like “Global Agenda” and “Half-Life.” This sent fans into a tizzy: Could this mean that early access via Steam is coming soon?
This evening, a post by Smedley on the unofficial homepage of the game, in the H1Z1 sub-Reddit, provided clarity. Smedley himself was able to play H1Z1 via Steam for the first time today, but for the fans, it will take a bit longer. The version that they initially wanted to bring to early access was one that SOE was proud of, but: “Deep in our hearts, we knew that we wanted to bring even more features into the game.”
Early access date not confirmed for late June
We are not aiming for a date, but for a version that has all the features on our internal list.
As an example of such features, Smedley mentions bow crafting and the ability to shoot a deer in the eye. This morning, it was also reported that players could harvest grains to create ethanol for vehicles or moonshine for lonely nights.
The alleged late June date for early access, which other gaming magazines have already published, was not confirmed by Smedley.
This is an AI-powered translation. Some inaccuracies might exist.
Are you among the players of the online role-playing game Guild Wars 2? If so, you’re surely familiar with the problem of not knowing what appearance to give your alter ego after the Xth character. To bring some variety back into character design, the developers are now offering a few new hairstyles and eye colors.
New Look for Characters
If you think black hair for a character is cool, then you should take a look at the new bright colors for characters in Guild Wars 2. Neon green isn’t your thing? No problem: a bright pink tone is also a must-have in the summer offer to elevate your MMO character.
To adopt the new look, visit the Guild Wars 2 shop and acquire a hairstyle styling kit or alternatively a complete makeover kit. By the way, you can not only style the characters’ hair in neon green or ultra pink, but also change the eye colors to these rather unconventional shades. Contact lenses, here we come!
Dragonjade Weapons
If you prefer not to have pink and green hair, you should alternatively check out the Black Lion Weapons Specialist. Here, an old favorite awaits you in the form of the coveted skins for Dragonjade weapons. You can acquire these skins for an introductory price of just one Black Lion Ticket.
Bonus Chests and Packs
In the next two weeks, a visit to Guild Wars 2 is worth it in three ways. Not only new visual changes await you or your character, but when opening a Black Lion chest in-game, you will also receive a Dragon chest as a bonus. For a limited time, the Tequatl Awakening Mini-Pack, the Dreambreaker Lumberjack Axe, and the Minis Scarlet’s Champions 3-Pack are also available in the game.
This is an AI-powered translation. Some inaccuracies might exist.
The flight simulation War Thunder was supposed to be handled by the air output of the major competitor World of Tanks. However, War Thunder triumphed against World of Airplanes in the air and is now pushing into the core territory of the competitor with Ground Forces, into tank combat.
In a report by the English gaming magazine Polygon.com, the 33-year-old CEO of War Thunder, Anton Yudintsev, talks about the success story of the free-to-play game. A few years ago, it didn’t look like he would even have a game at all. Only three months after War Thunder was released on PC in 2012, the major competitor Wargaming announced their own air combat simulator “World of Airplanes”. Yudintsev said, according to the article on polygon.com: “People asked us if we even had a chance. They are such a big company. They have so many players, so much money, so many resources. They told us we would fail. Wargaming publicly stated that we would go under as soon as they released their game.”
Yudintsev: You cannot buy players. Even if you have a lot of money and great resources, that doesn’t necessarily mean you will be successful. You still need a good game.
Today, according to the article, War Thunder has ten times as many players on their servers as World of Warplanes at any time. Now, with Ground Forces, the tank expansion of War Thunder is on the horizon. Yudintsev is turning the tables and going on the counter-offensive. Although Ground Forces is currently still in beta with only 60,000 users, the author of the Polygon article believes in the success of the underdog.
When asked about the rivalry with Wargaming, Yudintsev downplays it: “We don’t pay attention to our competitors and try to do what they do or don’t do. We are making the game that feels good for us.”
Civilization as an MMO – can it work? Watch the video and judge for yourself.
Civilization Online does not work like some might think, like Age of Empires Online, which simply plays as a normal game of Civ against multiple players, but rather as an MMO, where you control a character in the world of Civ. Of course, the MMO has numerous sandbox elements and relies on collaboration among players. The gameplay video at the end of the first phase of a closed beta in Korea now shows you how players build a city together – and how others come to destroy it.
Granted, the whole thing is quite exotic and visually does not impress like the videos of Black Desert or Black Gold Online… but still. What could be better suited for a sandbox MMO than Civilization? You can’t build much more than humanity.
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After last week’s overview of the classes in WildStar, Darion goes into much more detail about the Arcane Shooter class in this video.
The Arcane Shooter is a very good ranged DPS, but difficult to play. The combination of very strong attacks, high mobility, and self-healing abilities makes him one of the best classes in the game. This is balanced by small telegraphs, so it requires a good amount of practice to fully unleash his damage potential.
As a healer, the Arcane Shooter is versatile. He can be used both as a tank healer and as a group healer without hesitation, and he will be able to fulfill his role to full satisfaction. However, it also depends on the individual skill of the player.
This is an AI-powered translation. Some inaccuracies might exist.
Just a few hours ago, Carbine, the development studio behind WildStar, released a new trailer for the upcoming content patch – and that just two weeks after the game’s release.
The story of the two new zones “Blight Refuge” and “Northern Wasteland” directly continues the main storyline – because to be honest, one did not feel very satisfied at its end, as too many questions remained unanswered. What exactly are the origins of the temptation, also called “Strain”, and is there a way to save Nexus from annihilation?
Exactly these questions players will delve into. But not only fans of the background story will be satisfied, those who can’t get enough of the fun combat system will also be well served. New enemy types with unique telegraphs will throw their purple mutations at you and with a bit of luck leave behind what you desire: heaps of loot that should ease your entry into the first veteran dungeons. The equipment will thematically fit with the “Strain”, so you can look as if you are infected, or even own a transmuted hoverboard!
More information about the major content patch, which is set to be released sometime in July, will be available by June 24 at the latest, as the developers will talk in more detail about the two new locations. Until then: Keep your Aurino ears agile and get ready!
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Update on 19.06.2014: And now there are some new details about the upcoming patch: The planned release date is July 2 and the area “Blight Refuge” will feature a new dungeon. Unlike previously known, this is a public area and furthermore contested on PvP servers.
Anyone who does not want to be spoiled by the story should skip the following line: In the depths of this instance, the infected Eldan Elyona will meet their end and one will learn more about the origins of the “Strain”.
But that’s not all: A new “Tower Defense” event with many random factors is designed to keep the zone alive for a long time. Speaking of alive: The Exiled starting zone “Northern Wilderness” returns as a daily quest area, quite similar to the blood-red island that is already available.
New sockets for housing and a handful of new emotes, as seen in the trailer, will also find their way into the game. Hopefully, the big patch will also fix the remaining bugs, and there will be nothing stopping great content.
This is an AI-powered translation. Some inaccuracies might exist.
A test of the PS4 version of Final Fantasy XIV: A Realm Reborn is not only a check on how the game performs on the new platform, but also shows how important a maturation process is for any MMO.
As a tester, you usually get the first version of a game and are forced to overlook some of its early issues. With Final Fantasy XIV: ARR, these issues have disappeared and you are dealing with a mature game that has been polished over the years.
That wasn’t always the case. In 2010, when the pay-to-play game first launched, it received disastrous reviews. The game drew the ire of fans. Square Enix, much like a football team facing relegation, pulled the emergency brake and hired Naoki Yoshida as a firefighter. He made a clean sweep, cleared the table, removed the game from circulation, and later re-released it as A Realm Reborn. Now some time has passed and the reborn Final Fantasy has a highly regarded port on the Playstation 4 behind it. This allows us to take another look at a game that is now polished and technically up to date.
The Playstation 4 liberates FF 14 from a narrow frame
The design aspirations of Yoshida could not find enough space on the Playstation 3, which was a drawback. While on the PS3 you still had to deal with FPS drops and jagged edges, the next-gen version looks better. In 1080p, the PS4 version approaches what high-end PC owners have been enjoying for some time: An unusually designed world with flashy Asian touches and beautiful ideas. Especially with FATES, dynamic in-game events, the PS3 version reached its limits due to the clutter factor. On the PS4, FF XIV runs smoothly, even with over 200 players participating in the events at the same time.
For an MMO on consoles that also supports cross-platforming, the controller is always a sensitive topic. Although FF XIV can be played with all sorts of PS4 controllers, it still feels a bit better when armed with keyboard and mouse. I particularly had some issues with target selection, which isn’t quite as precise with the PS4 controller.
But hardcore console gamers may see it differently. Some people consider mouse and keyboard to be the tools of office workers and disinfect their console when it comes into contact with these bourgeois control devices. Admittedly: Playing FF 14 with the controller makes the 2.5-second global cooldown feel less tedious than with mouse/keyboard controls. Additionally, the controls are intuitive and, through quick access via the back buttons, you can trigger abilities well once you get used to it. The touchpad, in this sense the “wrong mouse,” helps to navigate through the menus more easily.
An underrated advantage of the PS4 version: The user interface appears less obtrusive thanks to the higher resolution and allows enough space for the action. This makes the screen less cluttered and gives the game more room to breathe. Perhaps a change that many only notice subconsciously, but some will feel it. The increased visibility has a clear impact on the gameplay experience. It never feels like mobs suddenly appear like cardboard monsters in a ghost train. Thus, the creatures can no longer sneak up on you and start the fight with an advantage that is only due to the weak PS3.
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In this video, you can summarize the features of the PS4 version. PS3 version owners can still switch to the next generation for free until the end of this year.
FF XIV has matured enormously in gameplay
The advantage of an MMO starting fresh on a console but having years of experience: It launches with much more content than a newcomer – and the content is polished and proven.
Final Fantasy XIV under the artistic direction of Naoki Yoshida has matured into a beautiful game with a lot of soul; one cannot say otherwise. The patch notes were lengthy in the past, and if one were to compile them into a book, one could certainly knock someone out with it: All the work has paid off.
With new boss fights, a classically-oriented, mature gameplay, and features like housing, Final Fantasy XIV presents itself in this incarnation as an alternative to more Western MMOs. Despite its Asian influences, FF XIV is designed with Western tastes in mind and often reminds you of a mix of Guild Wars 2 and Star Wars: The Old Republic (okay, with a hefty dash of Tera in the mix).
The presentation of the story occurs in cut scenes, making it clear who is who, even when you normally wouldn’t care. The epic heights to which the story soars even at the beginning constantly remind the player that they are playing a Final Fantasy game.
Also in the game’s concept, the design elements that one can consider good or bad on paper, the game brings new impulses into the genre with a special class and job system. There are 8 classes available at the start, and starting at level 10, one can switch to another class, level it anew, and unlock abilities. Starting at level 30, new career opportunities open up: the jobs. By combining two base classes, you become a specialist in the new job. In groups with other specialists in destruction, you will now perform at your best. The complex system allows you to avoid the need for twinking.
The strengths and weaknesses of Final Fantasy XIV at a glance (PC/PS4)
This is primarily about the test of the PS4 version, especially in terms of gameplay and features. However, I would still like to touch on the game content here – at least briefly. These ratings equally apply to the PC version, which I primarily play.
Beautifully designed world. If only it were more open…(9/10)
Both the idyllic landscapes and the magnificent cities are a feast for the eyes and enhance immersion in the virtual world of Eorzea. Final Fantasy deserves a bonus star for its unique art style and symphonic soundtrack.
There is hardly anything to criticize about the photorealistic graphics. There may be one or two MMOs on the market that can keep pace here. Technically, the PS4 version meets the demands the game makes. It looks next-gen, if you know what I mean. The only criticism is that the game world isn’t always as open as it might seem at first glance. The frequent instancing is probably still due to the PS3.
The start feels a bit slow and is solo-heavy (6/10).
The many tutorials at the beginning have a tiring effect on MMO veterans. Additionally, navigating the map is cumbersome and requires some adjustment time.
Only from level 15 does group play and thus the MMO become interesting. For me, FF XIV only really becomes appealing from that point on, as the varied gameplay slowly opens up from level 15.
The quest system is unfortunately monotonous. But the main story shines (7/10).
Creative tasks are in short supply. Kill and collect quests are, of course, part of an MMO, just like Chocobos are part of Final Fantasy. However, they have been a bit overused here. I would have liked to see quest mechanics that deviate from the formula more often. There are a few welcome exceptions: At level 50, for instance, the Hildibrand quest line appears, resembling an exciting detective story. It awakens the detective sleeping in each of us and gives him food for thought. Sherlock Holmes sends his regards.
The dynamic events or FATES sound good on paper but are rather dryly designed and don’t quite reach the level of the frontrunner in this area: Guild Wars 2. Sometimes, while slaughtering, one forgets why they are destroying mob species X. Nevertheless, the Full Action Time Events offer some variety.
The epic storyline, which comes in grand dimensions, can make up for this. Anyone who associates positive memories with Final Fantasy will immediately recognize familiar creatures and races and can revel in the nostalgically shaped quest presentation. I found the wacky story in Eorzea entertaining. However, there is still a tiny complaint: it seems strange that the cutscenes are not consistently voiced.
Diverse and innovative class system (10/10)
Instead of twinking, the main character becomes ever more diverse and interesting. It is essentially possible to play all classes and job specializations on one character, provided one unlocks them at their respective guild. Practical: With just one click, you can easily switch weapons and thus classes.
The numerous class combinations ensure variety and a large selection of different play styles. The class system is rightly considered the heart of Final Fantasy XIV: A Realm Reborn. The only drawback is that the leveling methods eventually become similar because, with the increasing number of unlocked classes, the last alternative quest path has already been exhausted. Then, only FATES, group content, and the letters, which are repeatable quests, remain if one wants to avoid boredom.
Another highlight is the crafting system. The twist: Professions are effectively also classes, with their own skills, which increase as the crafting level progresses and are activated via the hotbar. The parallels go even further: It’s also necessary to continuously upgrade your tools, which are equivalent to weapons. The same applies to equipment suited to the profession.
The outdated combat system (6.5/10).
The long global cooldown of 2.5 seconds, which applies to almost all skills, takes some getting used to. Although the gameplay experience improves later on, and with my level 50 monk, I could even reduce the cooldown. However, the tab-based combat system is still somewhat half-baked and could already have existed 10 years ago, despite the synergy effects in group play. Players who have recently been accustomed to an active combat system and have learned to appreciate it might feel dissatisfied.
Solid endgame with impressive bosses, but without surprises – little PvP (8/10)
The endgame primarily consists of dungeons and raids at various difficulty levels. One works their way up through several instances in a specific sequence, improving their gear along the way.
The boss monsters look spectacular, impress with interesting mechanics, and furthermore provide a gripping background story. When reaching the peak of challenges, players are required to have movement and tactical understanding. The 8-man raid “The Twisted Shadows of Bahamut” is currently the height of the experience—a challenge even hardcore players may struggle with. It is commendable that Square Enix manages to satisfy different player groups with raid design. The Crystal Tower accommodates 24 players and is also accessible to casual players without appearing too trivial. Final Fantasy, by the way, relies on the Holy Trinity, consisting of tank, damage dealer, and healer, in line with its classic gameplay approach.
Outside of the instances, players can pass the time by leveling other professions and classes, going treasure hunting with treasure maps, and completing daily quests to increase their reputation. It’s noteworthy that you can now also find variety in a comprehensive housing system for guilds. This is another indication that Final Fantasy XIV: A Realm Reborn is a complete MMORPG.
Unfortunately, PvP is painfully underrepresented with only one arena, the Wolf’s Den. However, a July update is expected to address this and introduce a new PvP zone for up to 72 players.
Constant evolution (10/10)
There is constantly new content that exhibits a clear artistic signature and points in the right direction. As a player, you feel well taken care of.
Conclusion
On the PS4, Final Fantasy XIV can finally shine as it deserves. The strength of the game, alongside the technical aspects, is its unique soul. The team under Yoshida follows an artistic concept that clearly distinguishes FF XIV from many “industrial” MMOs.
FF XIV is also not an MMO messiah and does not stand out through innovations. Nevertheless, it is much better than merely solid average. Yes, it is already scraping the Olympus. Especially for those who own a PS4 and enjoy MMORPGs, this version of FF XIV deserves a deep and yearning look – ideally even a test drive.
After the Escape from Lion’s Arch and all the other exciting parts of the Living Story in Guild Wars 2, the second season of the Living Story of the online RPG continues on July 1, 2014. As we are currently in the middle of the month, now seems to be the right moment to take a look back at the first season.
From the looming storm in the Shiverpeaks to the decisive battle for Lion’s Arch – Scarlet terrorized the world with the Fiery Alliance, the Aetherblade pirates, her Clockwork army, and the Toxic Alliance…
ArenaNet and NCSoft have released a brand new video that gives you a quick overview of the first season of the Living Story in just under two minutes. The video includes both cutscenes and impressive gameplay footage from Guild Wars 2. It is accompanied by a German voice, and the summary of the epic story is perfect.
And after death…
But even after the death of Scarlet Briar, the story of Guild Wars 2 is far from over, as both the Living Story and the latest video demonstrate. In impressive scenes, it becomes clear how the story continues even after the end of the first season.
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A tiny glimpse into the upcoming second season, which begins on July 1, 2014, must also be included. So if you’ve been looking forward to the launch of the new season, this video will surely increase your excitement.
Actually, the zombie hordes of H1Z1 were already in “Yummy, brains” position, waiting for a bunch of trigger-happy zombie killers. But a disappointing gameplay trailer, a later date for early access, and a lack of information are now causing disillusionment on reddit: Did SOE miscalculate when hyping the zombie MMO?
The hype of a game, especially an MMO, is a sensitive matter. Ideally, the excitement should rise steadily leading up to the release, peaking at launch when people are camping in front of game shops, forming long lines and typing the name of the game into Google every 4 seconds. This seems to be somewhat failing for SOE with their zombie MMO H1Z1.
Reality, not rendering: Gameplay trailer causes disillusionment
While gameplay announcements about a zombie survival simulation, which is inspired by The Walking Dead and DayZ, along with talkative developers and an upcoming release date for early access created a lot of hype. But at E3, a trailer showing “actual” gameplay was seen, which looked somewhat rough around the edges, to say the least. While many publishers prefer to wow players with rendered demos or stun them with cutscenes, H1Z1 now seems to be suddenly disenchanted.
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In addition, there is the delayed access to early access – according to a dubious source at Gamespot, it is allegedly planned for late June, but nothing is more specific here. Actually, H1Z1 fans were expecting to hunt zombies and each other by mid-May. However, that turned out to be nothing. The date has since been pushed to “soon,” which does not seem to be coming any closer, but rather sliding further back.
Out of hype?
The SOE devs justify the delay of the alpha by saying they want to ensure that they provide players with a really good build.
Mein MMO says: Could the zombie hype not withstand the encounter with the real game perhaps because many players envision such a great game in their minds, that one made of bits and bytes cannot measure up? Especially with zombies and zombie-related products, atmospheric expectations are often associated, which appear better in the players’ minds than on a monitor.
Or is it simply that as soon as a date is pushed back, the hype dwindles – just like with the Xbox and PS4 fans of TESO? Or is this just a distorted perception of the fans on reddit and the “normal” players are just as eager for the game as before the trailer and the delay?
With SOE’s new policy of keeping players informed at all times about the state of the game, players and developers are treading new ground. If delays occur, the otherwise talkative devs cannot retreat to a “When it’s done” or “soon” like more conservative developers. This could backfire: Not only can zombie dogs smell when something is off.
This is an AI-powered translation. Some inaccuracies might exist.
American researchers have now discovered how players of different ages behave in World of Warcraft and in Second Life. Older players place more value on politeness and appearance, while younger players like to jump or walk backward, but also put more effort into chatting.
How do online players recognize the age of their peers?
American researchers – don’t you also love news that starts like this? According to a study by researchers at universities located in the USA (namely in Syracuse, the University at Albany, CSU, and Concordia University), the chat in online games is by no means the decline of civilization that many believe it to be. 201 players of the online game Second Life and – in a follow-up study – 375 players of World of Warcraft were examined for their behavior.
The study shows that players value expressing themselves. They use all the opportunities that the game offers them, both verbally and nonverbally. So it is by no means just the chat.
Players develop a good sense of how old their peers are, even though they never meet outside of the game. Indicators of this are the other person’s politeness, the level of language they use, and other ways of expression. It’s not just about what someone says, but also about what language they use and how they move in the virtual space.
Older players are vain, younger ones hyperactive?
In Second Life and World of Warcraft, older players, those over 30, express themselves more politely and are less emotional. In Second Life, they also prefer avatars that conform to typical beauty standards. Furthermore, they use only half as many emoticons as younger players.
In contrast, younger players tend to express themselves not only in words but also by utilizing the movement options of their avatar. They jump twice as much as older players, move 15% more in space, and go backward 30% more often.
This has also been noted in a gender study. Those who jump and walk backward a lot are highly likely to be male and under 30.
Surprise: Younger players put more effort into chatting
The interesting part of the study, which is set to be published in July, is that players under 30 use 47% more punctuation marks, correct their own spelling mistakes 20% more often, and have a vocabulary that is 20% larger.
This is an AI-powered translation. Some inaccuracies might exist.
After the developers of The Elder Scrolls Online have mainly addressed the success screen in Patch 1.1.4, further bug fixes are now on the agenda for players of the online role-playing game. The developers have now rolled out Patch 1.1.5 on the title’s mega servers and are thus rapidly preparing for the release of Version 1.2.
Not long until Update 1.2
Generally, Patch 1.1.5 can be seen as a mid-patch or bridging patch until the release of 1.2. The Update 1.2 for The Elder Scrolls Online starts on June 23, 2014 – we can only keep our fingers crossed that this content patch, which integrates the Crypt of Hearts among other things, runs better than the major update before.
Improvements and Fixes in 1.1.5
With version 1.1.5, ZeniMax has been able to resolve several quest issues. In addition, the developers have made several corrections and improvements in the areas of combat and gameplay as well as in alliance war and group content.
If you leave a Fighter’s Guild in the online role-playing game The Elder Scrolls Online, it is no longer the case with the patch that entities and other companions disappear as well. The developers also point out a possible bug where you may see a loading screen even if you have not entered a new zone. Don’t be surprised – the client of The Elder Scrolls Online is simply overwhelmed then. If you want to view all the changes in detail, you should take a look at the German patch notes for 1.1.5.
If you want to mentally prepare for the upcoming Update 1.2, we have a small video for you about the new veteran dungeon.
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As with our other veteran dungeons, the story is continued here, and we raise the stakes with deadly new enemies and their leaders. The Crypt of Hearts offers you some of our toughest battles yet (…)
This is an AI-powered translation. Some inaccuracies might exist.
Last week, the Electronic Entertainment Expo took place for the 20th time in Los Angeles, California. As every year, major companies in the gaming industry showcased their latest titles. What Darion’s highlights of the fair were and what he thinks about the titles is nicely packaged in a Top 10 – in no particular order.
What were your highlights? Perhaps the new Zelda with its picturesque graphics? Or maybe the new Far Cry? Or the new Battlefield? Feel free to write it in the comments!
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