“Not long now,” promise the operators of TERA, until the Blade Dancer is also available as a playable class in this country. But what requirements need to be met to create the new Elin hero and start her at level 1? These questions have now been clarified:
To create a Blade Dancer, you only need a character that has reached at least level 40 and, logically, an empty character slot – these will be increased from 8 to 12 with the next patch, so everyone should be able to create this ruthless defender of Pora Elinu. And defending the homeland will also be the first task: The Blade Dancer starts at level 50 in a brand new starting area and must defend the center of Elin culture until level 58, gradually unlocking all abilities. After that, the adventure continues in the already known areas. World of Warcraft players will immediately recognize parallels to the Death Knight with this approach.
But that’s not all that will be added in the next update: Two new types of chests with their corresponding keys will also make their way into the game and hold many valuable treasures. While the “Sealed Chest of the Enchanter” mainly contains powerful Alkahest types, you will find the coveted Soul Bonds in the “Sealed Chest of the Soulbinder.” Of course, the small chests can still contain countless other things, such as healing potions and gemstones.
Players particularly blessed with luck can also snag the “Combat-Ready Snow Tiger,” which can be found in both chest variants. You can check the complete list of possible items below in the sources.
An exact date for the patch release is not yet known, but the announcement is expected to happen soon – we will keep you updated! Rumor has it that the Blade Dancer will “already” join the European servers of Gameforge next month . Until then, check out the impressive video from the American publisher EnMasse, as the patch with the new class has already been released there.
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For the free online role-playing game Neverwinter, a new expansion has once again been announced. Although the release of Module 3, the last expansion named Curse of Icewind Dale, was not long ago, Module 4 for Neverwinter is already on its way.
Module 4: Tyranny of Dragons
As the title suggests, the upcoming expansion for the MMORPG Neverwinter has been named Tyranny of Dragons, following the recent launch of the third module for the game. With Curse of Icewind Dale, alongside the beautiful winter landscapes, an open PvP area, a dungeon, and a new resource were introduced. However, there is not much information yet available about the brand new expansion or Module 4, except for one very exciting piece of information: the release date!
The fourth module of Neverwinter will be released on August 14, 2014, and will be available for free to everyone. What exact content awaits you as players remains a mystery. However, it is certain that two significant storylines will be intertwined:
The Neverwinter story …
… and the story of the tabletop game from the “Dungeons & Dragons – Forgotten Realms” universe
Module 4 of Neverwinter offers you a brand new storyline, packed with engaging and vibrant “Dungeons & Dragons” experiences. The expansion Tyranny of Dragons also marks the beginning of bringing “Dungeons & Dragons” content together for fans of tabletop and online role-playing games. We will gradually bridge the gap between these two media.
What exact content awaits you in the campaign will be announced soon. Until then, we will have to settle with the name of the new expansion and, at least, the final release date – mid-August of this year.
This is an AI-powered translation. Some inaccuracies might exist.
During a community event, the developers of the online role-playing game Star Wars: The Old Republic were extensively grilled by fans during a Q&A session. What came out of it, you will find out now.
During the event, the primary focus was on the upcoming expansion of the MMORPG Star Wars: The Old Republic. This is the Galactic Strongholds expansion, which brings the long-awaited housing feature into the game. It is, of course, not surprising that the fans of the science fiction MMO are hungry for all information regarding this feature, which is why the questioning was likely quite extensive. Particularly exciting was the information that they have taken on something very ambitious regarding housing.
The housing will not be like it is done in other MMOs. It is completely different, it has a new style. I can promise you that you will not be disappointed by the housing system.
Shortly after this very informative statement, however, came a slight dampener for the development team of Star Wars: The Old Republic. The fans pressed on the question of how this feature would fit in with the game’s free-to-play system. The developers must manage to strike a balance, offering free-to-play SWTOR players everything that a true free-to-play game is worth. At the same time, there are subscribers who pay real money to gain some advantages in the game world. However, these advantages should not appear too large, especially not with brand new features that all players are generally excited about. So, how can they achieve the perfect balance?
The Mix Makes It
It is said that every change to the balance must be carefully considered and that the perfect balance must always be found. Whenever something has been added to the free-to-play part in Star Wars: The Old Republic, the developers at BioWare took away some advantages from the subscribers. Since BioWare also needs to make money to keep SWTOR running, it is hardly surprising that the company makes some areas “more pleasant” for subscribers. We are curious to see how this will ultimately affect the housing feature and will keep you updated as usual. Want to learn more about SWTOR? Read our test of the free MMORPG.
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Since March of this year, it has been possible to take advantage of the so-called character boost by pre-ordering World of Warcraft: Warlords of Draenor. This will instantly elevate your chosen character from its current level to level 90 – immediately and without any fuss.
If you are not familiar with this new class, then such a level 90 character with all its sword strikes, fireballs, traps, spells, totems, and more can be quite confusing. What was that button for again? What happens if I… uh, well, you know how it goes.
Learning Classes Made Easy
To ensure that the new class does not confuse you too much or that you don’t spend hours memorizing different abilities, Blizzard has now provided a little help. This help has been released by Blizzard in the form of class videos. A total of eleven videos, one for each class, can now be found on the official English website for the online role-playing game and also on YouTube. However, the class videos are currently only available in English, but it is very likely that they will gradually be released in localized form. UPDATE: The localized videos have now also been released; we have already updated them in the article with the following listing.
Blizzard has named the class videos “Crash Course Videos”. And that’s exactly what they are… little crash courses where you get to know the new class that you just hopped to level 90 with. Starting from the basic abilities to some sophisticated tactics and strategies for dealing as a Death Knight, Monk, Warlock, and more to deal as much damage as possible or to use the chosen talents in different ways.
According to a representative of Carbine in the official forum of WildStar, tests on the servers of WildStar will take place at irregular intervals until the head start on May 31. Players will have the opportunity to log in at irregular intervals and explore the world of Nexus.
Ops-Week, that’s the name of the week in internal Carbine lingo. However, this is not a beta, and the needs of gamers will not be given increased priority, as the official post makes clear. The server openings will take place sporadically, sometimes lasting just an hour, sometimes extending over the entire night. Opening hours will be communicated via Twitter and Facebook. Anyone can participate, whether they have beta access or not, whether they are pre-order customers or not, it doesn’t matter.
Unpleasant news for German gamers: It is currently unclear whether the European mega-server will also be open. As soon as we know more, we will pass on the information!
Most of the time, the server is expected to be open during business hours on the West Coast. That would be around our time from 5 PM in the afternoon until 4 AM in the morning. However, an overnight test is also supposed to take place. The beta characters will likely remain playable until May 29. However, Carbine makes no guarantees.
Anyone who cannot cope with these restrictions should simply wait until the head start on May 31, which is available to all pre-order customers.
By the way: In the course of this so-called Operations-Week, a new build will also be deployed. According to the developers, this update contains over 500 bug fixes and many other improvements that will give the upcoming MMORPG hope its final polish. It is very likely that this will represent the final release version of WildStar that can be tested one last time just before launch.
Mein MMO says: Carbine has surprised us and the players once again with an unusual PR coup. Hopefully, the European servers will occasionally come up!
Are you eagerly waiting for the servers to come back up? In the meantime, we can recommend the following articles:
In The Elder Scrolls Online werden mit der Adventure zone Kargstein auch die Veteranenränge erweitert. Für alle, die sich nicht so gut mit TESO auskennen: Veterananränge sind zusätzliche Level, die man nach Erreichen des Maximallevels erspielen kann. Hierzu questet man sich durch die Gebiete der beiden anderen Allianzen und hat am Ende Veteranenrang 10, was effektiv Level 59 entspricht, da man nach 49 direkt auf Rang 1 gesetzt wird.
Nun gibt es mit dem ersten echten Contentpatch gleich die nächsten beiden Ränge: 11 und 12. Diese kann man erreichen, indem man die neue Zone durchspielt oder in die Dungeons bzw. Prüfungen geht. Theoretisch ist es auch über das PvP möglich, nur ist das momentan wegen dem extrem niedrigen Erfahrungsgewinn zu vernachlässigen. Die wichtigste Frage, die sich mir in dem Zusammenhang jedoch stellt, ist: Brauchen wir jetzt schon neue Level?
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The team behind the MMO War Thunder could hardly believe their eyes yesterday: 100,000 players were logged in to their game simultaneously! To share this joy with you, celebrations will take place next weekend. But what is War Thunder actually?
Simply put: A mix of the MMOs World of Tanks, World of Warplanes, and World of Warships. You have countless vehicles, such as planes, tanks, and ships, to choose from, with which you can experience exciting PVP battles set in World War II. But even the PVE players among you won’t miss out on dynamic campaigns and single missions.
Just a few days ago, the Ground Forces expansion entered open beta. This brings ground combat to the forefront of the war MMO to excite the tank fans among you. Future plans include controllable ships as well.
However, even now War Thunder is a sight to behold, as it is complemented by detailed depictions of the vehicles and combat mechanics, successful graphics, realistic sound effects, and fitting music. As a pilot, you have full visibility into your cockpit, as authenticity is highly emphasized in War Thunder!
PlayStation players among you will unfortunately have to wait a bit longer, as the release date for Ground Forces on PS4 is still unknown. All PC players can try out War Thunder for free! You can register on the official website. We’ve put together a small video collection for you to get an idea of this MMO:
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Are the steppe runners sometimes the only thing moving on your server in World of Warcraft near you in the capitals? Perhaps you have been eagerly waiting for your server to merge so that life can return to the cities and trade can flourish. A total of 29 servers have already been linked. However, according to a recent report, this will not happen for the time being:
It has now been revealed that the EU linkages are unfortunately also affected by the backend work. Therefore, no further linkages are planned for the time being. We will inform you as soon as the issues have been resolved and we can proceed with the linkages.
We know, of course, that many of you wish for a faster progression of the linkages. However, it will still take quite a while before all of them are completed, as the entire process is very complex and “quick fixes” are therefore out of the question.
Originally, only the American servers were supposed to be affected by the restructuring of the servers, or it was unclear that the European realms were also affected. With this news, the players of Rexxar and Alleria, who have already been waiting for the merger for some time, are left hanging. As soon as it is clear how and whether this will continue, we will, of course, keep you updated!
Here is a list of the realms that have already been linked:
Gilneas / Ulduar (PvE)
Garrosh / Shattrath / Nozdormu (PvE)
Nethersturm / Alexstrasza (PvE)
Un’Goro / Area 52 (PvE)
Nazjatar / Dalvengyr (PvP)
Arthas / Vek’lor / Blutkessel (PvP)
Dethecus / Terrordar / Mug’thol / Theradras (PvP)
Echsenkessel / Taerar / Mal’Ganis (PvP)
Anetheron / Fortress of the Storms / Rajaxx / Gul’dan (PvP)
The Argus Watch / The Death Talons / The Syndicate / The Abyssal Council (RP PvP)
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[intense_testimony_text]As a player who plays on a very, very empty (RP) server, I am naturally a bit sad that the work on the server mergers is not progressing sooner. Of course, an empty server has advantages, such as significantly fewer players farming – but when no one buys the resources, the dog bites its own tail at this point.
This news has consequently reignited the end-time prophecies. However, whether the player numbers will really continue to drop will only become clear in the next quarterly report from Blizzard.[/intense_testimony_text]
[intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author]
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This is an AI-powered translation. Some inaccuracies might exist.
The fantasy MMORPG Final Fantasy 14: A Realm Reborn was released in mid-April on the PlayStation 4. Meanwhile, the international reviews for the game are coming in. On Meta-Critic, the game has an average score of 86 out of 100 possible points.
The general sentiment is one of astonishment. The Australian Gamesplanet states that it is the biggest turnaround seen in many, many years in the MMO business. The Hardcore Gamers Magazine echoes this sentiment: From a game that was generally despised, the developers have created something great. They call it a masterpiece. Furthermore, it’s an experience to play the game on the PS4.
Lazygamer refers to FF XIV as a new and improved MMORPG. The game mixes the best features of the genre with the Final Fantasy feel into a fantastic package. Here too, the qualities of the PS4 as an ideal platform are praised.
A more sober assessment comes from XGN: From a content perspective, FF XIV is the same game as on the PS3 or the PC. However, the improved controls, stunning graphics, and smooth gameplay speak for the impressive port.
A magazine from Germany is also represented in the test on Meta-Critic. 4players.de certifies that the game, apart from the launcher, is a technically proficient port, free from the issues of the PS3 version.
The only tepid critique in the mix comes from Game Revolution. They only award 70 out of 100 possible points and note that the quest structure is not for everyone. However, they also speak of a fantastic world in which countless hours can be spent.
Rank 4 with critics, Rank 1 with users
Overall, Final Fantasy 14 stands at 86 out of 100 points, placing it behind Fez, Rayman Legends, and TowerFall Ascension at rank 4 of current PS4 games on Meta-Critic. In the user score, it even ranks 1st. The sales figures of the game were so good that Square Enix had to revise several numbers upward in the recently released financial report.
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The economic system of the fantasy MMORPG The Elder Scrolls Online (TESO) currently operates without a server-wide auction house. Now, player guilds are to have the opportunity to hire an NPC to sell their goods.
Guild Shop: Too Unorganized and too Difficult to Use
The economic system of The Elder Scrolls Online is based on trading in public chat or exchanging goods within a player guild. Up to 500 heroes or traders can fit in there. Trading works like in an internal auction house.
However, the guild store brings some difficulties in usability: Players cannot specifically search for items. And they have trouble keeping track of which item is the cheapest. Especially when they are in more than one guild and want to compare which item is cheapest where, there are enormous difficulties.
Add-Ons and External Sites as a Solution?
The add-on ESO Outpost attempts to satisfy the players’ desire for an auction house.
With player-created add-ons some of the problems have been solved, but the system still faces some criticism. In the meantime, some virtual marketplaces have emerged on the internet, where players can look for items and prices outside of the game.
ZeniMax has also identified problems in the system, acknowledged them, and compiled an improved usability list of the long list of changes that the game will receive in the coming months.
New guild features: Changes to the user interface of the guild store.
Marketplace to be moved to the City: The Guild Kiosk as an Auction House through the Back Door?
As reiterated in the official Facebook group of The Elder Scrolls Online, there are plans for further interventions in the trading system beyond improving the usability of the guild shop.
So far, guilds can offer their goods at a castle they conquer in the PvP zone Cyrodiil. However, this has apparently not achieved the intended success. It seems counter-intuitive to go shopping in a constantly raging war. After all, one must look around amidst the murders to see which guild of their alliance holds which keep, find out if they have great items there, and then make their way.
Instead, guilds are now to be able to hire a trader. Players outside the guild can then access the not-so-exclusive guild store through this trader, the so-called guild kiosk.
Guild kiosks – guild stores that are accessible to everyone and are available to the highest bidding guild.
The Rule of Money: Only One Guild Kiosk for the Richest Guild on the Server?
How exactly the “highest bidder” will be defined is currently unknown. It could mean that only one guild on the mega server can rent the guild kiosk for a certain time, or it could mean that several of these kiosks are positioned next to each other.
The Missing Auction House Remains a Hot Topic
Regular heated discussions among players take place regarding the trading system of The Elder Scrolls Online. While some do not understand why there is no auction house that enables a quick overview of goods and finding the lowest price with one click, others counter with their experience in MMOs: A mega server simply cannot be connected with a cross-server auction house. This would ruin the prices, and no item would then be special. This view is apparently also shared by Paul Sage, who in an interview holds this exact position.
Our goal is to make the economy more player-driven and not just to offer some system where you can find everything you want because so many players are on the mega server. In extremely large communities, even very rare items can become excessively available through an auction house. In the end, it only harms the “hunt for better gear” in the game.
This is an AI-powered translation. Some inaccuracies might exist.
Blizzard has announced via Twitter that the highly anticipated start of an Alpha for the upcoming expansion Warlords of Draenor is being postponed.
The reporting on World of Warcraft is so extensive that nothing escapes the public eye. Due to so-called data mining, it always appears as if everything is ready, although it is still far in the future.
The English-speaking site mmo-champion.com has – as it always does – “datamined” the closed Alpha client of Warlords of Draenor, sifting through all sorts of numbers, data, skins, and hints about how the game will look later. Fans already have a rough idea of what to expect in Draenor for the second time. In most games, such information is only revealed shortly before the start of a public test run, not so with World of Warcraft.
However, this flood of information is not accompanied by a wave of invitations for the Alpha, even though it would have been due by now and is expected by fans. An internal test already started on April 4th. However, Blizzard does not want to showcase their new gem yet. A few days ago, CM_Zarhym, community manager Jonathan Brown, answered a Twitter inquiry about when the Alpha would finally begin. After all, it is already almost 6 weeks overdue.
"They are still working on polishing the first zones and will soon begin inviting," said Zarhym on Twitter. In response to a fan’s comment that they were tired of the endless "soon," the reply was that it is very difficult to set exact dates in this regard. Zarhym doubted that fans would react better to total silence than to a date that ultimately could not be met.
From Blizzard’s side, they probably expected that mmo-champion’s internal build would be dissected, and thus felt compelled to provide a date that they are now unable to meet.
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[intense_testimony_text]Mein MMO says: It’s impossible to say whether this will have any impact on the actual release of Warlords of Draenor. It does seem a bit strange that it is still so quiet around the expansion. For all the fans who were hoping for a release in September, this can be no good sign.[/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 quarterly report for 2014 from NCSoft has now been published and provides a rare insight into the numbers behind the MMOs. It becomes clear that GW 2, the western MMORPG in the portfolio of the Korean software giant, had to make sacrifices.
Most publishers keep their actual subscription and player numbers under wraps, so financial reports, which companies are obligated to provide, are one of the rare opportunities to conclude on the actual success of a game.
Compared to January, February, and March of 2013, Guild Wars 2 has generated almost one third less worldwide. In the first quarter of 2013, the fantasy MMORPG made 36,382,000,000 South Korean Won, which is equivalent to about 26 million Euros at today’s exchange rate. In the same period this year, it is just shy of 18 million Euros. It’s also interesting how small the European market appears in NCSoft’s offerings. In Europe, all titles of the company together generated 3.6 million Euros. A year ago, it was a little over ten million Euros in the same period.
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[intense_testimony_text]Mein MMO says:
Besides the well-known Guild Wars 2 in Europe, other titles from NCSoft lead a shadowy existence. Lineage 1, which is still successful in Asia, or Lineage 2 have never been able to establish themselves here, and Aion has also never really arrived. Behind the successful Blade & Soul in China, a question mark has loomed in the West for many years. Whether and when it will appear here is unclear.
However, this quarter also marks the introduction of Guild Wars 2 in the Chinese market, and at the moment the numbers look good for that. Already half a million units of GW2 are said to have been sold.
Guild Wars 2 is one of the few MMORPGs that uses a buy-to-play model, requiring a one-time purchase price, but there are no monthly fees like with pay-to-play titles. The game relies on microtransactions in the cash shop and resales of the game to generate revenue. It cannot rely on fixed monthly income.[/intense_testimony_text][intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author]
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This is an AI-powered translation. Some inaccuracies might exist.
Since the emergence of MMORPGs, almost every aspect of our favorite form of entertainment has undergone a massive transformation. Getting into games has become easier, the graphics are getting more attractive, and the endgame content is constantly changing.
What started with heavy 40-man raids like “Molten Core” and “Blackwing Lair” in World of Warcraft has long been transferred and adapted countless times to other games. Almost always, there are game contents that require a small, manageable group of 3-6 people, alongside the “big” tasks for 20-40 players.
While coordinating 19 teammates often tests the nerves of everyone involved, this is almost guaranteed with the double player count. This chalice seems to have rolled coldly past WildStar, the upcoming MMO hope, intentionally by the developers!
So we ask ourselves: Are 40-player raids still relevant?
The players of the past…
Back to the roots: The 40-man hardcore raids in WildStar will last several hours. Does that fit into your current schedule?
Let’s be honest: When most of us started with World of Warcraft around 10 years ago, many were either students or pupils. They had plenty of time, could spend several evenings undistracted in front of the PC, and could participate effortlessly in extensive raids.
After school, one would spend half an hour in the guild’s forum updating on the latest tactics and today’s lineup, deciding whether to farm potions and buff food or leisurely clear a few smaller dungeons.
Current raids were only for about 5% of the player community, and patience played a major role. It often took several months with 2-3 raid nights a week (each lasting 4-5 hours!) until the latest boss was defeated. However, the feeling of success was immensely greater.
… are not the players of today!
Today, things look different. Subjectively speaking (read: I am right, unless it’s not that way!), the “younger generation” of players is more spoiled and lacks endurance. MMOs are no longer the one big hobby for many, but one of many that all demand time – and all significantly less.
As a result, it is only right that many games now offer comfortable solutions to experience challenging endgame content nonetheless. For instance, WoW splits its raids into several wings and offers different difficulty levels, from “I play without a keyboard and with my eyes closed” to “The boss doesn’t lose HP before the 50th attempt”; there is something for every player.
Additional tools, like the equally celebrated and hated “Dungeon Finder,” allow players to dive into battle without commitments and manual group searching; WildStar also offers such convenience features, but not for the most challenging aspects of the game: the raids for 40 or 20 crazy players.
40-Person Raid Planning: A Course over 6 Semesters
The drawbacks of large raid groups are obvious: For the leaders, it becomes a chaotic ordeal days in advance when trying to assemble a balanced group from a pool of 60 or more players, ensuring no one feels unfairly treated. Whether all 40 people are actually online fully equipped and ready for action by 7 PM is a whole other matter. Even during the fun of killing and dying, the raid leader often becomes more of a counselor and liaison than anything else.
“Why did Lauryll get an item again today, and I didn’t?” “Nagrivai is standing in the fire for too long; tell him, he will listen to you!” “Cortyn hasn’t popped a potion again!”
Additionally, there are interpersonal dislikes. With 40 people, it is inevitable that some will clash, complicating planning further. “If Noires is coming, then I’m staying home!” and “If Remson isn’t allowed, then I don’t want to be there either!” are just two of many possible configurations that can drive your leader to the brink.
The more players, the greater the success
However, not everything is bad with large groups. The sense of achievement is intensified the more people are involved. When the boss is finally brought to its knees after weeks of steady progress, the cheer erupts in TeamSpeak, and one is awarded one of the rare items – it’s all worth it! Absolutely everyone who has fought hard for such a victory will understand what I mean – and therein lies the target audience that a new game with classic raids aims to reach: WildStar.
The hardcore target audience of old-timers and aspiring young ones
Many MMORPG players of the “first generation” miss the challenging tasks, the large groups, and the long raid nights. Not everyone can deal with the new systems, where everyone can choose their own difficulty level and ultimately everyone is more or less handed success by the game.
If you are such an “old-timer” and tell the younger generation about it, it feels like Grandpa recounting tales from the trenches. Few can imagine that everything was truly that hard back then – the “old ones” only want to present their achievements in a better light.
However, some get inspired by nostalgia and want to be part of such an “elite” group of players overcoming those challenges and relying on those victories, without simply being able to lower the difficulty level when motivation falters after two failed attempts. The raids in WildStar will not be a piece of cake and should never be. A tough test for all those who are bored in the sameness of endgame content – let’s hope the developers at Carbine remain true to this line!
It is a bold step to resurrect such an “old” concept regarding raids and present players with tough challenges. Many guild leaders are no longer accustomed to coordinating a group of 40 or more people, yet the interest is steadily growing.
Because these bitterly difficult raids are one of the core elements that many players wish to see return. It’s often criticized that the camaraderie in the “Molten Core” was significantly better, and social structures were somehow more solid – despite high frustration risks. WildStar aims to bring these social obligation components back to the forefront. This impacts not only manual raid planning but also other contents, such as the war bases.
And of course, the factor of time plays a significant role, because while as a student one could easily game freely on 6 out of 7 evenings, when desired, this is hardly realistic in professional life anymore – but is that really a major obstacle?
From my personal experience, raiding can still be integrated into free time even during professional life – it is often used as an excuse not to attempt it at all.
Everyone just has to be clear that the endgame contents of such a game cost time, and there is no hiding that. The recurrent argument “I pay just as much for a game as the hardcore raiders, I want to see it too!” just doesn’t hold anymore, because just because one buys an expensive tennis racket doesn’t mean one can automatically play at Wimbledon. Whether it ultimately matters enough to a person to invest 5-10 hours a week into this hobby, everyone must decide for themselves (read: Yes, it does, don’t be so dramatic!).
WildStar – What we know so far
As has been repeatedly emphasized, the 40-person skirmishes on Nexus will not be an endeavor that can be completed in a day or two, and the same goes for the smaller 20-person variant. It will require a lot of brain power, nerves, and endurance to send the last bosses of the previous two raid instances into data nirvana.
The telegraph system enables complex fights with only very difficult-to-predict abilities, and yet one will always know why they have just met their demise. Additionally, the loot system promises to be significantly simpler and fairer than in many other games: Everyone gets something. Not necessarily what they wanted, but all players will be rewarded in some way. Long debates about item distribution or even a classic DKP system will thus fall by the wayside as an organizational factor.
I am confident that WildStar, with its classic raids and dynamic combat system, will reach precisely the target audience it aims for: the old MMO veterans who reminisce about the good old days and the new generation who feel increasingly mocked by the “anyone can achieve anything, regardless of their talent” mentality in a game. These two groups are present and are continually growing. Whether they are large enough to give the classic raid system a rebirth remains to be seen in the coming months.
Some will undoubtedly watch their raid teams painfully succumb to the organizational challenges, for perhaps not everything was better back then – but a lot was good and can be good again if the motivation is strong enough and if the programmers of WildStar manage to regularly deliver exciting game content worth maintaining such a large group.
http://youtu.be/jvP_snSjWDY
Even though the hype-o-meter for WildStar is steadily rising, there are still plenty of gamers who have yet to engage with the upcoming MMO hope. Do you feel addressed? Then we recommend this article: 10 Reasons Why WildStar Ruins Your Summer…!
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This is an AI-powered translation. Some inaccuracies might exist.
If you convince other MMO fans of the qualities of the online role-playing game Rift and recruit them through the “Recruit-a-Friend” program, you can now look forward to even better rewards. Generally, the system has become known through Blizzard’s Recruit-a-Friend system in World of Warcraft. This option existed in Rift as well, but the creative minds behind the game have now prepared some additional rewards for you when you excite new players for the world of Telara! But what exactly do you gain from it?
You can summon friends
Referral coins (see below)
Your friend receives …
a 16-slot bag
a rune for enchanting the weapon
a cloak
unique title
the ability to teleport directly to the recruiter
25 percent more experience when you are in a group together and stay near the recruiter.
If they even shop in the Rift Shop, you will receive Referral Coins for that. With these, you can buy unique mounts, companions, costumes, and even REX in the RIFT Shop to fulfill your small and big wishes.
So, are you interested? Then click on the “Social” button in the game and then on “Recruit-a-Friend” and enter the data of the potential Rift fan!
What do you think of such referral actions? Will you invite friends to Telara as well? Have you ever used something like this in WoW?
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Have you ever wondered what these mystery bags in WildStar are all about? For every day you log in as a pre-order customer during the Open Beta, you will receive three of them. But what could be inside? The developers have also released a German video, where you can learn more about the potential rewards. Here are a few examples:
Entertainer Mount Customization Set
Raidin Costume
Glowing Equivar
Wild War Pig
EP Buffs
Unique Runes
Weapons
Furniture Items
and much more!
After the release, you can send the mystery bags to your characters via account management – but you can only open one per day.
Of course, that’s not all! In addition, there is a
fancy rocket house
along with a trophy for your home, symbolizing that you were part of the pre-order circle.
the title: “Chosen of the Ancestors”
a storage bag for the great loot in the game
and 3 days of early access! So it all starts on May 31.
If you choose the Digital Deluxe Edition, you will also receive an Eldan Hoverboard, an Eldan Augmentation Costume, a special Eldan title, and Eldan color for your armor on top. Below this article, you will find a few videos about the pre-order bonuses so you can see them in action!
You have not pre-ordered WildStar yet but want to ensure that your name is waiting for you on the release day? It’s not too late!
You can pre-order WildStar on the official site or also on Amazon.
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The Mystery Bags
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The fantasy MMORPG The Elder Scrolls Online, short TESO, has been officially navigable and explorative in Germany and the rest of the world since April 4th. We put the biggest MMORPG release of the first half of 2014 to the test.
Has the game convinced, does it have a chance for the title “Best MMO 2014”, or has it disgraced the great name it carries?
Our tester Schuhmann has spent 300 hours in Tamriel, tussled in caves, gotten annoyed by bugs and bots, been eaten by slaughterfish, and slain by countless enemies. He met with hardcore PvPers for a chat, roamed the darkest corners of forums, and familiarized himself with the game mechanics behind the game. But how is it now: What is The Elder Scrolls Online like?
The Gameplay: Story-Telling and Quest Flow at its Best
We want to start with the biggest strength of the game. The way a hero gradually conquers the world of Tamriel is really well done. The map gradually reveals its secrets. Driven by the story or pure curiosity, one searches for rough outlines on the map and tries to set things right that the King of Worms and his minions have done wrong. The driving force is not quests that constrain me, but the urge to explore.
In a “normal” game, there would be small villages or clusters of NPCs everywhere. One of the residents would have a question mark above their head and would tell me where I need to go. In TESO, I often wander around, a symbol appears, and I follow it. There is no quest leading me into a dungeon, but my urge to explore does that. This makes the game narratively much more open.
Or I simply go into a tavern: In every larger city, there are hero-like figures, the fearless ones. While I listen to their boasts, I get a hint about where my character and my sword are needed. One of many beautiful details in the game, which can be criticized for various reasons but certainly not for soullessness.
Sheogorath as a Notable Antagonist
TESO has great strengths when it comes to telling a big story—or at least a small one very well.
Especially the questline of the Mage Guild has captivated me: The main character is a trickster god, somewhat like Loki in Norse mythology… or the Joker for all Marvel fans, the Daedric prince Sheogorath, who likes to call himself Uncle Sheo. The way he plays his games with a dead-serious Archmage, making heroes jump through hoops, and yet somehow remains the smartest in the room throughout the chaos is really enjoyable.
Even the main quest has great moments and is a strong red thread that leads through the hero’s life. Although the story seems a bit clichéd at the beginning, it reaches operational temperature at the latest in the 30s and develops a wonderful drive, so that one can look forward to the Prophet’s call every 5 levels.
Standard Quests are Good, but Almost Too Many
But even the “smaller standard quests” are often strong, even if they do not give the player as much freedom and choice as in the single-player games of the series. The quests are quite varied: There are puzzles (that aren’t too difficult), longer delivery tasks, and of course many battles to fight. However, the quests are really rewarding only if one is willing to listen to the story.
I confess: I didn’t gift my cat’s ear to every fair maiden in distress, but rather skipped a dialogue here and there. But whenever a story managed to capture my attention, the player experience was really good and profound.
TESO and the way it tells stories are both excellent for being consumed in small doses. The zones are large, besides the main quest and the two semi-main quests, the guild quests, there is still an overarching zone quest, alongside dungeons and skulls (which could be seen as mini-quests) and local quests, where you have to set something right.
There is always something to do. You save Tamriel piece by piece, drive out a ghost here, take down a power-mad wizard there, or thwart a pirate conspiracy somewhere else. And always (or at least almost always) it seems that the sun shines a little brighter and the grass is a little greener when you finish an area. Unless you leave behind tragic fates of unfulfilled love or misunderstood pride—that happens, fortunately, from time to time as well.
The game is excellent for escaping into this fantasy world for two or three hours after a stressful day, questing in an area, attentively listening to the stories, and being interested in what happens there.
The quest system is not suited for rushing through because one wants to be quickly at veteran rank 10. The quests are too lengthy, there are too many passages without fights, and it breaks up too much. The game is just not designed for that. Even those who listen attentively to the quests will show signs of fatigue after a few hours straight. Names and stories blend together; as a player, you are simply “full” of stories and cannot separate them anymore.
Conclusion: TESO has great strengths in quest flow and story-telling. However, they also demand attention and should be enjoyed. Those who devour the content like a Big Mac will quickly feel a sense of fullness.
The Gameplay: Character Development and the Importance of Items
The Elder Scrolls Online relies on a relatively free skill system. There are four different classes: Dragonknight, Templar, Sorcerer, and Nightblade. Each class has access to three individual talent trees, meaning they have 15 skills and some passives; the remaining skills are shared among all heroes in the game. Further skills come from the weapon used:
Bows and destruction staffs characterize typical ranged DPS, like the classic archer or the sorcerer from other games
Healing staffs turn every hero into a healer and are also very popular as a second weapon
With two-handed swords or two one-handed weapons, one becomes a melee DPS with a focus on either raw violence or more subtle maneuvers
And with one-handed weapons and a shield in hand, one becomes the tank
Each hero has two weapon slots to choose between at will. When he changes weapons, the abilities change too. Finding a combination of two weapons, and thereby two roles, that can be played optimally is a challenging task and difficult to master.
Regarding weapon skills that best guarantee a typical role of the Holy Trinity of tank, DPS, and healer, there are also armor skills that go in a similar direction. Furthermore, there are special abilities that come from quest rewards, PvP, or special sources, like vampirism.
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The majority of skill lines level up by gaining EXP while having an ability from the line in the hotbar. Others level up through progression in the main story, by defeating demonic enemies, or by finding rare tomes.
Skill points are earned by leveling up, completing special quests, or collecting sky shards scattered throughout the world. Individual abilities can then be changed (or morphed) at a certain level. The player then chooses between two rather smaller bonus effects. Unlike most other games, there is no shortage of skill points in TESO.
Great Variety, Small Plate
In practice, the game allows for incredible possibilities to shape your character, but the parts in stock are somewhat limited. One can pursue a certain idea for their character, such as a two-handed warrior in heavy armor with a healing staff and corresponding skills in reserve, just in case things go wrong or to recover between battles.
Only the selection of abilities that you ultimately have in the role is limited. Only 5 abilities can fit on the hotbar, plus one ultimate. With clever weapon switching, this becomes 10 abilities. Lags and weaknesses in the combat system unfortunately prevent a dynamic gaming experience too often at the moment.
What TESO lacks a bit is the change in the gaming experience as one progresses further in the game. Similar to Guild Wars 2, the individual roles play relatively consistently. In later levels, a so-called “game changer” rarely if ever comes into play. A skill that significantly changes the gaming experience. World of Warcraft does this very well by enabling players to have a slightly different gaming experience with new abilities.
Red enemy areas are never good, not even in TESO. A healthy tip: Run away, block, or dodge!
In TESO, however, you must restructure the character accordingly for a new gaming experience by exchanging skills, changing armor type, or switching weapons and thus also roles. But an archer in their 30s will not play significantly differently than an archer at the highest level, even though there is a huge amount of playtime between the two. Additional skill points could then be more likely to go into an alternative build, to turn the archer into a decent melee fighter or healer with alternative class skills.
The Items: Crafting Top, Drops Flop
The Elder Scrolls Online features a sophisticated crafting system that players can spend a lot of time on. Almost all properties that are on drops can also be applied to crafted items. Quality levels increase items through a refinement process. The most skilled blacksmiths, tailors, and woodworkers can create armor pieces from specific sets.
In practice, the system works such that players find items with good stats but a low-quality level. They then upgrade these items in crafting. It’s not particularly exciting. Until they reach the maximum level, few players have to seriously worry about their gear and can simply wear quest rewards or whatever is lying around in the guild store, which replaces an auction house.
Some players have obtained the best items in the game, the so-called “Best in Slot” items, because they created seven twinks and hired crafting apprentices through the skill menu for each twink. Thus, players receive up to thirty loot bags each day, which may contain the highest crafting materials. This way, a player can obtain the best items simply by sitting in the capital and waiting.
Unfortunately, this is a problem that runs through The Elder Scrolls Online like the footprints of an elephant in cheesecake: Many aspects of the game are a great idea in themselves but negatively impact other parts of the game. Crafting is great in itself, but it takes a bit of the thrill out of drops.
When the best items are not pulled from the still bleeding body of a dragon (as it should be!), but instead land as a periodic PvP reward as a letter in your inventory, and later become the best items in the game by cleverly exploiting somewhat unfortunate twink mechanics, it doesn’t feel very “heroic”. A genuine hunting and gathering spirit is missing.
This drives many MMORPGs for motivation beyond their natural half-life (“I won’t stop until I get this three-times-cursed crown from this eight-times-cursed end boss, which NEVER drops, and when it does, I’m not there, or the random one gets it!”).
Conclusion: Much in TESO comes with two sides. Character development recalls the freedom of Guild Wars 2 or The Secret World; players can take any character in any direction at any time. However, the options for a particularly innovative build are quite limited. However, mastering both weapons you can carry and spicing it up with clever bonus abilities provides a chance for a strong and individual character. The item and crafting area still seems somewhat unrefined. It is hoped that Zenimax will follow up with larger PvE expansions. The game would benefit from some exceptional items—but this would again have implications for PvP.
The PvP: The Elder Sieges Online
The PvP is ambitious and great in concept, but in practice, it will take a while before the major issues are resolved. The PvP in TESO is not about airtight skirmishes in arenas or taking place on manageable battlefields; it’s about fortresses, outposts, and the titular Elder Scrolls on a huge map.
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The concept of such a vast map pushes many players into one pot. There are
Players who long for one-on-one duels
Others who prefer to travel in small groups and measure themselves against opponents
Players who want to achieve something in guilds to prove they can decide a battle
And also fans of large battles who want to capture castles with 200 or more people and smash the opposing army.
All these players can have their fun in Cyrodiil, the PvP zone, as long as they don’t run into each other. Because anyone overwhelmed by a large group of enemies, whether alone or in a small group, of course, has no fun. In Cyrodiil, there are relatively few moments where it’s unclear what will happen next. Often one side is numerically or in firepower so superior that the outcome of the fight is already determined in advance. A long battle, where the luck of war varies with strategic skill, is currently one of the precious, rare moments.
Highlights in Siege Combat and the Hunt for the Elder Scrolls
The game has strengths in sieges. Here, a variety of siege machines and a clever strategy provide excitement. Moreover, one enjoys the feeling of making a difference as an “individual,” because here, a strategically placed bucket of boiling oil can cause a lot of trouble for attackers.
Even more enjoyable is indeed the stealing of an Elder Scroll; the path for the scroll bearer from an enemy temple to a friendly keep can be incredibly long, as the group of friends along the way slowly thins out and more and more enemies pick up the scent.
A Sunday afternoon with your own PvP guild in Cyrodiil can indeed become a fulfilling experience for the whole clan: It’s known that cruelty is much more fun with friends.
Balance and Lag Problems
A playground like Cyrodiil, with so many different items, builds, and player types, is as hard to balance as the egg of Columbus. And no, you can’t just prop it up until it stands. Currently, “turtling” prevails in Cyrodiil; players gather closely together, as AE abilities (except siege weapons) only hit a maximum of 6 players. This leads to two situations: Either a cluster of players charges through like a human wrecking ball, leaving a trail of destruction, or two of these human clumps stand next to each other and cast their AEs until one group falls. The spectacle often goes along with an almost endless number of AE effects and siege weapons and doesn’t look much like Braveheart or a battle in the fields of Rohan.
Anyone watching a current PvP video from group PvP, which basically only consists of the leader giving commands as if trying to tell his girlfriend how to park (“A little more, a little more—Stop! Gather! And now over there!”), will have to agree that the PvP still has several issues at the moment. However, these are normal after a month.
Even now, it’s already possible to have a lot of fun in Cyrodiil if you adapt to the game and do not stubbornly try to do PvP the way you are used to.
Lag problems, which still hinder smooth gameplay, should come to an end with the server move from the USA to Frankfurt. The move has been long announced.
Conclusion: The PvP is currently like one of those Hollywood “ugly ducklings” that actually is a top model and beautiful, but in the first half of the film runs around with an eight-kilo brace and glasses that cover half its face (and a bun!). TESO has great potential in PvP, but it still needs to be fully realized. Even now, fans of battles and sieges have found a game with long-term motivation in TESO. The goal of becoming emperor and standing at the top of the leaderboard at the end of a campaign will motivate many. With the upcoming PvP dungeon, the fun should grow even more.
The Problem with the VR Rank: Long-term Motivation
In the preview, we mentioned it back then: Zenimax’s decision to chase players through the two other factions after level 50 and the end of the main quest proves to be as unfortunate as expected. Not only do you return from the celebrated hero to a novice, but the level progression becomes quite sluggish. While normally in a zone, you see the EXP bar moving forward a bit with each completed dungeon and anchor, in the veteran ranks, it feels like a crawl.
The motivation then lies rather in finally becoming VR 10 to use the best items and shine in PvP or the upcoming raids. Whether the majority of players find motivation and enjoyment in crawling to VR 10 is questionable. Yes, it is hard. Yes, it’s not for everyone, and yes, if you stick with it, you are certainly “hardcore”, but it also requires a certain level of suffering, a high tolerance to frustration, and immense patience. All of this is not necessarily equated with enjoyment in gaming.
Stretching the content in this way to almost three times (the main story quests fall away) might be a clever idea in quiet rooms, but in practice, I am running into a wall of sluggishness and boredom. Moreover, the difficulty significantly increases here; battles against mobs take much longer, and you are reliant on a teammate doing the quest you are stuck on.
This is another weakness of the game that persists: the lack of scaling. Through a quest dungeon where fifty people are currently raging, you can go through to the end and be happy to see the final boss to complete the dungeon and pocket the bonus EXP. However, if no player is there and the dungeon is set to be harder, you fight through a multitude of enemies just to get by—or in the veteran ranks, you can’t anymore. A scaling system would have worked wonders here—and also with the anchors.
The anchors, with which the archvillain Molag Bal wants to expand his influence (wonderfully demonstrated in a cinematic trailer), belong atmospherically to the great strengths of the game. Summoners mutter, call upon their dark lord, a human sacrifice is offered, and the air hums with evil energy: Great! The actual anchor then usually becomes a farce because way too many heroes are fighting over way too few mobs: Too bad!
It Lacks Polish: My Best and Worst Vacation Experience
To conclude the test, I’d like to share an experience that summarizes my month with TESO well. Just before the end of the main quest, I found myself in a mysterious library (by the way, the entire zone Cold Harbour is excellently done). There, players kept falling to their deaths. I wondered: What the hell is happening? Were those bots, but if so, how did they get here? And what were they doing? It turned out that a quest was buggy, and you could only solve it by jumping to a specific point, falling to your death from there, and spamming the action button like a madman in the hope of hitting the “sweet spot” from which a resolution was possible.
Just before the decisive moment of the game, many players, who were still caught up in the war against Molag Bal, mindlessly and nakedly jumped to their deaths because something was terribly buggy. I did that too, felt stupid doing it, and was about to flame the game. But right after that, a fantastic finale of the main quests awaited me, which had great moments and reconciled me again.
This is a bit of what the first month of The Elder Scrolls Online looks like in a nutshell for me. The game lacks, more than anything else, thorough polishing and a rethink of some game mechanics. But at the same time, the game has great strengths and can, if Zenimax continues to work hard on it, actually become a great title. Even now, there are always great passages where I can forget myself and my surroundings to truly immerse in the game. And I say this as an MMO veteran who does not flutter his heart at every butterfly or wants to name his firstborn son Jon Snow. But the game is indeed THAT good in certain moments.
The Elder Scrolls Online – Recommendation: Yes or No?
For me, the game is definitely worth its purchase price. Especially for fans of great stories who want to spend two or three hours in a foreign world after a stressful day, it is a great game. I see long-term play enjoyment for casual players definitely being given for months.
The game likely contains 150-200 hours of fun if you take it easy and we’re leaving the endgame in the veteran ranks aside. Content locusts who buzz through these quests like a Duracell bunny and just quest and quest and quest can squeeze even more quest enjoyment out of it. Fans of group PvP who want to travel with a large guild and continuously improve could find a great game for the coming years with TESO.
Those who enjoy a classic MMO with a steady improvement of their character, who aim for the best items, are likely not the right audience for TESO at this moment. The content wall after the end of the main quest will be too high a hurdle for many “normal” MMORPG players at the moment. The motivation curve flattens out too strongly here. But even these players can get three times their purchase price out before then.
A difficult group are the burning fans of the single-player series, who approach the game with the expectation of finding a second Skyrim. The game may be able to provide that in a few months, but right now it lacks the refinement for such immersion.
My expectations before the release have been met by the game. Even though the first month was turbulent and some game concepts turned out to be as problematic as assumed. The total hype around the game, fueled by fans of the single-player series, is, however, exaggerated. It is a solid and above-average MMORPG with a lot of potential and room for improvement, but also substantial problems in terms of polish.
No one can say how the game will look in a half or a full year. If Zenimax provides at least half of the content it announced and makes good progress on the polish, the game could be in for great success for years to come. However, some structural issues are so severe that it will probably never be a game for “everyone,” but will instead reach a specific niche of players and keep them engaged for a long time.
Rating Categories
Presentation: The game thrives on its details at the highest level; the voiced quests are great, the landscapes are epic, only the NPCs’ facial expressions need some work: 9/10
Story: Main quests deserve a 1+, the numerous reading materials another star, while some tedious standard quests barely impact the score: 10/10.
Gameplay: The combat system lacks a bit of dynamism; the item progression is rather weak, but a varied game with diverse options to design the hero stands against that: 8/10.
Long-term Motivation: Great up to level 50; thereafter it becomes monotonous in veteran rank unless one engages in PvP; the industry-standard achievements and an Elder Scrolls typical explorer’s drive are to be highlighted: 8/10.
Social Component: Much is done solo; guilds and larger alliances are useful for PvP; group play is currently hampered by phasing bugs. Dungeons are average and are currently run rather rarely. With Orsinium this could change. Raid PvE content is announced: 7.5/10.
Polish Factor: TESO is still at the beginning of its life span; everything is exciting, but the game suffers significantly from bugs and problems; hopefully, this will improve over time: 6/10.
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This summer, the expansion “Curse of Naxxramas” for Hearthstone will be released. Of course, exclusive cards have also been designed for the new single-player adventure. We would like to introduce the first four here:
For the Warrior, the weapon card “Death’s Bite” has been introduced: Deals 1 damage to all minions. It costs 4 mana, can attack twice, and deals 4 damage per attack.
Paladins receive the card “Avenger”. If this card is active for 1 mana and one of your minions dies, a friendly minion gets +3/+2.
Druids can look forward to the card “Poison Seeds”. When played for 4 mana, all minions are destroyed, and for each of them, a 2/2 Treant is summoned as a replacement.
Now the next card for Rogues has been introduced: Do you remember those funny little critters in front of Anub’Rekhan? They will assist you for four mana and can deal 5 damage. The big advantage: When played tactically, you can have one of your strong minions skip a turn and then send it back into battle!
What do you think of the cards and their values?
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It is not just the dwarf who cheers! As community manager Crithto announced in the official English forum of World of Warcraft, there will be a change to the equipment with the next patch. Soon, you will be able to upgrade your gear twice more – for a total of four times! All gear pieces from the Siege of Orgrimmar and the Lost Isles are affected – even the legendary cloak. At least that allows you to climb a spot in the damage and healing comparison!
In order for you to have enough Valor Points available for upgrading, you will soon be able to exchange 3000 Timeless Coins for 100 Valor Points. Unfortunately, it will not be possible to send the exchange tokens to twinks – you will have to farm diligently with the respective character. However, the item level of the Heirloom weapons from Garrosh will automatically be increased by 8 points, as these cannot be upgraded.
The second big news yesterday was the announcement on Twitter for a new mount that will be implemented into the MMO with the expansion Warlords of Draenor. It somewhat resembles the Silithid mounts from Ahn’Qiraj – only in a war-ready variant.
Whether it will show up in the shop or be available in the game is unfortunately still unclear. What do you think?
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[intense_testimony_text]Even though the thing about the upgrades sounds great – it will still be quite an effort to gather enough gear pieces for all upgrades – especially when new ones are always coming in! [/intense_testimony_text][intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author]
[/intense_testimony]
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Since yesterday evening at 8 PM, pre-order customers can secure their names in WildStar. The site is therefore quite well visited and has already been unavailable a few times – so if it doesn’t work the first time, don’t despair!
Here are some key details about the reservation:
All pre-order customers can reserve one player and/or guild name each.
This does not have to be done simultaneously, so you can also decide later.
Once you have reserved a name, you can still change it for 60 minutes – after that, the name is locked and changes are no longer possible.
The name reservation is open until Friday, May 23, 8:59 PM CEST.
It is valid for 14 days across all servers and in all regions from the time of release.
Remember: The whole thing is based on the motto “First come, first served!” – It’s best to go directly…
You haven’t pre-ordered WildStar yet, but want to ensure that your name is waiting for you on release day? It’s not too late yet!
You can pre-order WildStar on the official site or on Amazon. In addition to the name reservation, you will receive the exclusive “Rocket House” accommodation, a storage bag, and early access to the MMORPG hope, 3 days before the release.
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The third module for Neverwinter finally went live yesterday, offering numerous new features. If you haven’t read our previous news about it, we want to provide you with a brief summary of the new content: The expansion Curse of Icewind Dale is all about the (not always peaceful) winter landscape and the new resource Black Ice. Do you also want to spend evenings by the campfire in Caer-Konig and tell tales of your freshly experienced adventures?
Then head to Sergeant Knox in the Protector’s Enclave and get the quest “A Chilling Wind.” If you don’t receive it, you’re likely not meeting one of the following requirements:
You have reached level 60.
You have obtained the third campaign boon either from “Sharandar” or “The Chasm of Terror.”
You have a gear score of at least 10,000.
If you do not belong to this player group, now you know what you should do! Otherwise, head to Caer-Konig, a small town in the heart of the Icewind Pass. There, you will meet not only the two new factions Arcane Brotherhood and Ten-Towners, but also numerous craftsmen skilled enough to work with the coveted Black Ice . If you actively support the population of Caer-Konig, they will send you to the Dwarven Valley, the second major region of the new expansion.
If you take a look at the main map, a dark red area will catch your eye – this is the new open PVP area. Warning: Once you enter it, you are automatically PVP-flagged and remain so until you visit a campfire or meet your end! There, you can expect numerous daily quests and many Black Ice deposits just waiting to be mined. Whether you survive long enough, however, is another question! 😉
You can access the progress of your dominion contests, campaign progress, as well as your stats and ranks using the “L” key. There you will find the new PVP leaderboards. Don’t be surprised, the statistics start at 0 with Curse of Icewind Dale.
If you are less fond of PVP, the new Heroic Encounters are certainly more for you. There are three different modes for which you will receive Black Ice and rare rewards upon completion:
Small encounters are suitable for 2 to 3 players.
Medium encounters are designed for 3 to 6 players.
Large encounters are suitable for 6 to 10 players.
There you can directly try out your new Paragon path “The Scout“, whose strengths are new survival and support skills. Less positively received was the change that only players with two characters, who have reached level 60 and have spoken with Jarlaxle in Caer-Konig, can access the new class artifacts . Accordingly, both must meet the minimum requirements for Icewind Dale!
If you prefer to roam the snowy expanses with your main character, you will receive power points as soon as you reach level 60. This allows you to elevate your powers to rank 3. In addition, you will receive experience tomes and companion experience tomes for each time you fill your experience bar, which you can use on your alts and companions. On top of that, there are also raw astral diamonds – plenty of incentives to still be out and about with your main character.
In short: There is a tremendous amount to discover in module 3 Curse of Icewind Dale! Have you already found time for a trip to Caer-Konig? What do you think of it?
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