Archives for 2012

The Most Popular Game In The World? League of Legends

So – what do you think is the most popular game in the world? Is it single-player or an MMO?

Over the past few months I’ve been hearing about how popular League of Legends is, and it appears that over thirty million people agree each month. Over at Forbes.com, Jason Evangelho has penned a piece on the game, including this pretty fascinating infographic on the game:

most popular game in the world

Of course, determining a game that’s absolutely the most popular is risky, particularly given a lot of these assessments don’t take into account games played in non-English speaking cultures. That said, you can safely say that League of Legends appears to be in a elite rank of games.

If you’ve played League of Legends we’d love to hear from you – tell us why you think it’s the most popular game in the world!

[A big thanks to eagle-eyed and dedicated reader Gail for the heads-up!]

Through The Mist: Pandaria Daily Quests

Through the Mist is a regular column from Luke Le Page covering everything World of Warcraft. If you’d like something covered in a future column, drop us a line!

I was hoping to do a review of the Looking For Raid difficulty level of Mogu’shan Vaults in this piece. Unfortunately, with uni work due and the reluctance of a fresh raid to pop up (so far I have had the option to join raids with at least 2 bosses down) I have been unable to get a decent feel for the raid. So more on that in a later column.

I have elected to go with a look at the various dailies we have access to in Mists of Pandaria. Ever since the release of Wrath of the Lich King, players have been accustomed to fast, efficient reputation grinds. We hit max level, or even smiley equipped a tabard as we levelled and our reputation levels increased as mob kills in dungeons accumulated. Those days are well and truly over – whether you liked the speed with which you maxed out reputation and acquired items or hated it, Blizzard have returned to the grind method of reputation gain.

Daily quests have superseded Tabards and dungeons as the way in which reputation is gained. While not all of the dailies unlock at level 90, a huge portion of them do. Daily quests have been a part of the game for several years now and in this expansion they have truly stepped into the WoW spotlight.

Prior to the launch of Mists of Pandaria the vast majority of dailies included killing x amount of mobs or collecting x amount of an item. Whilst this style of daily quest is still present, the sheer amount of variety in daily quests has greatly increased. We now have access to quests such as the Tillers dailies which range from planting, watering and harvesting crops to stomping on marmots and Virmen.

Pandaria Daily Quests

The quests for the Order of the Cloud Serpent include quests to play catch with a future companion and we also have access to archaeology and pet battle dailies (provided certain achievements have been met).

Love them or hate them, daily quests are here to stay in Pandaria and I am of the opinion that it is a good thing. By tying reputation to daily quests Blizzard have put a hard cap on just how much reputation we can gain per day. This enables them to control the rate at which people can gear up and progress through content.

What’s your take?

The Secret World Reticle Combat and More: Live Stream

Overnight Funcom ran a live stream for over an hour, showcasing a range of things. They opened with a demo of the reticle combat, which is still in beta but is slated for release in the 1.4 update and will be further improved from there.

There’s a lot of footage of the feature in action, and from what I’m seeing I’m liking it a lot and if you’re a fan of first person shooters you’ll probably see it as a big improvement as well. In between all the gameplay footage, Game Director Joel Bylos answers a bunch of community questions, so it’s well worth a watch. Here’s the stream via MMORPG.com:


Watch live video from mmorpgcom on TwitchTV

Do you like the reticle combat? Is it something you’ll definitely use?

SWTOR 1.5 Hits The PTS: Patch Notes

SWTOR’s latest game update, 1.5 has hit the Public Test Server. It contains the HK-51 addition, some more missions and a bunch of bug fixes.

The full patch notes:

Highlights

  • Travel to Section X on Belsavis and learn why the nefarious Dread Guard has seized control of this ravaged sector of the planet! Section X can be accessed on Belsavis and via the daily mission shuttles.
  • HK-51 can now be acquired as a Companion Character! A shipment of the infamous assassin droids can be found in the wreck of an Imperial transport ship, The Fatality, in Section X. Reactivating HK-51 requires finding and assembling parts from across the galaxy.
  • Nightmare Mode is now available for Operation: Explosive Conflict! Bosses in Nightmare Mode present a new level of challenge, new mechanics, and high-quality rewards (such as a new vehicle and Dread Guard set pieces)!
  • Dreadtooth, a new world boss, can be found roaming Section X. Each time Dreadtooth is defeated, he returns with a temporary, stacking power buff which increases his difficulty and the quality of his loot rewards.

Group Finder

  • Travelling to a new area while in a Group Finder queue no longer occasionally causes the UI to behave as if the player is not in the queue.

Items

  • Campaign armorings are now available for purchase on the Black Hole vendor for Black Hole Commendations.
  • Dread Guard relics are now available on the Daily vendor for 300 Daily Commendations.
  • A new set of droid armor is now available from the Daily vendor.
  • More robes have been adjusted so that their backsides are not inappropriately large when worn.

Miscellaneous Bug Fixes

  • Several typos and instances of incorrect text have been corrected in all languages.
  • The Imperial Medcenter in the vicinity of the wreck of the Ambria’s Fury has been moved Northeast.

Then there are the known issues with the patch:

HK-51

  • HK-51 currently joins players without gear.
  • While completing the missions to obtain HK-51, the Mission Log may display progress incorrectly.

Flashpoints and Operations

  • In Explosive Conflict, nameplates currently display for Kephess’ Saturation Fire ability. These nameplates should not be visible.

Australian SWTOR Servers: Merger or Closures?

Australian SWTOR serversOne of the most fascinating and  frustrating issues we’ve followed here over the past three plus years is the issue of local servers for Star Wars: The Old Republic. More widely it’s an issue of how local players perceive they’ve been treated.

In the months leading to launch there was the controversial issue of launch territories (North America and part of Europe only), then to regular lobbying for local servers (which went live in February this year), the wait to be able to transfer current characters to the oceanic servers and finally the issue of declining populations on the three servers.

It’s the last issue that’s obviously dominating at the moment, with a significant thread running on the official forums. Over the past month or so, BioWare have alluded to the fact they’re looking at the issue, but no announcement has been made.

The latest, brief, non-informative word comes from Joveth Gonzalez:

Hi folks,

Unfortunately, I have no new information at this time. In my last post, I did say that I would update this thread when I had new information but I currently do not.

With that being said, I will make sure to update this thread as soon as I have more information.

As a reminder, please remember to follow forum guidelines within this thread.

Thank you.

I’ve thought server merges have been on the cards for a couple of months and like a number of people I’ll be far from surprised if the local servers are closed altogether. Aside from any challenges the game faces more broadly, the absolute lack of local promotion of the game has made the server issue a self-fulfilling prophecy.

I’d love to hear your thoughts: would the removal of Australian SWTOR servers be an absolute deal-breaker for you?

Joel Bylos’ Open Letter To The Secret World Community

TSW Episode 4There’s been a few days of teasers on upcoming content in The Secret World and its culminated in a fairly lengthy blog post to the community by Game Director Joel Bylos. He confirms a number of key aspects of future content, including:

1. The new weapon will be the chainsaw (no surprise there after all the hints)

2. There will be new reticule combat i.e. you can choose to use it or use traditional targeting

3. London’s Albion Theatre will be a roleplaying venue

4. Issue #4: Big Trouble in the Big Apple is coming pretty soon

5. A new animation back-end for TSW’s graphics engine

6. Combat and abilities are being reviewed

7. Increasing conflict between the secret societies

8. Puzzle Raids

A lot of this was alluded to in our recent interview with Joel, but it’s good to see some of the details fleshed out further.

You can read the post in full here – or if the official site is blocked for you at work, here’s the post in its entirety for you:

Hi, all –

 

Are you sitting down? Comfortable? Good. Let’s talk about our game.

 

I say our game because once an MMO goes live it is no longer a collection of ideas, features and dreams in the heads of a group of developers, but rather a living, breathing thing. It belongs as much to the players as the designers. It becomes, in essence, a collaborative project.

 

For those of you who do not know me, my name is Joel Bylos and I recently stepped into the new position as Game Director on ‘The Secret World’. For the past two years I have been the Lead Content Designer for the game, and my primary responsibility was to lead the team who developed content such as the investigation missions. Before coming to ‘The Secret World’ I worked as Lead Designer on the critically acclaimed ‘Rise of the Godslayer’ expansion for our ‘Age of Conan’ MMO. I live and breathe MMOs and I consider myself extremely fortunate to be in a position where I can help shape the future of ‘The Secret World’ and lead a team whose ambition is to push the genre forward and create new and different MMO experiences.

 

As I step into the new position as Game Director, Ragnar Tørnquist will remain in his role as Creative Director and I very much look forward to continue working with him. We have been a team for many years now and we will continue working closely together even though his role has shifted a bit and I am now in charge of the game’s vision and development.

 

‘The Secret World’ may not be the perfect game for everyone; in fact, I think it is safe to say that it is one of the most divisive MMOs ever made.

 

Looking at reviews, ‘The Secret World’ scored everything from 90 to 40. I have never before seen an MMO that has been both praised and criticized to such an extreme extent as with ‘The Secret World’. One minute PC Powerplay gives us a solid 90 saying ‘I love this game unequivocally’, next Quarter-to-Three slaps us with a 40 saying we have been ‘…unable to make the game we designed’. Some reviewers loved the game, others did not and that is completely understandable. On the other hand, if we look at user scores, we are one of the highest rated MMOs on MetaCritic the past decade and on MMORPG.com we come in second place on the list of top voted games in front of some the most critically acclaimed MMOs ever released.

 

I think you can interpret that in many different ways. To me personally, it tells me that ‘The Secret World’ hit a nerve. When we set out to make ‘The Secret World’ we made a decision to at least try and breathe some new life into a stagnating genre. We play these games, we love these games and we tried to listen to what people wanted – what they were saying in forums and chats and blogs about how and why the MMO genre was becoming stagnant. And then we set about changing the formula, rethinking old concepts and introducing new ideas.

 

When you raise the bar like that, it is easy to miss a few targets. For ‘The Secret World’ it meant that some things worked wonderfully, while other aspects of the game did not. Depending on what is important to you when playing the game, ‘The Secret World’ may either be the best MMO experience of your life or it may simply not live up to your expectations.

 

As a team we need to identify and improve areas that made it fall short of those expectations so that everyone can appreciate what we and so many of our players firmly believe to be true:

 

That ‘The Secret World’ is one of the most fun, exciting and unique MMOs ever made.

 

So below you can read a mission statement – what am I planning to do to make sure that ‘The Secret World’ becomes the game that we all want it to be.

 

First and foremost I need to provide our players with good, solid content updates on a regular basis, just as we have released three substantial updates since launch. I also need to do everything in my power to convince thousands of gamers out there who still have not played ‘The Secret World’ that this is a universe worth immersing yourself in. It is a crowded market out there and we have a lot of competition, so I know that we will need to make improvements but also expand on the game’s unique strengths to make it stand out even more clearly.

 

It is definitely going to be a challenge and fortunately I am bringing one of the most talented teams ever with me into the fray.

 

Our sleeves are rolled up. We have our war paint on. We are ready for battle.

 

What… you want details? Some more meat on that bone? Oh, alright.

 

After I took over I have had several exciting and incredibly inspiring meetings with the team where we have evaluated the game and looked at what we want to do to improve and expand upon the game in the months and even years to come.

I am very happy about how quickly the team is delivering the new updates; the fact that we have released three solid content updates in less than three months after launch is a good indicator of our commitment and we hope that our subscribers feel that they are receiving the value they deserve. Going forward we will continue to crank out more content-laden updates. And while parts of our team are already working on creating the content that will be introduced to the game next year, we are also hard at work wrapping up Issue #4 which will be in not too long, as well as Issue #5 and Issue #6 that will appear in the next few months.

 

‘Issue #4: Big Trouble in the Big Apple’ is going to be a treat for people who enjoy amazing battles. We are packing tons and tons of good stuff into that update that truly builds on the strengths of the game. We are reaffirming the strength of the modern-day setting by introducing the first raid set in a devastated New York City where players must battle a towering Eldritch horror in the ruins of Time Square. And you can forget about trash mobs and gunning it to get to the end boss as fast as possible; in true ‘The Secret World’ style we will be using the raid to tell a story and immerse our players into our world’s rich atmosphere.

 

Of course, Issue #4 has plenty of other content as well. We’re introducing the second auxiliary weapon – the Chainsaw – to add even further depth to our freeform progression system. We are also opening the doors to the Albion Theatre in London where players can put on plays for each other and receive rewards. It may sound like a small thing, but I am excited about the fact that we can provide our role-playing community with more content and that we can make London, which is our primary social hub, an even more interesting place for players to hang out.

 

I am also happy to reveal that Issue #4 will be introducing one of the most requested features during Beta: reticule combat. This is something I wanted to bring into the game from the moment I put on the Game Director shoes as I feel it makes combat a lot more direct and exciting. We are not forcing it upon anyone, though. You will be able to freely switch between traditional targeting and the reticule depending on what you feel is best for you.

 

I will actually be showcasing this feature in a livestream that will be held Friday, 12th of October. We will provide everyone with the details on how to tune in as we get closer.

 

Now all of that is short-term stuff, Issue #4 will be hitting the live servers in not too long. We are, of course, also making plans that stretch well into the future.

 

I have often encouraged journalists to make the comparison between the game and a television series. We launched with the first season, and we are winding towards the big end-of-season cliff hanger, which will then kick off the second season. Questions will be answered and replaced with entirely new questions as you dig ever deeper into the secret world. The second season will include a wealth of new content, including Tokyo, a major new region that brings with it new monsters, myths and legends to the game.

 

Our ambition is not just adding more content and fleshing out more of the storyline. We want to make improvements and enhancements to the core gameplay and mechanics of the game.

A few concrete examples include the work we are currently doing on improving the animations in the game. We know this was one of the major complaints both in the beta and after release, and we are looking at how we can make player animations feel more fluid and natural. This entails implementing an entirely new animation backend for the Dreamworld engine, which will allow us to make improvement in both ‘The Secret World’ and future Dreamworld projects.

The systems team is also taking a close look at the current abilities in the game and will be attempting to make sure that every ability has its place and that nothing feels like filler. We are also looking at combat and how to make that even better experience. You will see some of the changes coming on the new auxiliary weapons, and then, as time permits, we will be going over some of the older abilities and freshening them up with new mechanics.

 

One of the things that players have requested we improve on is the secret society conflict. I feel this is perhaps the feature we strayed furthest from for launch. We did a good job of establishing the identity and feeling of three unique factions, but I do not think we managed to firmly establish a conflict between those factions in context with the gameplay. So the team is designing several features which will serve to bring this conflict back to the forefront, and while it is a little early to talk about what they are, I can say that I am really excited about their potential in tying together both PvE and PvP into the overall conflict.

 

Another thing we are working on which I am really excited about is what we internally like to call ‘puzzle raids’. One of the most heralded features of ‘The Secret World’ at launch were the investigation missions that merge adventure-game puzzle-solving based on real-world research and brings it into an MMO setting. ‘Puzzle raids’ are sort of group investigation missions and a throwback to our alternate reality gaming (ARG) roots which ‘The Secret World’ were such an important part of the game prior to launch.

 

How do they work? Well, for example, in London there are red phone boxes scattered all over town. One day, those phones will begin to ring. Answering those phones simultaneously with a group of people will provide every member of the raid with a single phrase…

 

… and there you go, tumbling down the rabbit hole.

 

‘The Secret World‘ is a journey, one that began as an idea in the mind of Ragnar Tørnquist then grew to envelop a development team, a community and finally hundreds of thousands of players all over the world. We have created a game that offers something unique not only to MMO gamers but to anybody who enjoys mature, intelligent gameplay and interesting characters in a darkly detailed world.

 

We are committed to this journey and we are committed to the unique vision of ‘The Secret World’. Together – heads unbowed – let us continue to battle the rising darkness.

 

Oh, and before I forget: we would greatly appreciate it if you helped us spread the word by sending your friends and family to our website where they can register for the free trial. I have heard the Illuminati, the Templar and the Dragon are all looking for new recruits!

 

Sincerely,

Joel Bylos

Game Director

What’s your take on the post: does it give you a good idea of where Funcom are thinking of taking TSW?

The Secret World Halloween Event

Secret World HalloweenIn case you missed it, over at Funcom Senior Designer Tanya Short has posted a blog on the upcoming Halloween event for The Secret World.

It’s due to hit around the 15th October, and its epicentre is going to be Kingsmouth, so more advanced players will get to return to a starting area for some fun. Madame Rogêt and Deputy Andy get an increased role in the story and there’s a new PvE role for the Stonehenge area.

Have a read of the full post here but be aware there’s some potential spoilers so if you’re a purist who likes to be surprised, then maybe stay right here.

Over to you: are you pumped for the Halloween event?

SWTOR 1.4.1 Patch Notes

The servers are back up and there’s a shiny new patch in place: 1.4.1. The Consular and Inquisitor get some bug fixes as far as classes go, but there’s lots more than that.

Here’s the full patch notes for you:

1.4.1 Patch Notes

10/9/2012

Classes and Combat

Jedi Consular

Shadow
Kinetic Combat
          • Stasis no longer prevents Force Lift from breaking on damage and making its target take less damage.

Sith Inquisitor

Assassin
Darkness
        • Eye of the Storm no longer prevents Whirlwind from breaking on damage and making its target take less damage.

Companion Characters

General

      • Companions now respect “hide helmet” settings in cinematics and when speaking.

Companions

Xalek
      • The “Unify Color” option now works with Xalek’s Pants in combination with Neophyte Robe.

Crew Skills

General

    • Crew Skill Missions now return the correct (higher) amount of materials.
    • Players can no longer consume schematics that they already know.

Flashpoints and Operations

Flashpoints

Maelstrom Prison
        • Grand Moff Kilran’s Fifth Fleet Troopers and Gunners now correctly despawn if the player group is defeated.
The False Emperor
        • Jindo Krey’s ship can now be properly destroyed.

Operations

Explosive Conflict
        • Calibrating Shot (used by Imperial Siege Droids) now reduces damage taken by a smaller amount per stack.
Eternity Vault
        • The correct (higher) amount of Rakata and Columi tokens is now dropped in 16-player modes of Eternity Vault.
Karagga’s Palace
        • The correct (higher) amount of Rakata and Columi tokens is now dropped in 16-player modes of Karagga’s Palace.
Terror from Beyond
      • Killing a tentacle while the Terror from Beyond is enraged in phase 2 now properly damages the boss for 5% of its health instead of 15%.
      • In 16-player Hard Mode, the Terror from Beyond’s enrage timer has been increased to 9 minutes.
      • The Tunneling Tentacle buff on the Terror from Beyond no longer appears in Story Mode.

Group Finder

  • Players are no longer able to revive in place while in a Group Finder Operation or Flashpoint.
  • Personal starships now remain docked at their previous location when the player returns from a Group Finder instance after traveling to it from their ship.

Items

  • The Marauder’s Battlemaster head piece no longer allows body type 3 heads to clip through it.

Legacy

  • Elements of the Legacy panel now update without needing the player to log out and back in.

Missions and NPCs

General

      • Weekly missions can now be acquired consistently.

Missions

Hoth
        • Keeping Secrets: This bonus mission now properly grants experience.
Jedi Consular
      • Chaos and Harmony: Syo now attacks players correctly.

PvP

Warzones

General
        • Same-faction matches now play the correct voiceovers.
Alderaan Civil War
        • Players hit by a knockback while riding a taxi are no longer occasionally killed instantly.
Voidstar
      • Voidstar matches no longer occasionally end early and grant a win to the incorrect team.

UI

General

      • Players can once again right-click names in chat to open the context menu.
      • The “Hide Helmet” option is no longer located in the preferences. It can be accessed via the character window.

Galactic Trade Network

    • The GTN now interprets multi-word searches using “and” instead of “or,” returning narrower results as intended.
    • Items on the GTN can now be properly filtered by the Strength stat.

Miscellaneous Bug Fixes

  • Corrected an issue that caused some female Mirialan characters’ eyeballs to be visible through their eyelids when blinking.
  • Corrected a very rare issue that could cause the incorrect character to be deleted. This could only occur when a player deleted a character immediately after renaming it such that it moved in the character select list due to alphabetization.
  • Grouped characters can no longer become stuck on another player’s starship.

The Naked Gamer: Panda Tears

The Naked Gamer

The Naked Gamer is a regular opinion column that strips back the superficialities and looks at the flesh underneath. If you’ve got a topic you’d like discussed, drop columnist Kristy Green a line!

I’m a very emotional person. I recently read The Book Thief and there were tears towards the end. I’m unashamed to say that it’s not the first time I’ve cried over a book or movie. So while I normally don’t have any problem connecting with something fictional, I’ve never been able to feel this same way towards digital worlds and characters.

Therefore when I almost cried during the recent World of Warcraft expansion, it wasn’t something I was expecting. To avoid spoilers I won’t go into what happened, but anyone who has finished The Jade Forest probably knows what I am talking about. When watching that cut scene, I found myself involuntary yelling No! in a long drawn out fading screech that left my lungs empty. I waved my hands in front of the screen as if I could somehow stop the inevitable from happening. Unfortunately I couldn’t. When the cut scene finished, my heart sank in a way it never has before. I was left just sitting there for a long time staring at my little hunter with my mouth open, unsure how to continue.

I feel that Blizzard has done some things right in the newest World of Warcraft expansion and storytelling is pretty close to the top of the list. They’ve taken the style of Cataclysm, where the story is told as you progress through the zone, but kicked it up quite a few notches. Mist of Pandaria sees a really heartfelt fable delivered in a way where you are a part of it simply by playing. You can’t miss it even if you skip reading the quest text. You can’t even ignore it while you rush to the finish the rest of the content. It’s just there, gently leading you through the beautiful world towards the big teary finale.

In other games I’ve played, these sorts of story moments tend to just suddenly appear and before I can realise what’s going on it’s over. Because of this, I have been unable to appreciate their full meaning or even their true dire consequences. Or the story is so separate from the general game flow that it can be easily ignored or missed, leaving me to have to go backwards or forwards to continue. That is if I really want to.

There has been a lot of debate over the last few years about linear progression and its role in theme park MMOs. It tends to be considered a feature from the bygone days and something future games should be moving away from. However, in order to tell a story, there must be a start, middle and an end. It may seem better to give players the chance to go wherever they want but it doesn’t help the story to force them back into an old area or even into the next zone just to be able to find out what happens next.

If an MMO needs to continue with questing from hub to hub in order to tell a brilliant story that can bring me to tears, then please future MMOs, never change.

Guild Wars 2 Patch Notes: October 7th 2012 Update

Guild Wars 2 Patch NotesArenaNet have put another game update live, and this one contains quite the list of bug fixes including  a number of dungeon fixes.

Have a read through the patch notes in full:

General

  • Fixed a bug in targeting that was causing left-dragging to deselect/select targets incorrectly.
  • Fixed a bug in targeting that was allowing users to deselect all targets using the select next target functionality.
  • Fixed a bug with human female sword and pistol animations.
  • Fixed a bug that was causing quickness to get stuck on players and enemies indefinitely.
  • Fixed the Mystic Forge recipe for Melandru’s Gaze that was rewarding the Mystic Staff instead.
  • Fixed a potential bug with skill challenge conversations not closing for all parties speaking with the NPC.
  • Fixed a bug in weaponsmith Destroyer recipes being swapped for Valkyrie and Berserker weapons.
  • Fixed the Mystic Forge recipes for platinum and mithril ingot conversion taking cloth bolts instead of the appropriate ingots. This also fixes the issue with linen and silk bolt conversion recipes sometimes rewarding ingots.
  • Fixed the Mystic Forge recipe for Immobulus requiring a defunct item. It now requires giant eyes instead.
  • Fixed a bug with Rune of Divinity that was causing it to do 50% more critical damage than listed.
  • Removed laughing audio from crafting stations in Divinity’s Reach.
  • Raised the maximum karma limit.
  • Superior Rune of the Adventurer is now set to give 50% of endurance on heal.
  • The character select screen now reflects hidden armor choices.
  • Updated Rune of Earth and Rune of the Grove to have a 25% chance to grant 4 seconds of protection and 30-second recharge for superior runes, with 45-second recharge for major runes.
  • We’ve relaxed our anti-exploiting system for loot and events.

Camera

  • We’ve updated the camera to reduce the amount of camera smoothing currently in the game in order to lower the frequency of related bugs. We’re still looking into other camera issues, but we decided to make this quick change because it greatly improves the gameplay experience.
    Events
  • Fixed a bug that could block “Escort Order of Whispers agents to Jormabakke Stead” in Snowden Drifts from restarting.
  • Fixed a bug that could cause duplicate versions of Agent Briathell to spawn in Snowden Drifts.
  • Fixed a bug that could prevent the repair event for “Cascade Bridge” in Lornar’s Pass from triggering.

Dungeons

Caudecus’s Manor

  • Closed map exploits.
  • Updated the reward vendor for Caudecus’s Manor to include the missing exotic light helmet.
    Citadel of Flame
  • Closed map exploits.

Twilight Arbor

  • Upper Spider Path: Increased the attack range of the Nightmare Tree. The area attack and its effect now take place at the same location.
  • Nightmare Tree Spider Path: The area attack now correctly does damage at the point of the effect.
  • Forward Upper Husk Path: Added damage to the Nightmare Tree’s immobilize skill. Also added damage to the Nightmare Tree egg launch skill.

Story

  • Reduced the health of the final boss in “The Source of Orr.”
  • Forging the Pact: Implemented changes to ensure that the cave section completes reliably.
  • Pets and Walls Make Stronger Kraals: Fix for possible stall during the taming step.
  • Battle of Fort Trinity:
    • You cannot pick up the water orb until you defeat all of the saboteurs.
    • It’s no longer possible to trap players by closing the fortress doors on them.
    • Fixed a stall during “Retake the docks” objective.
    • Fixed a stall if players did not choose a greatest fear earlier in Chapter 7.
  • Lines of Communication: Batanga will now help you fight the Arcane Eye.
  • Fixing Blame: Warmaster Gurnn should now kick off his cutscene correctly.
  • Fixed a rare bug in “Shards of Orr” where Herboza would not become visible.

World versus World

  • The northernmost keep in all homelands has had its collision adjusted on the inner western gate.
  • Numerous items have been disabled for use in World versus World to prevent exploits and imbalances. This includes the Experimental Teleportation Gun, ettin gunk, drake eggs, seed turrets, and more.
  • Fixed WvW Orb of Power duplication on player disconnect.

Profession

  • Attributes gained from traits now apply to the downed state.

Elementalist

  • Glyph of Renewal: This skill will now revive downed allies only, not dead ones.
  • Signets of Earth, Fire, and Water: These signest have been updated to not fire at targets behind the player.
  • Signet of Fire: This skill is now able to hit targets at its indicated range.
  • Signet of Air: This skill now displays a hovering signet effect over the user when activated.
  • Whirlpool: This skill’s damage has been decreased by 33%.

Engineer

  • Grenade Kit: Grenade skills now have the same cast time underwater as they do on land.
  • Explosives Trait Grenadier: This trait now gives a bonus to underwater grenade skills.
  • Big Ol’ Bomb: This skill has been updated to be a blast finisher.

Guardian

  • We are moving towards retaliation being more of a counter to taking many hits rather than a general boon to keep up all the time. We also wanted to improve the combo finisher of the guardian, so we reorganized guardian greatsword skills to the following:
    • Skill 2: Whirling Wrath (10 second recharge)
    • Skill 3: Leap of Faith (15 second recharge)
    • Skill 4: Symbol of Wrath (20 second recharge)
  • Updated Bane Signet and Signet of Wrath so they can’t be fired at targets behind the player.
  • Updated Signet of Judgment to apply three seconds of retaliation upon activation with or without traits.
  • Decreased the activation time of Signet of Judgment.

Mesmer

  • Signet of Domination can no longer be cast on targets behind the mesmer.
  • Added a much faster breakout for mesmer underwater mantras.
  • Phantasmal Warlock: Increased recharge to 20 seconds.
  • Chaos Armor: Decreased recharge to 35 seconds.
  • Chaos Storm: Increased recharge to 35 seconds.
  • Phantasmal Duelist: Increased recharge to 20 seconds.
  • Phantasmal Swordsman: Increased recharge to 18 seconds.

Necromancer

  • Updated Chillblains to properly function with the Greater Marks trait.
  • Signet of Spite can now be cast while on the move.

Ranger

  • Crossfire: Increased casting time by 40 milliseconds. This was done to fix some glitches in the animation that caused problems with this skill.
  • Removed the broken audio that played with Natural Healing whenever pets were in combat.

Thief

  • Pistol Whip: Reduced damage by 15%.
  • Basilisk Venom: Increased stun duration to 1.5 seconds. Stun breakers now work on this skill.

Blitzkrieg: I want my old PZ IV back!

Blitzkrieg is a new regular column devoted to the very popular MMO World of Tanks. If you’ve got a topic you’d like our resident expert Matthew “Scope” Pearce to cover, drop him a line!

With the launch of World of Tanks Patch 8.0 comes some changes, some more shocking than the others.

One of these changes was of the once great tier V German medium tank: the PZ IV.

World of Tanks PZ IV

Erectus Turretus Maximus! That’s what I called my PZ IV back in the days of the L/70 75mm with its amazing long range fighting capabilities.

The PZ IV before patch 8.0 was one of my favourite tanks why? Because it was a darn good sniper not to mention fast, sure its acceleration was terrible but it had that insanely well armoured heavy turret on it of course it’s going to take a little longer to reach your top speed.

This German tier V medium tank was a good “sample” tank for new players because it showed off some of the Germans best qualities in the game and their long range accuracy, rate of fire, and armour. The PZ IV showed players how the later German tanks would play / feel in terms of gameplay, and the time spent playing the PZ IV helped a lot when you finally got to drive the Tiger 1.

The new patch 80 PZ IV

World of Tanks PZ IV

Why you no snipe??

With the introduction of patch 8.0, the PZ IV had its upgraded turret and 7,5 cm KwK 42 L/70  gun removed.

Which left us with the Turm Ausf.h Turret with its terrible 50mm of frontal amour and 30mm of side and rear armour and the pitiful 7.5 KwK 40 L/48, leaving us the only viable option to choose the “DERP CANNON” the 10,5 cm KwK 42 L/28.

Now the PZ IV feels like it has lost its place in the game – it was once an amazing sniper tank now it’s not even a brawler. Its turning circle is just too big even with its faster acceleration, now that the turret is lighter its top speed remains the same at 48kmph.

The PZ IV feels like a really bad M4 Sherman tank now. The only reason you would play this tank is if you wanted to get to the Maus but why would you do that when there are far better tanks out there – but thats a subject for another post and another day 🙂

Over to you: what do you think of the new patch 8.0 PZ IV and do you miss your old PZ IV?

SWTOR Server Maintenance 8th October

It’s a standard four-hour maintenance downtime this Tuesday evening, and possibly no patch incoming either which can be a good thing or bad thing depending on how you look at it.

Local time conversions, with the daylight savings conversions now we’re back in that timeframe:

AEDT: 6pm-9pm

AWST: 4pm-7pm

NZDT: 8pm-11pm

The official word in full from BioWare:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, October 9th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

This maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, October 9th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST)

All game servers will be offline during this period. This maintenance is expected to take no more than four hours.