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The Bloodborne team has let us know that a progression-ending bug is being addressed in a new hotfix that, upon finalization, will be deployed. Players are given a bit of advice on how to avoid the bug prior to the release of the hotfix.

Following limited early reports from users, the development team has worked quickly to identify, recreate, and ultimately confirm a progression bug regarding the “Lunarium Key” in “Byrgenwerth” not appearing properly.

Criteria:

This bug occurs once the user initiates online multiplayer as a co-op guest (by using the “Small Resonant Bell”) or as a hostile invader (by using the “Sinister Resonant Bell”) in the “Forbidden Woods” area.

Solutions:

  • A 1.02 hotfix is currently being finalized and prepared for deployment. Due to the early detection and reporting of this bug (thanks to the Reddit and GameFaqs communities for escalating), the team is confident the hotfix can be released next week. An exact ETA is not presently available, but we will provide more information as soon as possible.
    • This hotfix will not include previously stated planned improvements to load times and performance; those refinements will be included later in a separate patch.
  • Players are advised to please avoid using either the “Small Resonant Bell” or the “Sinister Resonant Bell” in the “Forbidden Woods” until the hotfix is deployed
  • To the players who have already fulfilled the bug criteria and encountered this issue: the team extends its sincerest apologies for this inconvenience. The 1.02 hotfix will resolve this issue and every step is being taken to deploy it as soon as possible. Your patience and understanding are appreciated.

Find out more about Bloodborne.

Daybreak Game Studio has published the H1Z1 'roadmap' that lays out in detail the development play through April. In addition to revealing what priorities for each update are, the team has opened up discussion threads about each individual week's patch.

  • April 2nd - Zone export that should address terrain display issues
  • April 9th - Add the restraint system to allow for handcuffs, etc. and the first pass for crafted armor
  • April 16th - Bring a test server online
  • April 23rd - First person 'battle royale'  considered a "hardcore" mode
Check out the full details and the discussion threads on the H1Z1 site.
 

 

Hunted Cow Studios has announced the deployment of a significant update to Eldevin. Called "Tides of War", the update brings a level cap increase, new quests, a new zone to explore and much more.

Among updates, bug fixes and enhancements, players can look forward to:

  • Level Cap increased to 47.
  • New crafting recipes
  • The Vanity Chest features 110 slots
  • New dungeon achievements added
  • The Artisan Awards and the PvP Trader both have new items
  • Arcane Teleport animation speed has been increased

Read the full update notes on the Eldevin site.

MindCandy has sent word that World of Warriors has been updated with a new PvP mode that brings the arena into the game. Arena pits players against one another in an effort to ascend the leaderboard and to gain prizes for their effort.

Players must create the best offensive team against opposing players and ensure their warriors are destined for victory by assembling the ultimate defense to represent them when they are offline. In addition, players will be able to fight in amazing stadiums and gain the love of the crowd for extra points. Those who triumph in battle receive upgrades and the ability to customize their own stadiums.

Find out more on the World of Warriors site.


The Black Watchmen team has sent word that the beta has officially started and interested players are invited to sign up as a tester on the official site. In addition, the team sent along an interesting infographic to show off some of the stats from the beta so far.

Find out more about The Black Watchman and sign up for the beta on the official site.

The Sword Coast Legends team was on hand today to walk players through two of the forthcoming game's most anticipated features: Dungeon Crawl and Dungeon Master modes. Check it out and let us know what you think in the comments.

Hearthstone players will be pleased to hear that the Blackrock Mountain expansion to Blizzard's trading card game will be launching on Thursday, April 2nd. Blackrock Mountain brings thirty-one new cards into the game to further challenge players to create the perfect deck.

The Hearthstone site is packed with information about the expansion including articles on each of Blackrock's wings and what challenges players can expect to find in them.

Read the full post about the Hearthstone: Blackrock Mountain release on the official site.

Victor details the new Event and Party Recruiter on the Lodestone. It’s not just for in-game events!

Read more of Victor Barreiro Jr.'s Eorzea Reborn: Virtual Duty Finders & You.

The Final Fantasy XIV site has been updated with a new developer blog that gives out a few non-spoiler tidbits of information about the forthcoming "Before the Fall - Part 2" update. As expected, the patch will bring the original FFXIV storyline to a close before the launch of the Heavensward update later this year.

In addition, and in very good news for players, adjustments have been made to the Manderville Gold Saucer in the form of higher MGP rewards for playing the mini-games. Also, players racing chocobos can expect to see increases in experience gained, allowing faster development of their mounts.

Lastly, the Magitek Armor Mount will have some great new (old?) music from Final Fantasy VI playing when players climb inside, a feature much-requested by fans.

Read the full developer blog on the Final Fantasy XIV site.

The Warhammer 40k: Eternal Crusade team has sent word that tomorrow's live stream will feature a production update, a first look at the game's UI, a developer Q&A and some great give aways.

The event will take place in the Warhammer 40k: Eternal Crusade Twitch channel at 2:00 pm Eastern / 11:00 am Pacific.

In addition, there is a new short story by Graham McNeill titled X Markds Da Spot that you can read on the official site.

It's a touchy subject, but spurred on by the recent discussion regarding Skyforge's monetization model I figure now is a good a time as any. Let's do this: how do you, the player, define Pay to Win (P2W) in your games?
 
For me, it's simple: anything someone can pay for that gives a player an upper-hand, while a non-paying player cannot earn the same thing in game: that's pay to win.  I can go deeper to talk about the kinds of items I like seeing (cosmetic, convenience, XP boosters, bag slots, character slots, etc) and the things I loathe seeing (weapons, gear, etc.).  But really, it boils down to the simple rule: let all players, paying and free be on equal ground competitively.
 
Do I care of Joe Money can buy his way to the level cap before me? Nah. Do I care if he has a glowing horse? Nope. But I do care if he can straight up by the best gear in the game while I have to work hard for the mediocre sort.
 
An let's be fair... subscription based games solve this issue, but we all see how they survive these days so we might as well come up with a simple description for Pay to Win so we can all keep each other informed.
 
To recap: Pay to Win = the ability to pay real money for in-game competitive edge.  In PVE, I don't really care. PVP is the thing that should be held sacred away from Whales.

That's my definition. What's yours?

 

The Rift site has been updated with a new developer blog post to lay out all of the details about the forthcoming "Echoes of Madness" patch that most notably will contain significant changes to the game's wardrobe system.

Players will have several key features embedded in the new wardrobe system to create the precise looks and outfits desired:

  • Appearance Unlocks - when any piece of equipment, costume or weapon is picked up, it becomes part of the wardrobe and is considered "collected". All collected wardrobe items become region wide so if a warrior picks up a bow that can't be used, it still unlocks for an alt that can, for instance.
  • Wardrobe sets: Via the character sheet, players will be able to unlock and save wardrobe sets and to give each a custom name.
  • Creating outfits: In the wardrobe, player avatars are displayed along with all of the types of items available. Each specific item type (helmet, shield, boots, etc.) can be searched and all unlocked pieces will be displayed to 'try on'.
  • Dye buckets are a new feature that allow players to change both primary and secondary colors of any piece of equipment. Rather than dying the appearance of an item, a player dyes a slot instead. If wardrobe pieces are swapped out, the dye colors remain. Dye buckets will be sold for credits as they are unlimited across an account and considered a convenience item.
  • Once wardrobe outfits are complete, they can be named and saved.
  • Transfigure for weapons will remain but the weapon wardrobe system will also be included.
  • Players will be able to create "Favorites" from among their custom sets. This will be similar to artifact collections and will be added sometime after v3.2
You can read more details and see more screenshots on the Rift site.
 
Originally posted by Piscore
Verserker ? :)
 

Boy so much for my alluring and exotic accent. :*(

Cryptic Studios has announced that XBox One version of Neverwinter is now available on the Marketplace for pre-download. Neverwinter's XBox One version is scheduled to launch on Tuesday, March 31st.

Find out more on the Neverwinter XBox One Marketplace page.

The Skyforge team is ready to take the wraps off all of the thirteen classes and their attendant roles that will be present in the game on launch.

  • Cryomancer - DPS
  • Paladin - Tank
  • Lightbinder - Support
  • Archer - DPS
  • Gunner - DPS
  • Warlock / Witch - DPS
  • Berserker - DPS
  • Kinetic - DPS
  • Necromancer - DPS
  • Slayer - DPS
  • Monk - DPS
  • Alchemist - Support
  • Knight - Tank
You can read more about each class on the Skyforge site.
 

Artcraft has announced that the KickStarter initiative to fund the development of Crowfall has officially ended. The program raised nearly $1.8M and several stretch goals were added along the way. The final total is nearly a million dollars more than originally required to complete Crowfall.

“The support from our community has been absolutely amazing,” said J. Todd Coleman, co-founder and creative director. “We started strong, and we ended even stronger.  It’s been more than a year since we’ve seen a video game kickstarter break into the top 15, and we couldn’t be more excited!”

Fundraising for Crowfall will continue via the game site, a move that will make participation in the crowd sourced game easier for international fans.

Find out more about Crowfall on its official site.

Legendary weapons in Guild Wars 2 have, up to now, only been available by purchasing from the trading post, through the Mystic Forge, or via drops. However, Heart of Thorns will change all that and allow players to embark on a journey to craft their own Legendary Weapons.

A new blog post on the official site by Linsey Murdock, the discussion begins with a section called "Crafting Your Precursor", a new system that will allow players to unlock a Mastery track that will unlock precursor crafting. This is one of the new progressions coming in the expansion and one that will allow players of level 80 to apply experience earned to specific training paths.

Legendary crafting will be prepared by completing three preliminary tiers, the first of which sends players to special vendors to purchase original release precursors in one of two themes required to create a Legendary weapon.  Completing specific tasks required by the Mastery vendors will unlock a recipe that nets the ability to craft the first piece of the precursor -- "a nontradable exotic weapon with a distressed version of the existing precursor skin".

The second of the three tiers requires research, meeting with experts and perfecting crafting. Completion of this tier earns another recipe to refine the weapon.

Finally, players will return to the "theme" of the weapon that will require completion of several tasks and activities that results in a recipe to put the final polish on the weapon. Unlocking this final tier once adds the skin to a player's wardrobe along with the earlier iteration skins.

According to Murdock, finishing the precursor then opens up a "long process of gathering materials to craft gifts that will eventually be given to Zommoros, the djinn at the heart of the Mystic Forge, who returns the favor with a legendary weapon.

All maps but the earliest new player maps will also yield material bonuses. "By completing events, jumping puzzles, and mini-dungeons in a map, you'll be periodically awarded with one of its associated bonuses in addition to the normal rewards. For most maps, the bonus reward will be crafting materials." Murdock writes.

Lastly, the first hints are given at a wide range of new legendary weapons for players to craft. "[W]e've been working hard on the new legendary weapons, the first handful of which will be introduced in Hear of Thorns, with more to come in subsequent updates."

Check out the full blog on the Guild Wars 2 site.

The founders of ArtFall had a Reddit AMA session on Wednesday evening to celebrate the final hours of the successfully funded Kickstarter campaign, and they threw themselves out there for the potential playerbase to ask them... well, anything about CrowFall. With the hype of the game at an all-time high after the success of that campaign, it's time to get serious about what exactly J. Todd Coleman and Gordon Walton plan to do with CrowFall.

Read more of Shawn Schuster's Crowfall: Dissecting the KickStarter Finale AMA.

Red Thomas discovers Deadwood, a new game being developed by a cool team with some seriously interesting background.

Read more of Red Thomas's Deadwood: A Game I Nearly Missed.


Early examples of the game suggest an art style that’s part Don’t Starve, and part Zelda.

Pillars of Eternity can be a daunting game. If you’ve never played an Infinity Engine title before, there can be a lot to learn! We’ve compiled a list of tips to get you started so you can bypass the learning curve and get straight into the game. Read on to hit the ground running!

Read more of Chris Coke's The RPG Files: 28 Tips for Pillars of Eternity.

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