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All Posts by JC-Smith

All Posts by JC-Smith

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306 posts found
With regards to buffs, most of the buffs in Repop are short duration and either group buffs (such as motivational buffs or demoralizing debuffs) or are self only buffs that often are given when you perform another action as added utility. Instead what you often receive are Openings which will make players vulnerable to other attacks or benefit them if another ability is used. Then there are some toggle abilities that are self only such as stances. But if your group wipes you won't spend the next 3 minutes buffing everyone.

On a sidenote, on regular rule set there is also multiple PvP rewards, that don't involve looting another players items.

- There are PvP engagements which will automatically distribute rewards to higher performers, or sometimes to all performers. They can also give negative achievements for failures.

- You gain military experience every time you defeat a player from a rival nation. This military experience is used to gain military rank and military rank can be used as a filter on missions and as a requirement on items, and have a vendors to allow you to purchase those perks.

- Rival Nation members also have their own loot table which will very rarely result in items, but will generally result you tearing their nations insignia off, which you can turn in to for additional military experience and a possibility of rewards.

The current plan is to release two servers a Normal and a Hardcore.

The Normal ruleset will be partially protected faction based PvP, which is similar to Dark Age of Camelot's, except with the addition of Rogue Nations.  There will be no corpse looting on those servers and each faction has some areas which are protected unless they go to Active Military (which then allows them to be attacked anyplace, and to attack other Active Military members anyplace).

The Hardcore ruleset will flag everyone as Active PvP, effectively removing the safe areas (though guards will still protect allied players) and will feature player looting.

Repop is a Sandbox first and foremost. But it also incorporates some features that have been popular from theme park games, while giving them each a sandbox twist. It has both a randomized mutating public quest system (engagements), and a complex generated mission system, but there is no real linearity to the game. Once you finish the tutorial you can pretty much go out and play how you wish to play.

Sandbox Elements

- Complex Nation system.

- City Building.

- Home decorating.

- Complex Crafting and extensive Harvesting systems which allow crafters to advance outside of combat.

- Non-linear gameplay.

- Generation schemes for both missions and engagements to create ever-changing content.

- Your choices do matter. They can affect future work opportunities and can have an effect on how engagements filter through the world.

- Skills based with special abilities. No class limitations.

- Day/Night and Weather systems mix up the world. Some shops close and NPCs despawn at night time, some mobs are only available during certain times of day. Signs and lights also turn on or off during business hours.

- Extensive pet system which allows you to tame many animals, or genetically engineer species by splicing their DNA.


I prefer the term "borrow" lol. But in the case of the alien rifle sound, I think that's just pretty much their distinct sound. I wish we could though (love the sound, and the second Aliens movie is one of my all-time favorites), but we'll have to try to come up with something cool sounding on our own.
@ignore_me: In the case of the weapons and such, it's a mixed bag right now. We don't have models done for everything yet, and in the event that the model is not ready we had to use placeholders. Unfortunately there is a surprising lack of sci fi weapon artwork in packs and such. Most of it is modern era. The rifle issued weapon uses one of those and since many players were choosing that line, they are all over the early videos.
Repop is not Free For All PvP. It is only such on a hardcore server. Normal servers feature a Nation vs. Nation system which is more of a faction vs. faction PvP system with PvP being purely opt in in half the areas, and then being faction vs. faction in the middle areas of the world.


  • Sentry Alarm is now a tier 1 Trap Knowledge ability.
  • Explosive Trap is now a tier 4 Trap Knowledge ability.
  • Toggled abilities can now give skill gains when they tick. They have a lower chance to increase than active abilities, however, and are subject to diminishing returns and anti-AFK code.
  • Revive is now functional and there is a new tier 1 First Aid ability to Revive players. We'll be adding this into the tutorial system soon, but for now you can acquire by doing missions and earning the training card randomly. 
  • Added the Bladed Weapons ability: Bleeding Slash.
  • Abilities underwent a massive overhaul with each ability being given another quality control and balance pass. 
  • Abilities now support spread damage which will spread around the target, rather than requiring AoEs to be targeted at a specific spot. Both modes are supported, and it can be specified on a per ability basis. 
  • We can now specify certain abilities to not be auto-slotted when learned. This allows us to not auto-slot Stand/Prone/Kneel but to allow users to drag them there manually if they desire.
  • Fixed a major flaw in combat damage calculations. This was causing weapon speed to be incorrectly calculated and resulting in some very odd damage reduction numbers. This was causing many abilities to do far less damage than intended.
  • Removed Laser Tactics and Laser Defense skills. This is in preparation for an upcoming change that will be moving other weapons to be energy based, and removing this line.
  • Fixed a bug in that code that checked to see if your hands must be free for Unarmed combat abilities. Some kicks can be done with weapons equipped, but most unarmed abilities will require you to free your hands.
  • Added a new tier 3 Shotgun Tactics ability: Manial Rampage. This attack blasts at everything in the area near the user, but consumes Momentum.
  • Added a new tier 4 Shotgun Tactics ability: Debilitating Shot. This attack utilizes a spread around your target and aims at the legs. 
  • Added a new Blunt Weapon Tactics ability: Wild Swing. This ability trades accuracy for damage.
  • Added a new tier 10 Shotgun Tactics ability: Maniacal Kill Spree. This attack blasts two attacks at everything in the area near the user for heavy damage, but consumes a high amount of Momentum.
  • Added the Shotgun Tactics ability: Melon Shot. This is a tier 5 ability which aims at the head, with a chance to stun and knock down your target.
  • Stunning Blow has been changed from a tier 1 to a tier 2 Blunt Weapon ability and had its damage and accuracy slightly increased.
  • Disarming Pummel is now a tier 7 Blunt Weapon tactics ability with a chance to disarm your opponent. 
  • Puncture (Bladed Weapons) had its damage increased and its energy cost significantly reduced.
  • Springing Thrust (Bladed Weapons) had its damage and accuracy increased, but now consumes energy when it is used.
  • Clicking the Tracking ability while the window is already open will now refresh the window, rather than closing it.
  • Open Wound is now a tier 5 Bladed Weapon Tactics ability.
  • Bleeding Slash has been changed from a tier 3 to a tier 4 ability.
  • The Blunt Weapons ability Head Blow has had its damage increased and has a new icon.
  • Lunge (Blunt Weapons) has a new icon and fixed a scaling effectiveness bug with it.
  • Increased the accuracy of Overpowering Attack (Blunt Weapons) and gave it a new icon.
  • Lowered the skill requirement for the Roll ability to be a tier 2 Acrobatics ability.
  • The following abilities will now use the range on their weapon instead of a hardcoded range: Dizzying Shot, Focused Fire, Flanking Attack, Penetrating Shot, Burst Fire, Leg Shot, Shield Shot, Crippling Shot.
  • The Defensive Knowledge ability Second Wind has been changed from a tier 6 to a tier 4 ability.
  • Mind Over Matter has been changed to a tier 9 Leadership ability.
  • Balance Shot (Shotguns) is now target based rather than being Cone of Fire. Its accuracy has been boosted, and it now uses your weapons range rather than a preset one.
  • Impact Shot (Shotguns) has had its tier lowered from tier 3 to tier 2, and is now target based rather than cone of fire based. It also had its accuracy slightly increased.
  • Scattering Shot (Shotguns) now has a spread AoE centering on your target. Its accuracy was also increased.
  • Verbal Lashing is now a tier 2 Diplomacy ability.
  • Quick Slash (Bladed Weapons) no longer consumes Momentum, and has had its accuracy increased, but has had its damage slightly reduced to compensate.
  • Sneaking Thrust (Bladed) had its recharge time and its damage increased.
  • Rapid Strikes (Bladed) had its recharge time and accuracy increased.
  • Just a Scratch is now a tier 7 First Aid ability.
  • Burst Fire (Handguns) now requires endurance, in addition to its Momentum requirement. It also had its damage increased.
  • Cure Wounds is now a tier 8 First Aid ability.
  • The Automatic Weapons abilities Spraying Assault and Spraying Fire had their ranges increased, but their radius decreased.
  • The Automatic Weapons ability: Focused Fire now has had its damage and range boosted slightly, and its cooldown time and activation times significantly decreased.
  • Treat Ailment is now a tier 3 First Aid ability.
  • The Rifle Tactics ability Rapid Shot has had its accuracy decreased, its damage increased, and now uses slightly more Momentum.
  • Reduced the damage on the Kick ability.
  • The Rifle Tactics ability Knee Shot now uses the range of your equipped weapon, and also features a new icon.
  • Increased the range on the Handgun Tactics ability Scatter Shot.
  • Increased the AoE range on the Handgun ability: Warning Shot.
  • Slightly increased the damage of Pistol Whip.
  • The Rifle Tactics ability Head Shot now uses its weapon’s range and has a new icon.
  • The Automatic Weapons ability Flanking Assault now properly takes your weapon range into account.
  • The Bladed Weapons ability Hamstring Slice now does moderate damage, in addition to its debuff.
  • Feign Stab (Bladed Weapons) is more accurate than was previously the case.
  • Target Wounds’ (Bladed Weapons) bleeding effect now does increased damage.
  • The Bladed Weapons ability: Puncture now has increased damage and a new icon.
  • The Handgun Tactics ability Shield Shot now does a small amount of damage, in addition to its debuff.
  • The Automatic Weapons ability Panicked Spray now has a longer range and is more accurate.
  • Rifle Fire Storm is now a tier 10 ability has had its range and damage increased significantly.
  • Arm Shot is now a tier 7 Rifle Tactics ability which has a 30 second reuse and can injure your opponents arm.
  • Got Your Back now requires you to be behind your opponent, its reuse time increased, and its damage increased significantly. It is now a tier 6 Rifle Tactics ability.
  • The Rifle Tactics ability Flesh Wound has a new icon, uses your weapons range, and had its reuse time increased.
  • The Rifle Tactics ability Butt attack now has a higher chance to knock down your opponent.
  • The Rifle Tactics ability Head Shot now has a longer reuse time, but is more accurate. It is now a tier 8 ability.
  • Backstab (Assassination) now requires a bladed weapon and has a 2 minute reuse time.
  • Hurricane Slice (Axes) had its recharge time doubled, but its damage and accuracy increased, as well.
  • Cry of Rage (Axes) has had its Momentum cost slightly reduced, and its buff duration reduced from 45 to 30 seconds.
  • Twirling Trip (Axes) has had its accuracy increased and has a new icon.
  • The Berserk and Rage combat effects have both had their effects taken to further extremes than was previously the case.
  • Face Shot (Axes) had its accuracy increased and has a new icon.
  • Cripple Legs (Axes) had its accuracy increased and debuff duration reduced.
  • Axe Flurry (Axes) has had its damage and accuracy increased, as well as having a longer reuse time. It also received a new icon.
  • Slicing Blow (Axes) now does immediate damage, followed by the chance of bleeding.
  • Whirling Axe (axes) has a new icon, less accuracy and a longer recharge time.
  • The damage on Phalanx (Axes) has been slightly reduced, and it has a new icon.
  • Axe Trip (Axes) has a new icon, and had its damage and knockdown chance reduced.
  • Cleave (Axes) has had its recharge time increased.
  • Sundering Strike (Axes) has had its damage slightly increased, and has a greater chance of knocking your opponent off balance.
  • Pummeling Slash (Axes) has had its damage and recharge time increased, as well as getting a new icon.
  • Fury now has a yellow icon to reflect it being a self only ability.
  • Fixed a bug that was causing Thrusting Pell (Axes) to never do any damage.
  • Increased the damage and accuracy of Blind Hack (Axes).
  • The Rifle Tactics ability Knee Shot now requires you to be kneeling or lying prone to use.
  • Blade Fury (Bladed Weapons) had its Momentum Cost increased significnatly.
  • Lethal Penetration (Bladed Weapons) now deals more damage, and has a new icon.
  • Break Defenses (Bladed Weapons) now deals some damage, in addition to its debuffing properties, and has a new icon.
  • Kidney Puncture (Bladed Weapons) requires you to be behind your opponent now and requires more Momentum and Endurance, but had its damage and accuracy improved. It also always procs its bleed and energy sapping effects on a successful hit.
  • Back Slash (Bladed Weapons) has had its timer slightly increased, and has a new icon.
  • Phantom Strikes (Bladed Weapons) had its damage, Momentum Cost, and recharge time slightly increased. It also received a new icon.
  • Increased the damage on Double Shot.
  • Aimed Shot should now do significantly more damage.
  • Kidney Punch (Unarmed) had its damage reduced, and its recharge time and Momentum cost increased.
  • Leg Sweep (Unarmed) had its damage reduced.
  • Shin Shot (Unarmed) had its recharge time increased and damage decreased.
  • Body Blow (Unarmed) had its damage reduced and its recharge time increased.
  • Power Shot (Unarmed) had its damage reduced and its recharge time increased.
  • The Rifle Tactics ability Arm Shot now requires you to be kneeling or lying prone.
  • Roundhouse Kick (Unarmed) has its damage reduced and its recharge time increased.
  • Assassinate (Assassination) has had its damage reduced and can now only be done with a Bladed weapon.
  • Bloodletting (Assassination) now does some initial damage instead of only doings a bleeding effect. It can only be done with a Bladed Weapon however, and only immediately following a successful Assassination.
  • The Rifle Tactics ability Head Shot now requires you to be kneeling or lying prone to use.
  • Blindside (Assassination) now has a 2 minute reuse time, and has had its damaged reduced slightly. It can be used with any melee weapon, so long as you are behind your opponent.
  • Slice Throat (Assassination) now has a new icon, requires a Bladed Weapon, and must be used from behind your opponent. It also has a 2 minute reuse time now.
  • Open Wound (Bladed) now uses Momentum, but has increased damage. 
  • Tame Animal (Animal Handling) can now be used at tier 1.
  • You should no longer be able to obtain the Bow Tactics abilities, as the skill has been removed.
  • Hold now has a 30 second recharge time.
  • Set Bone in Place, Blind Hack, Sundering Strike, Pummeling Slash, Axe Flurry, Rage, Cry of Rage, Whirling Pummel, Instill Rage, Fury, Evasive Manuever, Disarming Shot, Treat Ailment, Power Shot, Jab, Trade Blows, Pistoleer, Double Shot, Sneaking Thrust, Backstab, Disarming Slash, Evade, Feign Stab, Puncture and Overpowering Attack have new icons.
  • Deleted the Repair Items ability as it was obsolete with the Repairing changes.
  • Fixed a bug that was allowing Bludgeon to permanently stun a mob.
  • Fixed a bug that was causing Broken Left Arms and Broken Left Legs to not have the appropriate status effects.

Action Mode

  • Action Mode’s is now able to better detect which targets you intended to strike in the event that you didn’t quite click them.
  • Abilities that are ground targeted in RPG mode will now automatically be placed while in Action Mode, based on what you clicked on.
  • Action Mode now properly supports targeted (Head, Body, Arm, Leg) shots. 
  • Action mode can now detect Area of Effect, Person Based Area of Effect and Group Buff abilities. 
  • It should no longer play firing effects if you click a friendly NPC in action mode. 
  • When action mode lands a body shot, it now has a random chance (only 10% of the time) to switch that to a random Arm, Leg or Head shot instead. This is as compensation for mobs who do not have head, leg or arm nodes. 
  • Shotguns and Unarmed combat should now perform much better in Action Mode.
  • Fixed a range related bug with Action Mode.


  • Rifles and Automatic Weapons now have increased range. We discovered a bug that was causing their range to cap lower than the values we had set. 
  • Armor skills can now be increased. 
  • Integrated some new NPC combat speed functionality. Without this fix many NPCs were using the same actions repeatedly because they were always clear of the combat timer, allowing them to spam you more with special abilities more than they should have been able to.
  • NPCs now regenerate much more quickly when out of combat. This also kicks in if you attempt to kite them and they break following.
  • You can now crawl forward and backwards while lying prone. You can also fire while lying prone without being taken to a standing position.
  • Reduced NPC grenade damage.
  • Double tapping the forward, back, left or right action keys (remappable) will cause you to dive in that direction. Diving is tied into and can increase your Acrobatics skill, but consumes a high amount of Endurance. It gives a bonus to your defensive skills while you are diving though, and that bonus is improved based on your Acrobatics skill and some random elements. So higher acrobatics makes these more effective. The bonus ranged from 10-100% damage reduction and avoidance. 
  • Adjusted weapon ranges across the board. Most weapons have increased range, with the exception of Sniper Rifles which have remained the same.
  • NPC rogues can now backstab more often.


  • Added many new Cybernetics recipes. These recipes center around the creation of implants and the fittings related to them. 
  • Added the Pharmaceutical Recipe: Implant Casing. This allows you to make implant casings that can be used in Cybernetics. There are three types of casings, and the grade determines the result.
  • Added a new Chemistry Recipe: Sterilizing Agent. This is a subcomponent required by Pharmaceutical and Cybernetic recipes. 
  • Added the Trap Knowledge recipe: Motion Detection Trap. This recipe allows you to create different types of traps. Currently Explosive Traps and Sentry Alarms are supported by mixing the ingredients. 
  • Hackers can now create Metal Casing, which can be used for creating other devices by multiple professions.
  • Added the Hacking recipe: Motion Detection Sensors. This is a sub-component for Trap creation.
  • Added the Carpentry recipe: Wood Board. This creates a wood material that is used by other trade skills.
  • Added the Chemistry recipe: Wood Treating Agent. This creates a sub-component for Carpentry.
  • Culinary Arts specialists can now create Raxin Soup, Fish Stew, Fish Fillets and Arrvor Stew.
  • Added a new Culinary Arts recipe: Tenderize Meat. 
  • Soups now use Purified Water as an agent.
  • Added many new Crafting Components and numerous Crafting Branches.
  • Opening the Crafting Window by clicking on a Workstation will automatically open the Inventory window, as well.
  • Many store bought crafting components now come in stacks.
  • Reduced the cost of store bought crafting components.
  • Refined Leather can now be crafted. 
  • All crafting materials that were not yet craftable or harvestable should have a store bought version available. If you find any that are missing please report it on Mantis.
  • Reduced the number of steps required by some recipes.
  • Purified Water can now be learned from both the Chemistry and Culinary Arts manuals.
  • You can no longer create food from the meat of humanoid mobs. 
  • Added a new tier 2 Cybernetics Manual which is not store bought. This features additional implant recipes. 
  • Tradeskill missions should no longer require you to craft uncraftable items. 
  • Pet Food can now be crafted using the Veterinary Medicine skill. The recipe can be found in the Pet Care manual. 
  • Fixed a bug that was causing players to craft unoptimal results due to a sorting issue with crafting branches. 
  • Refined Leather can now be crafted.
  • Sterilizing Agent can now be crafted. 
  • Power Infusors can now be crafted. 
  • Fixed an issue with the Refined Metal recipe that was preventing Chromium Sulfate from Auto-populating.
  • Heavy Power Distributors now have a proper icon.
  • Removed “Balanced Fitting Recipe” from the Armor Crafting 101 manual as this recipe was deleted.
  • Metal Casing Molds are now properly set as a Casing Mold rather than a Repair Kit Mold.
  • Calcium Carbonate, Sodium Carbonate and Sulfur Dioxide can now be purchased in stacks and had their price reduced.
  • Fixed a bug in the Armor Fitting Mold recipe.


  • Added a new "Ambushed by Bandits" engagement to multiple areas. These are sprinkled on roads and will occur now and again when you walk near them. Some NPCs will be ambushed by bandits and you will have the opportunity to rescue them. Depending on if you succeed or not you can obtain an achievement which can be tied into the mission system later for spin off opportunities. 
  • Added a new engagement to Plymouth City: "Bombs in the City". This engagement involves a terrorist plot which has planted many bombs throughout the city. Players must find these bombs so that they can be disabled within a challenging time limit. There are also terrorist NPCs who have taken city hall but they are a bonus and not a requirement. You receive achievements based on your participation or if you allow it to fail, and those achievements will be tied into future mission templates. 
  • Upper Oasis Valley now has a functional "Are Those Commandos?" engagement. This engagement was there previously but did not work. It has you stumble upon some OWON commandos who are in trouble.
  • You can now receive medals for completing the Oasis Watch engagements.
  • Engagements now have improved rewards!
  • Engagements with protection goals will now complete instantly after completing all other goals, rather than waiting for time to expire.
  • The harvesting requirement engagements in areas should now recycle if noone completes them in a few hours. 
  • The Oasis Watch engagements should be easier to complete. 
  • The training grounds engagement should be easier to complete now. NPCs deal less damage, and the spawn rate has been slowed.
  • Added more items as Engagement rewards.
  • Adjusted the drop percentages on Engagement Rewards
  • Adjusted the spawn frequency of many engagements. 
  • Reduced the amount of resources or items required for collection engagements, as well as their maximum duration.
  • Bombs in the City now has a chance to spawn a new rare mob which will drop an item which starts a new mission. 
  • Engagements that offer bounties per kill will now notify the player when they receive a bounty.
  • Terrorists from the Bombs in the City engagement will now drop FPR insignias which can be turned in to the Bounty Collector in Plymouth City.
  • Reduced the bounty for Malagion Infestors in the Malagion Infestation engagement.
  • Large Malagions in the Malagion Infestation engagements will now reward a credit bounty.
  • Malagions from the Malagion Infestation engagements should now be harvestable via Corpse Extraction.
  • Fixed some bugs in the Lesoo Invasion and Lesoo Occupation engagements in the mine. They were not properly reacting on a failure. 
  • Fixed a typo at the start of the radio transmission in the Bombs in the City engagement.


  • Inventory size has been increased from 30 to 50 slots.
  • Integrated an LOD change which should help in situations where there are many players or NPCs on the screen.
  • You can now send tells using the /send command. The format is: /send , . If the player name has no spaces you can omit the comma.
  • Added new bank vaults to city hall.
  • Adjusted the text of some tips from the tutorial, to make them easier to understand.
  • Server side performance improvements.
  • You can use the /playerfinder command to view what other players are online. This can be filtered by area, as well.
  • Improved performance on the character selection screen.
  • Trap and lava damage has been re-enabled.
  • Falling damage has been enabled, be careful falling from long distances, it can be fatal. Your acrobatics skill is checked when you fall and will help reduce the damage taken.
  • The character selection screen now features Depth of Field and Fog effects.
  • If you log in and your character is dead, it should properly pop up the revive window for you.
  • Fixed a bug that was causing players who killed themselves (either by falling or environmental damage) to not apply death properly.
  • Fixed a bug that was allowing characters to go into higher instance numbers than they should have been able to. 

GM Functionality

  • GMs now have access to full metric data on any player online.
  • GMs now have improved access and metrics to skill data tables. 

Graphics and Animations

  • Tweaked the storm environmental scheme to look more dark, gloomy and windy.
  • Added four new dive animations.
  • Added new wave animations.
  • Improved facegen customization.
  • Improved Setlang textures.
  • Added a slew of new icons.
  • Many new building models and variations added.
  • Fixed a bug that was causing melee animations to become warped over time due to an animation mask issue.
  • Fixed dynamic detail on Character Select Screen and in OWON training camp 


  • Due to a bug group commands were only previously accessible to GMs. This is now corrected. 
  • /decline can be used to decline a group invitation (or you can use the GUI).
  • /disband will disband the entire group. (only useable by the group leader)
  • /dismiss can be used to dismiss unwanted group members. It is only useable by the group leader.
  • /invite will now invite players to join your group.
  • /join will join a group invite (or you can use the GUI).
  • /leave will leave your current group.
  • /promote can promote another member of the group to be the leader. It is only useable by the group leader.


  • Gurthnium can now be harvested and is a stone. This has a slightly higher skill requirement than other mining nodes and produces a different result. Stone will be used in Installations recipes later. 
  • Harvesting should now require the proper tool and should no longer lock you out of harvesting the same node if you switch tools. 
  • Corpses which do not have loot will now dissolve in one minute instead of thirty seconds. This should give players a wider window to use Corpse Extraction on them.
  • Added new Abandoned Bundle nodes to many areas. These are Wilderness Gathering resources that do not require a tool or any skill. They are similar to treasure chests in some other games, and often contain some good stuff, but are very rare. 
  • Added additional harvesting nodes throughout the world. 
  • Numerous tweaks to the value and functionality of rare harvested results. 
  • You can no longer harvest meat from humanoid mobs.
  • Modified how Calibrite nodes work.
  • Added Lumber resources to Timbertoc.
  • Added Gurthnium resources to Timbertoc.
  • Added a Calibrite region to Western Timbertol.
  • Added new Chromite spawners to Upper Oasis East and Western Timbertol.
  • Fixed an issue with the Plymouth Lumber nodes, that was causing some of them to spawn underground.
  • Calib Parasites are now a bit more common.

Items and Fittings

  • Implants can now be equipped. There are some for sale from vendors, but better variations can be crafted, as well. In general the implant itself is a mere shell item that has a varying number of fitting slots. The fittings give all of your stats on implants.
  • Implants are now split into four categories: Arm, Leg, Body and Mind.
  • Added several new collectible items. These can be turned in to NPCs in town for good rewards. 
  • Base items should no longer be damaged on death. Fittings will be though.
  • Added many new vendor sold items and several new types of vendors. There is a greater selection of armor, weapons and miscellaneous items, as well as having new types of items such as Implant and Fittings being available for sale.
  • Starting armor is now soulbound. 
  • All Issued items (from the tutorial) should now have 5 fitting slots. 
  • Grenades are now sold on Firearm and Weapon vendors and have had their prices reduced.
  • Adjusted the weapon specifications for each Shotgun to make them more uniform. In general though they are more accurate and heavier hitting.
  • Vendor-sold fittings will now be Grade F.
  • Mob drop fittings can now be anywhere between Grade F and Grade C.
  • Added some new drops to the Lesoo and Rare Lesoo loot tables.
  • Added many new items to the Rare and Epic Humanoid loot tables.
  • Issued items should now all be no trade and unsellable.
  • Increased the range on Issued Rifles.
  • Issued Knives are now significantly more accurate.
  • Fixed a precision bug in the Loot generation code. This was causing items that had less than a 1% chance to drop be given 1% of the time. Items can now have as low as a 0.001% chance of dropping.
  • OWON and FPR Insignias should now drop much more often.
  • Fixed typos in the Plastic Casing and Metal Casing items.
  • Fixed a bug with the amount of currency being rewarded from mob loot.


  • Added two new Patrol mission templates that will ask you to patrol certain areas for a reward. 
  • Added the template: My Wife Is Gone. This is a spinoff that requires you to have completed the Enough is Enough one time mission. 
  • Added a new type of static collection NPC to Plymouth City. This NPC is seeking some rare coins, which drop from NPCs or can be obtained through engagements. He will give very good rewards for these, so don't sell them.
  • Added a new generated combat mission: Research Division Special Assignment: Unique Specimen DNA. This requires you to have completed several other research templates and targets some rare or raid mobs. 
  • Added a new generated combat mission: The Department of Community Support: Security Division - Setlang Attacks. 
  • Added a new combat mission template: Eliminate X. This is template asks you to eliminate a random NPC who is of above average difficulty. 
  • Added a new harvesting mission template that asks you to harvest nearby resources.
  • Added a new generated mission template: "Lost Data". This is like a scavenger hunt style mission which asks you to find some lost data chips. It opens up additional missions down the road.
  • Added a new generated mission template: "Eviction Notice". This notice asks you to evict a squatter from the Plymouth Towers and has multiple branches. 
  • Added a new generated mission template to the Oasis Valley area: "A Lost Heirloom". This mission is the start of a series and requires you to find an heirloom that was lost. It is a non-combat oriented template but takes place in a dangerous area. 
  • Added a new Breaking and Entering mission template which asks you to break into an NPCs home. This has multiple branches and will have an affect on your character's reputation.
  • Underworld missions now have a lower faction requirement to begin obtaining. Use these at your own risk, though it should be evident from the job offer emails. 
  • Missions now support personal instances. We don't plan on using these very often, and they will generally only be used for solo missions. But they are now supported.
  • The "Medic!" one time mission will now consume a Bandage on each attempt, but is easier to complete. 
  • Improved support for clickable objects in missions. 
  • Substantially increased the frequency of card rewards in missions.
  • Adjusted DNA rewards on missions. 
  • Crafting missions now have rewards. 
  • Missing Weapon Shafts is a new mission template available in numerous areas. This mission will randomly select a hostile NPC of low difficulty in the area as a target. You will not be given any indication of which this NPC is, but upon killing them there is a chance they will drop the items required for this mission. 
  • Added more missions to more areas.
  • Removed some unnecessary goal data. 
  • More missions take advantage of Radio Broadcasts than was previously the case. 
  • You can now obtain FPR Insignias for the OWON Bounties mission from Southern Oasis Valley.
  • The Bad Debt mission can now be completed in Plymouth City.
  • Dr. Jeffries has taken his practice to the OWON Training Facility. He will train you how to use the Revive ability in exchange for a Training Chit. 
  • Added a new Animal Taming tutorial in the Training Facilities, but it will cost you a Training Chit.
  • Dr. Thompson has opened an office at hospital in Plymouth City. You can turn in rare parasites to him for a reward. 
  • When a mission completes it will take all of the mission items required in one fell swoop. This corrects an issue where you could previously keep some older unnecessary items. 
  • Added new missions tied to the Bombs in the City Engagement. 
  • Completing the Automatic Weapons tutorial now gives you both Panicked Spray and Focused Fire.
  • The Blunt Weapons tutorial now rewards you with Wild Swing and Bludgeon instead of Stunning Blow and Bludgeon.
  • Fixed a bug where talking to an NPC who you had two missions for would complete both missions instead of only one. 
  • Adjusted DNA rewards across the board.
  • Removed some camera zooming FX from mission templates. 
  • Added support for him/her, he/she, man/woman and his/her to generated missions.
  • Defeat NPC gaosl can now support both random NPCs and random hostiles. This allows us to have friendly NPCs turn hostile mid-mission. 
  • Revised all non-static/non-tutorial missions to include the new markups where applicable; also tweaked quest text as needed for clarity and continuity.
  • The following mission templates now have defeat goals where previously they did not: My Wife is Gone..., Remember Those Data Chips, A Thief in Our Midsts, A Job For a Strong Arm.
  • Reduced the speed at which new missions are generated. The more missions you have active, the slower it will generate new missions for you, and the rate at which it generates those missions can range anywhere from 2 to 10 times slower than was previously the case.
  • Fixed an issue with goal specific DNA rewards.
  • Many typos corrected.
  • Northern Star Coins will now be taken from you when you complete that collection mission.
  • Many job offer are available in new areas. 
  • Added a new Chemist profession for NPCs.


  • Added about 12 new structure/furniture models as constructable parts for cities.


  • NPCs now regenerate much more quickly when out of combat.
  • Rare mobs now have a chance to drop collectible items. 
  • Added new personality traits to NPCs to allow for better filtering in the mission system. These include: Mafia, OWON Sympathizer, FPR Sympathizer, Ruthless, and Black Market. 
  • Adjusted the armor types on Setlang, Vultures and Lesoo.


  • Armor skills can now be increased. 
  • You will no longer be able to gain skill points when the system views you as AFK.
  • NPCs can now turn aggressive on friendly players if they are pick pocketed. Previously they could only call for guards. 
  • The skill gain time limiter has been reduced from 15 seconds to 10 seconds. This allows users to gain a maximum of 6 skill ups per minute, as opposed to 4. 
  • Reduced the rate at which Swimming increases to bring it in line with other skills.
  • Combat and Defensive skill up chances have been slightly increased.

User Interface

  • Video options now has a view distance slider.
  • The camera should now rotate much more smoothly. 
  • You can now double click to equip Implants.
  • The Mouse Sensitivity slider option now has better support for higher DPIs. 
  • Opening the Crafting Window by clicking on a Workstation will automatically open the Inventory window, as well.
  • Gamma settings should now save.
  • You can now remap/rebind your keys for more customization. 
  • Posture Up/Down have been split out of the ability system. You can now use the F and V keys (by default) to move your posture up or down. This will take you from Stand to Kneel to Prone, and vice versa. Since these are split out of abilities you will no longer have to consume a global cooldown to use them. We have left the old abilities in game for those who prefer them, as well. 
  • The Action Mode Ability Bar has been moved so that it lines up with the right side edge of the screen and will no longer overlap traditional action bars.
  • /reply now works properly. You can also simply type /r followed by a space to automatically fill in the /reply.
  • /s or /t followed by a space will automatically fill in the /send text for you. 
  • /whisper now works with spaced names. 
  • Z is now the default key for Sprint, rather than Shift. 
  • X is now the default key for Walk.
  • The /help command is now player useable.
  • Earnable Abilities has been renamed to Learnable Abilities. 
  • Camera zoom changes.
  • Fixed a tooltip to list the proper keymappings for email and missions.
  • Fixed a bug that parsed messages wrong for /tell, which could result in blank messages being sent.


  • Female armor is now properly visualizing. 
  • Added new crawling animations.
  • Added two new female hairstyles.
  • Stealth has new animations.
  • Plymouth now has a sun. 
  • Added a new animation for walking with a handgun.
  • Added new combat rifle animations for both males and females. This includes new running rifle, idle rifle and shooting rifle animations.
  • Added a new clothing set for human NPCs. 
  • Upgraded the female characters default shirt model.
  • Added numerous new building and furniture models.
  • Added new harvestable graphics. This includes an upgrade to the harvestable tree model in Plymouth.
  • Added air bubbles to the water in Oasis Water Basin, Plymouth and Oasis Valley.
  • Added fireflies that will appear at night in Lower Oasis Valley.
  • Added a new Radio Broadcast icon.
  • Added a glow effect to lamps in Plymouth. 


  • Added some new weather effects to multiple areas. In poor weather you can see rain, and there are some other effects such as dust storms in certain areas, as well.
  • Oasis Water Basin has received a first round of content passes. This area now contains a facility owned by the Aemar Corporation. This includes a Hydro Plant, a Mine, and water areas. There are harvesting nodes, missions and engagements available in these areas.
  • The Outskirts of Plymouth is now open, but is very much a work in progress. This area features a new location: Ammann Village and is a departure from the city life. The inhabitants get along with the local Faugea population and have a few mission opportunities and some harvestable regions available. Day and night is significantly different in this area, with few options being open in town at night time, and the wilderness surrounding it becoming more dangerous.
  • The Tikt Tunnels are now accessible from the Outskirts of Plymouth. This area can serve as a dungeon for those who wish to slaughter the Faugea, or it can be used to befriend them and gain their trust. You must first befriend them to learn their language, and then other opportunities will open in the future. 
  • There are new apartment instances in Plymouth City. Players can not yet rent an apartment here, but they are used by some missions. These instances allow you to overlook the city and feature reflective windows.
  • Plymouth City has received large scale changes. There still isn't much in the way of furniture, not enough billboards or signs, and the number of NPCs in town will eventually double from what it is now. But it's starting to look more like a city. 
  • Upper Oasis Valley now has a point of interest which can be teleported to and skill gained from. This is a tier 2 area, and features some harvestables, engagements, and mobs. 
  • The Aemar Hydro Plant is a new point of interest in the Oasis Water Basin. It features some mission templates and harvestable fish resources. 
  • The Aemar Mines are now opened and can be accessed from under the Aemar Hydro Plant. The mines engagements are a little buggy at the moment though.
  • Wreckage Site 94 is a new point of interest. This area was previously available but we very few players had found it and the trek is dangerous, since it is a tier 3 area. Enter at your own risk.
  • Added a new pond outside of Plymouth City. 
  • Added FPR Infiltrator NPCs to Southern Oasis Valley. 
  • The crafting vendor in Plymouth City will now be available 24 hours a day.
  • More NPCs can be pick pocketed, but do so at your own risk.
  • Added a new Peacekeeper Commander to Plymouth City. He is used by certain mission templates as a turn in to report crimes.
  • Nurse Davis and Rebecca Bennet are now aligned to OWON and can not be attacked by OWON players. 
  • Added a Weapon Vendor to Oasis Watch. 
  • Added new rare mobs to the Plymouth area. 
  • More NPCs have moved into Plymouth City, Oasis Watch and The Hole on the Hill.
  • Added six new areas of Timbertol. This very large desert/dying forest region ranged from tier 2 to 3. This area will continue to expand in future patches.
  • Added a new hub in the Timbertol Area: Pontoc. Pontoc is a good sized military structure with some scientific facilities. The first time you visit Pontoc you will receive a small but permanent boost to your Chemistry skill.
  • Added new hub in the Timbertol Area: Timbertoc. This is a small logging community which acts as a mission hub. The first time you visit Timbertoc you will receive a small but permanent boost to your Foresting skill.
  • Added a new connecting region in between Plymouth and the Hole on the Hill. This is a small mountain section that improves performance and load times. 
  • Added large mountains to Plymouth City area.
  • Improved performance in Plymouth City due to new occluders being added.
  • Increased performance and reduced memory footprint in Plymouth area.
  • Oasis Valley has many more trees than was previously the case. 
  • Fixed a couple of floating props that were tiny and hard to see but were still leftovers from the Plymouth City changes in the previous build. Were so small were hard to see.
  • Added some decorations to the Firing Range building in the OWON tutorial area.
  • Upper Oasis Valley has new foliage, rocks terraforming and textures. 
  • Upper Oasis East now has Arrvor and Yellow Setlang spawns, as well as a rare Mutated Setlang.
  • The entrance to Tikt Tunnels is now more dangerous.
  • Added new Drake and Arrvor spawns to Western Timbertol, as well as a new rare raid spawn drake.
  • There are now higher populations of Arrvor and Malagion in Upper Oasis Valley.
  • Fixed the LOD viewing distance on the grenades in the Firing Range building.
  • The mining vendor in Plymouth City is now available 24/7.
  • Visual improvements to Ammann Village. 

General Bug Fixes

  • Atiyen Afiqahel is now a merchant.
  • Fixed a bug which was preventing fittings from being damaged in many cases. 
  • Gender is now properly set on character creation.
  • The Rapid Fire ability will now fire two shots instead of one. It was previously bugged.
  • Fish now have a crafting grade. 
  • Fixed a bug that was causing some holes in the heads of some players due to a texture issue. 
  • Fixed an issue of unclickable harvestable trees outside of Plymouth.
  • Vulture Infestation engagements no longer despawn vultures when they are successfully completed. 
  • Removed camera zooming effects from numerous missions. 
  • Harvesting FX will no longer be played if you do not have the proper tool equipped. 
  • The Incendiary Grenades ability will now consume a grenade, as intended.
  • Arrvor Chitins will now drop much more frequently if you have the proper mission.
  • Fixed a bug that was preventing harvesting skills from increasing.
  • Fixed a bug that was causing issues for missions that had a mix of static and generated NPCs. 
  • Fixed a bug that was causing non-repeatable generated missions to be given multiple times.
  • The Byna Berry Muffins mission can now be completed even after a relog.
  • Adjusted fitting names to make them consistent.
  • Fixed a bug in the Rents Due mission template.
  • Fixed a bug that was preventing you from turning in the Meaty Lurker Tails mission.
  • Fixed a bug related to conditional mission goal completion. 
  • Sentry alarms now consume an item, as intended.
  • Fixed some bugs related to seamlessly crossing area boundaries and clearing out map data.
  • Fixed several suffix titles that were missing a space between your name and the title.
  • Fixed a bug that was revealing a goal that should have been hidden in the Handy Man mission. 
  • Performance improvements in Plymouth.
  • Several fittings were updated so they didn't have all black icons. It should be noted that we don't have unique icons for all of these yet, so you may see icons being reused in some cases. 
  • Melee Crafting recipes should no longer require Firearm molds. 
  • Fixed some teleport related bugs. 
  • Fixed a bug that was allowing players to go into non-1 instances where they shouldn't have been able to.
  • Distilled and Purified Water previously had their books reversed. This has been fixed.
  • Fixed a bug that was causing NPCs who were sitting in chairs to appear warped and disfigured when they tried to face a player. 
  • Fixed typos or confusing wording in numerous mission templates, abilities, npc babbles and tips.
  • The Power Infuser Mold recipe now works.
  • Fixed a bug that was causing some engagements to be incompletable.
  • Fixed a bug that was causing props to be non-interactable under certain scenarios.
  • Baby Setlang no longer appear on your radar as a friendly NPC. 
  • Bernie Scott now longer has twin spawns.
  • Fixed a combat related error that could spam the console with error text in some situations.
  • Chromite Ore should no longer be floating in mid-air.
  • Fixed a couple of bugs related to the Encrypted Message template.
  • Fixed a bug that was preventing you from failing the second stage of the Oasis Watch invasion engagement. 
  • Fixed a bug that was causing shops to not pay you money for the items they have purchased from you.
  • Fixed a bug related to despawning NPCs through missions.
  • Fixed a bug that was preventing the tracking window from opening if you had something/someone targeted. 
  • /poicmd gui no longer displayed deleted specs. NOTE: This is a temporary function that is being left in for the time being until the world is completed building. Use it at your own risk, some of the areas you can go to through this feature are tier 2 and 3 areas, and you will be overmatched.
  • Chromite and Coal nodes now have the full selection of grades rather than always being C0.
  • Setlang Hide clothing now has a visualization. 
  • Players should no longer be able to force themselves into Fly Mode. 
  • Calibrite Ore is now clickable near Plymouth City.
  • Engineered Setlang pets can now be summoned properly.
  • Fixed some aggro issues on the older Lesoo mobs in Aemar Mine.
  • Kaleb Jonhason has moved to a new home that is not inside of a wall.
  • Fixed a spaced name bug related to players not being found.
  • You can now gain Acrobatics skill when you take falling damage. 
  • Fixed the arrival point in Outskirts, after the terrain was moved around.
  • Fixed a bug that was preventing Acrobatics from increasing when you fell.
  • Fixed a color string related bug.
  • Fixed a bug that was causing regeneration to stop after taking falling damage.
Originally posted by hfztt
Exept the fact that they both use the same 3rd party game engine...

Going to be interesting to see exactly how different the manage to make it feel.

(I did support the Kickstarter, so I guess I am inclined to think the engine really wasn't the main issue of Tortanic.)

I think the most important thing to note on the engines is what Hero Engine does and does not provide. Because I think there's a lot of confusion there. Most players are familiar with engines from Quake, Unreal, Cry, Source, etc engines. These were primarily FPS engines that were often licensed by other FPS titles and often had very similar game play to one another. They didn't necessarily need to, and some games really broke out of that mold. But I think that caused the misconception that the engine does most of the work. That can be the case, but often is not.

What Hero Engine Does

- Collaberative Editing system. This is perhaps the biggest strength of the engine is that you can edit and build the world online in realtime. That saves so much time. Typically in other engines this happens offline, then revisions are made.

- Realtime scripting. Another huge plus is that you can compile your scripts in realtime and they happen instantly in the world. It allows you to quickly fix problems. In a traditional server/client system to make these changes you often had to shut down an area, upload data, wait for it to restart. You lost minutes to test any changes, and there are always bugs the first few compiles. In Hero Engines those 2 minutes turn into 2 seconds, and in the longrun this gives huge savings.

- Seamless systems. Allows you to easily build seamless worlds.

- Provides a networking layer. The networking on Hero Engine is very good and provides all the basic functionality you need for an MMO. The Spatial Awareness system is top notch.

- Spec Oracle system provides access and realtime editing to the database and makes it easy to build tools in a uniform system.

- Provides a graphics layer. Though it should be noted that game developers often choose to integrate their own graphics engines and not use this option. Those who license Hero Engine may use the renderer, or they may choose to use a third party renderer such as Unreal Engine or Crytek.

- Provides some example frameworks. Including the source code to Hero's Journey, and example frame works for building First Person Shooters, Casual Peer to Peer Games and an On Rails Shooter. These provide developers with some examples of how to implement different game play systems. However, it is very important to note that these are only example frameworks. You can design your game however you like.

I think the last two are the most important to note. Hero Engine doesn't make your game a wow clone. You start with CleanEngine which is basically a bare functional system covering the bare basics that most games would use. From there developers add their own systems for things like quests, spawners, combat, etc. TOR was very like WoW because Bioware felt that was what players wanted. It is optimized more for small numbers of players, because that's how the game was designed. Graphics were optimized for a handful of players and perform well in those situations, but the high level of customization and high polygon counts choke with dozens of players on the screen, in an area such as Ilum. Had TOR been designs as a PvP game from the start they probably would have had less armor variations and lower polygon counts. It was a design decision.

My personal opinion is that Hero Engine is a fantastic engine. It's not perfect, but no engine is. I've worked with most of the well-known engines at one point or another. They all have their strengths and weaknesses. For making MMOs though, Hero Engine is my preference.

I feel like it lives up to the hype. It's fun to play. Period.

Everyone gets caught up in mechanics that they do or do not like. GW2 certainly isn't perfect (no game is). But you can hop into the game and have a fun time playing. And that's all that really matters. I've probably enjoyed it more than any MMO in years.

Originally posted by SysOpPsyche

The Cash Shop will likely turn into a Pay2Win simply to generate income because most people probably won't want to spend money for cosmetics and/or convienance items.

I think this is a common misconception. The Pay2Win thing became popular later in the lifespan of free to plays. Earlier micotransaction titles were generally cosmetic games, some had experience potions, but few had the tie ins to force players to pay to compete. Some games view those mechanics as a way to get more out of each player, but the big problem with them is that they hurt your player base. Unless players are willing to pay those sums of money, most will simply play a different game. So while it maximizes your money per player, it reduces your player base. 

Just went over 50k. We're out of stretch goals. Didn't expect it to get that high.

Abilities and Skills

  • Each combat skill line now supports at least 2 tier 1 abilities. You will receive these abilities by completing the tutorial mission in the Training Grounds for that combat line. Our goal with this change is to provide you with some simply basic functionality for each weapon earlier, so that you have more information to base your decisions on which weapons fit your playing style.
  • Action Mode now supports more ability types. This includes positional attacks and melee range attacks for ranged weapons. Action Mode will see a large round of additional updates in July.
  • If an ability's range is adjusted by the range of your weapon, it will now list the percentage of the adjustment in it's tooltips.
  • Ability information cards will now give a better indication of how much damage this ability will do, adjusted for the weapon type.
  • Skill info cards will now list the name of the skill tier which is required, rather than giving a numeric value.
  • Shotguns attacks now have a very small spread that will affect enemies in a short radius.
  • Added a Automatic Weapon ability: Panicked Spray. This is a point blank AoE attack that consumes Momentum.
  • Added the Automatic Weapon ability: Focused Fire. This tier 1 ability focuses on a single target and can pelt them with multiple attacks.
  • Integrated a new Shotgun ability: Balance Shot. This is a tier 1 ability, which has a chance to knock your opponent Off Balance.
  • Added a new tier 3 Shotgun ability: Impact Shot. This shot has a chance to knock down your target. This chance is increased if they are already Off Balance.
  • There is a new Electro-Magnetic Pulse Grenade ability for Thrown Weapon users at tier 3. This ability consumes an EMP Grenade item and is very effective against Robots or Turrets.
  • Spraying Assault (Automaitc Weapons) is now a tier 3, rather than a tier 4 ability.
  • Flanking Assault (Automatic Weapons) is now a tier 8 ability, instead of it's previous tier 11.
  • Spraying Fire (Automatic Weapons) has had its tier reduced from 8 to 6.
  • Covering Fire (Automatic Weapons) has been changed form a tier 5 to a tier 4 ability.
  • The Blunt Weapon ability Bludgeon is now a Tier 1, rather than Tier 2 ability.
  • Sucker Punch (Dirty Fighting) is now a tier 1 ability.
  • The Blunt Weapon ability Overpowering Attack has had its tier lowered from 4 to 3.
  • Stinging Shot (Handguns) is now a tier 3, rather than tier 4 ability.
  • Warning Shot (Handguns) had its tier reduced from 3 to 2.
  • Leg Shot (Handguns) is now a tier 2, rather than tier 3 ability.
  • The Handgun Tactics ability Burst Fire is now attainable at tier 1.
  • Thrusting Pell (Axe Fighting) is now a tier 1 ability.
  • Explosive Traps now require a consumable item to use.


  • There is now a 6 second delay for switching any equipment during combat. This is meant as a deterrant to players constantly switching roles during encounters.
  • Knockdowns are now functional. You have an increased chance of knocking down opponents who are already Off Balance.
  • There are new separated animations for Upper and Lower Body for firing both Handguns and Rifles. This allows you to fire on the move. Melee weapons still need to be adjusted to support this.
  • Reduced the rate at which Momentum decreases when out of combat. It will now take 3 1/2 minutes to go from full Momentum to empty.
  • Rifles have new animations.
  • Movement animations while in combat have been adjusted.
  • Reduced NPC grenade damage.


  • Added an Auto button to the Crafting Window. This button will automatically fill in the Ingredients from your inventory.
  • The Crafting Window now features a Previous button. This button will fill in the Ingredients and Agents that you used from the last combine.
  • Crafting Event items now work with the item highlighting system.
  • Double clicking on an event icon in the Crafting Window will now choose the best option available, based on level checks.
  • Crafting vendors now sell the full compliment of non-harvestable and non-craftable ingredients or agents. This shoud allow players to craft all of the available recipes.


  • Engagements now support Collection goals. These can be used for things like harvesting resources, clicking objects, turning in craftables, finding NPCs, or other purposes.
  • Adjusted the timed spawn system on engagements so that we have more control over which types of NPCs are spawned on ticks, and which type of NPCs are only spawned at the start.
  • Added four new collection engagements. These can be found in Plymouth City, Mysterious Cave and Oasis Watch. These engagements are not combat oriented, and instead focus on gathering resources or crafting items that this location is short on.
  • Added a new engagement which spawns a Raid Mob in the Mysterious Cave.
  • Added six new combat oriented engagements. These can be found in Plymouth, Oasis and the surrounding areas.
  • Vulture Infestation has improved visual effects when it spawns, and can now also occur in Plymouth City.
  • The Training Grounds engagement should now be easier to survive.


  • The day/night cycle has been adjusted so that 90 minutes of realtime is equal to one day of game time. This should be more friendly to casual players, in favor of the previous 3 hours/day.
  • Players can now use /playerfinder to find other players. This is similar to who functionality except that it is filterable and uses a GUI interface.
  • Modified the default Chat Tab Settings so that combat text appears in its own tab, and not on the main tab by default.
  • You may now abort out of Character Creation.
  • Improved the wording of several Tips, and updated them for recent changes.
  • Added a new walking backwards animation.
  • GMs have new capabiliites, such as the ability to summon a player to them.
  • You can now type /help to get a list of player useable slash commands.


  • Created a new modifier for the harvesting system which allows for control over the Grade and Quality levels of results.
  • Some Trees can now be harvested for Lumber.
  • There are new Calibrite, Fish, Chromite, Tree and Coal resources in the area surrounding Plymouth, the Outskirts and Oasis Valley regions.
  • Several internal changes/optimizations to how harvesting regions work.
  • Adjusted the rate that you can obtain items via Corpse Extraction.
  • You may now extract bone from Arrvor.
  • You may now extract hides from Malagion.


  • Made a number of improvements to the male and female models. This includes new skin maps and visual looks. Character models, especially the female model, should still be considered a work in progress.
  • Added dozens of new building, decoration, platform and furniture models.
  • Created many new NPC appearance variations.
  • Crafting and Resources items have new icons.
  • Many new ability icons have been added.
  • Peacekeepers have new textures.
  • Added new Heat Distortion effects.
  • Made adjustments to the blending between several different animations.
  • Numerous adjustments to NPC patrol code.
  • Armor now has new and improved specular and normal maps.
  • The female model received new walk, run and idle animations.

Items and Fittings

  • Added Electro-Magnetic Pulse grenades. These grenades are highly effective against robots and turrets.
  • You can now purchase Explosive Traps, though they require some Trap Knowledge to use.
  • Grenade and explosive device particle effects have been improved.
  • Setlang Hide Armor now has a visualization.


  • Static Missions can now be mailed to players through the in-game mail system.
  • The generated mission system is now able to track which areas are neighboring your current area, so that it may generated content in those areas.
  • Missions can now be used to advance engagement goals.
  • Missions can now make friendly NPCs turn aggro to attack a player, or another NPC, or group of NPCs.
  • "The Cult" mission's meeting now takes place in The Hole on the Hill, and includes a mission marker when you get near it.
  • Added new bounty missions. These missions will allow you to turn in insignias taken from dead FPR soldiers for military experience and faction. There are new bounty collecting NPCs in Plymouth City and Oasis Watch.
  • Created several new Scientific Research related combat missions.
  • Added new One Time Missions.
  • Lost and Found Missions now feature a marker indication to the Lost and Found office in Plymouth City.
  • One Time Missions can now occur in the areas surrounding Plymouth, Oasis Valley and the Outskirts.
  • Combat tutorial missions in the Training Grounds will now each reward 2 abilities that pertain to that weapon type. You must still obtain Chits to learn these abilities from the Training Grounds to receive the advanced lines.
  • You can now receive Training Cards and DNA from more mission templates.


  • NPCs can now be forced to spawn in combat mode. This is useful for triggered spawns, and is used in some engagements.
  • Added a new reptilian species: Nacoot.
  • Made adjustments to Lesoo animations.
  • Raxin now have their own line of special abilities.
  • Created new hostility modifier functionality which allows us to have more control over adjusting an NPCs reactions to other NPCs or players on the fly.
  • Arrvor have new special ability attack animations.
  • NPC Scouts can now use stealth and backstab.
  • Added several new types of rare spawn NPCs.
  • Lesoo have been given new Knockdown and Stun capabilities.

User Interface

  • The hyperlink system for linking Items and Abilities has been greatly improved. You can link items or abilities by dragging them onto your chat window.
  • The crafting window received a number of updates to make it easier to use.
  • You can now clear your chat messages in any given tab by right clicking the tab and selecting "Clear Tab Messages" from the pop up menu.
  • Pet ability bar positions are now saved and retrieved from your GUI settings.
  • The Dismiss button on your pet window is now green to match the other buttons on it's row.
  • Made adjustments to the size of Item Icons, resulting in crisper icons.


  • Added a new pub: The Hole on the Hill. This pub is a shady town just before the Outskirts. It features a mixture of gamblers, smugglers, bounty hunters, and the like. This location makes a good base of operations for adventures into the Outskirts. Exploring this location for the first time will give a small but permanent boost to your Unarmed Tactics skill. Most of the NPCs in this area can be pick pocketed, but you should do so at your own risk.
  • There is a new Oasis Watch hub as you move from the Outskirts into the Oasis Valley regions. This is a small military supply depot that can be used as a base point for a number of missions in the Oasis area. It also is the used in new Engagements. This location can fall into enemy hands.
  • Plymouth City has received a massive overhaul. Aside from new graphics and a new layout, it also features new locations such as a small military post and a new Pond outside of town.
  • The area West of Plymouth now features new Setlang, Vulture and Fang Cultist spawns, as well as new rare spawns and resources.
  • The Outskirts now has populations of Lesoo, Vultures, Setlang and Raxin, as well as some other rare spawn species.
  • The Oasis Valley region now has populations of Arrvor, Lesoo, Malagion, Lurker and Setlang, as well as rare and raid spawns.
  • You will now gain a small but permanent boost to your Axe Fighting skill when visiting the Outcast section of Wreckage Site 94.
  • Wreckage Site 94 now features Arrvor, Drake, Outcast and Malagion spawns. Lesoo are being trained in axe fighting techniques by the Outcasts here.
  • There are new Heat Distortion FX in Wreckage Site 94.
  • Added a new Mysterious Cave outside of Plymouth. This cave has several new engagements, a raid boss, and can also be utilized in missions.
  • Added a powerful new turret type which will be placed in protected areas and is intended to quickly mow down members of opposing nations.
  • Added many new seatable benches and chairs throughout Plymouth City and The Hole on the Hill.
  • Adjusted environmental lighting throughout the Plymouth and Oasis areas.
  • There are a number of new footstep sound altering locations including in Plymouth City, the Mysterious Cave and Oasis Valley.
  • Street Vendors and Bakers now sell food and drink.
  • Added new Machinery suppliers in Plymouth City.

Bug Fixes

  • The "Taken in the Night" mission is now completable.
  • Fixed an issue related to deleting your last character which could cause your client to hang.
  • Corrected several pathing issues in Plymouth City and the OWON Training Facilities.
  • All of the NPCs in the OWON Training Facilities should now be properly flagged as members of OWON.
  • Fixed a bug that was causing combat effect icons to have improper UVs.
  • Corrected a bug that was causing deleted abilities to appear in skill information windows.
  • Fixed a counter-related bug with Protection engagements.
  • Emote chat is once again functional.
  • Corrected a bug in grenade throwing animations.
  • Removed the center turret from the Training Grounds.
  • Corrected text-related bugs in the Supplying the Armor, and Taken in the Night missions.
  • Made some terrain adjustments in the OWON Training Facilities, Plymouth City and Oasis Valley to correct some places where buildings were not properly aligned to the terrain.
  • Fixed a bug with DNA rewarded through missions.
  • You should no longer receive double rewards for mission turn in goals.
  • NPCs should no longer walk or slide after death.
  • Fixed an aiming bug while running with a pistol.
  • Made many adjustments to how NPCs hold certain weapons.
  • Corrected a bug that was allowing missions that was causing mission response options to appear when you did not meet the item pre-requisites.
  • Rifle FX should be better timed with their animations.
  • Fixed numerous display bugs that occurred when names had spaces in them.
  • There was a bug with stun effects that was causing them to last forever if their duration was set to only one tick. This has been resolved.
  • Chat channel labels should now be displaying again.
  • You no longer receive a GUI informing you of how long a stun will last. In general stuns are very short duration and this window was unneccessary.
  • Fixed a bug that was causing your gun to aim the wrong way vertically while moving.
  • The Training Grounds sign should no longer have Z-fighting issues.
  • NPCs should now go into combat mode when hit or aggressive. This corrects some animation issues.
Originally posted by Drakxii

In a F2P game you are not paying for good monsters to fight, you are not playing for balanced pvp/pve, you are not playing for unique features, you are now paying for good service, you are not even paying for a fun game.  You are only paying for what they can get you to buy in the cash shop.   Therefor the jobs of the devs stop being making a great game/VW and becomes to make it so that your REALLY want to buy something in thier cash shop.

While a business does have to make money. The goals of a business do not need to be to squeeze as much money as they can from every possible customer. Some games will put harsh death penalties but allow you to bypass in the shop. They'll put offline leveling that you can use by paying extra. Etc. They try to maximize the amount they can get from each user. And that's pretty much what your referring to here.

That's not necessarily the best way for a business to survive though. In an online game, you need players. Not only do you need paying customers, but the guys who don't pay are also beneficial to your game. They are groupmates of your paying customers. They make your game more fun for everyone else. And one day they might turn in to paying customers. But even if they do not (many won't), they are still beneficial to your games health. But more important are those paying customers who you have who may have been completely turned off if your game was pay to win. Players understand when a game is P2W, and unless they have plenty of cash to spend, they simply won't play it. You limit your user base with that model. You will certainly make more money per player, but you may make less money overall, and your game will not be as fun to play.

Originally posted by DarkVagabond

I appreciate deep crafting systems, but also dislike participating in them.

Will this game allow me to be entirely action and exploration oriented and still feel rewarded and valuable?

That's the point of sandbox oriented gameplay. Allowing players to determine how they want to play the game.


You could just go out and kill things, if that's what you wanted to do. You could run missions (combat or non-combat oriented) if that's what you prefer. Participate in engagements (combat or non-combat) if that's your thing. PvP or play entirely in protected areas. And you could also play entirely on crafting and harvesting. Most players would take a combination of some or all of the above.

Originally posted by Slapshot1188
Is Raph Koster working on any new games?  Other than that I guess we are looking at Sandpark games like Archeage.

I believe Raph is still doing social games at the moment. Would be nice if he returned to MMOs though.

While I don't agree with all of the design decisions in GW 2 (or any game for that matter), I do think it's going to be a monster success.

People may complain that the event grind is just a new form of the quest grind. To be honest, I don't disagree with that. But it's a better form of the grind. Similar to how DAoC started the ball rolling with quests that gave good experience, to watch WoW take that idea and refine it into a superior form of grinding (in DAoC and older games you advanced primarily from killing monsters), I think this is an evolutionary step. Yes, it was probably Warhammer Online (Mythic again) that innovated the idea with public quests, but GW 2 takes it to another level.

I'll be honest. I'm not a fan of the abilities. Not a fan of the quest system in the limited number of quests available. Don't like all the instancing. There are things I really dislike about GW 2. BUT the event system is so much fun that it more than makes up for all of those things. It's nice to see players working together in an MMO from the early levels, and not having players worried about you stealing their kills or loot. It's a mechanic that works, and it's a principle you'll likely see in many more MMOs in the future.

I don't think I've ever felt immersed by quests in an MMOG. I do them. I enjoy them, but they always seem like a task that I'm just doing to progress.

That's not an easy problem to solve though. Cinematic effects can help immersion, but with the need for so many quests in an massive multiplayer game, it can become cost prohibitive.

Originally posted by Loktofeit
I'm a UO fan and an avid PVPer. I barely ever set foot in Trammel. However, if we take an unbiased and objective look back at UO from UO:R to present day, UO's Trammel facet is an excellent example of a functioning, feature-rich and engaging sandbox-style virtual world in a predominantly PvE-only (there is consensual PVP) environment. 

I think it could work too. And might benefit other sandbox titles, by exposing new players to the style who may then try other games.

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