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Is a blizzardy Skyrim return persuading me to retry Elder Scrolls Online? Not really, but naval combat and underwater exploration might

I'll be honest right off the bat. As a single player Elder Scroller, the Elder Scrolls Online's never managed to hook me for more than a few hours. I've given it a couple of goes, usually during periods when it's gone free to play, but have always bounced off its vast MMOiness. Might the slew of fresh additions coming across the next couple of years be able to change that and finally convince me to spend significant time with ESO in the same way I have Fallout 76 in the past few years? The answer could be yes, if the naval combat and underwater exploration Zenimax have just revealed are as fun as they sound on paper.

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Ubisoft sued for shutting down The Crew's servers by major French consumer group backed by Stop Killing Games

A major French consumers group is taking Ubisoft to court over the publisher's ending of online support for The Crew in March 2024, rendering the notionally singleplayer-friendly open world racer unplayable. They're acting with the backing of the Stop Killing Games movement, who want publishers at large to stop yanking servers and taking games offline.

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Crimson Desert's Kliff was originally so Scottish he was named after a MacBeth character, and his actor pushed Pearl Abyss to make him less "stoic"

I know exactly who Kliff, the protagonist of Crimson Desert, is. During my romp through the vast expanse of Pywel, he was a distant tower enthusiast with a side interest in lonely locomotives. Aside from those things, he's rather bland. Though, the actor who played him has now outlined that throughout the game's regularly shifting development - which included a name change for its main character - he pushed Pearl Abyss to make the character more than just a stoic line-grumbler.

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"0.63 is the perfect default delay": Bungie, Respawn and Firaxis game developers talk NPC barks, grenade timing and other questions of craft

Much of the time, using social media is like fondling a wasp's nest, but sometimes, sometimes, social media is Nice. For example, Firaxis narrative director Cat Manning recently started a Bluesky thread "of small practical pieces of advice developers just starting out or unfamiliar with a genre might not know". The replies and quote-posts include thoughts from people with credits on fairly big games.

Inevitably, they run the gamut of approachability. At one end of the spectrum, you have Apex Legends engineer Jay Stevens jauntily observing that "a navmesh is a very handy thing to have, even in a multiplayer game without NPCs", which I maybe half-understand, and sounds like it could be the opening to a Broadway song of some kind. More digestibly, you have former Marvel's Avengers and current Legacy of Orsinium developer Keano Raubun commenting that the "biggest bang for buck in (open world RPG) game writing will always be NPCs having funny ambient conversations amongst themselves".

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Crimson Desert's latest patch adds new mounts, makes slapping NPCs with trees a crime, and reportedly junks the infamous AI paintings

Pearl Abyss' bashing of their massive open-world into a more palatable shape continues, with Crimson Desert's latest patch packing a bunch more tweaks to controls and adding some new animals to ride around on. It also looks to have begun swapping out those AI paintings the studio previously claimed were accidentally left in it on release, though the patch's wording around this change is fairly vague.

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Pearl Abyss boss admits the studio "could have done a better job" with Crimson Desert's totally underwhelming story

Though there are things to love in Crimson Desert if you're open to hobbies like tower ogling or ghost train riding, the mammoth action adventure blob's story is arguably its biggest weakness. Well, aside from those AI paintings which were left in it on release. Developers Pearl Abyss, currently in the midst of trying to patch up a lot of the other holes players and critics have pointed out, have now made clear they're aware that their tale of people witrh grey manes fighting evil bears isn't the best.

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Crimson Desert might be an open world jumble of loose ends, but I can't resist its sexy towers and ghost trains

Phwoar, look at that striking steeple on the horizon, I thought after arriving in Crimson Desert’s first town.

I was playing a man I was fairly sure I couldn’t give a toss about, embroiled in a conflict I also couldn’t give a toss about, but that tower. Man, it took my breath away. Who could dwell within it? Who first built it? Can I climb it? Where did they get all of that stone? These questions buzzed around my belfry-addled brain. β€˜Hey, stay on track,’ argued another bit of my grey matter, β€˜you’ve got a train to find’. β€˜Train can wait,’ I replied, β€˜must take in the visual majesty of this faraway tower and maybe visit it to see if there’s anything interesting to do there’.

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EverQuest Legends is the 1999 MMO you know and love born again with more respect for your time

The year is 2026, and a new-but-not-really EverQuest is on the way. Announced today, EverQuest Legends is the same MMO some of you have been playing for coming up to 30 years, just without all the years of expansions. And the graphics look as they did upon launch. And there's a few modern upgrades. Don't ask me what the word same means.

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Solve a crab housing crisis and fight a Dreadhog in part one of Runescape's big Havenhythe expansion, which is out now

That sound you can hear in the distance is someone mumbling in-teh-grih-teh, because a key bit of RuneScape's in-teh-grih-teh-focused 2026 additions has gone live today, March 23rd. It's part one of the Havenhythe expansion, which Jagex are touting as the MMORPG's largest area embiggening yet.

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Crimson Desert devs Pearl Abyss take a first stab at control improvements with their latest patch, say Intel Arc GPU support's in the works

Huggghh-puuuhhhhh. Hughhhhh-puhhhh. If you've decided to try pedalling away in attempt to master Crimson Desert's bike-like controls, Pearl Abyss' latest patch - which also brings the likes of camp storage quicker tree felling - is good news. The developers have also acknowledged the fact they forgot to mention prior to release that the game wouldn't run on Intel Arc GPUs, with support for those cards now in the works.

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Oopsie, Crimson Desert's weird AI paintings weren't supposed to left in for release, Pearl Abyss claim, outlining plans to remove them

Ah, it turns out the eyebrows raised by suspiciously AI generated-looking art found throughout Crimson Desert weren't wrong in their lanate liftage. Developers Pearl Abyss have aplogised for failing to disclose their use of asseets made using "experimental AI generative tools", claiming that these were just mockups created early in production and were never supposed to make into the final release version of the game.

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Crimson Desert is raising some AI-brows with a bevy of suspiciously generated-looking art

Crimson Desert is, by many accounts, a video game. A not necessarily good one, a perhaps just ok to occasionally baffling video game that appears to be big for the sake of winning a pissing contest. It is also potentially a video game that is not being entirely honest about certain art assets being human-made or not.

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Elder Scrolls Online - Naval Combat, Underwater Exploration, Difficulty Changes, Solo Dungeons, return to Skyrim, and more

Elder Scrolls Online - Naval Combat, Underwater Exploration, Difficulty Changes, Solo Dungeons, return to Skyrim, and more

Overall, this is the most excited for ESO I've been in a long time. I've been outspoken in support for mmorpgs leaning more into ship travel and water based content for awhile now. Even mentioning it in a few of my ESO posts on this subreddit.

This is the kind of experimentation that not only the game needs, but the genre needs. Really hyped for the future ahead with this game.

EDIT: After looking into it some more, do temper your expectations around Naval Combat and Underwater Exploration. https://youtu.be/itUbAx7_KbE?t=1280 is the link to that part. But expecting something along the lines of Archeage or Guild Wars 2 may not be right. So just a warning. You may not be able to actually swim around or drive a ship. They haven't confirmed anything yet, but based on that footage; it may not be that. At least not yet. The footage looks like its in early in the life cycle. So it could become that. But until things are confirmed, I'd advise tempering the expectations.

submitted by /u/PalwaJoko
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PSA: Star Sonata 2 seems to have an undisclosed breach and they store passwords in PLAINTEXT

PSA: Star Sonata 2 seems to have an undisclosed breach and they store passwords in PLAINTEXT

I just received a blackmail email to a unique, disposable email address that I used exclusively for Star Sonata 2. I Google'd to see if there's any public knowledge of a data breach and couldn't find any relevant results.

The fact that the attackers have my password in plaintext means the devs aren't salting or hashing passwords which is a massive security red flag.

This is a friendly reminder to change your password if you played Star Sonata 2 and in general to not reuse passwords.

Edit: I use randomly generated passwords per site and thus can tell that my site-specific password was leaked.

submitted by /u/TuringTestDropout
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What do players look for in an MMORPG?

What do players look for in an MMORPG?

Hello everyone! I’ve been developing an MMORPG for a few months now. I’ve been playing games especially RPGs and MMORPGs for many years, and I have lots of ideas about what I want for this game, but I’d like to hear from the community. I’m a bit of an old-school gamer; I used to play Lineage 2, Hellbreath, Diablo, and so on a lot. What do you look for in an MMORPG these days to make it appealing to you?

submitted by /u/Suspicious-Bit1650
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Did parts of older MMOs implicitly require cooperation?

Something I’ve been thinking about is how older MMOs sometimes had parts of the open world that implicitly required cooperation.

Certain areas weren’t designed to be tackled alone. Whether it was mob density, difficulty, or just how encounters worked, players would often end up grouping β€” sometimes intentionally, sometimes just because it was the practical way to get through.

Modern games tend to lean much more toward self-reliance. Most content can be completed solo, and grouping is usually something you opt into rather than something the world quietly encourages.

That solves a lot of accessibility problems, but it does change how players interact.

Did those shared β€œyou probably shouldn’t be here alone” spaces unintentionally create more cooperation? And when those disappeared, did something important go with them?

submitted by /u/TacyonStudios
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