Albion Online [Official Site], the MMO that supports Linux has a final beta release ahead of the main release next month. There's lots of goodies in this one. Reminder: There will be one final player wipe before the big release next month.
First up, check out the new trailer:
Direct Link
Note: The Launcher seems to be having issues right now. The game will only launch for me if I run the game directly, without the launcher. To even get that far I had to edit the preferences file to have my correct resolution which can be found here:
.config/unity3d/Sandbox Interactive GmbH/Albion Online Client/prefs
Seems like the launcher needs wider testing on Linux, if they want a smooth release next month. I've had it confirmed from others in our IRC and my emails that their launcher is having major issues. Some can't even update their game. I imagine this might be related to the Unity engine bug other developers had recently, which has been fixed in the latest version of Unity.
For a quick overview, you can find the Hector update page here.
Most importantly, they've done another pass on the initial tutorial, which is going to be essential to actually getting players invested in the game. It's come a long way from having nothing to having a reasonably competent introduction now, so that's great to see.
It adds in the interesting new Black Market, where players sell equipment that end up in mobs inventory to drop when defeated. It will be fun to see what happens with this feature, as it certainly will make loot more interesting.
The new Hellgates are live, giving a mix of PvE and PvP gameplay all in one. There's various tiers for different team sizes and strengths. These sound really quite fun, so I'm looking forward to getting the GOL Guild together to try some out at release.
The Destiny Board was a complete mess before, but now it's far more usable. It's another of my major gripes with the game that has now been wiped away. It has a cleaner interface and it's more useful, since you can choose what you want to track. The actual in-game tracker that sits at the top of the screen for your progress also has more customizations available for what it shows you. That part of the game now feels pretty good overall, so kudos on that one devs.
As always, I still think they need a ton more PvE content to keep people interested. There's just not enough of it and I do fear people who aren't hard-core PvP players will end up leaving after a few months due to the lack of it. I'm sure they have that in mind though and the big release isn't the end of development. Like most MMO games they will continue content updates over the life of the game.
We will hopefully have a release-day livestream next month! We have a top-tier key provided by the developers for our livestreamer, while mine was personally purchased at a lower level but I should be getting upgrade from a PR team to allow me access on day 1 of the full release too.
Quoting: razing32Quoting: KelsThing is, I wouldn't mind playing this as a more "support" type character, where I'm going off into the non-PvP wilds, exploring and gathering materials while fending off mostly hostile wildlife/monsters, while still playing a role in the larger player base. That kind of thing appeals to me more than going head-to-head in hostile zones.But there'd need to be stuff to do, interesting things to find when exploring, world lore to provide immersion, etc.
Sounds like you're describing an Elder Scrolls game :D
Honestly, I'd be fine with that. If only Bethesda would agree.
Quoting: BeamboomI think it's fair enough that they focus on PVP with this title - it just unfortunately renders me uninterested.
But too many MMORPGs over the history has flopped and gotten broken cause the devs tried too hard to cater to BOTH crowds. It is very, very VERY complicated cause the requirements are often fundamentally different and even work against each other.
Like, balancing. In a PVE game you want to become one powerful mother of a beast with area effects and shitloads of damage and madness. Unfair fights against a mob is just never an issue.
In PVP however, these things have to be meticulously balanced down to the single damage VS cost point. And that - often - leaves PVE gamers feel "gimped".
It really is a tricky balance because it's a balance between to quite different things.
So if they want to focus on PVP, then good for them - let's hope they make a great pvp experience out of it.
As for me, my wait for my kind of MMORPG on Linux continues...
Guildwars, warhammer online, dark age of camelot, all fun pvp rpgs, but done right since you didn't have to resource hunt too much in areas you'd be destroyed. However I do indeed want a time before minecraft ruined all other games, now we need freakning mining in everything. resource collecting is for RTS's and stupid sandbox games. I am dying for an EQ clone where you didn't even have a quest log. I want an old school 3d adventure, no holds barred, no hand holding, I want factions and... well I just want the original EQ back. Even if it means sitting behind a book well medding.
Quoting: XzylHowever I do indeed want a time before minecraft ruined all other games, now we need freakning mining in everything. resource collecting is for RTS's and stupid sandbox games.
World of Warcraft - 2004
Minecraft - 2009
Hmmmmmm...
Quoting: Xzylresource collecting is for RTS's and stupid sandbox games.
I disagree - if done right (ergo complex, with quality levels and stats and shifting availability). Resource collecting was one of the things I loved most about Star Wars Galaxies. Oh by the way that's another tragic example of an initially great PVE mmorpg that became broken and ultimately killed because of attempts of balancing out things for PVPers.
Last edited by Beamboom on 11 June 2017 at 7:49 pm UTC
Quoting: XzylI want
If you accept to live in a PvE universe, not PvP, then look at Project Gorgon.
Quoting: TcheyQuoting: XzylI want
If you accept to live in a PvE universe, not PvP, then look at Project Gorgon.
Is a Linux version available somehow? It only says Windows and Mac on their website?
Instructions are there :
https://forum.projectgorgon.com/showthread.php?125-Project-Gorgon-on-Linux&p=1728&viewfull=1#post1728
Last edited by Tchey on 11 June 2017 at 8:41 pm UTC
Quoting: TcheyYes, there is an unofficial script to run it on Linux, and since maybe 3 years i play the game (a few days every few months, to follow the development), it's playable.
Instructions are there :
https://forum.projectgorgon.com/showthread.php?125-Project-Gorgon-on-Linux&p=1728&viewfull=1#post1728
Thanks for this .
May check it out after work.
Quoting: TcheyYes, there is an unofficial script to run it on Linux, and since maybe 3 years i play the game (a few days every few months, to follow the development), it's playable.
Cool, thanks!
.. But dear me... Is it developed on a Java game engine or something? The graphics were remarkably bad. Like, mid-nineties bad.
Quoting: KelsQuoting: XzylHowever I do indeed want a time before minecraft ruined all other games, now we need freakning mining in everything. resource collecting is for RTS's and stupid sandbox games.
World of Warcraft - 2004
Minecraft - 2009
Hmmmmmm...
Ultima Online, 1997.
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