Is it better to have a robot butler or a robot bodyguard? If we had to pick, the former might be more practically useful in life but the latter might be too choice not to pick up. In any case, Perpetuum Online is quite devoid of butlers and overstocked on kill-bots, particularly when the next wave of Syndicate robots hits the scene.
The team recently previewed the incoming batch of two robots coming to the game. There’s the Cronus, an assault robot with a minor in mining and harvesting, and Hermes, who has a penchant for exploration.
The ‘bots will be released with this week’s Patch 3.8.2.
Camelot Unchained players must comfort themselves every day with this mantra: Beta is coming. Beta is coming. Beta is coming.
And indeed it is, although a date still has not been set. In this week’s producer letter, the team reports great progress toward “bringing this plane into landing at the beta 1 airport.” You can read through all of the action items, but suffice to say that the team has crossed off a lot of its to-do list.
“We don’t want to say it’s done until it really is. We’re moving into the phase of gluing a lot of our work together, and that means lots of testing and bug fixing,” the letter cautions.
The team did take the opportunity to show off some of its beautiful concept art, including Viking ice swords, Thuatha one-handed swords, shields for every realm, and Thuatha fall court armor.
If you’ve been keeping an eye on Crowfall’s recent crafting updates and are wondering how exactly everything fits together in the PvP-centric MMORPG, then this week’s updated crafting and economy FAQ is going to be a big help for both a big picture view and the wee details.
“Our vision is a player-driven economy where the best items in the game are created by other players — not from farming monsters,” says ArtCraft. “Crafting is a central part of the player-driven economy in Crowfall. Open-ended economic systems are tough to design. The closest model to ours is probably EVE Online, though you can see our design is built on ideas that originally surfaced in early MMOs like Ultima Online, Star Wars Galaxies and Shadowbane.”
Check out the whole FAQ for a clearer picture on how materials, harvesting, quarries, factories, transportation, supply-and-demand, recipes, sub-components, interdependence, salvaging, mass-production, and player-run shops all work together to make the crafting ecosystem go ’round. And in case you’re tempted to reject Crowfall’s claim to a crafting crown, recall that the game does indeed include item decay.
“The very concept that players will lose their items at some point is required, otherwise the game loop breaks. It is a very controversial topic for those who don’t like the potential of losing their gear, and we understand that — but remember, we aren’t going to make you farm a boss mob a thousand times to get that ‘perfect’ item drop. Instead, we are making a robust economy that expects (depends, even) on items flowing back and forth between crafters (who create the items) and combatants (who have access to the best resources and materials).”
If one was to simplify and sum up the entirety of The Exiled’s patch notes for today’s update, it would be, “Everything is better. Much better.”
There are major changes to the PvP sandbox across the board, including a smarter and more diverse array of mobs, a fully revamped HUD, streamlined bandwidth, the option of three casting modes, less rubberbanding, and a host of bug fixes.
The team reported that the game as a whole should perform faster thanks to the changes with the patch: “We massively improved the server performance and can now support around [three times] more players on the same server hardware. This also massively improves big fights with many players on the same spot. These big fights now should have improved FPS, too, even though there are still two rendering hiccups that will need to be fixed in the future.”