I failed to mention a few items in my last post, some due to time restrictions some due to the fact I wasn’t aware of them.
First up is the rather cool ‘day jobs’ these off-line mode settings allow you to gain a slight bonus when you next log on with that character. The job you have depends on the location you logout, and the reward changes depending on what job you perform. There are some badges linked into the job and I believe an accolade too.
While on the topic of badges I thought it maybe worth meantioning that the game interface for badges has been completely redesigned. Woo a wonderful change for my badge whoring hunters characters. Additionally there are now tooltips that appear telling you the percentage completed for that badge, example “9 (90%) of 10 complete”.
The final item I only noticed yesterday was the rather funky method that the developers have used to get around adding more costume slots into the game. While at the tailors you can now save and load costumes from files stored on your machine. I have to say I wish this feature had made it into the game sooner as I have altered my characters look so many times it would be nice to have the older outfits saved.
New Costume Loader
Badge type selector
Each day I’m continually wondering if today is going to see the lunch of issue 13, yet another patch is loaded onto the test server. Better to be safe than sorry i suppose, do not what another BFR style update occurring in my gaming lifetime.
Since the start of open beta there has been quite a few patches to flatten out the bugs and to remove or alter items that haven’t been received that well by tester. Many of these are related to PVP, which is not an area that I spend much time.
So as the issue draws loser to release, I thought I’d cover some of the new and altered features in a little more detail. Considering that the mission builder was withdrawn from this issue, it’s still jam packed with goodies that will more than cover the few months before the architect arrives.
First up some linkage, I read a nice short interview with mat “positron” miller recently where he tells us the main reason for the delay in the mission architect was down to user feedback wanting to be able to fabricate your own end boss for missions.
Also this entry I won’t be covering the new power-sets, mostly due to the fact that until launch these could change immensely plus I’ll leave a little magic in the issue for you to discover yourselves.
So if you don’t want to see any more information about Issue 13 then stop reading now.
Rather than having to split my posts between septicsoul.com and here, I’ll be migrating the posts across in the next few weeks to welshtroll.co.uk.
I think this is more of a realisation that my amount of time to blog is so little that it is a bit silly to have 2 different locations that may only get update once a week each.