Rend Announces Two New Gameplay Modes

While the gameplay beats of regular Rend are fine enough, it’s nice to switch things up just a little bit. It’s this realization that has brought two new Rend gameplay modes to the multiplayer survival sandbox: Classic and Exploration.

rend gameplay modes

Classic will brings a factionless PvP experience, with players laying siege to bases, waging in-game wars, and chasing player bounties. Exploration, on the other hand, is more PvE focused, with player and base attacking disengaged. Players will be able to create Clans to band together in both modes. The original game mode will now be called Faction War.

Regardless of the mode you play, Ascension Points will now be a global character affair instead of per server. There will also be changes to the way players gather Research Sparks, with different families of creatures dropping one of the four Spark types. Mysticism, Invention, and Construction sparks will still be generated by their associated activities, though Sparks will no longer drop from any harvesting nodes.

The two new game modes and the tweaks to Sparks are due to come with Update 6, which is tentatively coming this month. For now, the game’s PTR is currently running tests for both modes. Information on how to partake in that test can be found here, and a dev blog regarding all of these changes can be read here.

Our Thoughts

Considering that the fortunes of Worlds Adrift changed the moment they decided to add PvE mode, we suspect that Rend’s new game modes will perhaps further entice people to hop into this early access title and take a look. Time will tell if this is indeed the case or if the devs are being spread a bit too thin.

Source: press release

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Rend Plans a Series of Updates through Winter

As the weather outside begins to cool down for those of us hanging out in the northern hemisphere, the development of Rend through the sandbox title’s early access will only warm up. A new Rend update roadmap has been laid out by the devs with another general look at a number of features planned through 2018.

rend update roadmap

Between now and December, Rend looks to introduce several updates to enhance gameplay in a variety of ways. First on the list are combat improvements that hope to bring the gunplay of Rend up to par with modern shooters. The team are also looking to streamline features like storage and crafting to make the early game more accessible.

Later down the line, players can expect siege weapons including catapults and personnel flingers; legendary weapons and armor that draw inspiration from Norse mythology; and additional social mechanics that let players party up for PvE or PvP actions and add permission request and voting tools.

While a timeline for these updates is not on the table just yet, the devs promise that each subsequent system update will come accompanied by dev blogs that will explain how each feature will improve the gameplay of Rend.

To that point, you’ll want to keep your eyes on this part of the game’s website, which will likely update as features get revealed and ultimately released.

Our Thoughts

A variety of these updates are likely going to be extremely welcome by Rend players, particularly those that enhance the game’s social mechanics and refine storage and combat. We’re also curious just how the team will implement legendary items and how they’ll balance them. Or if they’ll even worry about balancing them too much.

Sources: press release, official site

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Rend to Introduce an Outcast System to Deal with Bad Apples

It’s an inescapable force as constant as gravity when it comes to sandbox MMOs. There will always be those players who actively seek to screw with everyone else, even if cooperation is literally the only way to win. Rend is no stranger to this sort of thing unfortunately, but a soon-to-release Rend Outcast system is hoping to give players a bit more control over how to mitigate such bad actors.

rend outcast system

The Outcast system appears to operate a bit like the Brig system that was first introduced in Sea of Thieves. Faction elders can initiate a pop-up vote to label a member of that faction an Outcast. If a majority vote in favor is reached within two minutes, the offending player is an Outcast.

Outcasts are essentially ostracized from the major beats of the game, locking them out of most faction base features. They are also “queue vulnerable”, which means if the faction they are a part of is at maximum capacity and a player of good standing queues up, then the Outcast is kicked from the server.

Outcast status lasts for 24 hours for the first offense, 72 hours for the second, and becomes permanent on the third, though it won’t carry over between sagas or servers. Additionally, an Outcast can return to good standing before those timers if they earn 10,000 faction reputation.

The system is due to be implemented in patch 1.5 and will continue to be adjusted based on player feedback.

Our Thoughts

On paper, this Outcast system appears to be a firm but fair measure to help faction leaders mitigate people jerking around with the game. Of course, those who can only engage with others in online games are a wily bunch and we expect to hear about some way this system will be abused shortly after its implemented.

Source: official forums

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Rend Launches into Early Access

The RvR survival sandbox Rend is now officially taking its steps out of alpha and into a semi-released title. Today marks the Rend early access launch, which is now opening the game up to a significantly larger playerbase…assuming they’re okay with shelling out $30, of course.

rend early access launch

Part survival sandbox, part RvR PvP game with win conditions, Rend is hoping that its unique blend of game styles will see it make an impact with players. The objective of Rend is both simple and daunting: work together for your chosen faction to earn the right to ascend to Valhalla in the shattered remains of Midgard.

Rend will offer up two types of servers for players to take advantage of: official servers with either Standard rules or Conquest rules that see the shields protecting a faction’s home base removed entirely; or support for private servers to let players customize the game’s rulesets to their personal preference.

“We have created a unique space that doesn’t feel like any other game in the survival genre,” said Frostkeep Studios CEO John Wood. “While this marks a significant milestone for our studio, we’re only just getting started.”

Rend is now live on Steam for $29.99. There’s also an early access launch trailer you can feast your eyes on below, no cost necessary.

Our Thoughts

Considering our earlier experiences with this game’s alpha build, we are very intrigued to know how this build of the game feels compared to the alpha version and where this RvR survival title goes from here. We hope those who are buying in have a good time and remember…talk to your faction. The coordinated side can win more easily.

Source: press release

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Rend Checks In with an Alpha Test Progress Report

By all accounts, the Rend alpha test has been a rather productive bit of development for the factional survival sandbox MMO. The devs have written up a progress report outlining several updates made to the game’s alpha build to this point as well as offering a brief word about the game’s upcoming early access.

rend alpha test

Six patches’ worth of updates to Rend’s alpha have seen a variety of fixes to some rather off-the-wall experiences, including a torch that somehow made its wielder invisible and turrets that went rogue and attacked their own creators. The updates have also provided some more lasting gameplay tweaks as well, with the recent Reckoning patch prompting plans to adjust Control Points in the game.

In the next major update to Rend’s alpha, the game’s map will see a number of changes. For starters, the faction starting point is being moved to a new location entirely, which should help the game’s map progression, new player experience and Reckoning PvP improve.

As for early access, the devs promise that “Steam Early Access” isn’t shorthand for “half-baked game shoved out the door for maximum ROI”. “Our standard for entering Early Access on Steam is simple: the game must be in a state such that if we were to never touch its code ever again, Rend would be considered a finished, complete game worth its buy-to-play-only price,” reads the post.

Our Thoughts

We’ll see regarding Rend’s early access built, but until then it certainly sounds like the game’s alpha testing is going along extremely well. We’re definitely looking forward to further updates as Rend pushes on at pace with alpha.

Source: official site

Articles Related to Rend

Rend Begins to Walk its Alpha Roadmap with Control Points
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Rend Begins to Walk its Alpha Roadmap with Control Points

It would appear that we’re all on the road to expanded alpha testing, whether we’re playing or not. The first step of the Rend alpha roadmap has been made on the game’s website with the first of several planned dev blogs detailing various mechanics that will being added to the game’s test build. Item one on the list: control points.

rend alpha roadmap

In short, control points in Rend are described as faction-controlled objectives offering winner-take-all base skirmish opportunities. Nine such control points dot the game’s map; three at strategic points in the Highlands, three along the factional borders, and three under the giant Yggdrasil tree that dominates the center of the map.

When your faction gets control of a control point, they’ll get a number of important benefits such as a regular supply of spirits and research sparks. Those who participate in securing a point will also get XP, faction rep, and loot drops that could include an artifact item. Naturally, you’ll want to defend these locations and so building around the control point is allowed.

Conversely, if you’re attacking a held control point, anything that’s around or within the point including sparks, loot, or structures that are defending it will switch ownership as well. Initiating an attempted capture requires players to perform a 10-second channel on the point’s Divinity Splinter that will make the point become neutral. There will then be a 20-minute window for the point’s original owners to attempt to mount a defense.

If the defending faction can recapture the Shard, then ownership remains with them. If they don’t after 20 minutes, the point switches owners and becomes shielded from retaliation for a few hours so the new owners can rebuild. With all that said, control points that change hands frequently will yield fewer rewards, so players probably shouldn’t get into a tug-of-war match.

The blog is the first of a lineup of feature updates alpha testers can look forward to, with future updates adding the Reckoning mechanic, a taming system and other updates.

Our Thoughts

With all of the things to consider in Rend – resource management, control point capture and defense, personal survival – it seems like cohesive command and rank-and-file levels of cooperation might be needed for players of Rend. Which could be a large ask for most sandbox MMO players. We’ll be interested to see how exactly it all works in practice.

Source: official site

Articles Related to Rend

Rend Outlines its Survival Mechanics
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Rend Outlines its Survival Mechanics

When one of the pieces of information is “everything is out to kill you”, you can bet that survival gameplay is reasonably serious. That’s just one part of a new dev blog that outlines Rend survival mechanics that players of the upcoming sandbox title will need to bear in mind come beta testing.

rend survival mechanics

Much of the survival gameplay in Rend will be familiar to those who’ve played other games in the sub-genre, with health, stamina, hydration, hunger, and temperature to consider while roaming the wilds. To mitigate these effects, players will need to craft items to hold fresh water, learn recipes to cook raw ingredients to delay food spoilage, or consider which raw ingredients can be eaten raw at need.

Rend’s survival will also have a couple of unique wrinkles to consider. The position of the sun and the time of day or night will have an effect on the temperature of the biome you’re in, and certain creatures or environmental hazards can inflict diseases or wounds that limit your maximum health and stamina.

The devs hope that the factional nature of Rend’s gameplay will mean that players will share their combined knowledge of the biomes among themselves to better mitigate survival needs, which should also have the cascade effect of having those out and about finding resources for their faction having greater success.

Our Thoughts

This all sounds solid enough on paper, certainly, and the factional sort of gameplay Rend is offering does lend itself to perhaps a bit more cooperation than other sandbox MMOs would offer. Ideally, anyway. We’ve been around long enough to know that people will try like hell to screw as many people over as hard as possible in the shortest amount of time.

Source: official site

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The post Rend Outlines its Survival Mechanics appeared first on MMOGames.com.

Rend Dates its First Public Alpha Test

We were fortunate enough to have a look at how far Rend has come at this year’s PAX East, but soon it will be everyone else’s turn. Or, at least, the turn of those who are selected to be in the first public Rend alpha test.

rend alpha test

Starting today, players are being selected to the invite-only alpha test. Adding your name to the hat is a simple matter of signing up via the game’s official site and then confirming your details with an emailed confirmation link. Naturally, you’ll want to check your spam folder if you’ve not seen the message within five minutes or so.

As far as scale and length of the alpha test, that was not detailed in the announcement. That said, the devs have provided a few words on what they’re hoping to achieve during this first public test period.

“Our goal at the start of this project was to continuously grow and improve Rend by gathering direct feedback from our players every step of the way,” says Frostkeep co-founder Jeremy Wood. “This project remains just as much theirs as it is ours, and this public alpha marks a significant milestone as we offer even more players around the world the opportunity to enter the world of Rend and join our community.”

As for Rend’s next step beyond that, the devs are still eyeballing an early access release later this year.

Our Thoughts

Indeed, Rend has progressed a pretty great deal in-between PAX East events, so we’re glad that the team at Frostkeep Studios are ready to ramp things up with some more players. Here’s hoping that all testing goes well for everyone involved and best of luck to those who elect to sign up and be selected.

Source: press release

Articles Related to Rend

Rend at PAX East 2018: More, But Bigger
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The post Rend Dates its First Public Alpha Test appeared first on MMOGames.com.

Rend at PAX East 2018: More, But Bigger

Last time I was here with Rend at PAX East, I was trying to tie together the location of a fish restaurant with what the game was ultimately about. This year, not an awful lot has changed with the survival sandbox, but there is absolutely a lot more of it: more map, more biomes, more crafting trees, and more potential for things to switch up.

The first thing that’s grown in Rend’s current build is the map, which is now five times the size it was previously. With new biomes added to the game for a total of 12, each with a whole lot of new materials and, of course, new dangers. One of those biomes is a swamp region, which was shown to me in a friends and family build of the game. The region changed from a sunshine-soaked temperate forest zone to being a black and green, fog-covered expanse with new enemies to take on.

Of course, these new biomes aren’t just set dressing. It was explained that these biomes will have their own dangers in the form of environmental dangers. For example, harvesting a certain type of plant will inflict damage on you while you’re trying to gather it. So players have a couple of options: either cover their armor to protect themselves against the toxic elements they’re facing, or build up their Survivalist tree, or even hire the services of players in their faction if they’ve built a character that’s more specialized in crafting than they are in combat.

With all of this new map space and all of these new regions to explore, doesn’t this kind of put Rend’s aim of making survival sandbox games less of a long slog in danger? Not exactly; certain materials that are required to make items, such as copper, tin, and flux to make bronze, can only be found in enemy faction territory. There’s also the potential for random map-wide events to show up, such as a bright light that can be seen by nearly everyone on the map that signals a comet’s arrival to the land; a comet that could hold totally unique and powerful items or resources. The map will also have static capture points dotted around that could confer faction-wide bonuses so long as that area remains under control. Overall the devs are working to make sure that conflict still happens as often as possible in spite of the map’s new size.

One new feature shown off in the demo includes the addition of personal base-building on the land. While faction bases are still going to offer a lot of services, these personal locations are going to offer many of those same benefits without requiring you to run all the way back to your faction center. The building system is pretty similar to other base-building systems you’ve seen in games like Conan Exiles. The bigger difference is that, once a structure’s skeleton is built, other players can feed that structure materials in order to beef it up and upgrade it. This structure-building system isn’t just limited to personal housing, either; for example, players can build a bridge over a particular river or span to help move things across the map easily.

As for the core gameplay loop of Rend itself, it’s much the same way as before; survive by handling hunger and thirst, get materials and other items to bolster your faction’s standing, and build defenses at your faction’s primary location to survive the Reckoning wave that will send enemies to your doorstep. The biggest difference here is the fact that losing your base doesn’t mean your faction is entirely removed from the game as was previously said. Turns out, players don’t like being told they can’t play a game, so instead, your faction’s primary keystone will just bleed out soul energy that you have to recollect before enemy faction members do. The stakes are still high, but they’re not so high that you’re not allowed to at least perhaps recover.

There are a couple of other noteworthy additions being added to Rend too, including the ability to tame nearly every creature on the map to have along as companions and mounts, the introduction of mod support and a related toolset to let players tweak the title as they see fit, and a crafting system that is now tree-based and expanded to include literally a couple of hundred different crafting trees.

Rend is looking at kicking off in a matter of weeks with thousands of players being added to the game. It further illustrates Rend’s desire to make their game as fast-paced and focus-designed as possible while also making it scale upwards in practically every conceivable way it can.

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