Monster Hunter Wilds Open Beta Test 2 Has Been Extended

The open beta test for Monster Hunter Wilds, which was initially scheduled to conclude on February 16 at 6:59 p.m. PST / February 18 at 2:59 a.m. GMT, has been extended to February 17 at 6:59 p.m. PST / February 18 at 2:59 a.m. GMT. The second week of the beta test will kick off on February 13 at 7:00 p.m. PST / February 14 at 3:00 a.m. GMT. Additionally, players participating in this extended beta period can look forward to receiving the Stuffed Felyne Teddy pendant and OBT 2 Bonus Item Pack as free bonuses when they purchase the full game.

Top Blacksmithing Perks in Kingdom Come: Deliverance 2, Ranked

Once you’ve chatted with Radovan in Tachov and finished the ‘Blacksmith’s Son’ mission, you can explore the Craftsmanship skill tree, which is linked to Blacksmithing. Alongside this primary skill, there are additional abilities like laundry work and repairing. For aspiring Bohemian Blacksmiths, these are top-tier perks in the game ‘Kingdom Come Deliverance 2.’

Monster Hunter Wilds Extends Beta Test Due to PlayStation Network Outage

Initially, the developers intended to run two Open Beta Test 2 sessions, with the first one scheduled from February 6 to February 9 and the second from February 13 to February 16, but due to problems with the PSN affecting the initial week’s experience, they chose to expand the second session across all platforms (PlayStation 5, Xbox, and Steam). The revised timeframe for Monster Hunter Wilds open beta test 2 is “February 13, 7 pm PT / February 14, 3 am GMT to February 17, 6:59 pm PT / February 18, 2:59 am GMT.

Kingdom Come: Deliverance 2’s ‘follow NPC’ toggle should be mandatory in all videogames, with a jail sentence for developers not using it

The frequent mismatch between the pace at which Non-Player Characters (NPC) and players walk implies an unusual coordination or agreement among game designers. It seems unlikely that any other factor is responsible for this discrepancy, especially since it’s a relatively straightforward aspect of game design that designers should be aware of, given the typical speed range in which players move.