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  • Today's Elder Scrolls Online AMA discusses bug fixes, housing, spellcrafting, and more

    by 
    Bree Royce
    Bree Royce
    05.01.2014

    The Elder Scrolls Online's Paul Sage, Matt Firor, Rich Lambert, Brian Wheeler, and Nick Konkle descended upon Reddit today along with a bevy of community managers to run another ask-me-anything, perfectly timed after the release of this morning's release of ZeniMax's plans for the game in 2014. Here are just a few of the highlights: Spellcrafting will involve the rediscovering of "traditional" Elder Scrolls schools of magic, like alteration and destruction. Wheeler hinted that aesthetic changes might be en route for the Imperial City. There are no current plans for smaller scale PvP zones or dueling. Grouping, werewolf, quest achievement, and PvP vampire issues are being worked on. SLI support arrives with Craglorn. Lambert confirmed the Thieves Guild and Dark Brotherhood will have their own skill lines. There's no time-frame for player housing right now. "We want to do it right," Community Manager Jessica Folsom said. Guar mounts are also planned sans timeline. Aside from weekly stability patches and "after the dust settles," the team still plans content updates every four to six weeks. The complete AMA is on Reddit for your review. [With thanks to tipster Leiloni!]

  • The Elder Scrolls Online designers talk combat and PvP in a new video

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.30.2012

    For all the talk about the latest entries in The Elder Scrolls series being single-player MMOs, there are some pretty big issues translating the mechanics of the single-player games over to The Elder Scrolls Online. For starters, there's the simple fact that the combat in single-player entries is built around the idea that you can pause and pick out your abilities at a slower pace if necessary. A new interview with designers Brian Wheeler (lead PvP designer), Maria Aliprando (creature combat designer), and Nick Konkle (lead gameplay and combat designer) discuss how the team overcame these issues and what players can expect from the game's battles. In PvE, players will find that each given monster has a very unique set of behaviors that players can react to, as well as elements that play off one another in the environment. Rather than rewarding players simply for defeating monsters, players will be rewarded with a rating called "finesse" for how the monster is defeated, with greater rewards coming to players with high finesse scores. The goal is to make combat less a matter of winning or losing and more about defeating enemies skillfully. But that only scratches the surface of the full interview, so click on past the break for the full 17-minute discussion.

  • Discover the wizardry of game design with WAR's Brian Wheeler

    by 
    William Dobson
    William Dobson
    01.19.2009

    Gather around folks, get comfortable; we've got a tale of fantasy, kings and wizards to share with you. As seems to be the norm with our friendly neighborhood Mythic developers, Brian Wheeler has done his best to avoid bringing us a boring and straightforward Dev Diary, instead opting to explain his role of Senior Designer for Warhammer Online through a short story.It turns out that game designers are not unlike the great wizards Merlin and Gandalf (coincidentally, these two exist in the same space in Wheeler's fantasy world, and often enjoy a pint together) in that they come up with multiple ideas and solutions for a single problem, and present them all to the king to decide which will be used. They aren't necessarily ideas that the king couldn't figure out on his own, but the wizards can afford to spend all their time researching every possible strategy, giving the king the freedom to attend to other business. That's the short version -- to read Wheeler's longer and much more entertaining take, visit the latest WAR dev diary.

  • Warhammer developers weigh in on 1.1a RvR changes

    by 
    Michael Zenke
    Michael Zenke
    12.11.2008

    Yesterday, just a day before this morning's announcement of the 1.1a patch to Warhammer Online, we had the chance to speak with some of the leading lights in the Warhammer development process. Adam Gershowitz, Associate Producer Josh Drescher, and Designer Brian Wheeler laid out the ins and outs of Realm vs. Realm changes in our discussion. Said Josh Drescher, "The core philosophy for 1.1 as regards RvR is to guarantee you a rewarding time in open field combat. It should be just as rewarding as spending an hour anywhere else in the game. We want to address the problem where players would want to participate in open RvR, but had limited time and felt they would be better rewarded in a Scenario. We were specifically addressing that in this update this time around."Read on below the cut for our full discussion.