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  • Das Tal devs: 'We don't even own a gauntlet'

    by 
    Bree Royce
    Bree Royce
    01.21.2015

    Yesterday, we posted about an article penned by Das Tal Head of Communications David Wells in which he threw down the proverbial gauntlet, as we put it, at ArcheAge's feet; he laid out many of ArcheAge's faults and explained how Das Tal, an admittedly indie sandbox, could improve on the format and avoid some of ArcheAge's infamous mistakes. This prompted a fiery debate, particularly among ArcheAge's fans and frenemies, over sandbox design in the indie and AAA space. Das Tal Managing Director Alexander Zacherl hopes to expound on that treatise with a letter to players of his own; he emphasizes that Fairytale Distillery's intent was not to provoke a duel with ArcheAge but to improve the studio's corner of the genre. We've agreed to publish that letter in full today. Read on!

  • Hungry? Elder Scrolls Online is revamping provisioning

    by 
    Bree Royce
    Bree Royce
    01.20.2015

    When The Elder Scrolls Online's Update 6 launches later this month, characters with the provisioning skill should go make us a sammich. Just kidding. But if you do decide to make us a sammich, you'll find the process much more streamlined and effective, as ZeniMax is plotting a major overhaul of the profession. In a dev blog posted last night, the studio explained that it will be reducing the overall number of ingredients in the game, adding new recipes, updating the cooking UI, and giving food additives some oomph. Roleplayers will be happy to learn that lootable food-related objects will soon yield appropriate ingredients (apples from apple baskets, for example), and food buffs will make a bit more sense, like "meat dishes [that] increase your health and fruit dishes [that] increase your magicka." If you're not actually a cook yourself, all you really need to know is that you should start skinning fish, cows, and chickens for meat and that drink buffs won't suck anymore. Hooray!

  • The Elder Scrolls Online's Undaunted Pledge system promotes daily dungeons

    by 
    Bree Royce
    Bree Royce
    12.11.2014

    Are you wandering around The Elder Scrolls Online in a post-Update 5 haze, lost on what to do? Wander no more: ZeniMax has released a dev blog today to give you some guidance. The guide details the pledge system of the Undaunted, whose tasks are reminiscent of daily dungeon quests in other themeparks. Starting at level 45, players can swear themselves to the Undaunted faction, which offers two daily quests to complete dungeons, one veteran and one not. Depending on how well they complete the dungeon and the difficulty of the encounter, players will be awarded reputation with the faction as well as a key to unlock a sweet chest of loot. "The Undaunted chests can contain a variety of helpful loot, from valuable Ornate items and soul gems to unique items sets and attention-grabbing shoulder pieces fashioned from the very brutes you've slain," writes ZOS. The full guide is on the official site.

  • Guild Wars 2 is revamping dailies... again

    by 
    Bree Royce
    Bree Royce
    12.10.2014

    ArenaNet has just announced that it's revamping Guild Wars 2's daily achievements... again. "We want to give players the opportunity to try things they may not normally experience and feel like the rewards they earn for doing so mean something," says the studio. "Rather than [give] a generic reward for all achievements, each one will give players something that is thematically tied to the content they're playing." Completing dailies will allow players to earn everything from achievement points to fractal relics and badges of honor, depending on the daily's difficulty and type (PvE, PvP, WvW). The studio is also rolling out a new achievement track that replaces the old monthlies system and rewards players just for logging in. "One way to think of this is like a holiday calendar that gives you a new present from ArenaNet each day," the devs write. "There are 28 individual rewards on the track, each one building toward an epic chest containing a permanent 1% increase to account gold find and your choice of either ascended crafting materials, materials necessary for crafting your legendary weapon (including mystic clovers), an additional sum of laurels, or tomes of knowledge." Yesterday, the studio revealed that the ongoing season two plotline will be on hiatus through the holidays, being replaced by Wintersday. Season two resumes on January 13th.

  • Camelot Unchained tackles building systems, ability crafting

    by 
    Bree Royce
    Bree Royce
    12.05.2014

    City State Entertainment has continued its daily Camelot Unchained updates with another batch of notes on the ongoing state of the build as the team gears up for alpha testing in 2015. Studio boss Mark Jacobs says that his crew has done a first pass on the building system as well as the ability crafting system UI, mage VFX and casting, and the grass system. The team is also working on improvements to client performance. "Last month we rocked the network and PhysX side," Jacobs wrote. "Now we begin to do the same on the client side." Critical improvements to duck pedestal collision are also included in the notes. Check the whole list out on the official site to understand that joke.

  • Line of Defense Tactics makes in-roads with mobile devices

    by 
    Justin Olivetti
    Justin Olivetti
    12.03.2014

    Line of Defense Tactics, the RTS spin-off of the upcoming sci-fi MMOFPS by Derek Smart, is now available on both Windows 8.1 and Windows Mobile. The game costs $9.99 and $4.99, respectively. The team's also added a $9.99 version on iOS devices that includes the full Lyrius campaign, in-game currency, and weapons. Both Android and iOS mobile platforms have access to the first three missions of the squad-based game for free. Line of Defense Tactics actually allows players to query the MMO database for information on units and equipment to help in their tactical battles.

  • The Repopulation expands alpha and focuses on bots

    by 
    Bree Royce
    Bree Royce
    12.03.2014

    Above and Beyond has published The Repopulation's end-of-November report, and it's a doozy. The studio discusses the embiggening of its alpha thus far and the addition of new servers to handle the load. The devs have also been working on housing and city locations, a new character versioning system, a new cloning system, nation deeds, facial animations, and tooltips. Perhaps of most interest to sandbox fans disillusioned with this year's sandbox drama is A&B's focus on its bot detection code. "Our philosophy with bots is that once the game launches it is not really beneficial to ban characters unless they already invested a significant amount of time into the characters, otherwise they can just create a new free account and you need to detect them all over again," the devs wrote. "So we've focused our attention on reducing the benefits of botting. In addition skill gain penalties and stoppage, botters will see their harvesting results capped in quality, and a complete shut off of loot." Capping off the dev letter are 17,356 words' worth of patch notes. We counted. Check every last one out at the official site.

  • The myth of Skyforge's Celestial Fortress

    by 
    Bree Royce
    Bree Royce
    12.03.2014

    Guess what, story fans? Skyforge has lore! Today's dev post explains the myth behind the Celestial Fortress, an epic construction project floating in the sky meant to safeguard the planet Aelion from its own inward-spiraling moon. "While historians still argue about its true origin and meaning," intones the narrator, "only one historical fact remains clear: the Celestial Fortress which the symbol represents prevented the destruction of Aelion." Well, that and the Roche limit, but this is sci-fantasy lore, not astronomy. Carry on, storytellers! We've included the new concept art of the Celestial Fortress below. Don't forget that Skyforge's browser minigame competition to win a beta key and other prizes is still ongoing for the next several weeks.

  • The Secret World's nightmarish Issue #10 coming 'in next couple weeks'

    by 
    MJ Guthrie
    MJ Guthrie
    12.01.2014

    Content-loving The Secret World fans will be happy to hear that the next issue is just a couple weeks away. Joel Bylos' November Game Director letter has announced that Issue #10 Nightmares in the Dream Palace will go live "in the first half of December." That means more Tokyo locations, a new mission chain, new AEGIS shields, and more interesting characters will soon be available to enjoy. Want to wander the docks and the shipyards? How about prowl around an abandoned quarantine camp or the Orochi tenements? Those locations and more will be available for exploration. Can't wait to hear and see more? Keep your eyes peeled for Massively's hands-on with issue #10 this week! Not all the goodies are dependent on owning the issue, either. The accompanying patch brings quality-of-life improvements including bug fixes, a UI editing mode, and an updated con system to help newer players. And what's TSW without a great holiday event? The letter also introduces this year's new Christmas event, which will run from the middle of the month until just after the new year. Called The Christmas Conspiracy, it begins with an invitation to see a performance of "The Magic Flute" at the Albion Theatre and entails working to stop the Phoenicians from stealing the very heart of Christmas itself. Previous Christmas events will also return.

  • Guild Wars 2's revamped sPvP rewards skillful play, not just wins

    by 
    Bree Royce
    Bree Royce
    11.20.2014

    ArenaNet's Justin O'Dell is on dev blog duty today for Guild Wars 2, and his post is all about planned updates to the game's sPvP matchmaking and ladder ranking systems. "We decided to move to a score-based search method that takes into consideration several metrics that we believe are important for a match to be fun," he explains. "We chose a score-based system over other methods because we found that it's a good compromise between the often competing goals of match quality and short queue times." The system will do its best to match players by skill level, rank, party size, and so forth. Points awarded through the ladder ranking system are determined by final score and odds of victory in an attempt to ensure that playing well in spite of a loss is encouraged and that luck isn't the driving force in ranking. "Imagine a world where everyone took the saying 'It's not whether you win or lose, it's how you play the game' seriously," O'Dell says. "Wouldn't that be great?"

  • MechWarrior dev vlog talks inner sphere quirks, faction switching

    by 
    Jef Reahard
    Jef Reahard
    11.05.2014

    If you're a MechWarrior Online fan and you've got a spare 20 minutes, you might want to catch up with the game via the ninth installment of the MWO Dev Vlog. Piranha president Russ Bullock is interviewed regarding the changes to the inner sphere quirk system, while lead designer Paul Inouye updates us on community warfare -- including the ability to switch factions. Click past the cut to watch the full dev vlog!

  • WoW level designers discuss Draenor's callbacks and vignettes

    by 
    Bree Royce
    Bree Royce
    10.31.2014

    Blizzard's final Artcraft blog for World of Warcraft has arrived today in the form of an interview conducted by Community Manager Bashiok. Once again, the topic is the design of Nagrand, a zone made iconic in The Burning Crusade expansion and returning in Warlords of Draenor next month. The five interviewees, all level designers, discuss preserving key landmarks and environments in the proto-zone and how they've incorporated appropriate callbacks for classic content. The popular Ring of Blood arena quests will return, for example, as might everyone's favorite escort quest NPC, Corki. "Vignettes" will sound familiar to fans of more modern MMOs, as well; Senior Level Designer Victor Chong explains: We've added a lot more vignette stuff, and I was working with Kurt Sparkuhl, a quest designer, on how I could add hidden stuff on the tops of mountains. So we have a lot of vignettes where players have to figure out how to get up there without just being able to walk up. It's stuff like doing some jumping around to get into an area, and then when you get to the top, you find a goblin with a glider that'll let you glide to specific areas that aren't normally accessible. Then if you get through all of that and land on a specific spot, you're rewarded with whatever the prize is there from a chest or something. We're doing a lot of that, and Nagrand was a good test bed for those kinds of things. The complete interview is available on the WoW official site.

  • Allods Online patch will offer enchanted weapons and new astral adventure

    by 
    Justin Olivetti
    Justin Olivetti
    10.30.2014

    Allods Online is gearing up for a pretty substantial update and has a pair of new dev diaries to talk about what the players can anticipate for Patch 5.0.02. The Forgotten Legends update will kick off with a brand-new astral adventure called Reflection of Irdrich. In it, players will venture into a haunted obselisk and face off against five bosses. The big dev focus for this adventure is to make enemy damage avoidable if a player is skilled and aware of his or her surroundings. Also coming with 5.0.02 is an enchanted weapon system that allows players to upgrade specific pieces of gear. These upgrades require reagents and result in more powerful weapons that boast not only better stats but improved visuals.

  • Pathfinder Online early enrollment will not be launching today

    by 
    Bree Royce
    Bree Royce
    10.30.2014

    Pathfinder Online's early enrollment launch for paying backers has already been delayed multiple times since its original goal of September 15th, and last night we learned that release has been put off yet again. Goblinworks' Ryan Dancey explained that the ongoing stress tests convinced the team that the server infrastructure needs bulking-up; consequently, the October 30th date -- today -- has been set aside. Dancey wrote, We have set an internal objective of being able to handle 2,000 simultaneous connections, and 100 characters active in a single Hex as our minimum threshold for server performance. This reflects our expected peak concurrent activity for the first 10,000 players in game - roughly what we anticipate during the first 90 days of Early Enrollment activity. Currently the server does not reliably meet that benchmark. With your help, we generated tremendously useful data via the stress test process and our performance team is confident that they can identify areas of the server system that can be rapidly improved to hit that benchmark. They are building and testing the necessary software and are making steady progress. We want the first players in Pathfinder Online to have a high-quality experience and we are committed to delivering the game in a condition that meets that objective. Rather than commence Early Enrollment on the 30th we are going to enter a temporary "hold" state while we continue to optimize the server. When the team is confident that our benchmark for performance has been met, we will then exit the "hold", notify the community and begin a 48 hour countdown to Early Enrollment. Dancey told players that Pathfinder's alpha test will continue, allowing devs to "roll out these polished feature iterations and to test server capacity improvements," and he thanked backers for their assistance and feedback.

  • World of Warcraft chronicles the challenges of Draenor zone design

    by 
    Bree Royce
    Bree Royce
    10.30.2014

    The third installment of World of Warcraft's Artcraft blog series is now live, and in it, Blizzard Senior Level Designer Ely Cannon discusses the visual style of zone design and how the artists and level designers team up to sculpt the look of zones and sub-zones within the limitations of the game engine. Cannon again references popular zone Nagrand and the difficulties of creating color depth and variation in the Warlords of Draenor version of the famed Burning Crusade zone, with its sweeping and sometimes one-note rolling plains. (Spoiler: The problem is solved with even more green.) Blizzard has also updated the WoW game guide with new lore about the Draenei leader Velen and human wizard Archmage Khadgar. Both posts are found on the official Blizzard blog.

  • Line of Defense's Derek Smart recaps ongoing test phase

    by 
    Bree Royce
    Bree Royce
    10.29.2014

    3000AD's Derek Smart has penned a new Line of Defense developer blog outlining the current state of the MMOFPS title's early access test phase. Smart explains that more than half of the game's world stations have been opened to testers so far, with two more stations expected to open soon. The final four will unlock when aircraft are patched in. Smart also says that his team is working on a public roadmap website so that players can track release progress and vote on new features. He thanks his testers for their patience with the "staggered" test schedule. " It is for the greater good," he writes. "Been doing this a very – very – long time, so you just have to trust that I know what I'm doing." Earlier this fall, Line of Defense launched on Steam's early access program, but an error allowed the public to download the game without paying for a founder's pack, leading to negative reviews when the games were confiscated and eliciting a fiery response from Smart.

  • EVE's Phoebe introducing simultaneous multiple market sell orders

    by 
    Jef Reahard
    Jef Reahard
    10.21.2014

    EVE Online's Phoebe release draws near, and as we approach the November 4th launch date, CCP is publishing all manner of dev blogs designed to apprise players of the patch's additions. The latest blurb concerns item-selling, and more specifically the long-awaited ability to create multiple market sell orders simultaneously. If you're an EVE trader you'll probably want to skim the details, and you can find them via the links below.

  • APB's lead designer on the changes in 1.18.0

    by 
    Jef Reahard
    Jef Reahard
    10.17.2014

    If you're curious about what's happening in the world of APB: Reloaded, why not read the latest dev blog? Lead designer Ricardo Viana writes that the team's focus for the forthcoming 1.18.0 update is on APB's missions, dynamic events, and visual effects. He also mentions that the patch will tweak APB's team leader system, primarily by adding messaging, the ability to request the leader role, and an AFK parameter for the existing demerit system.

  • SWTOR's experience boost enables altaholics, story-lovers

    by 
    Bree Royce
    Bree Royce
    10.16.2014

    Eagle-eyed gamers probably noticed the "leveling boost" tucked in with Star Wars: The Old Republic's Shadow of Revan pre-order announcement, but just in case you missed it, BioWare wants to make absolutely sure you understand what it entails, and it entails story -- a whole bunch of stories in a short amount of time, in fact. In a new dev blog, the studio is calling the boost a "class leveling event" in which players are effectively "treated to an all-new epic BioWare roleplaying campaign, uninterrupted." The 12.32 multiplier to experience that players pick up by preordering the expansion and subbing up for a month is "enough to play through the game all the way to level 55 playing only epic story missions," meaning that you can play through the class stories with no quest grind in between. Skill training is free during the promotion too. But you'll have to move quickly; the promo ends on December 1st. I've already lost two writers and three guildies to the leveling frenzy. Jef thinks he'll be done leveling all eight of his characters in 10 more days. Who'll be next?!

  • Perpetuum officially launching on Steam this Friday

    by 
    Jef Reahard
    Jef Reahard
    10.15.2014

    Perpetuum is officially launching on Steam this Friday, October 17th. Wait a minute, wasn't the sci-fi sandbox already on Steam? Well, yes. Yes it was, as an early access title. The latest Perpetuum dev blog details how and why Avatar Creations is moving its game out of early access even though it's still working on a mission system revamp, new PvE content, and a new engine. There's also a patch scheduled for this week that will revamp the game's mineral spawning system. Finally, the dev blog talks about upcoming intrusion and gamma changes as well as a big robot balance patch.