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  • The scoop on Elder Scrolls Online's Dragonstar arena

    by 
    Bree Royce
    Bree Royce
    08.28.2014

    When The Elder Scrolls Online's fourth update arrives next month, a new type of content will open to players: themed PvE arenas. The first of 10 such arenas, Dragonstar, is the subject of a new developer essay on the official site today. The Dragonstar Arena is located in Craglorn and will pit a group of four players against five waves of monsters with "escalating intensity," though not necessarily escalating numbers; ZeniMax promises there will be no "cannon fodder" to waste your time. Hazards inside the arena -- like poisonous clouds, lava flows, and immobilizing blizzards -- will further impede groups' progress through the challenges. ZeniMax says that arenas are intended to provide difficult combat encounters and elite rewards to small, highly skilled groups, but more casual players can skip Veteran mode for normal mode if they choose. We've included the brief Dragonstar arena trailer below.

  • The Elder Scrolls Online plans 4v4 arenas, veteran rewards

    by 
    Bree Royce
    Bree Royce
    08.20.2014

    In a fresh entry on The Elder Scrolls Online's official site, Game Director Matt Firor has penned the latest Road Ahead update, in which he discusses the game's recent patch as well as what's in store for players next month. Of note, Firor says ZeniMax aims to make combat "more responsive," push out new Craglorn content, complete the last trial in the constellation storyline, and introduce a new 4v4 PvE arena. Work on the champion system, which revamps the MMO's character development and customization mechanics, continues; in fact, ZeniMax implores players to help test the inbound content on the public test server. The team plans to formally announce a loyalty program later this week; it's expected to dole out traditional MMO veteran rewards like minipets.

  • Guild Wars 2 plans siege additions for world-vs.-world PvP

    by 
    Bree Royce
    Bree Royce
    08.19.2014

    As part of its September feature pack rollout, ArenaNet has today discussed the world-vs.-world improvements coming to Guild Wars 2 next month. Specifically, the team is adding a new Siege Golem Mastery ability line, which renders your character "an unstoppable juggernaut of destruction" with super speed, AoE healing effects, and (of course) an ejection seat to amuse your guildies. ArenaNet will also add consumable tricks; the first, called a Siege Disabler, is deployed like a grenade and disables weapons and golems and can be purchased with badges and coins rather than karma. If you aren't into the PvP additions, well, you could always join the folks in Rata Sum protesting the absence of Super Adventure Box. [Thanks, thegirlwiththehair.]

  • Build an inn or trading post in World of Warcraft's Spires of Arak zone

    by 
    Bree Royce
    Bree Royce
    08.07.2014

    Are you a fan of the arakkoa, World of Warcraft's avian humanoids? Blizzard Game Designer Don Adams and Associate Quest Designer Johnny Cash are betting you are, which is why they've brought back the sqwawking Burning Crusade beasties in Warlords of Draenor, complete with a "fancy new model." In a dev blog posted today, the duo discuss the Spires of Arak zone, in which the arakkoa aren't quite as evil as they later become in the BC timeline. Over the course of the zone, you're helping [a] shady resistance group of cursed arakkoa to make their final stand. You're learning about the curse they bear, the ancient gods of their land, and the very real threat posed by the Adherents of Rukhmar, the ruling caste of zealous arakkoa in Skyreach. Your adventure leads to two climactic events in the zone: one involving the plight of the outcasts against the flying arakkoa, and another focusing on the Shattered Hand fortress of Bladefist Hold. Of interest is Cash's note that players can choose to "construct an Inn to help [them] house more soldiers and supplies or a Trading Post to establish trade agreements with friendly locals," thereby unlocking unique questlines and gaining access to special perks in the zone, like quicker hearthing and easier access to rested experience.

  • Obsidian explains Skyforge's class-swapping system

    by 
    Bree Royce
    Bree Royce
    08.01.2014

    Obsidian and My.com are back today with another new Skyforge dev diary, this one a lengthy explanation of the game's class system. Skyforge allows class-swapping that will remind players a bit of RIFT: You'll pick a base class and then unlock intermediate and advanced classes as you play, swapping your current played class along the way. Check out the team's full explanation! Skyforge: Classes Many people have made the observation that the Skyforge class system is non-traditional and unique for an MMORPG. Our decision to design our class system this way was influenced by changes we see in gamers. In recent years we've seen a change in the way people play games, specifically, with the new found popularity of MOBA games. They have fast become the most popular online games and are consistently beating records for participation in various tournaments.

  • Let's all dye our armor black in The Elder Scrolls Online

    by 
    Bree Royce
    Bree Royce
    07.22.2014

    When The Elder Scrolls Online's third patch arrives next month, players will be bombarded with customization options, says a new developer blog on the official website. ZeniMax outlines its plans for armor dyes, which come in over 200 colors in accordance with the "artistic scheme" of the game, including rare iridescent shades. Just wanna dye everything black to show what a badass you are? You're in luck; in ESO, unlike many other MMOs, black will be a snap to obtain. In fact, dyes unlock as players complete specific achievements in a variety of gameplay modes from PvP to questing to crafting. The studio will also shower guild leaders with new guild ranks to play with, new heraldry for use on guild tabards, and new traders that guilds can rent to vend guild goods to the public.

  • Elder Scrolls Online plans massive revamp of veteran rank content

    by 
    Bree Royce
    Bree Royce
    07.08.2014

    ZeniMax has just posted a new Elder Scrolls Online dev blog, titled The Road Ahead, which outlines the studio's plans for the game in the relatively near future. Of note to MMO players are details for update 3, which is due to hit the test server "soon." The patch will enhance guild creation and management (with ranks, bank permissions, and heraldry) as well as address class balance changes, itemization issues, and combat feel. The team also means to revamp grindy veteran rank content with short-term balance tweaks in endgame zones, some of which are live on servers already; ultimately, the veteran points system will be deleted entirely from the game and replaced with a new system "based on new character customization and growth mechanics" that will be discussed at this year's QuakeCon and beyond. The full post can be found on the official site.

  • Destiny's alpha testers have played 6,461,871 games

    by 
    Bree Royce
    Bree Royce
    06.20.2014

    "A lot of our friends asked us if this was a real Alpha," Bungie wrote today of its recently begun PlayStation 4 alpha test for Destiny. "It was. [...] You'll see the fruits of [our] labor as early as next month, assuming we're lucky enough to have you in our Public Beta." The studio just released a new blog post chronicling player achievements from the first few days of the alpha, among them 149,522,313 primary weapon kills, 667,966 public events joined, 60,491,944 fallen dregs dispatched with extreme prejudice, and 6,461,871 player games played. There are also new screenshots from the alpha and handful of Q&A responses, in which Bungie teases more tidbits about the upcoming beta and explains the purpose of clans within the game.

  • World of Warcraft previews Warlords of Draenor's Shadowmoon Valley

    by 
    Bree Royce
    Bree Royce
    06.20.2014

    Blizzard's official World of Warcraft blog updated this week with a preview of Shadowmoon Valley. No, not Outland's Shadowmoon Valley from The Burning Crusade; this is the version of Shadowmoon Valley you'll be time-traveling to in Warlords of Draenor, or rather, you will if you're playing Alliance, since it's that faction's entry point for the expansion lands. Senior Designer Helen Cheng explains the zone's setting as "one of the most beautiful places on Draenor." She writes, "The valley is tranquil and serene. Rolling green hills give way to lush, violet forests. Draenei temples stand proudly beneath a star-studded sky. Here, the draenei have built wonders of their civilization-the town of Elodor with its majestic Altar of Sha'tar serves as the proud home of the great Exarchs, while the shining Temple of Karabor acts as the font of all holy learning. Under Prophet Velen and Exarch Akama's watch, all is well." Read more about the zone's backstory on the official site.

  • The Elder Scrolls Online illuminates its veteran dungeons

    by 
    Bree Royce
    Bree Royce
    06.19.2014

    A new Creating ESO blog post on the official Elder Scrolls Online site today aims to give players an inside look at the process of creating the game's veteran dungeons. These dungeons are "much more than just tuned-up, harder versions of the original dungeon[s]," the post insists; they're special boss encounters and storyline expansions that include complex mechanics and battles. They likewise include elite loot, the acquisition of which often requires repetition, something the developers say they keep in mind when writing dialogue and staging the area. ZeniMax also emphasizes the importance of testing for these dungeons: Much like we do for Trials, we have groups of skilled, coordinated testers ready to take them on. The Dungeon Team wants to kill you, don't get them wrong, but they don't want bosses to be unfair or impossible. It's a difficult tuning and balancing act to get them just right, especially considering the broad range of character builds that will be attempting them. When the testers wipe several times learning the fight and let out a cheer when they finally manage to scrape by with a win, we know we're on the right track. The video that accompanies the post is embedded below.

  • EVE Online explains its new expansion model, opens store testing

    by 
    Bree Royce
    Bree Royce
    05.12.2014

    If you followed EVE Fanfest 2014 closely, you already know that CCP is planning on reworking EVE Online's twice-yearly-expansion schedule, but today's dev blog aims to flesh out that plan. Writes CCP Seagull, Instead of doing two big expansions per year, we are moving to a model where we do about 10 releases per year, or one release every 6 weeks. In general each of those releases will be smaller than what you have seen with our expansions, but overall we will get you more per year and an overall better EVE Online because of the two big benefits this new model brings: Smaller and medium size features get to you faster, and we can make bigger features and changes to EVE Online because these can take the time they need to mature before going out, without needing to time a rare expansion. Seagull further explains that the new expansion cycle will help the team deliver speedier content for a wider variety of playstyles. In other EVE news, CCP has announced that EVE's store is open for testing on the Singularity server. "The new store will be instrumental in the future for offering ship skins, and other character and account related services," says CCP Falcon.

  • EverQuest Next's designers discuss rebooting a classic franchise via lore

    by 
    Bree Royce
    Bree Royce
    05.06.2014

    In the studio's most recent dev diary, SOE's Omeed Dariani helms a video panel of EverQuest Next designers to discuss not game mechanics or advancement but the story and lore in EQN and Landmark. Lead Content Designer Steve Danuser, Creative Director Jeff Butler, and Senior Game Designer Bill Trost debate how to reboot a classic franchise, how to select the best material to incorporate into the new games, and how to insert the lore in an organic way rather than infodump on the players. If lore is your thing, you'll enjoy the video embedded after the break.

  • Dark Age of Camelot plans New Frontiers tweaks, player polling

    by 
    Bree Royce
    Bree Royce
    05.04.2014

    Broadsword Online continues its push to revitalize the veteran games it took over from EA earlier this year, including Dark Age of Camelot. The studio recently released yet another question-and-answer session with players, this time focusing on the new New Frontiers patch and ending with a soaring explanation of what makes the game so great after a dozen years. Some of the highlights: There are plans to revamp PvE after the New Frontiers content is properly tweaked. First on the PvE list is the top 10% most rewarding and difficult encounters. On the flipside, the devs agree there's too much PvE emphasis in the RvR Frontiers. The team is still looking at incentives for keep, tower, and relic defense. Shards will not be usable in housing zones. Legendary weapon updates are still on the table. Finally, there's a note that the game will ultimately benefit from in-game polling systems as opposed to relying on feedback from just the vocal minority of players. "You will be heard. Count on it," Broadsword promises.

  • Elite: Dangerous newsletter clarifies alpha and beta phases

    by 
    Bree Royce
    Bree Royce
    05.02.2014

    In the latest edition of the Elite: Dangerous newsletter, David Braben and crew refine the game's alpha and beta schedule. "The final stage of the Alpha [Alpha 4] will be released on May 15th and will be followed two weeks later by the first stage of the Premium Beta on May 30th," the letter states. Until then, Premium Beta purchasers are able to download the single-player combat build. Frontier also talks up Alpha 4's 400 billion star systems, discusses its proprietary Cobra software tech, explores the Boötes constellation, and dishes on the game's three modes of travel: conventional drives, frame shift drives, and upgraded frame shift drives that permit full hyperspace jumps. [With thanks to Cotic for the tip!]

  • Pathfinder Online announces a second guild land rush

    by 
    Bree Royce
    Bree Royce
    05.02.2014

    Pathfinder Online's Lee Hammock today announced the three winners of Goblinworks' promotional guild competition: The Empyrean Order, Pax Aeternum, and The Seventh Veil. The guilds will helm the first three PC settlements when the game hits early enrollment. But you don't care because you're probably not in any of those guilds, right? So Goblinworks hopes to command your attention with a new account system that will pave the way for you to claim a chunk of the game world for you and your mates. Anyone's who's bought a crowdforger or early enrollment package for the game can form a guild for this second "Land Rush," which will go on for 10 weeks and allow teams to jockey for position and territory long before the game goes live. More details on how to finagle a guild settlement once the new system is active can be found on the official blog.

  • Camelot Unchained promises 'bat-shit crazy' reveals in May

    by 
    Bree Royce
    Bree Royce
    05.02.2014

    Camelot Unchained has something big to celebrate today: the first anniversary of its successfully funded Kickstarter bid. According to today's newsletter, City State Entertainment has raised a total of $5.6 million dollars -- $2.6 million from backers and $3 million from investors, including $2 million from studio head honcho Mark Jacobs himself. How will the studio be celebrating the anniversary? Jacobs revealed via video that during May, CSE will be hosting a multi-day reveal event he's calling "bat-shit crazy days in May." Expect all-day streaming, contests, scoops on major game systems (like magic, crafting, combat, and levels), subscription details, new lore, map discussion, the official name of the game, guys in bunny suits, and flying ducks. Seriously. The video's embedded below! [Thanks to tipster Guinness!]

  • Eternal Crusade says founders program is not a crowdfunding campaign

    by 
    Bree Royce
    Bree Royce
    04.25.2014

    Behaviour Interactive's Miguel Caron penned a Warhammer 40K: Eternal Crusade newsletter today for fans skeptical about the founders program announced last week. The purpose of the program, he explains, is to solicit feedback and provide value to the faithful, not to crowdfund the game, which he says is already fully financed but might see an earlier introduction of content thanks to the founders: "The founders programs might, with your help, move a few unannounced features that are currently planned for after launch... before launch." Caron also discusses the studio's commitment to transparency, expresses disdain for any sort of "marketing firewall between devs and fans," and hints that a playable game isn't too far off with this cryptic sentence: "You will soon land on Arkhona." We outlined the proposed founder program perks in a post earlier this month.

  • The Elder Scrolls Online expounds on Craglorn's 12-man trials

    by 
    Bree Royce
    Bree Royce
    04.23.2014

    ZeniMax has just published a dev diary about the brand-new 12-player trials en route to The Elder Scrolls Online with its upcoming Craglorn patch. Trials, the studio stresses, are more than your average raid experience: One of the first things you'll notice about Trials is that they bring a new experience to ESO designed to test even the toughest veterans. You'll need a group of 12 to take them on, but they're not just dungeons that require a large group-we're applying additional pressure. Your team will only have a limited number of resurrections available, and additional rewards will be granted to those who defeat the weekly challenge with one of the top times across the megaserver. What makes 12 players the sweet spot for these encounters? ZeniMax hopes to downplay the organizational hassle of putting together groups, to telegraph fights without too much distraction, to keep them to about 90 minutes in length, and to appropriately rely on player skill rather than zerging. Another bonus raiders will welcome? No lockout timers! Scope out the video below for a first-hand look at the new trials.

  • Camelot Unchained dishes on design progress, racial lore

    by 
    Bree Royce
    Bree Royce
    04.18.2014

    City State Entertainment's Mark Jacobs has been a busy bee over on the Camelot Unchained blog today, delivering two posts about the game. The first discusses the world editor and progress on the programming front. Writes Jacobs, We've kicked it up a notch with our combat system. We've now got character stats in the game. We've got more interesting abilities that can apply buffs and debuffs and affect your character's stats. Active effects on the character are passed to the UI layer so you can see what effects are active on your character. Abilities are saved to the database and updates can be pushed straight to the Live or Stable server. Cooldowns are in place and can affect one or more abilities. The second blog post includes new concept art and a lengthy lore piece on the Caretakers of the Tuatha De Danann. Enjoy both on the official site.

  • Make your own kind of music in Guild Wars 2

    by 
    Bree Royce
    Bree Royce
    04.09.2014

    You could be forgiven for overlooking the new drum in Guild Wars 2's cash shop -- it's just a cosmetic thing for roleplayers who stand around town, right? Well, not exactly, and a developer diary from ArenaNet audio programmer Aaron McLeran aims to explain why you should care (and buy all the things). The drum actually allows players to select from two modes: a pre-set groove mode, which lets you auto-play several drum tracks solo or in time with other players' tracks, and user groove mode, which starts to travel into Lord of the Rings Online territory. Says McLeran, The first five skill buttons have five unique drum sounds respectively. Each sample can be triggered individually so the drum can perform like our previous instruments in free-play mode. The only difference is the drum will quantize beat events so that they always sound good to you – and in rhythm. If you push the sixth or seventh skill slot, you put the drum into "loop-record" mode. If this is the first time you've pushed it, you'll hear a nice little click-track (that only you can hear!) that gives you an idea of where the "global" pulse is. Think of it like a count off: "A one, a two, a one two three four!" Then, when you push the drum sample set skill buttons again, they'll actually loop back on themselves. You can build up ever more complicated and funky grooves. We just have one question: Where's our Bard class?