Tork-Shaw

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  • Latest dev blog highlights PvP aspects of Pathfinder Online

    by 
    MJ Guthrie
    MJ Guthrie
    09.28.2013

    In its latest dev blog, PvP is heralded as the core of Pathfinder Online. And designer Tork Shaw offers a broad overview of the different levels of PvP combat that players have to look forward to in the upcoming sandbox. One level is settlement conflict, or territory control, where hundreds of members can fight for and defend their player-run settlement when it's at war with others. On the other hand, since companies have between eight and 50 members, these conflicts are on a smaller scale. Companies can declare feuds with one another and participate in shorter bursts of warfare. An additional level of PVP in Pathfinder will be found in factional conflicts. The blog continues by stating that the idea of PvP flags is being revisited. It also outlines the basics of the alignment and reputation systems, and it assures players that bounties still exist. For more details on these systems and the various conflicts, check out the full blog post. [Thanks Chris!]

  • Pathfinder dev blog discusses guild design, functionality

    by 
    Jef Reahard
    Jef Reahard
    09.11.2013

    If you've been wondering about companies in Pathfinder Online, today's dev blog is for you. And no, that's not companies as in GoblinWorks or Paizo, but companies as in adventuring companies! Designer Tork Shaw says that companies are the "most basic form of permanent player organization" in the game. If that sounds a lot like "guilds" in other MMOs, that's intentional, though Shaw explains that Pathfinder's companies work best with 50 or fewer members as opposed to giant, hundred-member zergs. Companies can be sponsored by certain in-game settlements, which affords them bonuses, protection, and perhaps danger if said settlements are engaged in hostilities with other in-game groups. Companies advance via an influence mechanic that stems from the deeds of their members. Click through the links below for more info!

  • Newest Darkfall dev blog shows off Unholy Wars' streamlined UI

    by 
    MJ Guthrie
    MJ Guthrie
    11.24.2012

    In any game, a clunky, unintuitive UI can hamper players' ability to enjoy a game. But in a game like Darkfall where mere moments can be the difference between life and death, a bad interface can be a deal-breaker. In the latest dev blog, Coordinating Designer Tork Shaw explained some of the changes coming to Unholy Wars to give the game a fast-paced UI that won't impede combat. The video portion of the blog demonstrated some of the new features, including the new radial menu, which Shaw called "a whole new way to interact with the game." He said, "It allows for much more action-based combat, so players who are familiar with FPS games or action-combat games will be much more at home playing Darkfall." The new UI will allow also players to switch between the different roles, such as from warrior to caster, at will. The dev blog also offers more details on the feat system (which rewards players for acts of bravery, skill, exploration, or development) as well as the new personal and clan currencies. You can read more on these changes in the dev blog and preview the new UI in the video after the break. [Thanks to Bartillo for the tip!]