community-q-and-a

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  • Star Trek Online transmits plans for next two seasons, mid-year event

    by 
    Justin Olivetti
    Justin Olivetti
    01.11.2013

    Executive Producer Dan Stahl is hardly shy in tackling the myriad Ask Cryptic questions, and today's Star Trek Online queries proved to be no different for him. While there was a hodge-podge of questions from players, it seemed as though the focus for many was on the future of the game and Season 8 in specific. Stahl said that Season 8 is due in the first half of the year, possibly in May, although there will be some content arriving this month for the three-year anniversary of the game. He promises that Klingons will "get some love" in Season 8 and hints at the vast wealth of additions coming with the update: "[It] will focus on adding new missions and storyline to the game in the form of a new adventure zone, new episodes, and another big feature, which is yet to be revealed." Following Season 8, Cryptic will then roll out a mid-year event and Season 9. The mid-year event was compared to the game's current winter event, with the possibility of taking place on Risa. Stahl is quite pumped for the year in general: "Season 8 and Season 9 are both going to be BIG releases. I'm very much looking forward to them because they represent the first big releases we will have been able to do with the increase to our live team staff."

  • The Elder Scrolls Online answers queries about the Daggerfall Covenant

    by 
    Justin Olivetti
    Justin Olivetti
    01.07.2013

    The word "Daggerfall" has special significance to the Elder Scrolls community, which is perhaps why the Daggerfall Covenant has received considerable interest among those following the development of The Elder Scrolls Online. ZeniMax has a brand-new player Q&A that covers the lore and history of this faction. The Daggerfall Covenant encapsulates the Bretons, Redguard, and Orcs, and is symbolized by a lion. A significant question is why the Orcs would join forces with the other two races. The devs responded by saying that the race feels inferior to others and is trying to get established as an Imperial province, although it's "an alliance of convenience." The developers also talked about the variety that's going into the Alik'r Desert, a plague of werewolves that's a significant part of the game, what towns we'll be seeing in the region (Bergama, Camlorn, and Lainlyn), and how the alliance between the races overcomes their religious differences.

  • LotRO's team fields live dev chat

    by 
    Justin Olivetti
    Justin Olivetti
    12.20.2012

    A gaggle of Turbine developers sat down this afternoon to field scores of Lord of the Rings Online questions from the community in a live dev chat. Among the topics discussed were mounted combat, earlier zone revamps, class updates, and PvMP options. One of the burning topics concerned possible player housing improvements. Turbine said that it needed to address the vacant neighborhoods first, but was moving in that direction: "All I can say is that we have a lot of devs interested in doing some serious home improvement." We have the full chat transcript for you after the jump, starring Senior Producer Aaron Campbell, Lead Systems Designer Matt Zimmitti, World Designer Matt Fahey, Senior Content Designer Lauren Salk, Senior Content Designer Joe Barry, and Community Manager Rick Heaton.

  • The Elder Scrolls Online on Elf cannibalism and the lineage of cat people

    by 
    Justin Olivetti
    Justin Olivetti
    12.10.2012

    The Elder Scrolls Online spotlight has shifted away from the Ebonheart Pact faction and is now shining most brightly on the Aldmeri Dominion. The first part of a new community Q&A peppers the devs with questions about this player faction and how it differentiates itself from the others. The playable races of the Dominion are the central focus of several questions. Players have the choice of the Wood Elf, High Elf, and Khajiit races. The latter feline humanoids may prove to be quite popular, although the devs say that there will be only one subset of the race -- the Suthay-raht -- available at launch. The team isn't avoiding the issue of the Wood Elves' cannibalism, saying that players should find mentions of it while exploring. Both Elf races will be getting plenty of story love: "We've made sure that this kind of lore about the Elves will be included in the game -- in plenty -- in all the classic ways cultural lore is delivered in the Elder Scrolls games: quest dialogue, conversations with NPCs, lore books of all kinds, music, item crafting, and so forth." The lands covered by the Dominion are touched on in the Q&A as well, including the vast jungles of Valenwood and the stunning beauty of High Elf cities.

  • Guild Wars 2 staff tackles the ascended gear controversy head-on

    by 
    Justin Olivetti
    Justin Olivetti
    11.26.2012

    It's been a rough couple of weeks for Guild Wars 2, following the news that ArenaNet would be implementing a new tier of gear to the game. Studio Design Director Chris Whiteside and President Mike O'Brien took to Reddit today for an Ask Me Anything (AMA), accepting the brunt of the blame while denying that the team had gone against its stated design manifesto. Whiteside said that the addition of ascended gear was not meant to add a necessary grind to Guild Wars 2, but to fill in a necessary gap in gear that the team identified early on. "It's an exciting problem," he wrote, "but one that has been poorly communicated and handled. And for this I take responsibility and apologize." O'Brien chimed in to address the many comments levied about the design manifesto: "We're left with a balancing act. Some progression is OK, but pushing players onto a gear treadmill isn't OK and isn't what the game is about. I don't think [the ascended gear] invalidates the fundamental concept that GW2 can have gradual stat progression without being a gear treadmill game." The AMA didn't merely dwell on the ascended gear issue; Whiteside fielded questions about the game's approach to future events, a desire to reduce grind across the board, the potential fracturing of the community, and ArenaNet's definition of grind ("Repetitive game play that is not fun," is the official answer, in case you were wondering).

  • Hyperspace Beacon: Six reasons to return for SWTOR update 1.4

    by 
    Larry Everett
    Larry Everett
    09.25.2012

    I've been playing MMOs for many years, and in that time, I've realized that the big thing they all have in common is that they get better with age. Unlike most single-player games, MMOs are in a constant state of flux. Besides the social interaction, the fact that I can leave a game for a couple of months then come back to find things have changed makes this gaming genre more interesting to me than your average RPG or FPS. Oftentimes, it's fun to come back to a game that I liked but maybe wasn't sticky enough to play all the time just to see what has changed, and maybe I'd like it more the next time around. That's kind of what happened to me with Star Wars Galaxies. When the game launched, I thought it was great to explore the Star Wars universe I'd grown up with as a kid, but I couldn't latch on to the game because of the bugs and other minor issues. It wasn't until about six months after launch that I was actually able to grasp the game and play it long enough to find out why people were so smitten. Perhaps Star Wars: The Old Republic will be the same kind of game. When it launched nine months ago, there were bugs, though not as big as SWG's bugs, mind you. The content needed a little tweaking. And certain systems like the Galactic Trade Network did not function well. But now with update 1.4 coming tomorrow and free-to-play on the horizon, it might be a good time to invite your friends to come back or even come back yourself. Let's examine some of the reasons to do so.

  • Star Wars: The Old Republic livestream discusses free-to-play, HK-51, and scaling

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.21.2012

    The community team behind Star Wars: The Old Republic hosted a livestream, and as you can probably imagine, the whole session has been recorded already by the team from Darth Hater for your viewing pleasure. But if you want to know the highlights and you can't wait for a more detailed take (say, from next week's Hyperspace Beacon), you can always get the rundown of some of the bigger points from the half-hour session. For those currently playing, HK-51 can be expected before the end of the year, with Cathar getting a somewhat more ambiguous release of whenever the species is ready. There will also be other species to be unlocked when the free-to-play conversion goes live, along with moddable gear (without endgame stats), mounts, and pets. The team is also looking into implementing a hood toggle for the Force-using classes of the game and scaling content down in difficulty for smaller groups of players. Check out the full recording past the break, or just take a look at the highlights.

  • Star Trek Online September Ask Cryptic on future content and cosmetic updates

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.07.2012

    It's the start of a new month, and that means a new Ask Cryptic for Star Trek Online. Executive Producer Daniel Stahl answers a wide array of player questions for this month, with questions that range from a timeframe on new KDF content (Season 8 at the earliest) to whether or not the game will do something to commemorate series creator Gene Roddenberry (on the table with the 1000 day veteran rewards coming shortly). Stahl also addresses the reason that the game's featured episodes vanished for a while. He explains that the team was too short-handed for a long time to develop multiple systems and updates in parallel. As the base behind Star Trek Online has expanded, the developers have moved toward having a more robust and multi-tiered development strategy once again. Players interested in the game can find all these answers and more in the full article.

  • Star Trek Online hasn't given up on PvP

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.10.2012

    Star Trek Online has had issues with PvP since launch, and with the departure of the developer earmarked for improving PvP, many players had probably given up hope. However, the most recent edition of Ask Cryptic reassures players that PvP development has not stopped. The team behind the game is focusing on giving PvP a lot of additional testing to ensure that it's fun, largely because it's been such a classic weakness within the game. Obviously, that's not the only question answered in the monthly Q&A session; the update also covers the pace of adding story content to the game, plans for new ships, and KDF content as a whole. There's also an interesting response to a question about Star Trek Online's conversion to free-to-play; executive producer Dan Stahl asserts that the game certainly could have survived as a subscription game, but moving to free-to-play was more productive in the current MMO marketplace. There's a lot to digest in the answers, so fans of the game would be well-served to examine the full list in detail.

  • SOE's John Smedley tackles an epic AMA

    by 
    Justin Olivetti
    Justin Olivetti
    08.03.2012

    What do you get when the president of SOE steps up to the mic at Reddit and tells the crowd to ask him anything? You get everything ranging from the NGE to former employee critiques to humble origin stories. The crowd didn't waste time getting John Smedley to apologize for Star Wars Galaxies' NGE once again. "Stupid decisions. Complete and utter fail and I am very sorry," he said. After that, the topic quickly turned to SOE's rising star, PlanetSide 2. Smedley said that he's been closely involved with the design of PS2. With the beta beginning on Monday, he also assured the crowd that it should take around two to three weeks to include everyone who has keys. He said that the game's coming along swimmingly: "I play the game three to four hours a day now. It's rough but fun as hell." Smedley also admitted that SOE is working on additional undisclosed IPs. When asked about SWTOR's transition to F2P, he stated, "It is the only way to go for new games. It was the right decision for SWTOR (which is a fantastic game). Wait until you see our next round of games after PS2."

  • SWTOR devs answer community's PvP-related questions

    by 
    Larry Everett
    Larry Everett
    07.23.2012

    The Star Wars: The Old Republic community team was understandably late getting to the Community Q&A last Friday, but it certainly delivered today. As usual for the SWTOR players, PvP topped the list of concerns. For one, why don't cooldowns reset after death in a warzone? BioWare's new favorite son, Senior Designer Austin Peckenpaugh, explained, "The decision of 'going all out' should be a strategic and tactical one rather than a no-brainer that you squeeze in before each death." To a seasoned player, that makes sense; you don't want what we old-school PvPers call "suicide bombers." Number-crunching theorycrafters deduced that some classes are better off carrying PvP relics than PvE relics. A new voice spoke up to answer this concern. "In the long run our intent is to make sure PvP gear is never competitive in end-game PvE situations," replied Senior Game Balance Designer Jason Attard. But for now, he explained that, "in theory the active abilities on the PvE relics do not provide quite as much sustained damage-per-second as a passive relic at the same item level." Take that as you will. The BioWare community team has consistently been able to snag the appropriate designers to answer the top player questions. If you have a burning question that you'd like to have answered this week, stop by the official SWTOR forums.

  • Star Wars: The Old Republic posts another weekly question-and-answer session

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.13.2012

    This week's set of community questions for Star Wars: The Old Republic asked about classes. Specifically, there were two big questions asked about Deception-specialized Sith Assassins and Operative melee mobility. Consequently, the two big answers this week were about those two classes. Operative mobility is apparently a hot topic among the developers at the moment, as high-mobility fights are seen as an excellent mechanic and they can cause issues with the class. Deception spec, by contrast, received a more in-depth response explaining that the developers consider the spec to very much be a hit-and-run playstyle rather than a melee class meant for long engagements. Its performance winds up varying a great deal depending on the player: Those who understand the design intent usually have more success than those expecting higher endurance. But even if neither of these answers appeals to you, there are still other questions answered in the latest round, and you can always post a question for next week.

  • New MechWarrior Online Q&A focuses on weapons and environments

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.09.2012

    Piranha Games has answered another round of community questions about MechWarrior Online, and as with previous answer sessions, the new information focuses on some of the fine details of the game's design. Perhaps the most saddening one is the confirmation that 'Mechs will react to destruction simply by collapsing or possibly suffering several small internal explosions rather than the enormous fireballs of death seen in some of the other games in the franchise. There is, however, confirmation that some of the structural aspects of your 'Mech will come into play during battles. 'Mechs with higher-mounted weapons will be able to shoot over certain environmental obstacles that others cannot, while those with higher viewports will be able to see more easily through larger environments. This may come into particular relevance in urban environments, a long-time staple of the MechWarrior franchise -- and it's confirmed that there will be appropriately huge and sprawling cities. Take a look at the full answers for more details as well as some clarifications on the workings of pulse lasers.

  • MechWarrior Online serves up community answers on the details of combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.25.2012

    Whether you're a fan of the original BattleTech tabletop games, a fan of the MechWarrior series, or a fan of both, you know that the details of 'Mech combat are always important. MechWarrior Online is being fortunately developed with an eye toward the fine details, as explained in the latest round of community questions and answers. For instance, the developers are designing LRMs to retain their intended long-distance functionality, with any missiles fired too close to the target simply bouncing off as inert duds. The game is remaining very true to its source in many ways -- for example, location of equipment in a 'Mech will still play a major part in design -- but it's also changing certain elements. One of the team's major goals is to ensure that light 'Mechs are still a threat to assault 'Mechs, making sure that no pilot will ever feel as if his machine is useless in a given engagement. There's a great deal of attention to detail in the project, something that fans of the game should appreciate.

  • Undead Labs on making a believable zombie apocalypse

    by 
    Justin Olivetti
    Justin Olivetti
    06.22.2012

    In their gory, gruesome office, Undead Labs' devs are hard at work figuring out the best way to disembowel you and turn you into a walking nightmare. So far it's going well, according to a new Q&A by CM Sanya Weathers. Weathers sheds some light on the difficulties of creating a zombie-infested world, particularly in relation to spawn points, mob density, and artificial intelligence. "It takes surprisingly smart AI to make zombie behaviors that are believably dumb," she writes. According to her, Undead Labs' Class3 will boast "thousands" of zombies, all of which will be able to react to sounds, light, and explosions. Weathers says that the game is in the final stages of pre-alpha production and we should be seeing gameplay footage from it soon. Other topics covered in the Q&A include player weapons, how to attract zombies, types of zombies, and a fast food joint called the Swine & Bovine.

  • Star Wars: The Old Republic posts new Q&A and scheduled maintenance times

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.22.2012

    The newest patch for Star Wars: The Old Republic is just around the corner. Specifically, it's aimed at next Tuesday, following an extended maintenance period on the servers. So with the fruits of the design team's labor on the close horizon, it might be interesting to get a better insight into the design process with this week's community question-and-answer session, which includes a walkthrough of the process leading to the design of a new armor set. For those wondering about how loot is randomly rolled, the answers also contain a detailed breakdown of the process for determining what an enemy will drop. There's also confirmation that players can expect more character slots in the future, which is certainly good news for any players already feeling the pinch from recent character transfers. Take a look at the full list of answers, and as always, you can submit your questions for next week on the official thread.

  • WildStar aims to be 'anything but WoW'

    by 
    Justin Olivetti
    Justin Olivetti
    06.15.2012

    Carbine Studios Executive Producer Jeremy Gaffney took the microphone at a recent Reddit AMA (ask me anything), where he addressed several burning questions that the community had about WildStar. Right off the bat, he was asked what sets this MMO apart from the pack. Gaffney had a laundry list in reply, saying that the largely ex-Blizzard team's motto is, "We just crunched for six years, we want to do anything but WoW." Layered content is a big buzz-phrase for WildStar, and Gaffney attempted to provide an example of the game's flexibility. "You're on a mission to kill alien jungle cats. You see one that's irradiated and start scanning it. Or it's too tough, so you scare some prey away from you into the cats, and they start attacking the prey, and then you jump in when everyone is weakened. They're tough, so you see a huntress and drag them to her to get her cheering on for rep -- you see a second huntress and now you're bouncing between them for double rep rewards." Other AMA topics included polish, microupdates, competing with World of Warcraft, bunny ears, the future of the MMO industry, and a hint at an unannounced race.

  • Star Wars: The Old Republic community Q&A talks 1.3, clarifies existing features

    by 
    Matt Daniel
    Matt Daniel
    06.08.2012

    It's time for yet another Star Wars: The Old Republic community Q&A. This time around, the devs asked players to move away from asking about far-future content (which often garners unspecific, uninformative answers) and instead ask about current features and the philosophy behind certain design decisions. As a result, there are a number of questions about the additions of the upcoming patch 1.3, such as the group finder and ranked warzones. In addition, game designer Jason Attard takes the time to explain exactly what Presence does and the benefits and detriments to its use. Efficiency bonuses for crew skills are also mentioned, with the dev clarifying that efficiency, which grants a speed bonus when crafting items, increases in proportion with that crewmate's affection for you, up to a max of 15% efficiency. For the full Q&A session and all the juicy details therein, head on over to the game's official site.

  • Guild Wars 2 devs answer anything, including launch date speculation

    by 
    Justin Olivetti
    Justin Olivetti
    06.06.2012

    ArenaNet President Mike O'Brien and his motley crew of pirates, flibbertigibbets, and developers just stormed the seas of Reddit and fought valiantly through a dynamic event of Q&As concerning Guild Wars 2. No topic was off-limits, although the team didn't necessarily address all of the hundreds of queries put forth. Some of the questions answered included confirmation that there will be a way for guilds to raise their membership cap, word on bug fixes, a detailed explanation of the new trait system, and excitement for the upcoming beta weekend event. For those hoping to hear word on playable Asura or Sylvari, however, the rote response throughout the Q&A was, "Watch this space." What bug will the team actually miss? "Sit jumping," Mike Ferguson replied. "I don't know why, but it seems like everybody loves it (except the guy that introduced it). I'll actually be sad to see it go." O'Brien did directly address the rampant curiosity surrounding the game's launch date: "The fundamental issue here is that we just don't have a release date right now. We're using beta testing in the traditional sense. When beta testing shows that the game is where we want it to be, we'll lock in a release date. We're not that far off. We're obviously going to release in 2012, and any statements to the contrary are absurd."

  • Diablo III to benefit from big brother World of Warcraft's features

    by 
    Justin Olivetti
    Justin Olivetti
    06.04.2012

    Over on the Diablo III forums, player Matthest posted a thoughtful list of 35 improvements that he wanted to see added to the game. Lo and behold, his list was picked up by the game's CM and treated to a point-by-point response that revealed several upcoming changes, including those inspired by World of Warcraft's design. Coming to the game is a lock for the action bar, font size changes, the ability to sell damaged items, social and quick join improvements, and tweaks to the game's auction house interface. The team's also considering allowing players to resize and move the chat window. Not all ideas were embraced, as the devs had reasons for keeping them out: "We're really trying hard to avoid quickly bloating the game options, and since [numerical countdowns] would be an option, we're cautiously approaching it and a few other toggle/option requests."