destructible-buildings

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  • Fallen Earth dev talks progress town layouts and destructible buildings

    by 
    Jef Reahard
    Jef Reahard
    05.11.2011

    Progress towns have been on the minds of Fallen Earth fans -- and developers -- for quite a while now. The unique mechanics, which offer a newfangled approach to long-standing player city designs, are currently on the game's public test server, where three separate towns exist for players to capture and rebuild. In a new interview at MMORPG Center, Icarus Studios' lead scripter Doug Goodall talks a bit about the mechanics of Fallen Earth's entry into the dynamic content wars, including interesting blurbs on destructible buildings and pre-defined layouts. "There are no pre-defined positions. The layout of the town is entirely up to the players," Goodall explains. While rebuilt progress town structures cannot be destroyed by enemy players, the buildings and defenses can be razed by NPC enemies bent on attacking the settlement. If this happens, Goodall says that crafters will not be reimbursed for the materials expended in the construction process. What if you mess up during the placement phase? "A refund [...] may be added to let players recover from placement errors," Goodall notes.

  • WWI '08 Panel Analysis: PvP part I, Lake Wintergrasp

    by 
    Zach Yonzon
    Zach Yonzon
    06.29.2008

    We've been receiving a constant stream of news from the ongoing Worldwide Invitational in Paris, France, and we've gotten hints of changes coming to the game that promises overall improvements to PvP. In the developers' panel discussion, we learned of a Shadow Priest talent called Dispersion, which Blizzard hopes will allow the underrepresented Shadow Priests to become more viable in Arenas. The dungeons and raids discussion yielded plans to further continue the purchase of PvP gear through PvE, such as from reputation. The panel at the WWI earlier was cleverly titled "PvP Game Systems", where Tom Chilton and Corey Stockton discussed Lake Wintergrasp, new Arena maps, and the new Battleground. It was a rather uninspired panel compared to the previous ones, revealing very little that anxious players didn't already know. Because of the suspiciously lengthy yet predictable presentation, very little time was left for questions (of class balance, I bet), although a few good ones were asked -- and surprisingly answered -- during the session.