dev-blogs

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  • Producer's letter details DCUO 'remastered'

    by 
    Mike Foster
    Mike Foster
    10.21.2013

    DC Universe Online's Update 31 is on its way, and with it come some of the biggest changes ever implemented to the game's core design and appearance. Executive producer Larry Liberty today outlined the key points in a letter to the community, explaining to players what they can expect from Update 31 and beyond. According to Liberty, the bulk of Update 31 focuses on preparing DCUO for its impending PS4 launch. Changes include graphics upgrades like higher resolution textures and area redesigns, along with a "remastering" of the core leveling experience. Leveling from 1-30 has seen special attention; Liberty noted that new players should see a smoother progression of content with less chance of being stuck without a mission. Update 31 is tentatively scheduled for a November launch on PC and PS3. The game's PS4 release is still on track to match up with the console's release window.

  • Latest Defiance patch gives weapons an overhaul

    by 
    Matt Daniel
    Matt Daniel
    10.16.2013

    It's been about a month since Trion delivered the most recent Defiance state-of-the-game address, which promised a number of sweeping improvements throughout the game. Players can now see the first step of those improvements on the live servers in the form of patch 1.105, which was released today. This particular patch is all about shooting things and, more specifically, the weaponry players use to do so. In a nutshell, the new patch has reworked the stats of all new weapons in the game, meaning that players should no longer find weapons with useless bonuses (like melee bonuses on a sniper rifle, for instance), and rarer weapons will be universally better than their lower-quality counterparts. The official dev blog goes into all sorts of detail that we couldn't possibly squeeze into the remainder of this paragraph, so any curious Ark Hunters should head over that way.

  • League of Legends aims for harmony with new Team Builder feature

    by 
    Matt Daniel
    Matt Daniel
    10.16.2013

    MOBA golden child League of Legends has long been renowned for its incredibly hardcore community, which can make matters unpleasant for newer players and for those looking to learn a new character or try a new strategy. The folks at Riot Games are aware of this and are looking to do something about it. That "something" just happens to be making its way to LoL's PBE (Public Beta Environment) in the near future, and it's called the Team Builder. Riot's Lead Social Systems Designer, Jeffrey "Riot Lyte" Lin, stopped by the forums today to drop some knowledge on this upcoming feature. Essentially, the Team Builder allows players to designate their preferred playstyle and strategy, and then the system attempts to match up those with similar mindsets. This saves players the trouble of wondering who's going to play which role, who will be in which lane, and what the team's overall strategy will be, hopefully resulting in a much more harmonious gameplay experience. On top of that, the Team Builder will also include a "smarter matchmaking system that can dynamically account for your experience with a given role, position or champion," so players looking to change up their playstyle need not be afraid of invoking the ire of their teammates as they learn. For all the nitty gritty details on the Team Builder, check out the full post over at the League of Legends forums.

  • Hearthstone dev diary sets its sights on Rexxar the Hunter

    by 
    Matt Daniel
    Matt Daniel
    10.14.2013

    Blizzard's latest entry into the money-printing franchise that is World of Warcraft, collectible card game Hearthstone, is currently chugging along through the closed beta stage of development, and many fans are clamoring for more information as the game nears launch. Well today you're in luck, especially if the animal-loving Hunter is your class of choice, because the devs have just released a new dev diary detailing Hearthstone's playable Hunter character, the legendary Rexxar. The dev diary dedicates the first half of its entry to the lore of Rexxar the beastmaster, a half-orc, half-ogre from Outland's Blade's Edge Mountains who eventually found himself in Azeroth becoming staunch allies with the Horde warchief Thrall. But let's be real here: We all want to know how he plays. Not to worry, the devs have that covered too. Rexxar's mechanics echo the playstyle of World of Warcraft's Hunter class. He has plenty of tricks and traps available to him, including classics such as Snake Trap and Misdirection. With his longbow in hand, Rexxar unleashes a barrage of ranged attacks while standing safely behind an army of his animal companions, making him a veritable force of nature on the battlefield. For more on Rexxar, click on through the link below.

  • Game of Thrones: Ascent to introduce item enhancements and alliance PvP

    by 
    Mike Foster
    Mike Foster
    08.20.2013

    Big changes are headed to browser-based social MMO Game of Thrones: Ascent. In a lengthy and detailed developer blog, studio Disruptor Beam outlined the challenges it sees with keeping players engaged in GoTA at the endgame point and how it plans to address those challenges. The main problem, it appears, is that there currently isn't enough to do after finishing volumes one and two of the story. Disruptor Beam determined that the lack of options upon the completion of the story leaves players with no reason to play, noting, "There needs to be something more to our endgame." The studio has a two-part plan to keep players engaged. The first is item enhancement, which allows players to modify items to adjust their attributes and unlock new abilities. Improved items can be made permanent so they persist through reincarnation. The second part is alliance vs. alliance combat and diplomacy, which enables players to create alliances of up to 500 members and declare war (or form peaceful bonds). Alliances will be able to own camps and use those camps as launch points for attacks against other alliances. According to Disruptor Beam, both of these features are still in the deep testing phase. The studio hopes to have them rolled out in the next few months. In the meantime, it appears as though Game of Thrones: Ascent is growing more and more into a fully featured MMO every day. [Thanks to Dengar for the tip]

  • Allods Online dev blog details the Dominion Wars

    by 
    Matt Daniel
    Matt Daniel
    03.08.2013

    For some time now, gPotato has been detailing the features of Allods Online's upcoming content update, Lords of Destiny. Today, the final Lords of Destiny devblog discusses one last major feature: the Dominion Wars. The Dominion Wars are described as "battles that will allow guilds to become true leaders of the Astral and gain precious resources, and from them players can gain glyphs that will enhance their equipment even further. In order to join in the battle, players must be level 55 and have the necessary keys for access to the Dominion Wars. Each skirmish in the Dominion Wars consists of two rounds, each lasting 10 minutes. In the first round, one team will play on defense and the other on offense with the roles being reversed in the second round. Attacking players will be tasked with capturing enemy checkpoints, and each checkpoint captured will increase the time of the round by two minutes (though the second round can be no longer than the first). At the end of both rounds, whichever team captured the most checkpoints is declared the victor. For the full details on this complex new system, check out the entire post at the Allods official site.

  • Camelot Unchained dev diary details crafting

    by 
    Matt Daniel
    Matt Daniel
    02.22.2013

    Camelot Unchained's series of dev diaries on the game's "foundational principles" continues today with a post on principle number seven: "Crafting should be fun, useful and not induce Carpal Tunnel Syndrome." Well, that does sound like a reasonable principle, but how is the team going to go about implementing that principle in practice? For starters, crafting will be "the only reliable way to get armor, weapons, and most items" within the game. The post emphasizes that there are no "rare drops" and that "the whole 'Oh look, I just killed a nightingale and it dropped a full suit of purple armor' is so last decade." Players will also be able to create a "'crafting-class' character with separate crafting-based... leveling tracks." The CU devs also hope to ensure that crafters are able to build a reputation on their servers through the "naming/signature (hopefully visual as well as textual) of items, rewards from their server's ruler, etc." The full piece goes into much more depth than we have the space for here, though, so if you want all the details on Camelot Unchained's crafting philosophy, head on over to the game's official site.

  • CCP expands EVE's asset search functionality

    by 
    Jef Reahard
    Jef Reahard
    12.01.2011

    If EVE Online is truly spreadsheets in space as some of its detractors (and even fans) have surmised, thus far it's been a spreadsheet with fairly limited search capabilities. Now thanks to the efforts of CCP developers, finding your random crap spread across the cosmos in various New Eden station storage facilities just got a lot easier. The latest EVE Online dev blog has the details on the asset search functionality updates, and they include new keyword searches and a complete listing of keyword values. "There [is] definitely more we can do with this in the future but we started this rather late and [we] didn't want to add lots of broken functionality, but rather a few simple options that work and cover the basics and a bit more," the dev blog explains.

  • Guild Wars 2 devblog highlights cinematic conversations

    by 
    Matt Daniel
    Matt Daniel
    11.22.2011

    "One of the things we game developers always have to struggle with is reconciling our ambition with the reality of a production environment," begins today's Guild Wars 2 dev blog. That principle of balance comes into play in the case of the game's cinematic conversations, as the blog notes. James Boer goes on to detail many of the unique strategies used in Guild Wars 2's dialogue scenes in order to ensure that precious balance between ambition and pragmatism. For instance, characters are designed in such a way that they don't look terribly good during close-ups, and there is no easy way to integrate facial animation. As a result, the team settled on a compromise, pushing the characters farther into the background. This, combined with the painted backgrounds utilized during conversations, lends a unique style to GW2's cinematic dialogues. For the full details, just head on over to the ArenaNet dev blog.

  • Fallen Earth developer blog talks territory control and world events

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.31.2011

    The conversion to free-to-play has gone live, but there are more changes in store for Fallen Earth. A new developer blog entry has just been unveiled, discussing two of the bigger features in store for the game -- world events and territory control. The former will be dynamic content that appears at random, with multiple events able to feed upon one another and create some changing landscapes for players to explore. Territory control, by contrast, will start off in a single region north of Blaine. The region will have a total of 13 different control points for factions to hold, with six of them out in the open and seven in more fortified locations. There will be notable rewards for players holding these objectives, including resource nodes, increased experience gain, and improved death toll. It should certainly lead to some interesting battles in the wasteland as players fight over the region's spoils.

  • Carbine Studios dev blog details usability testing

    by 
    Matt Daniel
    Matt Daniel
    08.08.2011

    Though we still have absolutely no idea what exactly Carbine Studios' next project is, that's not going to stop the studio from talking to us about it. Carbine's Senior Producer, Eric DeMilt, has released a dev diary regarding the ongoing development of the studio's super-secret project. In particular, the diary details usability testing. Players are able to test the game in a testing lab on-site, where the devs are able to watch players as they play in order to gauge their reactions to certain content. Players also are asked to complete a short survey afterward, which provides Carbine with a wealth of valuable information regarding difficulty, user-friendliness, and the overall quality of the game. Mr. DeMilt's full blog post can be read over at Carbine Studios' official site.

  • Avatar Creations lays out plans for Perpetuum's future

    by 
    Krystalle Voecks
    Krystalle Voecks
    02.16.2011

    While there are some still players steaming about the recent insurance fraud situation in Perpetuum, many others are excited about the plans that Avatar Creations has revealed in its most recent dev blog. After receiving player feedback indicating that the company wasn't doing as good a job of communicating its plans for the game as many players would like, the team decided to lay out its development goals well into the latter half of this year in a new dev blog -- and those goals look pretty awesome! Starting off, players will be glad to hear that the upcoming PvE content that the devs were hinting at isn't just more missions and mob grinding. Instead, players are going to be treated to a new system: artifact scanning and discovery. By scanning down hidden spots, players can net basic goodies like salvage containers all the way up to special alien intel revealing special missions or new Mk2 robots. What's better, the devs intend to add more things into the artifacting system as things develop, offering a plethora of possibilities for everyone from the solo carebears to the largest groups. Among the other plans are a new energy-credit system (which will give players the chance to pick up even more new modules and components), changes to the Assignments currently offered in-game, help for corporations seeking to recruit new players, area-of-effect explosions for your PvP fiends, new lands, terraforming, and much more. So if you've been curious about the plans for this fascinating indie sci-fi sandbox, then head over to the Perpetuum site and check out all the details in this wide-ranging devblog.

  • Creating the planets of EVE Online

    by 
    James Egan
    James Egan
    01.21.2010

    One of the most visually striking changes that came to EVE Online with the Dominion expansion is how the devs improved the look of the planets. This was no minor facelift either, it's been a dramatic change. The graphics update breathed new life into New Eden's setting -- solar systems now have vibrant gas giants as well as planets dominated by storms, ice, oceans, or lava. Most players are probably just content to see and appreciate the eye candy, but those interested in how CCP Games created these planets will want to read the "Awesome Looking Planets" dev blog from CCP Mannapi. (And just look at that angry expression!) Although the subject of Mannapi's dev blog is somewhat technical, it's actually rather easy to follow. He walks the reader through the tools and processes CCP Games put to use in revamping planets in Dominion. If reading about height maps, preprocessing, rendering, and textures is your cup of tea, you'll probably enjoy his illustrated explanation of these facets of planetary design in EVE.

  • EVE Online giving players free holiday gift: the Zephyr

    by 
    James Egan
    James Egan
    12.15.2009

    EVE Online players received some good news today, when CCP Games announced a free holiday gift for all active subscribers: the Zephyr, a pure exploration vessel that's unique among all ships of New Eden in both form and function. Beyond the pimp factor of this Intaki Syndicate ship, the Zephyr's primary use will be in the uncharted expanses of wormhole space. It's the only ship in EVE Online that has a probe launcher built in. This "Prototype Iris Probe Launcher"-equipped ship pairs minimal mass (and less likelihood of collapsing a wormhole) with a small sensor footprint, which makes it hard to scan down by hostiles. While the integrated exploration gear is nice, even better is that Sleeper NPCs -- the awakened and powerful guardians of wormhole space -- will not fire upon a Zephyr (EVE filmmakers take note!). What's even cooler is that it actually has sails; it's designed to soar through space on solar winds when not in warp. The Zephyr exploration ship will be free to all players and available to be claimed between December 18th and January 6th, 2009. Redeeming the ship is easy, simply log in to the EVE client on or after December 18th and click "Redeem Items!" on the lower right of the client window. Remember it's one ship per active (non-trial) account, not per character, and this may very well be a one time offer. Have a look at CCP Wrangler's full description of the Zephyr for more on this rather unique addition to New Eden's array of ships.

  • EVEMail system reworked for Dominion expansion

    by 
    James Egan
    James Egan
    11.28.2009

    While it's the major features coming in EVE Online's next expansion, Dominion, that have caught people's attention -- namely the sov changes -- there are a number of smaller things CCP is baking into the release. The developers are also addressing some long-standing issues that have been in need of a solution. The existing in-game mail system is, quite frankly, painful to use if you need to sift through and manage a decent volume of messages in a given session. Fortunately this is about to change. Dominion will roll out with a new EVEMail system, and here are a few highlights of what will arrive this Tuesday:

  • Masthead Studios delves into Earthrise crafting process

    by 
    James Egan
    James Egan
    11.02.2009

    Earthrise creators Masthead Studios have already made clear that their forthcoming title will be a far future sandbox MMO, a post-apocalyptic setting where PvP will be a major aspect of gameplay. What hasn't been as clear is exactly how the extensive crafting process they've discussed in the past will actually work out in normal gameplay. Certainly we've heard a great deal about customization of crafted goods and the potential to become well-known for your own variations on items, but we never had a real overview of those game mechanics. That is, until now. Masthead aims to dispel any confusion surrounding Earthrise's crafting system in a two-part series of blog posts that kicked off today as part of their Question of the Week offering to the community. "The Crafting Process", part one of two, poses the theoretical example of a player -- let's call him "Tim" -- who clearly hates Burzun mutants. Enough so that Tim wishes to craft an assault rifle specifically tailored for killing this particular type of mutant. Masthead Studios walks the reader through the skills required to create such a weapon, the components that must be gathered, and how Tim will be able to extract needed resources from those materials.

  • EVE Online technical director explains new feature: Fleet Finder

    by 
    James Egan
    James Egan
    10.27.2009

    The next EVE Online expansion will be Dominion, slated for a December release, which will introduce some major changes to the game and new features as well. The "Fleet Finder" is one such feature, explained in today's dev blog by EVE Online Technical Director Jon Bjarnason (aka CCP Atlas).The Fleet Finder will give players much greater control over forming a fleet and, as CCP Atlas says, there will be "No more 'x up in corp channel' messages." The feature will also streamline how information is conveyed to other pilots.

  • EVE Online's faction ships due for a boost in Dominion expansion

    by 
    James Egan
    James Egan
    10.19.2009

    When EVE Online's faction ships were introduced to the game they were, by design, a cut above the rest in addition to lending a certain amount of bling to being a pilot in New Eden. Faction ships had stats that made them worthy of the high amount of Loyalty Points required to obtain such a ship, the risks entailed with mission running in lowsec or 0.0 space, or alternately the high ISK costs to obtain them. But as Tech II ships, Marauders, and other advanced or specialized ship classes entered the game, it became apparent that faction ships in EVE Online were becoming antiquated. CCP Games would like to get more players to actually fly those ships again instead of relegating (a few of) them to shiny hangar ornaments. EVE game designer CCP Ytterbium looks at the changes CCP Games is making to navy and pirate faction ships with the Dominion expansion and explains the reasons for these changes in his dev blog "Adding Flavor to Your Faction Meal". Have a look at the dev blog for Ytterbium's discussion of the various ship bonuses, new slot layouts, aesthetic changes, and how CCP envisions these faction ships rising to greater prominence in New Eden in Dominion and beyond.

  • EVE players to tap new resources with Dominion expansion

    by 
    James Egan
    James Egan
    10.06.2009

    Big changes are on the horizon for EVE Online in the Dominion expansion and beyond. Alliance sprawl in 0.0 security (lawless) space is going to be curbed, in favor of a new paradigm where alliances claim less territory but can derive much greater value from what they hold sovereignty over. This is the focus of a dev blog from EVE Game Designer CCP Chronotis -- "The Streams Must Flow". Streams in this case refers to EVE's various revenue streams which are going to be altered in the coming months, and how this will affect players in 0.0 alliances. In the past, supporting a large number of players required an alliance to draw upon the resources of many different solar systems, specifically high-bounty pirate NPCs and valuable ores in addition to a very high passive income from rare moon minerals. CCP is adjusting how those rare minerals are used in Tech II production, meaning more common materials will be used, so Dominion will allow alliances to upgrade their controlled space as a means of generating more income.

  • EVE social network COSMOS roadmap revealed, some features delayed

    by 
    James Egan
    James Egan
    09.28.2009

    COSMOS is the social network for EVE Online slated to arrive with this winter's Dominion expansion, which CCP Games describes as "EVE away from EVE". Ultimately, it's a way to extend the game experience into new platforms such as web and mobile, along with voice integration -- but this is the long-term plan. In the short term, they've announced a delay with rolling out some of the previously mentioned features when Dominion launches. The initial release will focus on the new in-game mail system being tied into COSMOS and laying the groundwork for other features to come in early 2010. EVE Online developer CCP Caedmon explained the reasons behind this delay: "We think that this delay for the web application is the right move because we have always had our sights set on the long game for COSMOS. The first release, while crammed with good stuff, was always intended to lay the basis for the ground-breaking innovations to come. Rushing COSMOS out with less polish didn't make sense in this context, we want to impress from day one."