dev-diary

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  • 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.

  • ArcheAge boasts 120 class combinations

    by 
    Justin Olivetti
    Justin Olivetti
    04.20.2014

    Forget MMOs that have a petty eight, 16, or even 23 classes; ArcheAge is strutting about with 120 builds thanks to its mix-and-match class structure. In a new developer diary and video, the team talks about the way classes are set up in the game as well as the crafting options at the player's disposal. Players construct their class by picking three skillsets at levels 1, 5, and 10, with the option to respec for a fee. Skillsets can be leveled up independently, allowing players to invest in far more than three of them, and those skillsets have certain synergies between them. The 10 skillsets in the game are Archery, Auramancy, Battlerage, Defense, Occultism, Shadowplay, Songcraft, Sorcery, Vitalism, and Witchcraft. ArcheAge wants you to know that you have the option to level to the cap entirely through crafting professions if desired. The 21 professions are leveled through a slowly regenerating resource called Labor, and eventually they hit a hard cap until the player chooses a handful for specializations. You can watch the dev video walk you through the intricacies of classes and crafting after the break!

  • Alien: Isolation dev diary breaks things to make them look better

    by 
    S. Prell
    S. Prell
    04.19.2014

    Wondered how Alien: Isolation, a game being made in 2014 on modern computers can emulate its 1979 heritage? According to Creative Assembly's new dev diary, the secret lies in twisting cables and generally ruining perfectly good VHS tapes. Ah, the good ol' days of property destruction. [Image: Sega]

  • 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.

  • Pathfinder Online shows off its map

    by 
    Justin Olivetti
    Justin Olivetti
    04.17.2014

    Lead Game Designer Lee Hammock is your host and guide to a tour through Pathfinder Online's detailed maps. Pathfinder's maps look a little different than a typical MMO map, offering more of a malleable report on shifting allegiances and events in a hex layout. The main map is color-coded to show terrain type, with symbols and lines representing cities, trade routes, player towns, security levels, and points of interest. Knowing which resources come from which terrain type will be crucial to building up player settlements. Hammock and his beige shirt of stunning good looks star in a nine-minute developer video that you can watch after the break.

  • Star Wars: The Old Republic brings changes to second PvP season

    by 
    Justin Olivetti
    Justin Olivetti
    04.15.2014

    While Star Wars: The Old Republic is currently on a break between PvP seasons, the dev team has a few words to say about what awaits in Season 2. A new dev blog posted today outlines the changes that Season 2 will bring. These include a shorter season length of three months, quicker rewards, slower rollouts of new gear sets, and daily and weekly PvP quests. The team is also going to hand out a unique reward to the top 96 PvP players. Season 2 will commence with Update 2.7.1.

  • Darkfall clarifies vision to get 'back on track'

    by 
    Justin Olivetti
    Justin Olivetti
    04.15.2014

    Aventurine admitted today that it has faltered on its core vision for Darkfall due to "compromises" but is rededicating itself to restoring its focus. "We are committed to our original vision of a politically and economically driven sandbox PvP MMO where risk dictates the reward, leading to meaningful massive battles," the studio posted. As such, Aventurine revealed that it will be introducing mix-and-match custom roles, rebalancing the economy, adding in siege engines, and conjuring a quest system to beef up the new player experience. On the way out are timed events and "the purpose of safe zones."

  • Take a look at Star Trek Online's Earth Spacedock revamp

    by 
    Justin Olivetti
    Justin Olivetti
    04.15.2014

    Star Trek Online's main hub is about to get a massive facelift, and Cryptic wants to give you a preview of the new design of Earth Spacedock as well as a tour through it. In a dev blog posted yesterday, the studio went through the process of coming up with the ideas for a much improved Spacedock, including how it would be structured and what players would see: "A few solid points were decided. 1. It was all going to be on one floor. 2. We had to have a view both of Earth AND of the Shipyard. Point two meant that there was only one place for it. It had to be within the outer wall of the docking bay." The blog also contains a link to an animated graphic showing a time-lapsed construction of one of the new areas. The Earth Spacedock revamp will come with Season 9's release on April 22nd.

  • 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?

  • Fallen Earth nodes to get less 'willy-nilly'

    by 
    Justin Olivetti
    Justin Olivetti
    04.09.2014

    Tired of node placement refusing to make a lick of common sense in Fallen Earth? There's a dev for that. Fallen Earth's new state of the game post for April has a word or two to say about how the team is moving around gathering nodes to fit the environment better. "What this will look like is an increase in hand-placed nodes that reflect the setting and environment better and fewer nodes scattered willy-nilly," said Producer Marie Croall. The post also talks about new armor suits and cosmetic gear recipes that are coming soon as part of the rewards for controlling the Outpost.

  • Camelot Unchained's producer's letter offers concept art, new storefront

    by 
    Bree Royce
    Bree Royce
    04.08.2014

    Camelot Unchained's April producer's letter begins with an apology; the planned testing scheduled for the end of March was delayed because of goal pushbacks, writes producer Tyler Rockwell. But we're pretty sure you'll forgive the team as Rockwell has uploaded some new bits of concept art of the Giants of the Tuatha Dé Danann. The team is also teasing new and more functional forums as well as a new storefront, which will have "much-requested capabilities such as combining and upgrading pledges." "We know we need to pick up the pace over the next 5 months in order to hit Alpha on time, and that is our intent," Rockwell vowed. We've included the concept art after the break; just click the images to enlarge them.

  • Landmark roundtable video on giving the toolset love

    by 
    Bree Royce
    Bree Royce
    04.05.2014

    In this week's Landmark roundtable video, SOE Senior Brand Manager Omeed Dariani is joined by Lead Building and UI Designer Jake Sones to discuss the results of a player poll about which Landmark tool needs the most work and love. Sones tells viewers that the results of the poll were even; apparently there's no one tool that needs serious work, just plenty of player sentiment that many of them need something. He specifically addresses changes being made to how tweak mode handles pasting large objects; ideally, the game will detach the preview from the mouse cursor and provide menus similar to those used by the prop tool. The pair also explain the studio's hesitation in implementing specialized and redundant tools like the cylinder tool, citing microvoxels -- a feature the developers didn't even know the game could do -- as something players came up with that might never have been discovered had every imaginable tool already existed to stifle their creativity. Enjoy the full video!

  • Trials of Ascension details dynamic spawning feature

    by 
    Shawn Schuster
    Shawn Schuster
    04.03.2014

    Trials of Ascension started its life with an unsuccessful Kickstarter campaign in November of last year that grew into a determination to rise up and continue making the player-driven sandbox MMO. Now the team is back this week to update us on the progress of several features including Dynamic spawning. Dymanic spawning allows the dev team and GMs to pick points for the world to change with spawn markers. This change could include everything from animal migration to creeping flora, and the dev blog states that all testing has blown the team away so far. Be sure to check out the full dev diary for more on the world map, an innovative inventory system, housing, and more. [Thanks to Cik for the tip!]

  • How Guild Wars 2 megaservers affect guilds, WvW, events, and world bosses

    by 
    Bree Royce
    Bree Royce
    04.03.2014

    Yesterday, ArenaNet announced that it will soon begin to roll out megaserver technology for Guild Wars 2 in order to eliminate overflow and underpopulated servers. Today, it has delivered a pair of blog posts intended to clarify those plans. The first post tackles guilds and WvW. ArenaNet aims to unify guild chapters split across home-worlds so that all members contribute to and benefit from the same version of the guild. But the studio does note that WvW won't be negatively affected by megaservers and will continue to be based on competition between worlds. The second and more meaty entry focuses on world bosses and events. The API governing boss timers on individual worlds will be replaced by a more consistent schedule such that world boss events will start at the same time across the entire game. There's even a 24-hour proposed schedule ready to go.

  • Pathfinder Online's devs on dynamic escalations and new races

    by 
    Bree Royce
    Bree Royce
    04.02.2014

    In the latest installment of the Pathfinder Online video blog, Goblinworks PvE designer Bob Settles joins lead designer Lee Hammock to discuss escalations and alternate races. Races are the simpler topic; Hammock explains that the team does plan to expand the available races significantly, noting that races that are flavors of other races are much easier to implement because of shared models. And what about escalations? "Escalation" is the team's fancy term for one of the game's many dynamic, hex-shaped zones that are reserved for monster spawns and can over time, well, escalate and expand to neighboring hexes, ramping up in scale and difficulty with elite bosses. Multiple escalation themes are discussed in the video, including escalations that allow participants to do something other than beat mobs into submission. Enjoy the video below.

  • ArenaNet rolls out the Megaserver for Guild Wars 2

    by 
    Shawn Schuster
    Shawn Schuster
    04.02.2014

    As part of what ArenaNet calls "just the beginning of our new approach to enhancing the in-game social environment," the Guild Wars 2 developer is announcing a new Megaserver technology that will allow similar players to play together more easily and more frequently. Launching with the April 2014 Feature Pack on April 15th, the Megaserver System will introduce a new metric that will restructure the way servers will work. According to the studio, this system will place players on servers that have more of your friends and guildmates, and more players who speak the same language as you. It hopes to eliminate overflow servers and dead shards. The Megaserver System will start out as a test on the level 1-15 maps, main cities, and the PvP lobby. The team hopes to roll the technology out to the entire game by the end of the year, if all goes well.

  • EVE Online plans drone renaissance

    by 
    Justin Olivetti
    Justin Olivetti
    04.01.2014

    EVE Online is giving much-needed love to its drones come this summer, and a new dev blog posted today has all of the copious details. "There are several aspects of drone balance that are not yet up to our current standards," the devs posted. "In the summer release we will be implementing a wide ranging balance rework for drones of all sizes." The changes will include balancing drones between the different empires, between quality levels, and between drone sizes. There will also be modifications made to drone skills and sentry drones. These changes will also impact skills and modules for fighters and fighter bombers. After the update, these "larger drones" will have reduced base damage and can only be hosted 10 at a time on a supercarrier instead of 20.

  • World of Tanks unveils new 7v7 combat mode

    by 
    Bree Royce
    Bree Royce
    03.31.2014

    Wargaming.net has just announced a brand-new combat mode for its tank-flavored MMO World of Tanks. The mode is a 7v7 random battles mode called Labyrinth. David Bowie is not included, but a new vehicle is: The only vehicle available in the upcoming mode will be the German self-propelled gun Karl-Gerät that will be added with Update 1.04 as well. Tankers will also get an original battle arena, developed specially for Labyrinth, as well as a new medal, awarded for exceptional performance in the new mode. The translated version of the latest WoT developer diary discusses the new combat mode in depth; we've got it embedded below. [Source: Wargaming press release]

  • Guild Wars 2 signals end of armor repair costs

    by 
    Justin Olivetti
    Justin Olivetti
    03.27.2014

    The latest developments in Guild Wars 2's upcoming April feature pack will improve the quality of life around Tyria, as the game will be ending armor repair and sharing gear and WvW XP across accounts. The team said that it feels as though the loss of time is enough of a death penalty that it will be removing the costs for armor repair when the patch lands. Because this will take out a goldsink, the team is also reducing the coin dropped by champion loot bags. Legendary gear, ascended items, and World vs. World XP will become account-bound rather than character-bound come April as well. This means that players can character hop and retain their progression and expensive items instead of getting them individually.

  • Massively exclusive: Pirate101 announces new advanced pet system

    by 
    Jef Reahard
    Jef Reahard
    03.24.2014

    Pirate101's pet system is getting an update, and KingsIsle tells us that a new test realm will soon open its doors to showcase the changes. Pet owners will be able to send their minions on various world-based training missions which will raise their level, unlock talents and powers, and more. The devs are also adding the ability to PvP in a pet battle arena as well as a new quest that details the new advanced pet system. KingsIsle has penned a lengthy dev diary explaining how everything works. You can read it after the cut.