jen-gordy

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  • Battlegrounds, arenas, and warplots: How PvP works in WildStar

    by 
    Miguel Hernandez
    Miguel Hernandez
    03.12.2014

    PvE is a staple of MMORPG gameplay, but if you prefer the challenge and adrenaline rush of fighting against another human being while bashing on a keyboard and circle-strafing to dizzying effect, then you, my friend, are a PvPer. And if you've PvPed in other games, you'll be familiar with WildStar's battlegrounds and arenas. But warplots? What's a warplot? That's just one of the PvP-related questions I asked at a press event last week at Carbine Studios with the WildStar team. Battlegrounds Designer Kevin Lee and Lead PvP Designer Jen Gordy explained to me that PvP is one of the key focuses of the game; all PvP content in WildStar will be on a cross-realm queue. Your level and gear stats will be normalized to provide an equal playing field. WildStar's telegraph system ensures that PvP is extremely reactive, which is typical, but what's not typical is being able to see where your enemy is aiming that AoE or conal attack.

  • WildStar's lead PvP designer on differentiation and dynamics

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2013

    Wildstar features a huge world, a variety of wildlife, an in-depth housing system, a variety of questing mechanics... but for some players that's just not the interesting part. No, the interesting thing is finding out how you can take up arms against a fellow player. A new interview with lead PvP designer Jen Gordy sheds some light on the game's PvP mechanics and how the designers are using this side of the game to continue encouraging players to play the game how they want. There will be two PvP-centric stats on the game, one to improve damage to other players and one to decrease it. The development team is also including features like the ability to minimize the duration of a stun once you've been hit to avoid having PvP matches boil down to a race to incapacitate the other side. But both PvP and PvE are meant to still work toward the same whole -- things that you get on one side will be useful on the other, freeing you to explore the game aspects you find the most rewarding. Read the full interview for more details on how you can cut down your fellow players for glory and (presumably) profit.

  • LotRO's radiance to be run over by a train and other future tidbits revealed

    by 
    Justin Olivetti
    Justin Olivetti
    09.07.2010

    "We took Radiance outside, tied it up to some railroad tracks, and...well...I think you saw the end of this in Red Dead Redemption. Look for this in the future -‐ we will be removing Radiance from LotRO." Thus sayeth Turbine's Jen "Jalessa" Gordy, who confirmed that the controversial gear gating system is headed for a messy death. In the same WarCry developer chat, the team fielded a number of questions about where LotRO is headed after this week's mega-update. Some of the features in the works for Tolkien's digital offspring include a new raid, class changes for monster play, a barter item wallet, PvMP skirmishes, Isengard, additional minigames and -- yes -- vanity pets for all. The devs also admitted to slipping in a few pop culture mentions into the game, such as Firefly and Futurama references. And will there ever be any other hobbies than fishing in LotRO? Kate Paiz mused: "All of us devs really want to make golf next, but it's a tricky undertaking, so we don't have a timeline yet, but feel free to start practicing your backswings!" You can read the full transcript at A Casual Stroll to Mordor.