- On Xbox One vs. PlayStation 4: “It’s a lot easier to port a game to Xbox than PS4. This is because the APIs and tools for PC and Xbox One are the same.”
- On Xbox trade chat: “Unfortunately a controller isn’t really great method for text input, so we don’t really see an easy way to do something like that.”
- On adaptation difficulties: “One of the really hard parts was actually gem management. And I think we still haven’t found a perfect solution for this as well. Moving gems around to different items is a bit of a pain.”
- On Xbox One X: “We fully support the Xbox One X and Path of Exile will be playable at 4k/60fps on launch day. We’re going to investigate other enhancements like HDR also.”
community q and a
With the release of Conan Exiles on Xbox One’s game preview program, there are plenty of questions from this new audience about the rollout of the survival sandbox. Funcom’s team was on hand yesterday for an AMA that ranged from crafting to crashes (“our number one priority”) to camel punching.
Funcom revealed that it is working on creating voice chat (in a similar fashion to ARK: Survival Evolved). It also hinted that PC and Xbox players may one day be able to share the same servers: “That is something we are still considering. Crossplay is complicated.”
The team also addressed the controversial omission of nudity on the console: “There is a nudity DLC for European territories (it’s free), but this DLC is currently unavailable due to a last minute issue with the Xbox Store. Microsoft is currently investigating a solution to this issue. In the meantime, all territories will be limited to partial nudity.”
As Crowfall continues to be developed and fans become more familiar with the game as a whole, interest turns to the nitty gritty details of specific systems. And there’s no one who loves to talk about nitty gritty details than the developers who are creating them.
The team compiled a list of questions from the community for another ACE Q&A session this week. Topics ranged from CC immunity, the reason behind specializations, the durability of blueprints, and players resurrecting each other.
So what about grabbing that name that you’ve been toting around for decades now? As names in Crowfall will be the same as your account name, there is some concern over how this will work. The team said that players will not be able to buy names ahead of time and that they won’t lose them for going inactive over a period of time.
Check out the 10-minute Q&A session after the break!
It’s a big week for the zombie survival title Fortnite, what with it coming out on Steam early access and all, and the developers are taking advantage of the increased attention to talk up their game to interested parties.
On Reddit yesterday, the devs hosted an ask-me-anything session that covered the making of the game, how the team acted on feedback, heroes, crafting, outposts, and future plans. The team stressed that everything is in “early iteration” right now, so expect things to change over the course of the year.
So what was the hardest part of making the game? “The biggest challenge we had was how do we make a robust building system that was usable in high fidelity third person combat. So controls and complexity become a real challenge. If you wonder why we don’t have crouch… this is why.”
The team said that it plans to release Fortnite later this year after testing, polish, and content additions. Past that, there are plans in the works for different modes, like iron man and an open world, so you might see this small title getting a lot bigger over the coming years.
Hearthstone’s game director fields questions about the expansion, ladder experimentation, and new heroes
Among the topics covered were minion placement, the collection manager, the expense of the game, and confirmation that the team is experimenting with a new ladder format.
Possibly the most exciting news is that the team is working on both a Druid and Warlock hero, although Brode indicated that we shouldn’t be expecting a new class anytime soon. “I think we are already having trouble carving out awesome space for nine classes,” he said. “I want us to find more unique things for Warlock to do, for example. I think adding a 10th class makes this problem much more difficult, as we could be using that space to make our core nine classes more fun.”
Do you like numbers? It’s summer, you shouldn’t have to think about math! That’s OK, the Crowfall team will deal with that for you. In this week’s new dev video Q&A, Design Lead Thomas Blair and Senior Game Designer Mark Halash take on the recent “number squish” and how to display numbers that matter during combat and crafting.
Of course, it’s not only counting really high. The devs also talk about an overhaul to the character sheet, how resource drops works, the progression model, the difference between disciplines and classes, and how they are restructuring skill trees.
Check it out after the break!
During the AMA, Portalarium explained why it’s not doing a wipe before release, responded to those upset at the slow rollout of the single-player version, promised more user interface polish, and addressed frustration over players not being able to find certain NPCs. The studio said that right now there it is seeing around a 500-player concurrency, although it expects this to increase as they start promoting the game more.
So how is the team planning in attracting new players to the game as it heads toward launch? “We have been testing out our free trial system for the last few months and in the next few months we will begin promoting this more and more as the game improves to bring in new players. To keep players around long-term we will be working on more high-end content around the end of the year.”
There’s no doubt that a lot has been happening recently with Crowfall’s class and race structure, particularly following following May’s announcement that the team is separating race-bound classes to allow players more mix-and-match freedom. There were bound to be one or two questions concerning all of this, which is why the team fielded an hour-long Q&A session yesterday on Twitch.
One of the interesting reveals that came out of the chat is that each of the races will receive their own racial discipline with various bonuses. For example, humans are more versatile stat-wise and can use a side-step dodge move, while Wood Elves are trailmasters who can camouflage themselves while standing still.
The team also talked about cartography (which includes the interesting feature of being able to pickpocket other players’ maps), how it’s working to beef up healers, and what’s going on with Clerics (they’re coming soonish).
We’ve got the full Q&A session for you after the jump, and as an added bonus, we also tossed in a video with the team discussing what’s going on with the Alpha 5 build.
The Chronicles of Elyria team hosted a public community Q&A session, and players had questions. And those questions… well, they were answered. Extensively. The resultant stream was just shy of two hours long, which means by all rights it should have its own trailers and a cast poster. And now you can watch the whole thing just past the break.
You will probably not wish to do so if you are at work, however. Your boss will probably notice two hours of video.
Of course, as you might expect from a lengthy video, the topics range far and wide, from PvP penalties to combat systems to elaborate conspiracy theories regarding the shooter on the grassy knoll. (All right, that last one’s a fib.) Strap in, grab some popcorn, and if you want to do some voiceover work for the trailer you’re workshopping in your head… well, don’t tell us.
There was some concern over the potential for a bug flood when the expansion drops this fall. GGG said that it’s on top of it: “There’s a lot changing in 3.0.0 so there’s a lot of scope for problems to creep in unless we find them. To deal with this, we’ve expanded our QA team over the years and it’s currently the largest it has ever been. In addition, we’re running a beta for 3.0.0 specifically to find problems before they affect the live realm.”
There was no confirmation regarding a launch date for the expansion, but the team did discuss lengthening the ignore list, trade improvements, the Xbox One launch, and controller support. The team also hinted that there are “a lot more” expansions being planned for the MMO.
Asked how much work an average player will need to put in before being of any use in PvP, the team responded, “A general principle of Albion Online — as a game with a strong PvP focus — is that the combat power curves for gear and character progress are very flat […] When you start out a new character, you could expect at least 10 to 20 hours of gameplay before you could be considered competitive in PvP.”
What about super-experienced and -geared players taking over the game’s landscape and making it miserable for everyone else? “Of course, well-organized guilds will always have an advantage over more casual players – it would be weird if that was not the case. However, it is extremely unlikely — and has never happened in any of our tests, two of which lasted around six months — that a single faction will dominate the world.”
Hear ye, hear ye! Pirates are terrorizing the skies with the aid and comfort of ruthless players! So-called “early access” has ushered in an era of fear and cutthroat commutes, and experts say that this is only the beginning!
It’s true: The PvP airship simulator Cloud Pirates went into early access yesterday with Update 1.1: Gold Rush. The patch adds a new convoy mode in which a team of players work together to guard a shipment of ore as a second team seeks to steal it for their own greedy souls.
The developers took this opportunity to answer many community questions about the game, including where it will go from here. “We have several large items prepared for this year and it’s too early to share most of them, but we can safely say that the two upcoming big things are competitive (rating) battles and improving the Cloud Pirates Brotherhood (clan) system. Statistics, ladders, ratings and competitive gameplay is one of the main directions for Cloud Pirates.”
Chronicles of Elyria is nothing if not bursting with interesting little ideas that you don’t often see in other MMOs. One of these, apparently, is that your in-game activities can and will alter how your character looks: “If you eat a lot and exercise little, you’ll get fat. If you do a lot of physical labor, you’ll build muscle. If you fall in a lake, you’ll wind up wet. If you don’t clean your clothes, you’ll get dirty. It’s just like real life!”
It’s good to know that we can be fat slobs in video games too, right?
Soulbound Studios reported that the work on the PAX East demo is coming along nicely and that a female character model has been introduced to the game. The studio said that it will be discussing its prologue experiences (the single-player game and the text-only MUD) with the community later this month.
The team recently sat down to answer nearly 40 fan questions about the game’s settlement system in the game (alas, there will be no underwater cities, just in case you were hoping). You can watch the 30-minute edited version below!