Posts in News Archive

The End of an Era – QGN News Team

July 29th, 2014 Posted by News Archive 14 comments

As I sit down to write this my hands are slightly trembling. Not because of any sadness, but as a result of two and a half years of hard work coming to an inevitable end.

But what an end.

If you haven’t surmised by now, The Quest Gaming Network’s News Team is being disbanded. This is due to a number of reasons, none of them bad or malicious in nature; reasons that are necessary to the overall health of the Network and those therein. Effective immediately, The Quest Gaming Network will no longer consider itself a place to get your latest and greatest news coverage, but instead focus our efforts on what we do really well: entertain and inform.

When I came on staff for QGN two and a half years ago, my goals were simple: build a portfolio that I can translate into a stable writing career. Throughout that time the Network has undergone changes that have inevitably caused my goals to change. We transitioned from just podcasts and written articles to focusing on streaming gameplay and eventually YouTube content. We changed from just a fansite to an actual LLC, making QGN a legitimate business. My role changed as the months went on. Instead of simply being the QGN writer, I became its News Director when Brian Armstrong was brought on board. Shank was added a few months later and together we formed a triumvirate that has yet to be silenced. We’ve had other writers come and go (even now we have a fourth writer whose schedule makes it so he can only write sparingly for us.) but through everything one thing has been certain: it has not been easy.

I quit for a time last October, only to be brought back originally on a freelance basis. That quickly turned into me assuming my old role, because Evarwyn and I simply could not see it any other way. We had a vision: to make QGN the place to go for news. It was ambitious, albeit a little foolish on our end. But for a time we were truly clicking. There was a time where our little three-man team could pump out 5 or 6 articles a day.

The problem was no one read them.

Because of our efforts, QGN has been onsite for multiple major gaming conventions, including two E3 conferences. A dream come true for myself and Brian who got to go last year. This past E3 I went alone, determined to make our site shine amongst the glitter of new games and hardware.

But still no one read.

The Quest Gaming News Team is a massive drain on all of our lives. My goals to become a published games journalist were realized pretty early on thanks to the new forms of media the Internet provides today. However, it came at a price. A personal price.

For the past two and a half years I have worked tirelessly to make QGN News stand out. I have worked to write articles, do interesting interviews, cover conventions, and provide thoughtful opinions on the industry. Our most hardcore fans read our content, but still we have people surprised when we tell them we even have articles on the site. Throughout those two and a half years I have missed time with my daughter. I have missed precious time I will never get back as a result of the long nights hunting down stories. It has put a considerable strain on my marriage as a result. My wife is the most supportive person in the world, but long work days at my normal job coupled with long nights at this, my second job, can only go on for so long before the routine gets old.

Unfortunately, there comes a time when you have to admit you are simply spinning your wheels. You probably have noticed that not too many articles have been posted since my barrage of E3 articles last month. I was testing something, and my suspicions were correct: no one commented on this. We still had other content releasing, and this content we knew was being digested. The written content simply wasn’t being sought after anymore. And I had to make a decision.

I decided on my family. I decided on Brian spending more time with his wife and amazing daughters. I decided on Shank doing…whatever it is Shank does…

So as of now, the News Team is no more. We will be refocusing our creative efforts into bettering the content people do enjoy: our videos, podcasts and streams. This will allow me to spend more time with my daughter, but also focus more on The White Council. This will allow Shank to dive deeper into The Elder Scrolls and provide great insight on that show, among the others he’s a part of. This change will help Brian focus on his Metal Rock Radio show on Firebrand Radio, but more importantly he will be able to spend more time with his amazing kids without feeling the obligation to sit at his computer to write an article you’ve already read on another site.

This doesn’t mean we won’t be writing anymore. Far from it. We will still post our opinions. Shank’s Spiel will continue as planned. You’ll see the occasional BREAKING NEWS piece grace your Twitter if the story is big enough. What you won’t see anymore are the same recycled articles that you’ve already read on other gaming sites. The obligation our writers will feel to write those pieces will be gone, which might result in better articles on the content they do want to write about.

What I will see as a result of this: Noel and myself at the park kicking a soccer ball around a lot more often.

Thank you to all who have supported us throughout these past two years. Your visits to our site and our content have truly allowed some of my dreams to come true.

Until then, Namárië.

Joseph Bradford

Senior Manager

Quest Gaming Network

Preview of Hobbit Day on Middle-Earth Network 9/21/12

July 23rd, 2014 Posted by News Archive No Comment yet

Calling all Tolkien fans and fans of “The Hobbit”! YOU are cordially invited to Middle-Earth Network’s “Hobbit Day”! THE one and only, day long, online extravaganza that will celebrate “The Hobbit” in a new, interesting and fun way! Join all of us here, at QGN, along with the TOP personalities among the Middle-Earth/Tolkien Community, as we all join together, this day, and celebrate J.R.R Tolkien’s masterwork, “The Hobbit”! Please see the video below, for a list of the day’s events and the cast of personalities attending!

Jeff: Place Embed Code Here: 🙂

Elder Scrolls Online, Star Wars: The Old Republic, Lord of the Rings Online, RIFT Holding Firm in Top 10 MMOs On the Market

July 22nd, 2014 Posted by News Archive 1 comment

The Elder Scrolls Online is making $11,562,896.26 per month in subscriber fees alone.

This is based on the fact that SuperData, a research and analysis firm, revealed that ZeniMax Online Studios has earned 772,374 subscribers to its subscription-based MMO. However, that dollar figure may be a bit elevated because people have the option of purchasing longer subscriptions for a slight discount, but regardless, the number is impressive, and it indicates a healthy MMO almost four months after its initial release.

For all the negativity you’ll find on forums and other internet wastelands, you might think no one is playing ESO. But three-quarters of a million people still playing an MMO after three months is pretty impressive, and it indicates people are either enjoying what the game currently has to offer or are excited for where it’s headed – or both.

In other Quest Gaming Network MMO news, Star Wars: The Old Republic continues to defy critics by landing as 2013’s fourth biggest MMO on the market. With $165 million in total revenues and 6% of the market share, this sub-based game with a free-to-play option isn’t disappearing like many naysayers claimed it would after only a few short months of existence.

Trion’s free-to-play RIFT also made the top 10, with $36 million in total revenues and claiming 1% of the market share.

The market shares for SWTOR and RIFT may not seem impressive, but the MMO landscape is incredibly scattered. Other than World of Warcraft, which owns 36% of the market, no other MMO even cracks double digits.

Lineage 1 claims 9% of the market, TERA: Online owns 8%, followed by SWTOR, and then Lord of the Rings Online with 4% to round out the Top 5.

SuperData said the MMO subscription-based market has been shrinking in both players and total revenues since 2010, but despite that, “…the average revenue per user continues to rise.” The report also stated they expect the quickly rising free-to-play market to stabilize soon as it reaches a saturation point.

You can read SuperData’s entire report here.

Takeaways

The cesspool of internet forums are a dangerous place to spend your time. If you were to log in to the forums of any of these games, you’d likely wonder how the games were still operating. People hate these games with a passion, and spend their days doing everything they can to make those who love the game feel bad for doing so. It’s “cool” to bash on games just because you didn’t like it or think it isn’t as good as “Insert other random MMO here.” But all this does is get in the way of the developers finding real, valid concerns and issues that need to be addressed.

The bottom line is that if you like a game you should play it, regardless of what the internet says. I’m going to let you in on a little secret: in the world of video game “journalism”, it’s not exciting to say a game is great. What gets clicks, reads, comments, and reactions is saying games suck. It’s far easier for a reader or viewer to get fired up about how much they hate something because someone else agrees with them than for one who genuinely enjoys the game to get fired up to speak positively about it.

You know, because…they’re too busy actually playing the game.

ESO PTS Patch Notes v1.3.1

July 21st, 2014 Posted by Elder Scrolls News Archive, News Archive No Comment yet

Today, Gina posted another round of Patch notes for the recent update to the Play Test Server (PTS). Here are the notes in full:

 

OVERVIEW
The Elder Scrolls Online v1.3.1 addresses some issues with combat, quests, Veteran Dungeons, and more. We have also seen your feedback on the forums and have made a number of changes based on feedback, such as adjustments to some of our item sets.

FIXES & IMPROVEMENTS
Alliance War
General

  • Siege weapons will now degrade much faster when not being actively controlled.
  • Siege weapon repair kits now repair double their prior healing value.

Combat & Gameplay
General

  • Fixed an issue where some two handed axes had the wrong visual style.
  • Monsters in the overland will no longer act erratically and bring in outside support during combat when they’re not supposed to.

Dragonknight

  • Earthen Heart
    • Magma Armor: Fixed an issue where this ability was doing 10x damage than intended.

Sorcerer

  • Daedric Summoning
    • Volatile Familiar: Reduced the damage of this ability to 12% maximum magicka from 20% maximum magicka. This is a temporary solution until we completely resolve the issue where the Familiar is exploding twice.

Weapons

  • Dual Wield
    • Ruffian: This passive is no longer lost when you die.
    • Dual Wield Expert: This passive is no longer lost when you die.

Guilds

  • Mages Guild
    • Energy Orb: The damage bonus for this ability no longer stacks when multiple player characters activate the synergy.

Alliance War

  • Assault
    • Rapid Maneuvers: This ability now increases your movement speed while mounted.

Dungeons & Group Content
Veteran Dungeons

  • Veteran Crypt of Hearts
    • Edge of Darkness: The reward for this quest is now Veteran Rank 12.
  • Veteran Elden Hollow
    • You will no longer be blocked from resurrecting if you die during the fight with Kargand.
  • Veteran Spindleclutch
    • The boss health bar for the three Flesh Atronach fight now properly reflects the combined health of the trio
    • Sud-Hareen will no longer despawn when a player enters with the quest ‘Blood Relations’ already in their journal

Exploration & Itemization
General

  • Fixed a minor issue with the tooltip text from the Alliance War Shock Staff.
  • Fixed an issue where Used Bait was incorrectly labeled as a usable bait item.
  • Stranglers in Coldharbour now have a chance of dropping Tentacles for the achievement Nature’s Guardians.
  • Nix-Hounds can now drop Multifaceted Eyes.
  • All ghosts now have a chance to drop Ectoplasmic Discharge.
  • Bull Netches will now drop Bile Gilt.
  • Fixed an issue where Trial gear would occasionally appear without traits.
  • Fixed an issue where several Veteran Dungeon item sets didn’t have traits.

Item Sets
Thanks to your feedback, we’ve changed some of the set bonuses on existing sets to be more in line with what they were before patch 1.3.0. This is especially true for Hist Bark, Willow’s Path and Twilight’s Embrace.

  • Added traits to various item set pieces obtained from veteran dungeons.
  • The following item set tooltips now refer to Weapon Damage instead of Weapon Power:
    • Hunding’s Rage item set
    • Skirmisher item set
  • Adroitness: This item set now correctly restores magicka and stamina, instead of restoring magicka twice.
  • Apprentice: Added shoes to this item set.
  • Beckoning Steel: Fixed an issue where this item set could be removed by intercepting itself.
  • Beserking Warrior: This item set now only applies to attacks with 2 handed weapons.
  • Dreugh King Slayer: This item set now has new visual effects when equipped.
  • Elf Bane: This item set no longer decreases the tick rate on the Destruction Staff ability Wall of Fire.
  • Hist Bark: This set now provides 18% dodge rating while blocking.
  • Night Mother’s Embrace: This item set tooltip now properly states that it gives a bonus to crouch cost, rather than sprint cost.
  • Robes of Onslaught: This item set tooltip now states that it affects stun abilities.
  • Sanctuary: This item set no longer stacks when you log out.
  • Skirmisher: Fixed an issue where your weapon damage was not being increased properly. We also fixed an issue with Critical Strike where it was being increased by 100% of the critical strike value, rather than a flat percentage of 10%.
  • Thunderous Plate Mail: This item set now has a target cap.
  • Twilight’s Embrace: Updated the set piece bonuses on this set:
    • 3 piece bonus: Increases Spell Critical by 4%
    • 4 piece bonus: Increases spell power
  • Willow’s Path: Updated the set piece bonuses on this set:
    • 2 piece bonus: Increases maximum magicka
    • 3 piece bonus: Increases Spell Critical by 4%
    • 4 piece bonus: Increases health regeneration

Miscellaneous
General

  • The achievements Catching Trophy Fish will now update the associated achievements properly.

Quests
General

  • When you decide to flee before an overland group encounter, it will still remain active for others if they want to attempt it.

Auridon

  • Final Blows: Karulae and Calanyese will now respawn at a slightly slower rate.
  • Harsh Lesson: Adjusted the level of the monsters in Saltspray Cave from level 9 to level 13.

Bangkorai

  • Troll’s Toothpick: The Skeevers and Trolls will now appear in the cave.

Coldharbour

  • Cave of Trophies: The Banekin are now correctly set to level 47.

Deshaan

  • Race for the Cure: Fixed an issue where the step to “Observe Nilyne’s Treatment” would become blocked if you left the house before the treatment was completed.
  • Bad Medicine: Fixed an issue where Aerona would not be present when you entered the house.

Eastmarch

  • Hall of the Dead: Reynir will now pursue you farther during combat.

Glenumbra

  • Themond Mine will now scale to veteran difficulties.
  • Turning of the Trees: Upon leaving and returning to Deleyn’s Mill, you will now be able to resummon the torchbug as needed.

Grahtwood

  • A Lasting Winter: Fixed an issue where Brelor would not interact with the Welkynd Stones.
  • Grip of Madness: Entering the Cathedral will no longer cause the quest to advance incorrectly to a step you cannot complete.

Greenshade

  • Staff of the Magnus: All group members will now be able to enter Marbruk’s Vault.

Reaper’s March

  • Two Moon’s Path: Fixed an issue that was preventing Rid’thar from spawning and blocking your quest progress. We also fixed an issue so if you log out during a vision, you will be able to interact with the crystals.
  • The First Step: Logging out, dying, or leaving the area will no longer prevent you from advancing the quest when you return.

Rivenspire

  • The Blood-Splattered Shield: Reezal-Jul and the Contess Eselde will now reset if they become stuck.

Shadowfen

  • Trail of the Skin Stealer: Adjusted the scene between Ukatsei and Nedrasa so it’s now clearer.

Stormhaven

  • Saving Hosni: If you die in Hosni’s dream, you will now resurrect at the tower where you originally entered the dream.
  • Ending the Ogre’s Threat: Updated Skull Crusher in Shinji’s Scarp to only spawn if you’re on the appropriate step.

The Rift

  • Concealed Weapons: Aera will now be available to all members of a group for the quest step “Talk to Aera.”

UI
Crafting

  • Fixed an issue when improving an item where the Attempt Item Improvement UI would reappear, displaying a 100% chance to improve when the chance to improve was actually reset.

Guild Store

  • Added a sound effect when you attempt to purchase an item without having enough gold.

Mail

  • Fixed an issue if you went from Mail to Inventory and back to Mail, items would occasionally not be visible to attach to new mail.

SWTOR: Manaan Confirmed?

July 18th, 2014 Posted by News Archive, SWTOR News Archive No Comment yet

swtor-logo

Randomly, Star Wars: The Old Republic decided to add a blurb about Manaan to their community blog; straight out of the data logs of Shuuru. Perhaps this is a true indication that our speculations about Manaan are indeed correct? The post, at length,is as follows:

 

Since KOTOR: Manaan

Shuuru // Personal Datalog

It is not a foolish endeavor to try and anticipate one’s future path, or even the path of an entire civilization. But it can be. If we do not first take stock of that which lies in our wake, we can never truly know how to negotiate the currents ahead. It is with this concern in mind that I indulge in this analysis of the ebb and flow of my dear home, Manaan.

For a long time–longer than we have records for–the Infinite Empire ruled our world. They enslaved us until their eventual fall, and we Selkath vowed we would never be placed in servitude again. As offworld explorers eventually arrived on our world, they came to see our kolto as a vital resource in their contest for dominion over the galaxy. We in turn came to see how valuable kolto could be. Due to our history, however, we also saw how it could become a detriment.

Therefore, my ancestors wisely vowed to remain neutral in the galactic fray. They even went so far as to allow both the Galactic Republic and the Sith Empire to establish embassies on our surface metropolis, Ahto City. While their truce on our world was tense, the importance of kolto to their efforts gave them no choice but to conduct themselves in a lawful manner.

At least, that was what we believed.

A visit from a Jedi named Revan changed everything. He exposed a terrible truth–that the Sith were abducting and manipulating our youth, indoctrinating them into the ways of the dark side of the Force. This revelation did not sit well with my ancestors, and the resulting tensions eventually sparked an uprising led by one of those abducted children, Shasa–by this point a powerful Force practitioner in her own right.

The Sith were driven from Ahto City, their embassy razed. We continued our relations with the Republic, but warily so, ever mindful of the pattern of transgressions visited upon us by offworlders. More and more, we Selkath turned to our Force-wielding Order of Shasa–so named for the brave architect of the Sith’s ouster–for guidance. Taking after the pragmatic stance of their namesake, the order sought the abolishment of the Republic embassy from Ahto City, thereby isolating Manaan from the ongoing turbulence beyond its waters.

Ultimately, the action was unnecessary. Like how the flutter of a single fin is said to culminate in a great wave, it seemed as though our actions caused the Empire to crash and disperse. Tensions finally abated. For a time we Selkath prospered. Many of our kind even ventured out into the great sea of stars in search of new lives and opportunities.

We did not know it then, but like the fabled Binexan Shark the Sith Empire rose up from the black depths in a stronger, bolder form. When this resurgent Empire demanded our allegiance, my ancestors attempted to extend the same offer of neutrality they had found acceptable in the past. We only served to anger them. They bombarded our world from space, sinking nearly every last surface structure, Ahto City included.

With their inaction in our time of need, the Republic delivered the finishing blow–and this without having fired a single shot. Betrayed and embittered, we retreated to the depths, no longer willing to associate with any offworlders in any way. To us, they were all slavers. Abductors of our children. Calm-water friends at best.

Those years are said by many to be the greatest in Selkath history. Our own culture and traditions thrived. There was little strife. In our independence from the rest of the galaxy, we were together. But many secretly yearned for the ways and means the offworlders’ presence brought, and we came to find ourselves in economic distress. After a great deal of debate it was finally decided that, despite the lessons our past afforded us, our absence from the galactic stage was not to be permanent.

As our first new surface structure in many years, the Mercantile Plaza opened with strict rules as to who was given landing privileges. At first, this meant only special ambassadors from Republic-aligned worlds were allowed to visit. By this time I was heavily involved in shaping extra-planetary policy, and I pressed to extend an invitation to the Sith. I had been dissatisfied with the Republic’s inaction in our time of need and did not wish to invite a second bombardment from their enemies.

In the time since once again offering the Empire a kolto trade agreement and a presence on Manaan, the Republic has proven itself a more assertive and competent ally than in the past. I can earnestly say they have won me over. That does not mean, however, that we should renege on our deal with the Empire. It serves us well to strike a balance. After all, what guarantees do we have that either side would remain at arm’s length if left unchecked?

The answer to such a question lies in the churn of our wake.

Manaan Confirmed?

July 18th, 2014 Posted by News Archive, SWTOR News Archive No Comment yet

swtor-logo

Randomly, Star Wars: The Old Republic decided to add a blurb about Manaan to their community blog; straight out of the data logs of Shuuru. Perhaps this is a true indication that our speculations about Manaan are indeed correct? The post, at length,is as follows:

 

Since KOTOR: Manaan

Shuuru // Personal Datalog

It is not a foolish endeavor to try and anticipate one’s future path, or even the path of an entire civilization. But it can be. If we do not first take stock of that which lies in our wake, we can never truly know how to negotiate the currents ahead. It is with this concern in mind that I indulge in this analysis of the ebb and flow of my dear home, Manaan.

For a long time–longer than we have records for–the Infinite Empire ruled our world. They enslaved us until their eventual fall, and we Selkath vowed we would never be placed in servitude again. As offworld explorers eventually arrived on our world, they came to see our kolto as a vital resource in their contest for dominion over the galaxy. We in turn came to see how valuable kolto could be. Due to our history, however, we also saw how it could become a detriment.

Therefore, my ancestors wisely vowed to remain neutral in the galactic fray. They even went so far as to allow both the Galactic Republic and the Sith Empire to establish embassies on our surface metropolis, Ahto City. While their truce on our world was tense, the importance of kolto to their efforts gave them no choice but to conduct themselves in a lawful manner.

At least, that was what we believed.

A visit from a Jedi named Revan changed everything. He exposed a terrible truth–that the Sith were abducting and manipulating our youth, indoctrinating them into the ways of the dark side of the Force. This revelation did not sit well with my ancestors, and the resulting tensions eventually sparked an uprising led by one of those abducted children, Shasa–by this point a powerful Force practitioner in her own right.

The Sith were driven from Ahto City, their embassy razed. We continued our relations with the Republic, but warily so, ever mindful of the pattern of transgressions visited upon us by offworlders. More and more, we Selkath turned to our Force-wielding Order of Shasa–so named for the brave architect of the Sith’s ouster–for guidance. Taking after the pragmatic stance of their namesake, the order sought the abolishment of the Republic embassy from Ahto City, thereby isolating Manaan from the ongoing turbulence beyond its waters.

Ultimately, the action was unnecessary. Like how the flutter of a single fin is said to culminate in a great wave, it seemed as though our actions caused the Empire to crash and disperse. Tensions finally abated. For a time we Selkath prospered. Many of our kind even ventured out into the great sea of stars in search of new lives and opportunities.

We did not know it then, but like the fabled Binexan Shark the Sith Empire rose up from the black depths in a stronger, bolder form. When this resurgent Empire demanded our allegiance, my ancestors attempted to extend the same offer of neutrality they had found acceptable in the past. We only served to anger them. They bombarded our world from space, sinking nearly every last surface structure, Ahto City included.

With their inaction in our time of need, the Republic delivered the finishing blow–and this without having fired a single shot. Betrayed and embittered, we retreated to the depths, no longer willing to associate with any offworlders in any way. To us, they were all slavers. Abductors of our children. Calm-water friends at best.

Those years are said by many to be the greatest in Selkath history. Our own culture and traditions thrived. There was little strife. In our independence from the rest of the galaxy, we were together. But many secretly yearned for the ways and means the offworlders’ presence brought, and we came to find ourselves in economic distress. After a great deal of debate it was finally decided that, despite the lessons our past afforded us, our absence from the galactic stage was not to be permanent.

As our first new surface structure in many years, the Mercantile Plaza opened with strict rules as to who was given landing privileges. At first, this meant only special ambassadors from Republic-aligned worlds were allowed to visit. By this time I was heavily involved in shaping extra-planetary policy, and I pressed to extend an invitation to the Sith. I had been dissatisfied with the Republic’s inaction in our time of need and did not wish to invite a second bombardment from their enemies.

In the time since once again offering the Empire a kolto trade agreement and a presence on Manaan, the Republic has proven itself a more assertive and competent ally than in the past. I can earnestly say they have won me over. That does not mean, however, that we should renege on our deal with the Empire. It serves us well to strike a balance. After all, what guarantees do we have that either side would remain at arm’s length if left unchecked?

The answer to such a question lies in the churn of our wake.

SWTOR: Chill From OotiniCast Plays Galactic Strongholds

July 18th, 2014 Posted by News Archive, SWTOR News Archive No Comment yet

swtor-logo

 

Tonight, Chill from OotiniCast got the opportunity to sit down with Eric Musco and actually play in Galactic Strongholds. Specifically, Chill was able to visit BioWare and play with the new Dromund Kaas apartment. The event was streamed on the official SWTOR Twitch page, and is available to watch here. Due to the nature of the stream, it has been split into a few different parts. The additional videos can be found in the scrolling bar at the bottom of the page.

This was our first look at the new apartment on Dromund Kaas and it looks to be just as impressive (if not more) as the Coruscant apartment. Hopefully the excitement of Eric Musco and Chill is indicative of what’s to come when we finally get our hands on Galactic Strongholds.

Chill From OotiniCast Plays Galactic Strongholds

July 18th, 2014 Posted by News Archive, SWTOR News Archive No Comment yet

swtor-logo

 

Tonight, Chill from OotiniCast got the opportunity to sit down with Eric Musco and actually play in Galactic Strongholds. Specifically, Chill was able to visit BioWare and play with the new Dromund Kaas apartment. The event was streamed on the official SWTOR Twitch page, and is available to watch here. Due to the nature of the stream, it has been split into a few different parts. The additional videos can be found in the scrolling bar at the bottom of the page.

This was our first look at the new apartment on Dromund Kaas and it looks to be just as impressive (if not more) as the Coruscant apartment. Hopefully the excitement of Eric Musco and Chill is indicative of what’s to come when we finally get our hands on Galactic Strongholds.

Quakecon Future Of ESO Highlights

July 18th, 2014 Posted by News Archive 1 comment

The crew from Zenimax Online Studios took the stage at Quakecon today, and boy, did they give a lot of information! The panel included:

Game Director – Matt Firor
Lead PVP Designer – Brian Wheeler
Lead Content Designer – Rich Lambert
Lead Programmer – Jesse McIntyre
Creative Director – Paul Sage
Lead Gameplay Designer – Nick Konkle
Art Director – Jared Carr

First up, Brian Wheeler introduced the Imperial City. This is entirely new content, bringing with it both PVP and PVE gameplay. Featuring all new rewards, districts from Elder Scrolls IV: Oblivion will also be featured in the Arena, Arboretum, Market, and Temple District. You’ll enter the city just like in Oblivion: using the sewer system. There are three sewer entrances, one for each alliance. which leads the player into their respective Alliance Entries. The sewer system looked vast with an additional Crossroads Sewer Level where PVP content takes place underground.

Next up, Rich Lambert brought tons of new content news to the floor. Looks like grouping will get an update by way of five initiatives:

    • fix quests so players aren’t separated so often
    • more quests have shared advancement
    • you will always be able to sync with your group leader
    • journal and quest tracker to show common quests (as well as how far ahead or behind you are relative to your group)
    • confirmation for quest sharing (success or fail)

In addition, a new veteran dungeon called City of Ash was introduced, featuring a Bosmer village under attack. requiring the players to close an Oblivion gate. Dungeon updates were also given, specifically how dungeons will now scale to the group leader. If you’re in a solo instance, the dungeon will scale to you. Dungeon replayability was also discussed, bringing new passives and daily rewards.

Craglorn will be getting its third and final update featuring a new crafting trait and a new 12 man trial focused on the Serpent sign. Finally, Dragonstar Arena (which made its debut announcement on Episode 118 of ESOTR) was officially announced. This is a four man group mini trials arena featuring PVE battles and leaderboards.

Jesse McIntyre took the stage next and discussed some truly impressive updates to the NPC facial animation system. Utilizing FaceFX technology, the developers are working to create believable mouth sync to the speech said in-game. Meaning, the NPC will look as if it’s actually forming words with its mouth. The demo shown was truly impressive.

Paul “Huge G” Sage was next up, discussing changes to the Veteran Rank system (which also was debuted on Episode 118 of ESOTR). He also discussed the Justice System in depth. Players will be able to steal from NPCs, sell those stolen items to fences, and kill NPCs. However, this comes at a cost since guards can arrest you if you fail to pay your bounty. Additionally, other players can become guards and go out to claim bounties placed on you.

Nick Konkle spoke next about Spellcrafting, an oft requested feature that was sorely lacking in Skyrim. The system is centered around mage scholars’ research surrounding ancient doorways. These doorways lead to a room containing tablets, which may or may not be intact, requiring the player to assemble all pieces. Using these pieces, the player can then decipher the school of magic the tablet belongs to and apply any of six Focuses. The customization in this system seems immense.

Finally, Jared Carr spoke about combat responsiveness and discussed ongoing efforts to make combat feel better. He showed off several new armors including Dark Brotherhood and Thieves Guild raiments. He announced two new adventure zones as well. The first is a group zone called Murkmire, nestled in Black Marsh, and will feature four man group content and twelve man trials. The second is a solo PVE zone called Wroghthar, sitting between Skyrim and High Rock. Any player from any alliance can enter Wrothgar. More on these zones in the future.

A Q&A followed featuring many questions. One such question asked if new motifs would be coming soon to which Paul Sage replied, “Yes”. Another asked for a 1v1 dueling feature. The team answered that they very much want this in the game, but it’s a matter of correctly implementing it.

These were just the highlights of the panel. You can be sure that we’ll be adding more articles going further in depth into some of these features. For all your Elder Scrolls Online news, stay right here!

Witcher At SDCC

July 15th, 2014 Posted by News Archive, PC, Platforms, Playstation, Xbox No Comment yet

The_Witcher_3_Wild_Hunt_Geralt_entering_Novigrad

The Witcher will be all over SDCC, according to a recent press release. You’ll be able to meet the voice of Geralt, Doug Cockle, as well as discover more information about the Witcher comic from Dark Horse. You’ll also be able to hang out with CDPR at the Geek and Sundry lounge.

Looking for a schedule? Look no further!

* The first ever consumer preview of The Witcher 3:
Wild Hunt at the The Witcher Panel. Featuring Doug Cockle, the voice of Geralt of Rivia; Paul Tobin, House of Glass writer, Dark Horse, Nick McWhorter, VP Licensing, Dark Horse, and Rafał Jaki, Witcher Franchise Director, CD PROJEKT RED and special guest–video game journalist Geoff Keighley.
Thursday, July 24th, 10-11AM, Room 6A, San Diego Convention Center

* The Art of the Game Panel, hosted by Dark Horse, featuring Rafał Jaki, Witcher Franchise Director
Friday, July 25th, 4-5pm, Room 7AB, San Diego Convention Center

* Geek & Sundry Consumer Lounge at Jolt’n Joe’s Gaslamp, 379 4th Ave, San Diego
Thursday, July 24th, 2:30 PM – 3:30 PM – The Witcher Trivia Madness,
Friday, July 25th, 10 AM – 11 AM, The Witcher Adventure Game Sneak Peek,
Friday, July 25th, 11 AM – 12 PM, The Witcher 3: Wild Hunt Live Demo.

In addition, all Witcher Panel attendees will receive a special, SDCC limited-edition postcard featuring Witcher artwork by Simon Bisley.

The Witcher 3: Wild Hunt releases on February 24, 2015 on PC, PS4, and Xbox One.

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