Posts tagged " system "

Elder Scrolls Off the Record 128: Update 5 on the PTS

October 17th, 2014 Posted by Elder Scrolls Off The Record - Elder Scrolls Off The Record An Elder Scrolls Online & Elder Scrolls Podcast, Podcasts No Comment yet

Evarwyn and Rob are joined by Elder Scrolls Online guide and build creator and strategist, Jake, from Deltia’s Gaming! They sit down to discuss Update 5 on the Public Test Server and the announced changes coming to the game that this ambitious new update will bring! Get excited folks, because some of the most requested changes to the game are inbound. We analyze them for you on this episode.

Elder Scrolls Off the Record 128: Update 5 on the PTS
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Elder Scrolls Off the Record 124: What Features Are Coming to Which Update?

September 15th, 2014 Posted by Elder Scrolls Off The Record - Elder Scrolls Off The Record An Elder Scrolls Online & Elder Scrolls Podcast, Podcasts No Comment yet

This week, we catch up with Atropos, creator of Tamriel Foundry! We discuss how The Elder Scrolls Online has evolved since launch. Also, we outline exactly, what we know will be coming in Update 4 and Update 5 and discuss other announced game features coming in the future. In the Community News section, we discuss the newly announced Zenimax Community Livestream on Twitch and have quite a lengthy discussion on PvP and forward camps. In game discussions come from Elder Scrolls Online and Skyrim. We present this week’s Tamraeilic Holidays and your emails!

[audio:https://thequestshow.files.wordpress.com/2014/09/esotr124.mp3]
Elder Scrolls Off the Record 124: What Features Are Coming to Which Update?
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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!

Titanfall Minimum PC Specs

February 5th, 2014 Posted by News Archive, PC, Platforms, Xbox No Comment yet

Vince Zampella of Respawn Entertainment took to Twitter yesterday to reveal the minimum system requirements for Titanfall on PC.

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These requirements should come as no surprise, as Titanfall releases on PC, Xbox One, and Xbox 360. Games in the recent past that have released on PC as well as on last gen consoles generally required similar minimum requirements. However, it is interesting to see that Respawn requires a 64-bit version of Windows as a minimum rather than a 32-bit version. I for one am eager to see what the recommended specs will be.

“Standby for Titanfall” on March 11 for PC, Xbox One, and Xbox 360.

Hands-on With PlayStation 4, Need for Speed: Rivals

June 12th, 2013 Posted by News Archive, Platforms, Playstation No Comment yet

PlayStation 4 and Xbox One are real, and they’re coming this holiday season. Tuesday, the first official day of E3 2013, was the day we were finally given the chance to get our hands on the new offerings from both Microsoft and Sony, and based on our limited first-hand experiences, we’re impressed, to say the least.

Sony PS4I spent part of my afternoon playing Need for Speed: Rivals on PlayStation 4, and I couldn’t have been more excited. As a guy who loves Need for Speed: Hot Pursuit on the PlayStation 3, it was exciting to get the opportunity to playtest this open-world racing game. But on this day I wasn’t looking to evaluate the quality of EA’s new game as much as I wanted to see how the machine that was powering it performed.

To put it bluntly, it performed incredibly.

The PlayStation 4 features some impressive hardware, and the quality of graphics, physics, and gameplay it is capable of producing is as good as most gaming PCs on the market today. The biggest takeaway from my time with Need for Speed is that the game plays very smooth. There was nothing noticeable that gave me any reason to stop powering through turns, ramming opponents, or outrunning cops – other than, you know, a six-car pileup that was completely my fault. And was awesome.

When thinking about how this game looks compares to what I expect the next generation of gaming to look like, I truly believe the PS4 is doing its part to usher in the new era. Need for Speed: Rivals looks stunning. The weather effects alone make me want to run out and throw my money at Sony, but when you couple that with how smooth and crisp everything seems to be running, it’s scary (in a good way) to think that these aren’t even final builds. I own a very good PC for running high-end triple A games, and they all look amazing. But watching my car speed around town, dodging cops, ramming opponents into buildings, and seeing rain drops accumulate on my screen, all without any slowdown or stuttering, was an amazing experience. I feel like the next generation has arrived, and it has arrived in the form of the PS4.

Time is extremely limited at E3, and most of our time has been spent waiting in line, so it’s a little hard at this point to give a detailed analysis of the PS4, but my initial impressions are good. The game I played looked beautiful, played smooth, and made me feel like I was truly in control of my car. If this is a sign of what we can expect future games to look and feel like (and given PS3’s long line of fantastic first-party exclusives, we should expect even more amazing graphics and gameplay from titles like Infamous: Second Son, Killzone: Shadowfall, and Knack), we are in for an amazing next generation. We will be playing more PS4 games throughout the week, so stay tuned for our thoughts and impressions, whether they change or stay the same, and we’ll continue to share all the breaking news as it happens.

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