If you play Star Trek Online, you know that ship collecting is one of the major pastimes of captains all over the Federation and beyond. As such, Donny Versiga, Staff Starship Artist for STO, has a very important job.
- Star Trek OnlineInterviewNews1 minute read
- Neverwinter OnlineInterviewNews
[Neverwinter Online] Neverwinter’s Bard class and level-squish arrive to PC in Jewel of the North on July 271 minute read
Neverwinter players have known for a while now that PWE has been working on a bard class and the new leveling system, but today, it’s getting a formal patch announcement – and a launch date. Jewel of the North is officially launching on PC come July 27th, though console players will be waiting until “fall.”
- Lord of the Rings OnlineInterviewNews1 minute read
Lord of the Rings Online’s new producer, Raninia, is helping SSG make big strides toward becoming more communicative and transparent ever since his hire. As part of that effort, this past week Raninia appeared on an hour-long video interview with LOTRO YouTuber Louey7 to talk about the state of the game — and where it’s going in the future.
- NewsInterviewNeverwinter Online
[Neverwinter Online] Interview: Neverwinter’s lead designer on the level squish and why the new cap will (probably) be 20 forever1 minute read
Neverwinter is about to embark on a major retooling of its entire leveling curve, resetting level 80 players to a new hard cap of level 20 and adjusting all of the content in the game accordingly. It’s a significant rethinking of the way the game works at this stage in its development, and it’s had players wondering about the details. So we got some! We spoke to Lead Designer Randy Mosiondz about the goals of the new leveling curve, the impetus behind the decision to implement it, and whether the cap will ever raise again. MassivelyOP: If the curve to level 20 is 10-12 hours now, was the goal to get players to consider that part of the game the new tutorial, with the level 20 cap now being the “real game”? Randy Mosiondz, Lead Designer for Neverwinter: We wanted more of a connected story arc that led players through the 1 to 20 leveling experience. As part of that leveling, we wanted to make sure both new and returning players had a good set of tutorials on how to play the game so once they got to post-20, epic-level content, they’d have all the knowledge they needed to play the game. For our veteran players, we wanted them to have the option to quickly level up their alternate characters, see what all the classes in Neverwinter are like, such as the upcoming Bard class, and experience all the class Paragon Paths as well. This new leveling system gives all players the chance to easily experience all that Neverwinter has to offer. Are the developers hoping that making all endgame content level 20 from here on out will also make it easier to balance for them as well as more palatable for returning and veteran players? Balancing at level 20 wasn’t a specific goal, but making it easier to get to epic-level content definitely was. With M21, it will be a lot easier for new players to get their character’s full suite of powers, or veteran players to level up a new character — and, whenever we release new content, it’ll be much easier for players to reach it quickly. Starting with Avernus and Sharandar, we’ve also initiated a two-week free access period where players who may be behind on their Item Level rating but want to experience the latest content get scaled to the minimum for the zone and start getting the higher-level rewards. What games or MMO systems were the devs looking at for inspiration when it comes to the squish? I’m wondering about games like Guild Wars 2 here, which famously have locked level caps and horizontal content. Or was it D&D itself that led the change? What made you decide to do this now and not, say, years ago – or at launch? Fifth edition tabletop D&D was a big inspiration for these. Both the 1-20 level range, milestone advancement, and post-20, epic-level content were big factors in how we changed the leveling experience
[Final Fantasy XIV] Naoki Yoshida of Final Fantasy XIV considers World of Warcraft a ‘mentor’ for the game’s relaunch1 minute read
If you need to know the degree of regard that Final Fantasy XIV’s director and producer Naoki Yoshida has for World of Warcraft, a recent interview with the man gives a clear picture. Yoshida explains that without Blizzard’s MMO, there would not have been a successful relaunch of the game.
- InterviewFinal Fantasy XIVNews
[Final Fantasy XIV] Naoki Yoshida talks about future destinations, Endwalker job design, and character dating1 minute read
It was the first new job revealed for Final Fantasy XIV’s upcoming expansion Endwalker, but it turns out that Sage was actually the second job designed for the expansion and took longer to be formulated. A recent interview with producer and director Naoki Yoshida from IGN reveals that the job design usually starts from the weapon being used and goes forward from there.
- InterviewElder Scrolls OnlineNews
[Elder Scrolls Online] ZOS director says The Elder Scrolls Online will keep releasing content for as long as players stick around1 minute read
What’s the life expectancy of any MMORPG? Certainly there are games that have been around for decades, but those are edge cases at best. ZeniMax Online Studios director Matt Firor certainly seems surprised by The Elder Scrolls Online’s lifespan of seven years, and he doesn’t foresee the game ending its update cadence until players decide to leave.
- Star Trek OnlineNewsPatch Notes3 Minute read
Join in on an all new two week-long event, Galactic Red Alert, where Captains can earn daily progress by participating in all available Red Alert events.
All of our Red Alert will be returning for this event including:
Borg Red Alert
Elachi Red Alert
Tholian Red Alert
Tzenkethi Red Alert
- InterviewFinal Fantasy XIVNews
[Final Fantasy XIV] Final Fantasy XIV’s Naoki Yoshida talks blacklists, friend lists, and Island Sanctuaries1 minute read
So you meet some people in a random group in Final Fantasy XIV whom you never want to see ever again, and you blacklist them. But they still show up in a group with you. Shouldn’t the game’s matchmaking system take that into account? According to a recent interview with the game’s producer and director, Naoki Yoshida, it does; the key element is just that the matchmaking process needs to stay fairly simple to improve overall functionality speed. Changing it too severely would impact everyone’s matchmaking. Yoshida also discusses the game’s friend list feature, noting that while people would like it to be expanded only 1% of players appear to actually have a completely full list. He also notes that the point of the Island Sanctuary content coming with the next expansion is not to serve as an equivalent to housing, but rather to do things that cannot currently be done with the game’s housing system. Check out the full interview for more bits and pieces from the man in charge. Advertisement