MMO-Game Portal http://www.mmo-game.eu Tue, 14 May 2013 09:13:40 +0000 en-US hourly 1 Create Skyrim Weapon/Armor/Item ID’s per Dropdown Menuhttp://www.mmo-game.eu/skyrim-item-link-creator/ http://www.mmo-game.eu/skyrim-item-link-creator/#comments Sat, 20 Apr 2013 22:15:15 +0000 Myrddin http://skyrim.mmo-game.eu/?p=300

To make it easier to add items in Skyrim you can use this Item ID Creator. I have all Weapons, Cloth, Light and Heavy Armors, Ammunition, Jewelry, Food, Ingredients and more to come. Check back!

Create Item Links

Hope you like this nifty tool, would be nice to leave a comment (no registration required) if you do!

CategoryItemAmount

You can use the following command to create the item in your inventory or to place it at your feet:

Use the dropdown menu to display some console commands here

Special Containers

There are also a couple of special containers available. These contain a lot of Items at once which causes some issues with slow machines and it may take a while to open or crash the game client.
  • player.placeatme 000C2CD4 1 : All Ammo
  • player.placeatme 000C2CD6 1 : All Standard Armor
  • player.placeatme 000C2D3B 1 : All Books
  • player.placeatme 000C2CD8 1 : All Clothing and Jewelry
  • player.placeatme 000C2CD7 1 : All Enchanted Armor
  • player.placeatme 000C2CDF 1 : All EnchantedWeapons
  • player.placeatme 000C2CDA 1 : All Ingredients
  • player.placeatme 000C2CDB 1 : All Keys
  • player.placeatme 000C2CDC 1 : All Misc Items
  • player.placeatme 000C2CE2 1 : All Potions
  • player.placeatme 000C2CE1 1 : All Scrolls
  • player.placeatme 0010D9FF 1 : All Skill Books
  • player.placeatme 000C2CDD 1 : All Soul Gems
  • player.placeatme 000C2CD9 1 : All Spell Tomes
  • player.placeatme 000C2CDE 1 : All Staffs
  • player.placeatme 000C2CE0 1 : All Standard Weapons

And special thanks to Dormilich and Acoder @bytes.com for help with the script!


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Create Enchanted Item Codes via Dropdown Menuhttp://www.mmo-game.eu/enchanting-items-console/ http://www.mmo-game.eu/enchanting-items-console/#comments Sat, 20 Apr 2013 22:10:12 +0000 Myrddin http://skyrim.mmo-game.eu/?p=350

There are a lot of items and enchants in the game, to ease the process of fiddling around with IDs I thought this Dropdown Menu would make it much easier to do!

Create Enchanted Items

  • This tool is work in progress! If you want to help with this, leave working magic effects as comments.
  • Also I am desperately looking for a parse of MGEF effects.
  • There is no error check, not sure if all enchants work everywhere, I am testing each enchant before posting here and try to only have the most potent version up.
  • Enchant Strength depends on your Enchanting Skill
CategoryItemEnchant 1Enchant 2

You can use the following command to create the item in your inventory or to place it at your feet:

Use the dropdown menu to display some console commands here

Abbreviations

  • std : standard enchanting effect, the kind that you can get from disenchanting items
  • wpn : a typical weapon effect
  • arm : a typical armor effect
  • alch : effect from an alchemy potion; usually an increase by % - can be enchanted with no problems
  • conj : a conjurable creature
  • mgef : other magic effects, often on items or from spells

Notes

  • If an enchant is missing, leave a comment and I'll try to fix it!
  • Nocturnal and Nightingale Shadow need to be on the same item, then it does work

List of Effects

These effects are currently implemented, let me know if some of them do not work. to make it easier I used categories:
  • Absorb Health; standard weapon effect
  • Absorb Stamina; standard weapon effect
  • Banish; standard weapon effect
  • Drain Magicka; standard weapon effect
  • Fear; standard weapon effect
  • Fire Damage; standard weapon effect
  • Frost Damage; standard weapon effect
  • Magicka Damage; standard weapon effect
  • Paralyze; standard weapon effect
  • Shock Damage; standard weapon effect
  • Soul Trap; standard weapon effect
  • Stamina Damage; standard weapon effect
  • Turn Undead; standard weapon effect
  • Articulation; standard armor effect
  • Fire Damage; standard armor effect
  • Fortify Alchemy %; standard armor effect
  • Fortify Alteration; standard armor effect
  • Fortify Alteration; standard armor effect
  • Fortify Archery; standard armor effect
  • Fortify Armor Rating; standard armor effect
  • Fortify Barter; standard armor effect
  • Fortify Blocking; standard armor effect
  • Fortify Carry Weight; standard armor effect
  • Fortify Conjuration; standard armor effect
  • Fortify Conjuration; standard armor effect
  • Fortify Destruction; standard armor effect
  • Fortify Destruction; standard armor effect
  • Fortify Enchanting; standard armor effect
  • Fortify Health #; standard armor effect
  • Fortify Heavy Armor; standard armor effect
  • Fortify Illusion; standard armor effect
  • Fortify Illusion; standard armor effect
  • Fortify Light Armor; standard armor effect
  • Fortify Lockpicking; standard armor effect
  • Fortify Magicka #; standard armor effect
  • Fortify One-Handed; standard armor effect
  • Fortify Persuasion; standard armor effect
  • Fortify Pickpocket; standard armor effect
  • Fortify Restoration; standard armor effect
  • Fortify Restoration; standard armor effect
  • Fortify Shouts; standard armor effect
  • Fortify Smithing %; standard armor effect
  • Fortify Sneak; standard armor effect
  • Fortify Stamina #; standard armor effect
  • Fortify Two-Handed; standard armor effect
  • Muffle; standard armor effect
  • Regen Health %; standard armor effect
  • Regen Magicka %; standard armor effect
  • Regen Stamina %; standard armor effect
  • Regenerate Magicka; standard armor effect
  • Resist Disease; standard armor effect
  • Resist Fire; standard armor effect
  • Resist Fire; standard armor effect
  • Resist Frost; standard armor effect
  • Resist Frost; standard armor effect
  • Resist Magic; standard armor effect
  • Resist Magic; standard armor effect
  • Resist Poison; standard armor effect
  • Resist Shock; standard armor effect
  • Resist Shock; standard armor effect
  • Waterbreathing; standard armor effect
  • Fortify Alchemy ; alchemy effect
  • Fortify Alteration; alchemy effect
  • Fortify Barter; alchemy effect
  • Fortify Block; alchemy effect
  • Fortify Carry Weight; alchemy effect
  • Fortify Conjuration; alchemy effect
  • Fortify Destruction; alchemy effect
  • Fortify Enchanting; alchemy effect
  • Fortify Health; alchemy effect
  • Fortify Heavy Armor; alchemy effect
  • Fortify Illusion; alchemy effect
  • Fortify Light Armor; alchemy effect
  • Fortify Lockpicking; alchemy effect
  • Fortify Magicka; alchemy effect
  • Fortify Marksman; alchemy effect
  • Fortify One-handed; alchemy effect
  • Fortify Persuasion; alchemy effect
  • Fortify Pickpocket; alchemy effect
  • Fortify Restoration; alchemy effect
  • Fortify Smithing; alchemy effect
  • Fortify Sneak; alchemy effect
  • Fortify Stamina; alchemy effect
  • Fortify Two-handed; alchemy effect
  • Invisibility; alchemy effect
  • Regen Health; alchemy effect
  • Regen Magicka; alchemy effect
  • Regen Stamina; alchemy effect
  • Resist Fire; alchemy effect
  • Resist Frost; alchemy effect
  • Resist Magic; alchemy effect
  • Resist Poison; alchemy effect
  • Resist Shock; alchemy effect
  • Restore Health; alchemy effect
  • Restore Health; alchemy effect
  • Restore Magicka; alchemy effect
  • Restore Magicka; alchemy effect
  • Restore Stamina; alchemy effect
  • Restore Stamina; alchemy effect
  • Waterbreathing; alchemy effect
  • Conj Dragon Priest; conjuration effect
  • Conj Dremora Lord; conjuration effect
  • Conj Familiar; conjuration effect
  • Conj Flame Atronach; conjuration effect
  • Conj Flame Thrall; conjuration effect
  • Conj Frost Atronach; conjuration effect
  • Conj Frost Thrall; conjuration effect
  • Conj Potent Flame Atronach; conjuration effect
  • Conj Potent Flame Thrall; conjuration effect
  • Conj Potent Frost Atronach; conjuration effect
  • Conj Potent Frost Thrall; conjuration effect
  • Conj Potent Storm Thrall; conjuration effect
  • Conj Storm Atronach; conjuration effect
  • Conj Storm Thrall; conjuration effect
  • Sum Arniel's Shade; conjuration effect
  • Sum Dremora; conjuration effect
  • Sum Hero from Sovngarde; conjuration effect
  • Flame Cloak; magic effect
  • Insubstantial; magic effect
  • Konahrik’s Privilege; magic effect
  • Nightingale Shadow; magic effect
  • Nocturnal; magic effect
  • Candlelight; magic effect
  • Invisibility; magic effect
  • Dragonhide; magic effect
  • Night Eye; magic effect
  • Backstab; magic effect
  • Ebony Mail Enchant; magic effect

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Worldfirst Level 90 reinstated to FS after 6 monthshttp://www.mmo-game.eu/worldfirst-level-90-reinstated-to-fs-after-6-month-wait/ http://www.mmo-game.eu/worldfirst-level-90-reinstated-to-fs-after-6-month-wait/#comments Thu, 18 Apr 2013 14:24:19 +0000 Myrddin http://www.mmo-game.eu/?p=2877 fs-reinstated-by-blizzardBlizzard has just reverted their account action versus Fs. He was the world first to reach level 90 in 4 hours time, by killing off Mistweaver Shamans. Fs always claimed he used no exploit, did not act versus the rules of conduct, but Blizzard took aways his achievement and set him to level 87.

Nothing happened

Just imagine, you know you haven’t done anything wrong, but can’t do anything about it. For 6 months Fs has been put off with excuses and decisions have been delayed and delayed and delayed. It is one reason why I dislike Blizzard support. There is no instance you can reach when you are not satisfied. Sure there is wowconcerns email-address, but they always back up their Gamemasters.

Anyway it came as huge surprise when Blizzard decided to give back Fs his Level, Achievements. I’d still be majorly pissed upset at Blizzard but at least it is a first step to the right direction and more than I expected. But read it yourself:

“After some lengthy deliberation on this topic and evaluation of all facts, we’ve decided to overturn our decision on this matter. We will be re-instating Fs’s achievements. Our apologies to Fs for any frustration this has caused.” ~ by Vaneras

When I read the comments like “David vs Goliath, David has won!” I can’t feel the “win”. Is it really a victory when you are stripped of your achievements and level, and your integrity drives you to stop playing your favorite game. He only got back what Blizzard took away in an act of over-hasted decisions without knowing all the facts. People often forget that Fs isn’t just a player, he is the damn best player I had the honor to play with.

Source

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It has been a blast!http://www.myrddin.de/it-has-been-a-blast/ http://www.myrddin.de/it-has-been-a-blast/#comments Thu, 11 Oct 2012 18:09:01 +0000 Myrddin http://6.4380

You probably wondered why I haven’t posted about World of Warcraft in a while. The simple truth is that my motivation has been steadily declining with the lack of updates and content. Just do the math, from November ’11 to Sept’12 that is 10 months and fees without new content …

What? You stop playing?

Well, do your own math! 10 months without new content, not even a single boss raid, or new 5 man instance … we are talking 130 bucks. Blizzard is good at giving promises, “new content faster than ever”, etc but Cataclysm turned out to be a total disaster update-wise.

Of course there are costs for maintenance and support. But recall your past experience with customer support and ask yourself if it was worth that much money.

On top of that I have spent 1100 days at this game, know pretty much everything and have many fond memories, maybe it is just time to change. just have not felt like logging on for quite some time, even lost a good 700k worth of mats in mails just because I did not bother to take them out :D

FS and his Worldfirst Level 90

The last nail in the coffin was how Blizzard treated FS. He has been realm first in vanilla, burning crusade, wrath of the lich king, cataclysm and became world first in mist of pandaria. Pretty sure he’d have become world first in previous expansions if he wanted, but he is a team player and leveling in groups was more important than that.

This year with Borked pretty much disbanded he decided to try it out. It is not like “lol, I am gonna try to be realm first” and just try it. It requires extensive planning. He knew tested all the quests, instances, grinding each patch to find out the optimal way to level up. He spent days of theory-crafting and came up with the well known tactic at the Shamans.

Since he was so insanely fast Blizzard just reset his Druid from 90 to 87 and he has yet to receive an answer on the subject. I mean, it is not a standard ticket, but world first Level 90, had he been in Paragon or an equal guild that receives “premium” contact to blizzard then it would have been resolved by now.

That is where I find WoW so extremely unfair … the 10 worldfirst level 90 did similar tactics and FS can prove that he can repeat the stunt with similar leveling speed, but up till today he has been hit only by silence. It is very annoying.

And what now?

I refuse to give Blizzard more of my money, that is really the only language they understand and I’ll close my account. Browse the site, you will find many fond memories and I had a great time with the game. I’d like to thank all the people I have played with, you know who you are! And also my visitors on this site for their questions and input. I am sure we will meet again …

Don’t get me wrong, I can understand that players still like World of Warcraft and I am sure it will remain the most popular MMORPG for years and I wish you a lot of fun with the game.

 

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Wildstar Footage Combat Telegraphshttp://www.mmo-game.eu/wildstar-footage-combat-telegraphs/ http://www.mmo-game.eu/wildstar-footage-combat-telegraphs/#comments Wed, 12 Sep 2012 21:01:47 +0000 Myrddin http://www.mmo-game.eu/?p=2385 This week Jeremy Gaffneys talks about Combat Telegraphs. The Combat-UI in Wildstar displays the area of effect for hostile actions as red paintings on the floor. Jeremy Gaffneys shows these combat elements in a video on various examples. Enjoy!

Telegraphs

Click here to view the embedded video.

Sources

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Wildstar Footage from Gamescom 2012http://www.mmo-game.eu/wildstar-footage-from-gamescom-2012/ http://www.mmo-game.eu/wildstar-footage-from-gamescom-2012/#comments Mon, 20 Aug 2012 09:59:12 +0000 Myrddin http://www.mmo-game.eu/?p=2340 Finally some exclusive footage from Wildstar at gamescom 2012 made it to gametrailers. Jeremy Gaffney gives us an excellent walkthrough of combat, environment, new zones. There are tons of new pieces and bits, inclusive the estimated start of the Wildstar Beta!

The first Video – Developer Walkthrough Part 1

Eldan, a race that dominated the Galaxy has disappeared and left this world (Nexus) behind with everything wildly out of control. Magic and Technology ae going wrong.

Loftite

The blue crystal here is Loftite and is infused with magic, ripping up pieces of land out f the ground. You have to figure out why and how this is happening. It does not only affect the ground, but also you, so that you are lighter than air enabling you to superjump when you are near it. We do lots of things in the environment that give you new gameplay experiences, because we believe in having variety.

We have 2 basic premises that drive the game. Number one, you have got to have fun right when you get in. From combat to lots of variety in attacks you fight, with monsters you meet, with the environments you are in, with the gameplay you have. That is going to take you all the way up to levelcap. At Level cap it is all the elder game. The team is moving from building up the leveling game to the elder game, making it unique, cool and fun. We have a lot of announcements coming up about that.

Combat is really simple, you are able to shoot a spell and you see lines appearing where the spell is going to go off. You line up monsters, target them by aiming the spell at them and bam you deal the damage to them. Or you affect the battleground where the spell is going to go off. You can hit single monsters or attack lots of monsters at the same time. There are strategic elements to how you line up your spells and how you are going to do your damage. Monsters have the same kind of tricks that they use against you.

Combat

Jeremy sums up a level 7 “semi tough” monster, probably comparable to a wow elite monster. This guy eats Loftite and there is a whole bunch of attacks he can do. They can breathe poison gas in a cloud and the battle field in that area starts to deal damage to you. It will become harder and harder to dodge their other attacks. They burrow into the ground and start to send crystals out of the ground that kind of target where you are moving to and it gets harder to dodge in the area.

We like skill in combat. We want it simple enough for players to get it, but for us it is all about gamers and want to make it a challenge for you. We like variety. It is not like “cigarette combat”, where you can sit back in your chair and smoke a cigarette and play with 1 hand. we like to have you engage in combat, where your skill as player is involved.

Environments

Let’s talk about interactive environments. Pretty much every area in the game has stuff that is different. This blue crystal here is Loftite, you go near and become lighter than air. Now you can superjump! In other areas it might be superspeed or poison damage that you might learn to use against monsters. Every area has these things buried in the environment. There is a minefield here and if you are smart you can use the minefield to attack creatures. You can scare or lure monsters into it. If you are not so smart you can step on them and blow yourself up. Lots of areas have things that, if you are a good player, you can use to your advantage, or hurt you a bunch if you are not.

The whole world is built around flight. You get flying mounts over time, epic flying mounts, we are going to cheat and fly a lot. We have around 70 hours of content in the game at the moment and we are going to try to blaze through as fast as we can to show it all off.

Paths

One of the key elements in the game are paths. It is different than race, different than class. It is about your play-style. Some players love to explore and find hidden areas in the game, others are about socializing. We get them social quests or let them build up quest hubs, new buildings to add to the environment. Soldiers who are about combat get to do more and more fighting. 20% of the content you do comes from your chosen path.

This character is an explorer and here is a little red arrow that leads up to a hidden spot on that hill. As you find the spot and put up your flag, a satellite dish can show you hints about other parts of the zone, kind of like a treasure map where you find one spot and it is leading you to the next.

Each Path has a number of different mission types. Explorers can unlock hidden paths at cliff-sides, to get to other areas other players can’t. There are underground caverns that you can crawl into, where you can move around the zone faster than anyone else, because this underground cavern system is some form of fast transport, for your friends as-well.

Hidden Content

We kind of like to hide content in areas that you can reach using superjump or through hidden paths for example. Here is a complete subzone. If you hop over there, there is a spaceship that is crashing. Rescuing it will improve the nearby quest hub, giving more vendors to it. There aren’t any quests in reach of there, but the players that stumble on or discover it can go there.

Content

We make the zones easy to navigate. You see things in the environment and you head towards them or your cell phones notifies you of new infos, quests or missions. While sometimes there are NPCs with exclamation marks over their head, we really want you to have the world full of stuff to do. Here is a whole crew of monsters, that you can fight all together if you are a skilled player and gain a bunch of bonuses. There are double kills, triple kills, but it also gets harder since there are more patterns you need to dodge and it is trickier to line the monsters up to do the most damage at the right time. Skilled players get xp bonuses or buffs for fighting fast and efficient.

The world is full of content everywhere. We call it layered content, where different systems that pile on top of each other. Some of them are dynamic and they change, while others are static, so they are always there. The goal is to make it feel like there is always variety. Moment at moment it looks different, the gameplay is different in each area and that even applies to crafting.

If you are a miner for example, you see a rock in the world you can attack it and little pieces of ore fly of. Randomly sometimes it turns out they are the back of a monster and it buckles, runs away and you chase after it to grab all the loot of it. There is a 1% chance that a giant boss will bore up out of the ground, where it turns out you pissed of the giant boss instead of banging on a rock to get a little gold, and this guy pops up for a tough fight.
We do this for a couple of reasons. As variety for the player, a brand new fight you are doing and weren’t expecting, it is summoning little monsters to attack you, pieces of ore fly off and you get to collect a lot of rocks while you do it.
Beyond that it makes it hard for people to just go through it, you know … click on their mining icon and a little bar goes up. We want more than that. We want the possibility for an adventure to start at any time.
Also makes it tougher for people to bot it. You see those guys running around and mining everything? It is very hard to make a bot that can kill giant boss monsters that pop out of the ground. It is fun for you as player, as you get better rewards to fight this kind of stuff. Next milestone may enable you to jump in its mouth and run around in its stomach to get even more ore, but we haven’t tied that in, yet.

Each area has big stuff going on and we try to make that as interactive as possible. In the area ahead there is a strip mine and they dug up something they did not expect, a giant robot. We do these kind of things, to pull you in from a distance and then showing you an unique gameplay that might be going on in an area and make them interactive as-well. In this case (the giant robot), you can make a cannon and damage him, but he also gets annoyed and will shoot out laser beams that damage the environment, that damage monsters and also damage you.
It is not only about pretty things, but ones that actually change the gameplay in the area you are in. He is not a demo PC, he is actually part of the content, when he gets annoyed he blasts the environment and everything with it. You will start to predict where he shoots and lure monsters into it and have him actually help you out. He is a raid monster, you end up fighting him at level 60. In this area right now he is level 10. This will be a payoff for solo players where we introduce these monsters early in the game and build on it and build on it and build on it.

End of Video 1!

The second Video – Developer Walkthrough Part 2

Telegraphs – Developer Walkthrough Part 3

Looking Ahead – Developer Walkthrough Part 4

Infos

  • Wildstar Beta starts early 2013, next year!
  • Max Level is at 60
  • Working on new Reveals like housing one, on factions, races, classes.
  • The Big Robot you see in the Friends and family Alpha Video is a raid Boss

Questions

  • You see the attack cones of your ally, how do you make sure there is no overkill in these. I can imagine in a raid with 20 people you see these lines all around.
  • Jeremy talked about improving one of these settlements, wish he had shown the difference between the normal version of it and a fully improved with new vendors, etc.
  • “It is very hard to make a bot that kills giant boss monsters that come out of the ground”, but a bot would not just run away, waste of time anyhow for a bot to fight.
  • If you have 70 hours of content to show, why did you pick the same monsters, even same packs as in the family and friends alpha video?

If you have any others let me know below!

Sources

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Participate in the REDkit beta!http://www.mmo-game.eu/participate-in-the-redkit-beta/ http://www.mmo-game.eu/participate-in-the-redkit-beta/#comments Sun, 19 Aug 2012 18:43:16 +0000 Myrddin http://www.mmo-game.eu/?p=2352 Witcher 2 REDkit beta signupHead over to the Witcher 2 Website if you want to take part in the upcoming closed beta test of the REDkit. This is a mod tool that will make it easy to create your own Witcher 2 mods.

Signup

Here is the original bulletin from CD Projekt RED

Participate in the REDkit beta!

With REDKit being officially announced now we are accepting applications from modders around the world to participate in its closed beta. In order to make the REDkit even better and more accessible, we want to hear your feedback! If you want to be involved in the process of bringing REDkit to public, don’t wait any longer and apply for your access in our beta now.

Fill out all the required information and simply click on the SEND button. We will be taking applications until the end of Sunday (30/09/2012). Soon after that, our team will make the selections and we will inform everyone about the results. Participants who will be chosen for the next stage will have a chance to test the REDkit and shape the future of The Witcher 2 modding community.

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Wildstar Social System Conceptshttp://www.mmo-game.eu/wildstar-social-system-concepts/ http://www.mmo-game.eu/wildstar-social-system-concepts/#comments Fri, 10 Aug 2012 17:13:20 +0000 Myrddin http://www.mmo-game.eu/?p=2325 Victoria Dollbaum Social Systems Designer WildStar

Since the very first moment that Jeremy Gaffney talked about being the first MMO with a special social designer I have wondered what this person’s job was. To be honest I am not a real fan of facebook/twitter and co and I feared that it was some useless connect to these kind of social networks. Fortunately This week’s Wildstar Wednesday clears things up for us.

Good old Times!

As some of you know, I belong to the first generation of computer gamers and also been one of the pioneer online and mmorpg gamers. A lot of things have changed since then, some good and some I personally don’t like.

One thing that I look back to is how players treated each other back then. With no possibilities to change your shard/realm/server or rename your character your actions always came back to you. Loyalty, friendship your guild meant everything. You did things for fun and not only because you were rewarded with some items/xp/rep … Even years after we stopped playing, there were yearly real life guild meetings.

Over the years, I have been in a stable guild since vanilla wow, you have seen how things evolved in wow. Especially in the recent time there is a lot of coming and going on big realms like Ravencrest. Before you knew their names guilds have been built, fell apart, rebuilt, fell apart, etc …

Ah well, so much talk but the point is that Wildstar keeps these things in mind. This is what the social designer encourages, players interacting with each other. This means that guilds will not be just an addon, it will play – if you so choose – a central role and I am happy to hear that.

Let me find the quote quick:

Joining a new MMO nowadays, it’s a very difficult task to get an established older guild to join and stay as a whole group. It’s an even more difficult task to recruit new, quality players when there are so many established guilds out there. With so many challenges introduced by the burgeoning social scene of newly released MMOs, and with so few of those games providing the tools that would allow players to make the connections (new and old) that keep them playing, it’s been important to us to keep those challenges in mind as we develop our social systems.

[...]

Among experienced MMO players, there’s a lot of nostalgia surrounding the older MMOs because the social systems they offered, provided, and forced upon players were vastly different than the systems found in current MMORPGs. These systems inspired loyalty, friendship, fear, hatred, camaraderie, competitiveness, pride, jealousy, adventure, love, sadness, and other powerful feelings in players. Somewhere along the way, MMOs have pared themselves down to a few basic social tools (chat, guilds, grouping) and a primary game type (solo play and questing) that no longer inspires those powerful feelings. Players overall are less involved, physically and emotionally, in the games they are playing.

After reading this part I was really happy, because it is just so true and I am quite happy that Carbine has these things on focus. Can’t wait to find out how these things play out. I’ll suggest you head over to Wildstar Online and check out the rest of the Interview with Social Systems Designer Victoria Dollbaum.

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Wildstar Housing Teaserhttp://www.mmo-game.eu/wildstar-housing-teaser/ http://www.mmo-game.eu/wildstar-housing-teaser/#comments Thu, 02 Aug 2012 21:14:47 +0000 Myrddin http://wildstar.mmo-game.eu/?p=516 This Week’s Wildstar Wednesday is really amazing! Carbine not only revealed that Wildstar will have housing, but they did it in their own unique way. If you want a peek at Carbine’s art style, humor and none the less at some housing options then read on below!

Making Dreams come True … for money!

P.T. Rotostar, president and CEO of the galaxy-spanning Protostar Corporation, has just announced the immediate implementation of a bold new initiative in planetary settlement: Protostar’s Nexus Housing Initiative!

Click here to view the embedded video.

This is by far the best Feature Teaser I have seen in many years of MMO’s. Usually you get a some form of developer news, or an ingame video footage with comments if you are lucky, but rendered videos of this kind – showing off art style, humor and none the less ingame footage in a cool way – are extremely rare. Absolutely loving this video.

Of course many questions do now arise. Here are some that have come up on our IRC channel.

  • Are large plots, intended for guilds or can ‘single’ players ?
  • Can you own more than one house?
  • Can a single player manage/build a large plot by himself?
  • How expensive is housing? Is it aimed far into the elder game or will starting characters get access to some small “shack/barracks”?
  • Do you continuously upgrade your house from shack to castle or do you have to build each stage from scratch (ofc assuming there are different sizes)?
  • Will it require to have settlers to buy your house, or prepare a plot of land for housing?
  • Will houses decay if you are offline? unsubscribed?
  • “… insignificant chance to kill you!”, elaborate that please Mr P.T. Rotostar!
  • Will there be some quick access to your house?
  • How do you plan to limit locations for plots/houses? Could you place your house close to an instance?
  • Will they cost differently at different locations?
  • Can I invite my friends to the house?
  • Can I break into a house?
  • Can I attack an enemy faction plot?

You like the video? Let us know or add your question below!

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OffTopic Video: Lugosi srhttp://www.mmo-game.eu/offtopic-video-wanking-goes-olympic/ http://www.mmo-game.eu/offtopic-video-wanking-goes-olympic/#comments Thu, 26 Jul 2012 12:21:31 +0000 Myrddin http://techtalk.mmo-game.eu/?p=316 An Acquaintance of mine plays in a Punk Rock Band and they have asked me to help animate their video. We managed to get it published for Olympia as a Protest vs all the corruption, etc around the Games. Hope you like it!

Lugosi sr – Wanking goes Olympic

It was quite fun, they usually wanted to make the Video as animated GiF, There is not much to do just alternate 2 graphics, that is all. Offered my help, but was a bit surprised when a sketchbook arrived :D Turned out to be a bit bigger than expected, but quite fun to do.

Click here to view the embedded video.

Basically I have an invisible Layer with rotation and random placement and pickwhipped all the ~100 Layers to them. If I moved a frame around or did a rotation then all the others would do the same. This frame would have the expression to change its opacity.

Each section has a Picture A and Picture B, and I set Picture B’S Opacity to 100-Opacity of the invisible player, basically like this:

Since Wiggle does a constant motion I stumbled upon a script that makes the movement more jumpy.


fps=5;
amount=15;
wiggle(fps,amount,octaves = 1, amp_mult = 0.5,(Math.round(time*fps))/fps);

This expression does shake the layer 5 times a second for 15 pixels in x and y direction. Combined with an equal expression for rotation the whole “animated” feeling of the clip got supported.

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A look at Carbine’s Prop Team!http://www.mmo-game.eu/look-at-the-prop-team/ http://www.mmo-game.eu/look-at-the-prop-team/#comments Thu, 12 Jul 2012 09:23:04 +0000 Myrddin http://wildstar.mmo-game.eu/?p=506 This Wildstar Wednesday we will have a look at “The Prop Team” at Carbine Studios, which is creating the little gadgets that we have seen in previous videos. It is always nice to look behind the scenes, see the excitement for the project at the average worker, how and what they work on, giving the company a face.

The Prop Team

As stated above, todays video will feature the Prop Team and also some of the items they are working on. Enjoy! Btw, the sound volume seems kind of low, don’t forget to turn the volume down afterwards again.

Click here to view the embedded video.

Always wanted a tablet like that, but even if I had one I am not sure I could be as good as a real artist. It would be fun though! I’d create a rocking chair to sit in! Hmh, maybe with a prop parasol and holo-display, with remote auction house access!

Well maybe the rocking chair is not your favorite idea, what props do you want to see? Send us your questions for the Team, Carbine promised some answers :-)

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Exclusive Interview with Jeremy Gaffney on Wildstarhttp://www.mmo-game.eu/wildstar-q-and-a-session-with-jeremy-gaffney/ http://www.mmo-game.eu/wildstar-q-and-a-session-with-jeremy-gaffney/#comments Mon, 25 Jun 2012 20:10:36 +0000 Myrddin http://wildstar.mmo-game.eu/?p=422 What a day! Loic Claveau, European Lead Community Manager at Carbine Studios, invited a couple of fan sites to take part in a Q & A session with Jeremy Gaffneys, Executive Producer, via Skype about Wildstar!

Preparing for the Interview

While I am not the most eloquent writer my spoken English is even worse, haha. I have spent all day in a state bouncing between being happy for getting the great opportunity to speak to an idol whose games I have played for years and at the same time being nervous about being able to communicate properly.

Recap of the past weeks

The Wildstar publications over the last weeks have had pieces of previously unpublished content appear uncommented in screen-shots, week after week. This was topped by the the latest Wildstar Wednesday, were Jeremy introduced a gameplay video from the friends and family test and showed various mechanics in action (You can watch the video at the bottom of this post). A few days later Jeremy hosted an “ask me almost anything” at reddit, talking about many parts of the game and it becomes clear that Carbine Studios is going to reveal more of the game and tell us about information they have successfully dodged the past year.

The Interview

Back to the Interview! The other participants were CosmicDebris from Jeux Online and Dann from Wildstar Hungary.
Even though Carbine Studios recently started to show us a bit more about their game I did not really expect to get a lot of answers or to have Jeremy delve deep into details, but I was mistaken! The interview turned out quite interesting and I had the impression that Jeremy, who is an eloquent talker, got carried away by his enthusiasm, in a fun way!

Questions related to

Characters, Races, Classes and Paths

Q: Are races/classes restricted to specific factions, like for example Shaman/Paladin in World of Warcraft?
A: Each faction will have its own races and but use the same classes, for balancing reasons. There is a reason why other other games had different classes, but over time switched to merge them.
Both factions will have humans since players that are new to a game and do not know about the alien races and their abilities tend to choose humans. We want players in both factions to be able to do so.
We try to give archetypes of races to both factions, like the big burly guy, cute and small one or the dexterous looking race.

Q: Can you elaborate a bit more on end game character progression?
A: We want you to play the game as you like to play. There is benefits for each of the classes, races and also for each path. If you are an explorer you get for example access to a super jump pack, things that help you explore the world. It is important to us that you are able to differentiate your character and not have you feel like a cookie-cutter as you progress along the game. We already have some variation based on the path you choose since a Spellslinger who is a explorer feels very different form a Spellslinger who is a soldier. Beyond that it is important to us that you customize what your abilities are and we have some interesting systems around that which we can’t talk about, yet.
These systems each need need to make it through the goblet of “is it fun?”, “do the testers get it?”, “does it feel like an improvement?”. We also do something like that for our trade skill system. The reveal of our trade system is coming up and then we can talk about how we do them.
At max level, the elder game, it can’t be just like “hah, I reached max level now it is all about gear farming!”. One of the problems we wanted to avoid is that you feel gimped by choosing the wrong race at start. You know, players don’t know much about the game and simply choose the race they think looks the most fun and we don’t want them to feel that they hurt themselves in pvp or raids by these early choices. If you chose for example a tiny race and want to be real good at strength based abilities you will have to work harder than the Granok to achieve this, but you won’t be limited.

Q: You said that you do not want to have players make a choice at character creation that they might regret later. But at the same time you choose the path right at character creation.
A: That is true. We have debated about that and at the moment they are permanent choices. People make wrong class choices all the time, where they regret that they would like a stronger, faster class or do not like cast times. But if you ask players if they like to build stuff, explore stuff, kill things they know how they like to play. It does not matter if you heard of the path system before or the Bartle Test of Gamer Psychology. There are not really any wrong choices and it makes sense to put it up at the beginning since it is a fundamental part of your character.

Q: You say that player paths are +25% content but as completionist I see it as -75% lost since I cannot experience content of the other paths.
A: The completionist play-style is the scientist. You examine stuff, learn how things play together and become more powerful doing so. There is plenty to do for a completionist. You are going to examine the game world, you are going to get the achievements and collect every collection mechanic we put into the game. You are going to unlock any random dungeon that can be created. You can play the game in this kind of fashion and we know there is a big chunk of players like that and it is one of the reason why we build one of the paths (scientist) as an all around style. There are 15-20% of players who play completionist style. A small fraction of these wants to get the 100% score, getting all achievements and we support this.
Part of the elder game is to make new characters and try out different races, classes and paths, which is one of the reasons we have a plenty amount of content change based on the path you play. You will see new content in areas you have already been before.

Q: What is the maximum Level? How long will it take to reach it?
A: The goal to have hundreds of hours of fun and content while leveling up. The leveling game is only part of the fun in an MMO, where the second part is the elderly game. that starts once you reach your maximum level.
There is no better way to set fire to a huge pile of money than to create an MMO and not have an elder game. After all the long time it takes to level up we want you to have something cool to do once you reach maximum level. The goal is to not have you run out of stuff to do or getting you bored while doing it. We are in the process of testing different things on friends and family version of the game and base the elderly game on the feedback we get there.

Q: Will there be a specific healer class?
A: We try to let everybody play the game as they want to play and multiple classes can heal. For example the Esper, which we already have revealed, is a pretty good healer. Not everyone can choose to be the tough guy taking all the hits, but everyone can choose to be a damage dealer, regardless of their initial class.
We try not to have that one class to fill out your raid group/dungeon group, because it is a pain to stand around and wait for the healer. So we try to give as many abilities to different classes and make sure you can spec that way and build their character to fill multiple roles.

Q: Can we make individual character builds?
A: You choose your race and based on the race you get a limited sets of classes you can play. But everybody can be every path. There are a already a lot of combinations with the 4 paths we have announced and the final amount of classes. As you advance in your path you get more abilities to choose and the cost of these skills are based on your race.
For example the huge rock guys, the Granok, are great at doing all the strength based stuff. It is especially easy for them in the elder game to get access to this stuff. On the other hand it is very hard for an Aurin to do and they will have to put a massive amount effort to make it work. All these things influence on how you customize your character and thus the kind of build you are going to have.

Q: Is it possible to tame animals?
A: Not that we have announced yet, but for sure we will have it for quests. You can get an animal to turn into a mount, or have it follow you around and support you.
In terms of taming being systemized as class or trade skill, we haven’t really announced anything, yet. We are testing lots of stuff and definitely have a big interest in it.

Guilds and Social Interaction

Q: What can you tell us now about the social designer that you mentioned at gamescom?
A: We can talk a little about that. We don’t really like to hype stuff and not have you see it. Many of the social elements fall under this category. We have a lot of cool ideas but we need more testers to test them out well.
The settler is the player path that really focuses around the social part of the game. There are 2 key parts for them, social quests and social rewards. They build up main parts of the game area, like houses, cities, add new vendors, new entries on taxi hubs, general improvements to an area. Everyone likes having a lot of settlers in the area since the area keeps improving a lot.
For example you may make a pick-nick and everyone who eats at your pick-nick gets +10 strength, but at the same time you get a stacking +5 strength for each participant. It will benefit the player and others to use the pick-nick at a crowded place. You can’t really look up on the web to see “where is the best spot to place a pick-nick?” because it varies where people are gathering on your server.

Q: Can you tell us a bit more about the trade system and auction house?
A: The auction house is actually in the middle of implementation, we will need to see what the final form of it is.
The idea is that buying and selling is a standard MMO feature, but we are experimenting with ways to make interaction between players more interesting for trade skills or being able to work on a quest together. These are the toughest systems to test in an MMO. All theories and ideas are nice but in the end the players decide if the features are cool or not. Before we go into further detail we need to finish prototyping and we need more testers.

Q: Do you have plans for guild housing?
A: We haven’t decided one or the other and thus can’t talk about that kind of stuff, yet.

Raids and Grouping

Q: What plans do you have on raid sizes?
A: In general we like larger raid sizes. Exact specifics require a lot more testing. Our company has only like 150 people and getting together sufficient groups for elder game content is quite a challenge, which is why we do friends and family testing now to get more helpers.
Philosophically many games started off with larger raid sizes and over time back down to lower raid sizes. Especially for new games that come out, you need to have some challenges in your elder games. Our elder games are not for wimps.
Anyone can level up, but real skilled players might do it more efficiently. They can do combat really well and take advantage of extra experience bonuses. But in the elder game it is not about the casual player, it is about the hardcore guys who really want a challenge. While it is not all about having huge groups, some guilds are really good at gathering and organizing. This implies larger raid sizes.
Some games talk about 10 man and 5 man raids, we will do some raids that are larger scale. We will get into detail once we are talking about elder game which is still in an early stage of development.

Q: Can you tell us a bit about group and raid system?
A: This is subject to player testing and feedback. Our groups are 5 man at the moment and we are balancing around that.
Currently we are in the process of filling up the world with content and are starting right now on the elder game. We have not talked much about raids and are prototyping systems, before we can finalize things. We have some cool ideas but we need to have real player’s feedback to see if these work or need to be replaced with a new system. This is an ongoing process and as we progress we will start to talk about it.

Q: You mentioned that servers can house thousands of players, are big events possible with many players at the same location?
A: Yes, absolutely. Players do what the hell they want to do. The players can have huge battles on a pvp server or simply get together and congregate. It is an essential part of this business to make sure your engine supports having 200 players get together and beat a world boss. We build our engine to make sure they can and we want the players to get together and do crazy stuff.

Vehicles and Movement

Q: Will there be flying mounts?
A: Yes! the world is built for flight and Wildstar will provide flying mounts. We have a variety of flying mounts and experiment with different kinds of powers. We are using a lot of effort to make sure that movement is fun. 50% of your time playing an MMO are spent moving around and it has to be fun. This is why we have super-speed, super-jump, double-jump, or loftite for ground movement.
We tease a lot of these high level things like flying mounts in quests, or environmental effects, where we throw you in the air and you need to land somewhere, get a speed-buff for a temporary mount or flight with limited access. As you get to higher level we give you more abilities to choose and then a permanent mount with some abilities. The philosophy is to give you movement types early on and you can choose the movement type that you enjoy the most.

Q: Will there be armed vehicles or have special abilities?
A: Since we are a SciFi game not all mounts are creatures, some are vehicles. We already have shown the Hoverbike driving around.
The Hoverbike is not the only game-play element in the debut trailer which is actually in the game. Driving around on your Hoverbike and falling into dungeons that rubble up out of nowhere, studying plants that burst into flames. By the time we have made these last videos there isn’t much we haven’t shown, aside artistic elements like jumping on top of the dragon and shooting it into the head. But these dragons to exist somewhere and plants in Gallows may be a bit more deadly than they appear.
These game-play elements touch the subject of mounts, too. The Hoverbike is not the only mount in the game, we have a bunch of them.

Q: We saw a lot of jumping around, will it require dexterity?
A: Yes, it will require dexterity. If you are an explorer we let you do a lot of stuff like this. If you see a tree, then there is probably a way you can leap from branch to branch to get up. As explorer we will reward you for exploring stuff like that. We don’t have a lot of that for other players, since not everybody likes doing this and there is dexterity required to do it. We don’t want to have situations like “mom can’t play because she can’t figure out how to jump from platform a to b” or if someone is handicapped we don’t want them to feel like they can’t play.
As explorer you will find a lot of optional content at areas where you can bounce to or jump to. It is not all about jumping around, some parts are only visible for the explorer where you can find a hidden path rubble up out of nowhere and get to otherwise inaccessible places. Then your non-jumping friends can follow you up and find and take part in the rare content that is up there.

Game World and AI

Q: You mentioned that dungeons can appear, how will this happen? Will these be predictable events?
A: We do several kinds. A common example is that a spaceship lands next to you and brings you somewhere else. Our engine lets us modify the terrain at runtime. That means we can have a dungeon entrance rubble up, have micro dungeons or even caves appear.
In early development we had these things appear random. For example a spaceship crashes, guards start to come out and secure the area and a little dungeon inside the ship popped up. But players did not realize that this was happening dynamic, since the event had already happened when they were not in the area and players thought it was just normal static content. So we changed these events to be player started. The player interacts, and sees the cool thing happen and realizes that he caused this change and have him observe its impact on the game world.
Part of layered content is about interacting with the environment. There is one area in the game with various prey and predator animals. There are also druids in the area who start healing and buffing animals and have these packs become stronger or weaker. Prey is scared of you. You walk into prey animals and they run away into a bunch of predators and nearby poachers. The AI reacts by firing at the group. If there is a druid in that group he will buff the prey which turn out to be tough for the predators and you come by and can take advantage of the situation. None of that is an dynamic event, it happens because of an interesting base system and an AI that can handle it. These kind of unique things happen on their own accord.
We do have scripted events, but having these kinds of systems near each other that cause interesting interactions. In our video you see loftite, a blue crystal which makes you super-jump. As scientist you can study loftite and it becomes more powerful for you, enabling you to jump even higher. So I was running around studied loftite and accidentally jumped a bit too far, landing in a minefield close by. It blew me up to the loftite and it made me jump super high. This way I found a chain of events that brought me to low Nexus orbit *laughs*
That kind of interaction is just cool. We built the world for flight so it handles everything, sending you to lower Nexus orbit … until the part where you land *laughs*
We know all the content and even we are surprised how these mechanics work together.

Q: Will there be a series of in-game events that will make the world evolve?
A: Absolutely. We intent to put more focus on story and single player content into the elder game. Other games focus on farming and raiding for elder game content. They even progress their story in raids and if you are not a hardcore raider you cannot experience the story.
The Wildstar story advances in the game world and we like you to be able to participate as solo player in your elder game without being yelled at “don’t stand here, more dots, more dots, don’t die there, you newb!”
Story and raiding does not work so well together. During raid you can’t just sit in a corner and read a book on this demon in front of you and his impact on the world or you would end up dead.

Q: Talking about dynamically changing environment, what sorts of effects will we see in the game world? Will rain cause a flood for example?
A: One of the zones we show in the video has wind as a dominating theme. The wind will affect all kinds of stuff. Smoke effects on the battle field will get blown around, wind sprouts will blow you up in the air, the grass and trees wave heavily in the wind and even affects the spell particles. We try to make as many things as possible reactive like that. We want you to get the vibe that you are in a windy area.
We have a lot of things that the AI knows and reacts to them. For example there is a use for fire. Some creatures run away from a campfire and others come to warm up.
We don’t at the moment do have rain create a flood, but we are also in an early development stage and it is too early to say this will or won’t get in.
We like these effects on your environment, as they affect your play style, combat and thus on your game experience.

General Information

Q: How far are you in development and what are you focusing on?
A: Right now we are in production mode, adding layer content to the many zones we have. We load these zones with a very high density of layered content, small and big in scale, and have the player interact with it.
For example the big bad robot you have seen in the video (at the end of this post) is shooting laser beams and you have to juggle with that at the same time as you are, as scientist, studying why these rabid creatures glow in the dark. Then we add time challenges, kill quests, discoveries and have new dynamic content popping up.
Layered content is quite fun to add as developer.
We add content and test it, get feedback and make it better and better and better. This is the process we are in right now. It is literally friends and family that are testing this and as we test more systems we add new people and eventually this will turn into a beta program. We are not talking about dates, but it will happen as soon as we run out of friends!

Q: What kind of realm types will Wildstar have? PvP/PvE/Roleplaying?
A: Our goal is to provide opportunities for all the micro-communities that will make up the WildStar community as a whole. That means talking with roleplayers, fans of PvP, fans of tradeskills, etc, to find out what they want, and working to meet those expectations. In short, we will discuss the nature of PvP, PvE, and Roleplay Servers with our fan base to make sure we understand what people need, and that we are delivering it.

Q: Can you tell us about item customization?
A: We have a deep reveal coming up featuring the trade skills, crafting and harvesting systems, but yes item customization is a feature that will exist in Wildstar.

Q: What is the motive behind pvp? Will there be instanced battlegrounds?
A: If you are on a PvP Server, there will be open world PvP. In the last video we only showed 2 zones Algoroc and Galeras which will take you to about level 20. The zone afterwards is where you start with open world pvp. As we reveal that zone we will talk more about that.
We will do large scale, instanced battlegrounds, pick up group style, where you win or lose and then move on. Since our engine supports modify-able terrain this means that we can do a lot of cool stuff in battlegrounds. We will talk more about that at a later time.

Q: What happens if a character dies?
A: At gamescom we had a variety of death effects and you choose the one you want. For example to come back near the combat with a higher penalty or in town with a lower penalty. We want to hit the right level between danger and frustration. This is not really finalized, yet as it requires a lot of data to analyze and player input.

Q: In Asheron’s Call it was possible to level up monsters and create interesting situations with that. Are there such options in Wildstar?
A: I was a fan of that system, actually I am wearing my Asheron’s Call shirt today. For those not familiar with the game, I founded Turbine in 1993/1994 and worked a lot on Asheron’s Call.
It was very amusing watching a rabbit, that someone leveled high, lay waste of other poor, innocent players. But it is also dangerous because it is a griefing technique.
In past games I used to charm a goblin give him a magic sword and put my high level thorns on him. It was fun to watch how he ran around killing newbies until eventually one of them killed him and took the sword. It was a great deal of fun for me, but I am not sure if it was a great deal of fun for the low level players that tried to kill the goblin. *laughs*
So we try to strike a balance, but I love that system and emphasize with the desire for the return of it.

Q: Wildstar is announced for PC only, do you have any plans for console gamers?
A: No, we won’t do anyhting for consoles. We don’t like to make a game that is “ok” for both platforms, we want to create a game that is awesome for one. If we decide to make a spin off at a later stage we might decide to make that one console only.

Thoughts

It has been quiet in the Carbine Camp for a long time and things did not really seem to advance at all. Until about 2 months ago, even Wildstar Wednesdays covered pretty much information that an attentive viewer could have already gathered from gamescom 2011 coverage. You began to wonder or even fear that more than a pretty starter zone, the Northern Wilds, did not exist.

When I review the interview, it is not so much what Jeremy said, but how he elaborated our questions. When I am very enthusiastic about something, there are all these ideas and details that rush through my mind. My mind is so full of stuff that it needs to spurt out and this is what the interview reminds me of. Jeremy seems so full of enthusiasm when he talks about the game and its mechanics that you get a feeling that it is in good hands. It seems like many cool ideas were already implemented and ready to be revealed.

So I am very happy and appreciate that I could take part in this Q & A. It is great to see that Carbine invests a lot of time even in us smaller fansites. It is far more than I could ask for. I’d also like to thank Dann from Wildstar Hungary who helped me out after the interview! Thanks! :D

Further Coverage

Wildstar Official Trailer

Click here to view the embedded video.


Wildstar Friends and Family Update

Click here to view the embedded video.

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