Ten Ton Hammer

  • All the information you need packed into one tiny little space. Miracles of modern technology will never cease to amaze me.

    Developed in conjunction with SOE’s Taiwan studio, the recently announced Adventure Pack, The Fallen Dynasty™, promises to deliver the same downloadable story-rich content seen in the previously released The Bloodline Chronicles and The Splitpaw Saga, but this time with Asian influenced adventure zones, weapons, tradeskill rewards, as well as all new quests for the high level EverQuest II player.

    To prepare for the anticipated June 14th launch of The Fallen Dynasty, Design Supervisor Matt Higby, ventured to the SOE SOGA studios in Taiwan to meet the team, sync up the specs, and witness the progression of our first internationally produced Adventure Pack! In order to give a better understanding and background to this project, we interviewed Matt about his travels and experiences at SOGA. An avid photographer, Matt also provided some remarkable photos of his travels.

    You can find it right here.

    Visit our EverQuest 2 Community.

    Wed, Jun 14, 2006
  • Here's the live update for all Horizons life shards.

    Pref File Overhaul:
    The Pref file system has been overhauled with this update. This means that your pref files will be reset in order to take advantage of some house-cleaning, new features, and optimizations. This is a one-time only change.

    * Restructured the pref files for ease of use - this will RESET current prefs.
    * Added two new prefs for character texture LOD: charTextureLOD and charTextureLODdist to support character texture LOD. Adjust the texture detail slider in the option window to see varying levels of detail.
    * When resetting your prefs to the defaults, your key bindings will no longer be reset. Your key bindings can now be reset directly from the “Key Bindings” screen on the Options window.
    * Chat logs can be enabled or disabled through the Options window (Options tab) without requiring full debug logging enabled.

    Sound and Music Fixes/Changes:

    * Update to sound system to support newer sound cards and fix sound play issues, such as looping combat sounds, or no music playing.
    * Duplicate sounds / music will no longer overlap.
    * Direct sound will now be used for all audio instead of wave output.

    Other Fixes/Changes:

    * Improved memory performance when teleporting.
    * If a player search would have returned more than 50 results, a message will be displayed stating that the results were truncated.
    * Particle effects associated with spells will now scale based on the character's skill level.
    * Dragging multiple items from a storage structure into the player's inventory will work when the inventories are in list view rather than grid view.
    * Support for drag and drop technique kits on spells that are already scribed.
    * Right-click "Take..." will work properly on quest generated loot.
    * Fixed issue with quest links not being correctly underlined.
    * Fixed the issue where the Notepad window would save an extra space after each line, each time you saved.
    * Your character's head will now turn when you have “free look” mode enabled.

    Happy Playing!

    Wed, Jun 14, 2006
  • Dev trackers are the sliced bread of the 21st century.

    We have just finished and activated another new feature on our ever-growing website: The Devtracker is a new tool that allows you to track down the latest postings made by members of the Development and Community Relations team on our own forums. The link is available in the navigation menu on the left side.

    What are you waiting for? Go and have a look what we have been talking about lately!

    Well... What are you waiting for?

    Wed, Jun 14, 2006
  • Turbine, Inc. announced today that it has launched the eagerly awaited solo-mode for DUNGEONS & DRAGONS ONLINE™: Stormreach™ (DDO), the hit online game that has quickly become one of the fastest-growing massively multiplayer online games in North America.

    Turbine has introduced a series of solo–friendly enhancements and content improvements as part of the new player experience in DDO. New players can now experience over 20 dungeons throughout Stormreach™ harbor in a single-player mode. This feature grows the overall scope and quality of the game by enabling players to journey alone in epic adventure zones or dangerous dungeons. It also is particularly useful to new players, allowing them to hone their skills and better prepare for higher-level quests where they can join with fellow gamers to achieve success. This mode will be in addition to three existing game play options of “Normal,” “Hard” and “Elite.”

    “We are very thankful for the support and feedback from our players,” said Jeffrey Anderson, president and CEO of Turbine, Inc. “Today’s announcement demonstrates our commitment to make the game fun and easily accessible by all types of gamers.”

    Turbine has a strong track record of operating massively multiplayer online games; one of the keys to the company’s history of success is listening to its fans to continually evolve and invest in its games. This most recent change to include solo-friendly dungeons is the result of feedback from its customers. More exciting changes are still to come. In addition to the eagerly anticipated launch of the Twilight Forge module in July, Turbine has plans for another module slated for August and the title’s first expansion pack this fall which will include exciting player-versus-player combat arenas.

    Since its launch, hundreds of thousands of players have entered the unique online world of Stormreach to form one of the strongest online communities in the gaming industry. This community has been instrumental in driving the success of DDO which has sold over 300,000 units worldwide. For the latest information about updates to DDO, please visit

    Wed, Jun 14, 2006
  • It looks like WoW is the MMO for Blizzard. However, one can never tell can they?

    I believe this was a misquote. We haven't announced any specific development plans beyond the upcoming expansion for World of Warcraft, and we don't have any intentions to focus on only one genre or platform with our future games.

    This was found on the WoW General Discussion Forums today.

    We have our own conversation going on about about it right here. Tell us what you think!

    Wed, Jun 14, 2006
  • In anyones wildest estimates did they predict that World of Warcraft would have 6.5 million subscribers and still be the #1 selling game in the United States nearly two years after its release? It sells more new copies than games without monthly fees. Guild Wars, I'm looking at you.
    I have always downplayed the doom-mongers who railed that WoW was destroying the MMOG industry; making it impossible for independent companies to deliver a product that was profitable enough to result in acceptable technical support and acceptable expansions.
    An announcement made yesterday has me rethinking the situation. During a Wall Street presentation a Vivendi representation said,

    "All Blizzard franchises will become MMOGs."

    Zerging, Mr. T and so much more is but a click away.
    Loading... June 14, 2006 [ Protoss Edition ]

    Wed, Jun 14, 2006
  • World of DiabloStarWarcraft?

    In the biggest gaming news to hit since, well, the Burning Crusade expansion was announced...

    During a presentation to Wall Street today, a company representative from Vivendi reportedly said, "All Blizzard franchises will become MMOGs." The rep said they have a model in place to produce an MMOG for $50 million over the next three years.

    I know I'd invest, but then I thought it would be impossible to lose with a Star Wars licensed MMO . In any case, check out this stop-the-presses news from Vivendi at IGN!

    Wed, Jun 14, 2006
  • In perhaps the funniest piece I've read in a long time, Woodrodius explains why you should chew your steak.

    Now locked in the gaze of both my CEO, some attentive restaurant patrons, and the interns, (who were watching an art position open up before their very eyes) Bruce and I rose, and our heroic art director positioned himself to administer his first Heimlich maneuver. The first thrust was unsuccessful. I heaved forward, and felt sickening pressure on my abdomen, pretty much the worst imaginable stimuli one can receive after a large meal. With this initial motion failing to dislodge the tasty globe from gullet, I began to have some genuine concern. Was this it? Was I going to die choking on steak and not making-out to death with supermodels as had been my previous guess? Would Greg be able to tastefully wait two months before he started making jokes about the manner of my demise, whilst validating it as “part of the healing process”? What of my bug list? Would they all go unresolved?

    Was this to be the end of Woody?

    You have to read the rest of this devlog. Don't eat or drink anything first. My monitor and keyboard are giving me baleful glares as I type this.

    Tue, Jun 13, 2006
  • Do you have that stinging feeling when you're defeated time and time again? You should probably read this then.

    Tips and Stratagems, Recluse’s Victory

    By Thomas Foss (aka Archon Voss) -- Senior Staff Designer & Zone Director

    Recluse’s Victory is much more of an Epic war zone than a PVP arena. With this in mind, you need to think more like a player on a larger battlefield, and less like someone street sweeping other players. This is an area where Super Groups will be able to really show their teamwork abilities and gain prestige in the presence of their peers;
    Solo players can be of special importance making sure that flanks are secure, scouting sectors and infiltration behind enemy lines. Support players can speed up recoveries to players as they emerge from the hospital reclamators, getting more boots on the ground faster.

    You can read the rest right here at the Official Site.

    More City of Heroes News.

    Tue, Jun 13, 2006
  • Play the game, or become part of it?

    Joystiq thinks that thinks that the "RPG" is missing from MMORPGs these days. Well, duh.

    Are you getting enough role-playing elements out of your MMO? Cari Davidson over at thinks we could use a lot more, and feels that a true MMORPG with an engaging storyline has yet to be created. She refers to the current crop of online time sinks as "glorified chat rooms" that are big on player interaction, but void of entertaining narrative or character development.

    Everybody has their scene. Some think MMOs should be replayed and enjoyed something like a fine wine, in the company of a few select friends. Others think MMOs should be quaffed like a beer in a stadium feel of 60,000 screaming World Cup fans. I guess I fit with the latter, I like a lively server.

    Click here to check out Joystiq's take on an rarity of roleplaying article.

    Tue, Jun 13, 2006
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