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Sardu (Page 58)

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Latest Articles by Sardu

  • Corrupted Orr
    A lot can change in 250 years. In that span of time entire civilizations can rise up or fall, people’s belief systems can be shattered and devastating events can alter the course of history on a massive scale. At PAX 2009, Ten Ton Hammer had the opportunity to sit down with ArenaNet’s Jeff Grubb, Mike O’Brien and Daniel Dociu to discuss how 250 years has changed Tyria as we know it today, as well as some of the interesting shifts in how competitive play will be handled in Guild Wars 2.
    Ten Ton Hammer: With so much uproar and devastation, has that shaken people’s belief in the gods at all? Are they still going to play an important role in the future? Jeff Grubb: Yes and no. At the end of Nightfall - after Abaddon was defeated and Kormir became the new Goddess of Truth - the gods pulled back. They basically said, “Humanity, we’ve been mucking with you, we’ve been too hands-on, we’re going to step back and this world is yours to do with and succeed or fail as you can.” So the gods are somewhat like parents and humanity has been riding a two-wheeler for the first time. They’ve been running along behind and they’ve just released the seat and the kid is going back and forth across the highway, and the parent wants to grab the seat again, but the kid has to learn for itself.
    Features, Interviews
    Tue, Sep 08, 2009
    Sardu
  • image083
    This past weekend at PAX 2009 the Ten Ton Hammer ground crew had the opportunity to speak with Lee Hammock, the lead designer for upcoming indie MMOG Fallen Earth to discuss the recent open beta as well as what the studio has planned for the game after the official launch later this month. We covered a wide range of topics, so whether you’re a seasoned beta vet or simply looking for your next great gaming fix there’s plenty of great Fallen Earth info to be found in this exclusive interview.
    Ten Ton Hammer: Would you say your content focus moving forward is primarily going to be on adding in new sectors, or will you be expanding any of the current sectors as well? Lee Hammock: We’re going to be doing both. We basically broke the content department into four teams. We have two dev teams currently working on sector 4. Then we have a systems team which handles all the crafting, weapon balance and special abilities and supports the dev teams working on sector 4 in terms of all the new items you’ll need for 15 more levels of play. And then you have the live team which fixes bugs and does live events as well as expanding content in sectors 1 through 3. So we’ve already got some plans for new encounters and new levels we’re going to add. So we’re not only going to be adding new things at the end and raising the cap, but we’re also going to be adding some content back towards the beginning as well. We also have some plans for a long term PvP system where you can effectively play a “bad guy”. Early on you can basically decide that you’re going to play an outlaw so you can go through this outlaw play and will have a whole set of towns that are run by the bad guys, but you’re PvP flagged all the time. So for people who want that hardcore PvP experience, they can choose to go and do it.
    Features, Interviews
    Wed, Sep 09, 2009
    Sardu
  • Public interest in all things Star Wars: The Old Republic related is at an all time high, as was illustrated in Ten Ton Hammer’s latest query to our premium members as to which...
    Features, Interviews
    Mon, Sep 14, 2009
    Sardu
  • Ten Ton Hammer’s Reuben “Sardu” Waters had the opportunity to speak with NetDevil’s Scott Brown at PAX 2009, where Scott shared the details on some of the recent AI improvements and visual enhancements currently being tested in Jumpgate Evolution. One of the more interesting new additions are recycling centers that will allow players to break items down for a chance at ore or even entirely new items in what Scott describes as being a randomized, lottery-type system. As with many of the game’s manufacturing facilities, these centers will be located out in space and may even require breaking through enemy defenses before taking control of them for your own nation. By adding in these capture and control elements to PvP in JGE it will ultimately give players a common goal to work towards, providing an added layer of depth to the fast-paced, intense nature of space combat.
    Video, Media
    Thu, Sep 10, 2009
    Sardu
  • FAQ.png
    For anyone embarking on a new MMOG journey, the most important quest of all will often be finding the best source of information for all the burning questions that accompany those first few steps into the unknown. Or perhaps you're simply trying to decide if the newest title to grace store shelves and digital retailer lists holds the key to your next great gaming adventure. For those of you seeking knowledge as you prepare to dive into the turbulent skies of Aion, Ten Ton Hammer may just have the answers you seek. Our Aion FAQ is packed with information on system specs, PvPvE and everything in between so be sure to check it out. Do you have a question about Aion that's not covered here? Be sure to ask in our forums, and we may just include it in a future update.
    FAQ, Guides
    Tue, Sep 22, 2009
    Sardu
  • Loading... Logo
    Finding the key to the player retention lock is the Holy Grail for most MMOG developers, yet it can be difficult to pinpoint the exact motivations that drive us to log into our favorite game month after month. The task becomes all the more challenging once you see a critical mass of players lumped at the level cap further along in the lifespan of a given title. Filling in for Ethec as he makes his way to Iceland for this year’s EVE Fanfest, Reuben “Sardu” Waters dons his + 10 Cap of Loading… and shares his thoughts on what keeps players hooked on an MMOG long after the shiny newness wears off. That, plus a pair of WoW editorials, an exclusive Global Agenda interview on the Recon class and more await you in Loading… Characters, Classes and Carrots.
    Loading...
    Wed, Sep 30, 2009
    Sardu
  • Accessibility_fade

    Ask just about anyone in the industry for one word to describe why World of Warcraft is so successful, and if they don't say "Blizzard," they'll likely say "accessibility." What does accessibility mean? Is it as simple as lowering the barriers to entry or offering casual players a shot at succeeding in the endgame? We'll attempt to define accessibility, then examine three case studies in an accessible MMO, an inaccessible MMO that by many accounts failed, and an inaccessible MMO that became a success story.

    Assuming a game makes it into the home of thousands or even millions of customers, how fun is the game? This stage of accessibility can be viewed as the real meat of the product design, and may have a larger contribution to customer retention than the other two phases. The whole purpose of a game is entertainment, and that is, to have fun. What makes a game fun is largely subjective, but most will agree there are some key components here too.
    Features
    Mon, Oct 05, 2009
    Sardu
  • Blood Moon Poster

    Big things are coming for Champions Online players in October. Not only are some much needed improvements to how missions are shared between group members in the works, but later in the month the Blood Moon event is set to go live on the 27th. To help keep you up to date on all of the superpowered details, we've put together a short preview of what is sure to be an exciting month of updates to the world the Champions call home.

    One of the biggest game changing elements set to roll out with the Blood Moon is of course the introduction of the first new power set since launch. Details on the first few Celestial powers have already begun to emerge, being described as a “support-based set [that] allows you to both heal allies and weaken enemies.” What impact the addition of such a heal-centric set will have on the game remains to be seen, but in the meantime new powers are being revealed as a part of the build up to Blood Moon over at the official Champions site.
    Features, Previews
    Mon, Oct 05, 2009
    Sardu
  • Loading_Logo.jpg
    Crafting systems have become a staple of MMOG gameplay over the years, only playing second fiddle to the mighty overlord of combat mechanics. Yet when compared to all of the emphasis that’s been placed on changing up the static nature of auto-attack combat to keep players more engaged during each and every skirmish with skeletal minions and monstrous madmen, crafting remains in the realm of being a monumental effort of resource gathering only to be a one click process that more often than not doesn’t pay off for all the effort involved. Reuben “Sardu” Waters takes a closer look at this aspect of the current state of crafting in MMOGs in Loading… Happiness is a Warm Sword.
    Loading...
    Mon, Oct 05, 2009
    Sardu
  • Loading_Logo.jpg
    Today caps the end of the first month for Aion here in the western market. Historically speaking tomorrow will be one of the most important landmark dates for the game, as players stop to analyze the question of whether or not to continue their subscriptions. Join Reuben “Sardu” Waters as he takes a closer look at what the future might hold for the newest MMOG on the block today in Loading… Shadows and Sparks.
    Loading...
    Wed, Oct 21, 2009
    Sardu

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