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  1. Yesterday
  2. You have problems in getting the required scores in IELTS,GRE,TOEIC,TOEFL,PET, FCE, CAE, CPE, BEC,YLE, KET,BULATS,ILEC, ICFE CELTA,DELTA ESOL AUTODESK CERTIFICATES & all Certificates without taking an exams Need Ielts certificate urgently From British council or IDP official without taking the test? Want to Improve your Band score for Ielts or Toefl? At David Doc's we can help you obtain the original certificate of all this test without taking the exam. We are a group of Teachers and Examiners Working in various centers like British council, IDP centers, Ets,Gmat Etc... and we have teamed up to form a wide organisation with the sole interest of providing reliable services for all our customers In Documentation and Travel consultaincy.Our Group of Staff will be devoted in their mission and treat each case as very important. Our Services we provide Official certificate with registration into the database and actual center stamps for customers interested in obtaining the certificate without taking the test.If you already took the test and it less than a month that you took the test, we can update the results optained in your previous test to provide you with a new certificate with the updated results for you to follow you PR procedures without any risk. We only provide original certificates with online verification possibilities . You are guaranteed at 100% doing this with us, as the certificate you obtain is 100% legal and accepted anywhere without any doubt. Customers interested in obtaining the certificate should contact us through the contact details listed below Payment and prices shall be discussed upon your respond to this ad. kindly contact with us directly for more info regarding our Services Contact Details: daviddocumentconsultant@yahoo.com daviddocumentconsultant@yahoo.com skype us at: david.powell554 skype us at: david.powell554
  3. You have problems in getting the required scores in IELTS,GRE,TOEIC,TOEFL,PET, FCE, CAE, CPE, BEC,YLE, KET,BULATS,ILEC, ICFE CELTA,DELTA ESOL AUTODESK CERTIFICATES & all Certificates without taking an exams Need Ielts certificate urgently From British council or IDP official without taking the test? Want to Improve your Band score for Ielts or Toefl? At David Doc's we can help you obtain the original certificate of all this test without taking the exam. We are a group of Teachers and Examiners Working in various centers like British council, IDP centers, Ets,Gmat Etc... and we have teamed up to form a wide organisation with the sole interest of providing reliable services for all our customers In Documentation and Travel consultaincy.Our Group of Staff will be devoted in their mission and treat each case as very important. Our Services we provide Official certificate with registration into the database and actual center stamps for customers interested in obtaining the certificate without taking the test.If you already took the test and it less than a month that you took the test, we can update the results optained in your previous test to provide you with a new certificate with the updated results for you to follow you PR procedures without any risk. We only provide original certificates with online verification possibilities . You are guaranteed at 100% doing this with us, as the certificate you obtain is 100% legal and accepted anywhere without any doubt. Customers interested in obtaining the certificate should contact us through the contact details listed below Payment and prices shall be discussed upon your respond to this ad. kindly contact with us directly for more info regarding our Services Contact Details: daviddocumentconsultant@yahoo.com daviddocumentconsultant@yahoo.com skype us at: david.powell554 skype us at: david.powell554
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  6. translating to Russian language on: сайт (site) или паблик (public)
  7. (*Editor’s Note* When Mat and Jordan went to XPO festival, one of the things that people seemed to enjoy most was a little behind the scenes look at how our art assets are made. We asked James to write a few words with some explanations on how he does his work at Frostkeep Studios. If you have any further questions about this, please reach out to us on Twitter, Facebook, and even the Discord.) When working on Rend, textures and assets are produced employing a variety of methods, from hand painted to procedurally generated textures, using Photoshop, Zbrush and the Allegorithmic Substance suite. A node graph for a procedurally generated texture from Substance Designer. At Frostkeep Studios, we focus on aspects of the game that will have the biggest impact on the quality of the player’s experience. Instead of spending copious amounts of time creating textures for assets that players breeze by when playing, we utilize texture sheets containing common materials generally needed to make most common props in the world. A procedurally generated and hand-painted asset side by side. When we are looking to create a set of base building assets, the first thing we do is gather reference and create a new texture atlas to use on new building pieces. The texture consists of the common materials from the tier of the structures we are working on. A simple texture used for base building assets. Once we have a texture to work with, we get creative and try to come up with as many assets as we can with this texture sheet we’ve created. The 3D Studio max base-building geometry library, all utilizing the texture pictured above. Unreal shader node integrating vertex color into the texture sample. Using secondary textures and vertex coloring we can create variety in the assets through carved runes and color variations. All meshes are composed of vertices that contain an RGBA value that can be used to influence the appearance of the mesh in a variety of ways, such as tinting the color of a texture. The same asset with and without vertex coloring. Once the meshes have been created, they just have to be hooked up into the data tables, which is a lot easier now that Ron has organized them neatly for us. From there things like names, health, crafting costs, icons and other values are defined, and then the asset is implemented! A sneak peak into one of our many datatables. So there you have it. A quick peak into one of the many ways that we create art at Frostkeep Studios! read the original article
  8. Drop the Base, Raise the Roof

    RU: https://vk.com/frostkeep?w=page-142823387_53251841
  9. Drop the Base, Raise the Roof

    Howdy folks, my name is David and I’m an engineer here at Frostkeep. I’ll be giving you the lowdown on the new base building systems the team has put together over the past few months. One of the primary goals with our updates to Rend is to increase an individual player’s impact on the world. Previously, base building was restricted to the immediate vicinity around a faction’s Divinity Stone, so contributing to the construction process was limited to players who had acquired enough faction reputation to place items within the shield boundary. This led to a situation where most players never experienced our base building system, and in many ways reduced a lot of players’ sense of ownership within the faction. They hadn’t built the base, so they didn’t care about it, and the only private area they had was a small, protected stash attached to the warehouse building, which didn’t feel significant. To rectify this we’ve enhanced our base building system to allow individuals to stake out their own plot of land in the world so players can build whatever they want. We’ve also added new systems that not only make base planning and building easier, but also allow anyone in a faction to contribute to shared structures in a meaningful way. We’ve made some significant modifications to the structure components themselves, the first being the addition of full foundations. Previously we only had wall foundations and if players wanted to build an enclosed structure, they had to connect a bunch of wall foundations and place platforms on top of them to create full foundations to build on, which was a little involved and not very intuitive. We’ve also added pillars to support larger additional floors and compact stairs to get to those floors, which replace those pesky bulky ramps from before. Finally, we’ve tweaked the aesthetics of every piece, streamlining everything to work in the context of any possible structure players may want to build. In order for players to start piecing together their very own domicile, they first drop a seed into the ground, which will transform into a special foundation piece. Around the seed foundation is an invisible grid that players can place structure components within. The grid is limited in size at first, but can be upgraded later to expand the potential building zone for a player’s base. The seed is a limited-availability item and our plans for it are still under discussion. Its purpose is to limit the number of structures that any one player can erect, preventing the common occurrence that players often experience in other survival games where hundreds of half-built, abandoned player structures dot the landscape. Players will get a free seed for their first base, but subsequent seeds may be locked behind a faction reputation threshold or acquired through progression. For the construction player experience we’ve diverged quite a bit from the norm in other survival games. Instead of crafting individual base building pieces like foundations and walls and having to carry them around with you, we’re introducing a new tool called the Construction Hammer. Once equipped, players choose a material that has been researched by their faction such as wood, stone, or metal. Then the player selects a structure component, like foundations or walls. Each component requires that players have certain resources in their inventory, but assuming players have enough, they can then place that component in the grid and the required resources will automatically be consumed. The process of planning out and building a base is much quicker now, and players won’t have to worry about crafting enough walls or ceilings to complete their base. The components that get placed down in the world are what we’re calling frames, which are incomplete structure components that functionally act like normal components, but have significantly reduced health. These frames can be upgraded via our new structure upgrade system. Each component in a structure can be upgraded to that material’s next tier by depositing the required resources into it. Anyone can deposit resources and multiple deposits can be made so multiple players can provide the necessary resources to upgrade an individual component. Placing components down still requires elevated privileges, however now a few people can plan the base out, construct the framing, and then any member of the faction can harvest resources and contribute to upgrading the components in the base to complete it. We’re currently working on the user interface to support these new systems, and we can’t wait to show them off. Stay tuned for more info because we’ve got some awesome stuff in the works that we’ll be talking about before we reopen pre-alpha this winter. Quality imagery and puns provided by James. read the original article
  10. Post XPO Fest

    RU: Перевод на русский язык: https://vk.com/frostkeep?w=page-142823387_53233917
  11. Post XPO Fest

    WOW Good Work
  12. Why You Need To Play Rend - Information Video

    Thanks
  13. Post XPO Fest

    Last week, Mat and I got to go to Tulsa, Oklahoma to show off Rend at XPO Fest. When we signed up for this originally, Rend was going to be released and we were going to have the game available to play there. Because we decided to delay release to make the game better, we sadly didn’t have a playable build there. We had lots of people stop by the booth to chat and watch Mat art Mat shows off some of the art tricks he learned over the years to one of the artists on A.N.N.E up a few models for one of our new biomes. People seemed to love learning how the sausage is made, and we were able to teach anyone who wanted to listen. We had a great time there. A few of the highlights from the trip: 1. Mat got conscripted to play in the League of Legends tournament and helped his team place 2nd! They didn’t know he used to work at Riot until he showed off every skin of every character on his account. 2. We got some concept fanart from the best fanartist ever. I wish I had gotten a picture of Ava the awesome 3 year old who came by and drew us a Unicorn! Hopefully we can get Ava’s unicorn in game at some point. 3. Mat was on a panel (To the Point: Industry Pros Discuss the Biggest Gaming Trends) about current gaming trends with some other devs and influencers at the festival. 4. We met a lot of amazing devs and players who are now super excited about Rend! A few twitch partners stopped by and couldn’t stop staring at Mat’s genius A quick update on the happenings in the office right now! Dave is working on making the combat feel much better. James has been working on weapon models (some sweet designs coming out). Nick has been concept arting some of the armor that you’ll be crafting in Rend. Solomon has been working on creature animations and helping me with UX (!!). Mat has been hard at work modeling resources for different biomes (more about these coming soon), and texturing up the biomes. Travis has been hard at work making the world and modeling some of the armor that Nick has been drawing up. Jake has been working closely with Tyler to create new talents for our class system. Ron and Tyler have been working ridiculously hard on all the other systems in the game. I’ve been working on a content plan (to have more regular blog updates) and UI (as per usual), maybe I should do another blogpost about the UI. As usual, you can find us on the community discord, Twitter, Facebook. We gearing up quickly for pre-alpha testing to start up again. So sign up! read the original article
  14. Why You Need To Play Rend - Information Video

    Nice Video
  15. 2 New FKers!

    Nice
  16. Introduce Yourselves

    Welcome @Rikudou!
  17. Introduce Yourselves

    Hi I'm Rikudou, nice to be here with this community and I hope this game will be successful.
  18. The May Massacre - Rend Alpha Gameplay Footage

    Was interesting to watch and leads to more questions than answers (for someone who hasn't played). Curious to see the game in the fall and see what has changed since. This video also shows factions are a great idea but hardly a cure all and can actually lead to just as lopsided PVP as any other survival game.
  19. Almost forgot to post it here! Got a highlight and (a lot of) footage of an intense raid on Revenant base during the alpha test in May. Some people streamed it, but it's all since gone from Twitch. Enjoy!
  20. 2 New FKers!

    RU: https://vk.com/frostkeep?w=page-142823387_53158011
  21. Meet the FK'ers - Jeremy Wood

    Continuing from the last Meet the FK'ers with Jordan Leithart, we've got a brief chat with Frostkeep co-founder Jeremy Wood. Check it out below. RF: What's your name and what do you do at Frostkeep? JW: Jeremy Wood, Co-Founder RF: Tell us a little about your backstory, where have you worked prior to joining Frostkeep, what games have you been involved in making? JW: I got my start as an engineer on the original World of Warcraft team back in 2001. After seven years and two expansions, I moved onto Titan, which eventually became Overwatch. In 2012, I joined Carbine to work on WildStar, until forming Frostkeep in 2016. RF: What game most influenced you? Was it something in your childhood or in later years? JW: I play a wide variety of games, PC and console, as many as I can get my hands on. I feel that there is something to learn from every single game, and the more I play, the better I am able to contribute to the games I work on. World of Warcraft is probably my single biggest influence, and probably the game I've sunk the most time into over the years. RF: What are you main influences in your work? Is there anything outside of the gaming world you feel has helped you become a better developer? Being a successful game developer is mostly about effective two-way communication. I am always looking to better myself from that standpoint, and I've been incredibly fortunate to learn from many amazing people, both professionally and personally. Understanding human psychology provides great tools for communication, as well as for game design in general. Game developers tend to focus so much on "fun", which is ultimately impossible to quantify. Really boiling down the psychological impact of content and systems is a more objective way of measuring the success of your designs. RF: There have been a lot of Early Access Survival games released over the last few years, what do you think makes Rend stand out from the rest of them? JW: The biggest things we've tried to do with Rend is provide social structure for those who come in alone or in small groups, and to really give strong competitive goals to all players. Most survival games rely entirely on their sandbox elements, which is obviously enough for a large section of players. Our aim is to bring some structure to the genre and attract a wider swath of players to this rich and interesting survival community. RF: The team have been pretty fantastic at engaging with the community so far, is that something you feel is a real differentiator between Frostkeep and your competition? JW: One of our goals as a company has always been to be "real", cliched as that may be. We are gamers just like everyone else in our community, and we engage with them as gamers first, not as developers. We are all creating Rend together, even if Frostkeep is ultimately making the decisions and building the game. We want to be human beings, rather than faceless PR bots, and that means sharing in our failures and our successes, and ultimately being honest with the community about the realities of game development. RF: Being with such a small team, what benefits do you feel you have against working in a traditional AAA studio? What do you miss from previous work? JW: Our size allows us to have a highly collaborative work environment, in a way that would be difficult in a larger team setting. We all sit in one room, working together on every problem. Everyone's voice is heard and given equal objective weight. We can quickly pivot on new ideas without hours and days of meetings. The downside, of course, is limited resources. We have to be very conscious of our direction, and make sure that we have the capability of delivering on our goals. RF: What's next after Early Access, are there any extra features you'd love to implement in Rend? JW: We come from a MMO background, where launch is just the beginning, and Rend will be no different in that regard. During Early Access, we will be adding tons of content and features, working with the community to grow the game into a full and satisfying product. When we think we have come to a point where Rend is truly a complete game experience, we will lift the Early Access tag. After that, we will take stock and see where Rend should go, whether that be new maps, new game modes, etc. RF: And finally, which aspect of Rend are you most excited for players to get to experience? JW: The Reckoning, even in its early state, has been a blast. Experiencing a true war, where all sides are present attacking and defending, really epitomizes the fantasy that draws most people to the survival genre.
  22. Meet the FK'ers - Jeremy Wood

    Continuing from the last Meet the FK'ers with Jordan Leithart, we've got a brief chat with Frostkeep co-founder Jeremy Wood. Check it out below. RF: What's your name and what do you do at Frostkeep? JW: Jeremy Wood, Co-Founder RF: Tell us a little about your backstory, where have you worked prior to joining Frostkeep, what games have you been involved in making? JW: I got my start as an engineer on the original World of Warcraft team back in 2001. After seven years and two expansions, I moved onto Titan, which eventually became Overwatch. In 2012, I joined Carbine to work on WildStar, until forming Frostkeep in 2016. RF: What game most influenced you? Was it something in your childhood or in later years? JW: I play a wide variety of games, PC and console, as many as I can get my hands on. I feel that there is something to learn from every single game, and the more I play, the better I am able to contribute to the games I work on. World of Warcraft is probably my single biggest influence, and probably the game I've sunk the most time into over the years. RF: What are you main influences in your work? Is there anything outside of the gaming world you feel has helped you become a better developer? Being a successful game developer is mostly about effective two-way communication. I am always looking to better myself from that standpoint, and I've been incredibly fortunate to learn from many amazing people, both professionally and personally. Understanding human psychology provides great tools for communication, as well as for game design in general. Game developers tend to focus so much on "fun", which is ultimately impossible to quantify. Really boiling down the psychological impact of content and systems is a more objective way of measuring the success of your designs. RF: There have been a lot of Early Access Survival games released over the last few years, what do you think makes Rend stand out from the rest of them? JW: The biggest things we've tried to do with Rend is provide social structure for those who come in alone or in small groups, and to really give strong competitive goals to all players. Most survival games rely entirely on their sandbox elements, which is obviously enough for a large section of players. Our aim is to bring some structure to the genre and attract a wider swath of players to this rich and interesting survival community. RF: The team have been pretty fantastic at engaging with the community so far, is that something you feel is a real differentiator between Frostkeep and your competition? JW: One of our goals as a company has always been to be "real", cliched as that may be. We are gamers just like everyone else in our community, and we engage with them as gamers first, not as developers. We are all creating Rend together, even if Frostkeep is ultimately making the decisions and building the game. We want to be human beings, rather than faceless PR bots, and that means sharing in our failures and our successes, and ultimately being honest with the community about the realities of game development. RF: Being with such a small team, what benefits do you feel you have against working in a traditional AAA studio? What do you miss from previous work? JW: Our size allows us to have a highly collaborative work environment, in a way that would be difficult in a larger team setting. We all sit in one room, working together on every problem. Everyone's voice is heard and given equal objective weight. We can quickly pivot on new ideas without hours and days of meetings. The downside, of course, is limited resources. We have to be very conscious of our direction, and make sure that we have the capability of delivering on our goals. RF: What's next after Early Access, are there any extra features you'd love to implement in Rend? JW: We come from a MMO background, where launch is just the beginning, and Rend will be no different in that regard. During Early Access, we will be adding tons of content and features, working with the community to grow the game into a full and satisfying product. When we think we have come to a point where Rend is truly a complete game experience, we will lift the Early Access tag. After that, we will take stock and see where Rend should go, whether that be new maps, new game modes, etc. RF: And finally, which aspect of Rend are you most excited for players to get to experience? JW: The Reckoning, even in its early state, has been a blast. Experiencing a true war, where all sides are present attacking and defending, really epitomizes the fantasy that draws most people to the survival genre. View full news
  23. 2 New FKers!

    A few exciting things happened over the past few weeks that I didn’t mention before because we were getting ready for and talking about PAX. The first is that we hired two more developers at Frostkeep Studios! Don’t worry, we’ll get headshots and a new team page as soon as we get a better camera. Without further ado, here are the bios of our two new FKers! Jake Strapko Jake is known for breaking game mechanics in Rend and exploiting them to his advantage, in that order. With a lifetime of experience in competitive gaming, Jake grew up in a household where LAN parties were the norm. He competed against his brother and father in popular online games like Quake, Command: Modern Air Naval Operations and Conquer Online before eventually shifting his reserves to focus on Counter-Strike. Jake is formally trained in graphic design, product branding and apparel design, and has also ventured into competitive teams with Counter-Strike 1.5 and playing on multiple tournament teams during the Overwatch Beta where he was one of the top 500 players for Seasons 1 and 2. As one of the most active players in the Rend pre-alpha, Jake can be found streaming on Twitch and helping to build game communities. His focus at Frostkeep will be on making Rend as fair and balanced as possible. Michele Cagle Known for “making lemonade” and finding the good in everything (as Bob Ross would say, “there are no mistakes, just happy accidents”), Michele Cagle is a seasoned communications executive with nearly 20 years of gaming, corporate, entertainment and consumer products experience. Michele previously led global communications efforts at Sony Online Entertainment, Daybreak Games, THQ and Mattel, including corporate communications, brand PR, internal communications, influencer relations and events. When she’s not off saving animals or channeling her inner Bruce Lee to execute awesome campaigns, Michele can be found chasing sunsets, eating mangos, and getting salty with her family at local beaches on the mainland and in Hawaii. The next thing that happened was that we were put on Tech Raptor’s top 10 games at PAX West! This was a huge surprise and an incredible honor, especially when looking at the other games on that list (Dead Cells is sooooo good). We’re so excited to show off the game, and can’t wait to open up the pre-alpha servers again. As far as happenings around the office, I’m still plugging away at the UI rework (we’ll get another UI blog later). Tyler and Ron are working on AI and Item system design. Jake is doing some super secret work as well as focus testing and balance design. James is working on new prop items. Travis and Mat are working on making the map bigger and all the cool new biomes. David is working on some performance things regarding base building. As always we’re here answering questions from the community on Twitter, Facebook, Steam and the community Discord! Come join us! read the original article
  24. 2 New FKers!

    A few exciting things happened over the past few weeks that I didn’t mention before because we were getting ready for and talking about PAX. The first is that we hired two more developers at Frostkeep Studios! Don’t worry, we’ll get headshots and a new team page as soon as we get a better camera. Without further ado, here are the bios of our two new FKers! Jake Strapko Jake is known for breaking game mechanics in Rend and exploiting them to his advantage, in that order. With a lifetime of experience in competitive gaming, Jake grew up in a household where LAN parties were the norm. He competed against his brother and father in popular online games like Quake, Command: Modern Air Naval Operations and Conquer Online before eventually shifting his reserves to focus on Counter-Strike. Jake is formally trained in graphic design, product branding and apparel design, and has also ventured into competitive teams with Counter-Strike 1.5 and playing on multiple tournament teams during the Overwatch Beta where he was one of the top 500 players for Seasons 1 and 2. As one of the most active players in the Rend pre-alpha, Jake can be found streaming on Twitch and helping to build game communities. His focus at Frostkeep will be on making Rend as fair and balanced as possible. Michele Cagle Known for “making lemonade” and finding the good in everything (as Bob Ross would say, “there are no mistakes, just happy accidents”), Michele Cagle is a seasoned communications executive with nearly 20 years of gaming, corporate, entertainment and consumer products experience. Michele previously led global communications efforts at Sony Online Entertainment, Daybreak Games, THQ and Mattel, including corporate communications, brand PR, internal communications, influencer relations and events. When she’s not off saving animals or channeling her inner Bruce Lee to execute awesome campaigns, Michele can be found chasing sunsets, eating mangos, and getting salty with her family at local beaches on the mainland and in Hawaii. The next thing that happened was that we were put on Tech Raptor’s top 10 games at PAX West! This was a huge surprise and an incredible honor, especially when looking at the other games on that list (Dead Cells is sooooo good). We’re so excited to show off the game, and can’t wait to open up the pre-alpha servers again. As far as happenings around the office, I’m still plugging away at the UI rework (we’ll get another UI blog later). Tyler and Ron are working on AI and Item system design. Jake is doing some super secret work as well as focus testing and balance design. James is working on new prop items. Travis and Mat are working on making the map bigger and all the cool new biomes. David is working on some performance things regarding base building. As always we’re here answering questions from the community on Twitter, Facebook, Steam and the community Discord! Come join us! read the original article View full news
  25. 2 New FKers!

    A few exciting things happened over the past few weeks that I didn’t mention before because we were getting ready for and talking about PAX. The first is that we hired two more developers at Frostkeep Studios! Don’t worry, we’ll get headshots and a new team page as soon as we get a better camera. Without further ado, here are the bios of our two new FKers! Jake Strapko Jake is known for breaking game mechanics in Rend and exploiting them to his advantage, in that order. With a lifetime of experience in competitive gaming, Jake grew up in a household where LAN parties were the norm. He competed against his brother and father in popular online games like Quake, Command: Modern Air Naval Operations and Conquer Online before eventually shifting his reserves to focus on Counter-Strike. Jake is formally trained in graphic design, product branding and apparel design, and has also ventured into competitive teams with Counter-Strike 1.5 and playing on multiple tournament teams during the Overwatch Beta where he was one of the top 500 players for Seasons 1 and 2. As one of the most active players in the Rend pre-alpha, Jake can be found streaming on Twitch and helping to build game communities. His focus at Frostkeep will be on making Rend as fair and balanced as possible. Michele Cagle Known for “making lemonade” and finding the good in everything (as Bob Ross would say, “there are no mistakes, just happy accidents”), Michele Cagle is a seasoned communications executive with nearly 20 years of gaming, corporate, entertainment and consumer products experience. Michele previously led global communications efforts at Sony Online Entertainment, Daybreak Games, THQ and Mattel, including corporate communications, brand PR, internal communications, influencer relations and events. When she’s not off saving animals or channeling her inner Bruce Lee to execute awesome campaigns, Michele can be found chasing sunsets, eating mangos, and getting salty with her family at local beaches on the mainland and in Hawaii. The next thing that happened was that we were put on Tech Raptor’s top 10 games at PAX West! This was a huge surprise and an incredible honor, especially when looking at the other games on that list (Dead Cells is sooooo good). We’re so excited to show off the game, and can’t wait to open up the pre-alpha servers again. As far as happenings around the office, I’m still plugging away at the UI rework (we’ll get another UI blog later). Tyler and Ron are working on AI and Item system design. Jake is doing some super secret work as well as focus testing and balance design. James is working on new prop items. Travis and Mat are working on making the map bigger and all the cool new biomes. David is working on some performance things regarding base building. As always we’re here answering questions from the community on Twitter, Facebook, Steam and the community Discord! Come join us! read the original article
  26. Post PAX West

    Russia: https://vk.com/frostkeep?w=page-142823387_53144817
  27. Post PAX West

    So it takes a lot of work to get ready to show off your game to show off to press. We didn’t have the new map completely done so we couldn’t show that off yet, but there were a bunch of cool things that we had implemented and were really excited to show off to people. Personal base building – We got a lot of feedback from players about the lack of personal impact on the world. Yes, our faction base building worked and was fun, but only a few people per faction could be trusted with something as important as protecting everything. In addition, it took so many resources to build the base, that players never felt like they progressed in building up the base. A personal base in the valley, plus a photobomb by Mr. Elk We, also, got feedback about players not having a place to store their more valuable resources. Lastly, we found that there was a severe lack of reward for exploring in Rend. So, to combat all of those points of feedback, we are re-introducing personal base building back into Rend. Personal base building will provide more tangible and accessible base building feedback for all players. It will also allow a player to keep control of those valuable resources that are too valuable to leave in the communal chest. And now players will explore the world of Rend looking for places to build a personal base, as well as look for opponent’s personal bases. When we took personal base building out of Rend, it was a design decision based one of the major pain points in the survival genre is logging off for the night, then logging back in and your base is completely gone. You’ve lost all progression and it could take you days to get back up to speed. But, when we took personal base building out, we also lost out on the raiding mindset. No longer was their any incentive to explore the map, because you knew where everyone would be. Knowing that we wanted to add personal base building back in without adding in the pain of losing so much progress, we came up with a design that we are excited to share. It stemmed from a conversation we were having about raiding, and one of us just asked, “Does raiding have to be a zero-sum game?”. A zero-sum game is a scenario that means as many resources that the attacker takes, the defender loses. So we had to come up with some resource that the attacker would want, but wouldn’t push the defender back to the stone age. That was the concept of “research notes”, which we will get into in the next system. Personal Crafting – Previously in Rend, crafting recipes (and therefore crafting progression) was nearly entirely gated by faction technology level. This meant that as soon as your faction unlocked the tech required to make a crafting station, anyone could make that item at a crafting station. To help players specialize their role in their respective faction, we introduced crafting The control point from above. Revenant build up the base, Order now controls it. skill trees. Players will place a personal crafting station in their personal base, and then place a plug into it to provide access to different crafting skill trees. These will allow a player to make choices to specialize their specific bow and provide them the opportunity to become known as the “bow crafter” in their faction. Raiders of personal bases can come up to these personal crafting stations and steal the research notes off them (passively gained through crafting) to help them become more skilled in crafting skill trees. This research notes system, combined with the fact that items that do siege damage will require a huge amount of resources to craft, means that raiders are incentivized to keep raidees bases up and running, rather than leveling them down to the ground. Control points – To further double down on the PvP in Rend, we added control points around the map. These control points will be neutral to begin with, and once a faction claims one, the faction can build a base there. These will provide a bunch of different types of bonuses (a valuable resource node, soul collection well, etc). They are also not protected by shields like the faction base is. This means that players will be able to attack them at any time. If one faction takes a control point from another faction, they will then gain access to everything built up around that control point. Turrets that were A control point owned by Order placed by Order will now be controlled by the Conclave captors. This will encourage more strategic infiltration into the control point to capture it, instead of blowing everything to smithereens and rebuilding from scratch. My favorite part of the control points system though, is the role it plays in the Reckoning. Every Reckoning will spawn Lost Ones to attack the faction base, and every controlled control point. That means that the faction that captures all of the control points, has to defend against the lost ones at every control point. Hopefully they didn’t bite off more than they can chew. We had a wonderful time at PAX West. We spoke to some old friends and made some new ones. So far, we have had some great articles written, and I recommend you check them all out. Here are the ones that I’ve seen so far (hat tip to Zedd for the aggregation): PC Gamer Massively OP Gizorama Game Informer MMORPG.com read the original article
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