In the old system you’d unlock new types of weapons, armor and clothing as you leveled up. Essentially, we’re redoing everything to put the different kinds of armors and weapons on more of an equal footing. The big thing coming out of the Terraformers team this week are changes to how you unlock weapons and armor in the game. They’ve been laying the ground work for what needs to be done the coming weeks. Maybe you’ll see some gifs in the next couple of newsletters? Terraformers Monsters and animals need to be updated to fit in with the new combat system, so we’re giving them new attack animations with a greater focus on telegraphs and anticipation time in order to make creature combat more tactical. PvE is just as important as PvP in Exiles and we want the new combat system to feel good when fighting both creatures and humans. They’re the people in charge of the creature revamp we mentioned last week. We have a new team, Monster Hunters, made up of a designer and three creature animators. Even if something isn’t explicitly mentioned things are still being worked on “behind the scenes”, and we’ll mention these when they’re relevant. To not make this newsletter overly long we’re only sticking to the highlights. What the teams have been working on in the past week:Įvery Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. We’re keeping them back so we can do additional rebalancing and updates before rolling them out for launch. If you travel to these areas, you’ll only see a flat texture. In the version coming to Testlive you’ll be getting all the new combat changes and the content revamp, which changes the placement of NPCs, creatures and resources on the map to improve progression. You will also get the new Perks system. The Jungle/Swamp biome or the Volcano is not included in this build. Due to the Gold submission taking time and priority we know we are sliding a bit from our previously stated deadline (mid-February), but we think it will be worth the wait. Once all that’s over with we’ll move the whole thing to Testlive to get critical feedback from the community. It will consist of both experienced and inexperienced Conan Exiles players, so we can see how they respond to the game. After this we’ll do whatever changes we need to do based on their feedback. This time around we’ll be bringing in an external focus group to give the game a spin. We’re doing another round of playtesting very soon. As a direct consequence we’re assembling an internal strike team to remedy as many of these issues as possible for launch. The American Funcom office in Durham, North Carolina, got to check out the combat and content revamp, providing us with some great feedback. A lot of issues were reported for GUI and control, especially related to gamepad support. Over in combat land we did another playtest on Friday. To reduce risks and ensure we find all critical bugs, our external QA partner, Testronic, has switched to double shifts and doubled their number of testers, giving us QA coverage 16 hours per day, 7 days a week. The build might get rejected, but if it does we’ll get a list of everything we need to fix and then we’ll resubmit as quickly as we can. This is to ensure that the experience is consistent across games. Stability, branding, GUI consistency and responsiveness (among others) have certain requirements that we need to hit. This is essentially the same as the certification process we had to go through when patching Xbox: Microsoft and Sony will check our submitted build to make sure it follows their set requirements and standards. We have finished the Gold Build! It has been sent off to Microsoft and Sony for the first leg of the submission process. Please note: This is not the blog post with a list of launch features. Good morning swarthy soul pods and happy Valentine’s Day!
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