Waystone expands into the more advanced tactics and unique features that sets Dawngate apart from other MOBA titles.
Monthly Archives: May 2013
Dawngate Basic Tutorial
Waystone introduces the basic MOBA concepts that form the backbone of Dawngate.
Get Busy with New Content in Scarlet Blade
Scarlet Blade is now seeing more action than ever before! Aeria Games, a leading global publisher of free-to-play online games, has announced the first major content update for the massively multiplayer online role-playing game (MMORPG). The update ushers in a raised level cap, powerful new gear, and several dangerous new areas to explore.
Commanders can now bring their Arkana to level 34, guiding them through the brand-new zone of Barbiron. The new map features quests and monsters suitable for Arkana level 30 and above, making it the next natural destination in this content update. Intrepid groups can also head underground to brave the new Subterranean Factory, a dungeon designed for high level Arkana crawling with hard-hitting monsters and four challenging bosses.
The PvP scene also gets some fresh blood with a new open-world PvP zone designed to hold hundreds of combatants, Viledon. Players can freely come and go to this violent location, with new PvP quests and bosses for opposing players to compete over. There are also new escort missions in Viledon in which players are tasked with keeping special NPCs or cargo alive, while members of the enemy faction try their best to attack these key targets and sabotage the mission.
Tyrian Times: Story Untold?
By Shannon Doyle (Leliah), OnRPG Tyrian Explorer
If you’ve been playing part 2 of the latest living story in Guild Wars 2 which takes place on Southsun Cove you may have noticed the plot seems a bit, disjointed. In part one we were trying to find what, or who was behind the strange behavior the wildlife of Southsun Cove was displaying. The random attacks on workers and basically anyone on the island. Then, part two starts, we not only know who is behind it all, we know where he is and we’ve been sent after him. So how did we make this jump from investigation to all but catching the guy?
As it turns out there were a few short stories released that I completely missed! And from the sounds of it on the forums I’m not alone in this. Now sure, someone who is just your average player, someone who doesn’t visit the site often or follow the game on social media it can kind of be excused that you missed it. But I write about the game! I follow GW2 on Facebook and Twitter as well as visiting the site at least once a week. Either way, I managed to miss it. My fault really and I don’t blame ArenaNet for it one bit.
But I have to wonder, why have they opted for the less in your face approach to story telling in game? In my mind short stories posted to the site are a great way to tell a part of the story that didn’t make it. Like say if Eir and Braham made up somehow. They should be a supplement to the story, not the most important part.
In one particular thread I read on the GW2 forums it was pointed out that talking to NPCs gave you a sense of what was going on, or at least gave you parts of the puzzle. And while this is a fantastic way to form a story the actual story itself is better lived out by the character.
Would it not be better if we found Canach’s bloody footprint somewhere, or even caught him in the act? I know, understand, and accept that in MMOs you are less the hero of the story and more the soldier in a vast army at war. Already though there are parts where this isn’t the case. Look at personal stories for example. We can all be the Slayer of Issormir/Snaff Savant/Hero of Shaemoor…and so on. So we find ways around it. We make it unique to our character as best we can while still highlighting the achievement we’ve made.
I do agree that it is a better told story because it was written out instead of played out in game which comes with all sorts of restrictions. But, forgive me for this, if you wanted to tell a story without the challenges of sticking it into an MMO perhaps you should be a novelist.
But, in the end this isn’t something unique to Guild Wars 2. It happens in MMOs all the time, including the seemingly unbreakable World of Warcraft. And most importantly I cannot wait to get out there, kick some Karka ass, and see what the next Living Story has to offer.
Attention you Land Lubber, Scurvy-Fighting, Powder Monkey!
JOYHUBs continues its parade of high quality browser games with the open beta release of Seven Seas Saga, an MMORPG that allows players to fight on the bloody seas for pirate treasure, fight pirate ships, do business, and contribute their countries. SSS allows players to choose from merchants, pirates, or those who fight to keep the seas free. Players also can choose to play as any group at any time, being full time pirates, naval officers, or a combination of the two. Players are given quests, maps to discover treasure, and items to trade at the many harbors in the game.
A few features from the game:
- Firing, Ramming and Boarding, creative multi-mode real-time sea fights.
- Create your own ship: Build a ship and upgrade the cabins, equip it with cannons, rams, armor plates, figureheads and crew, even give it a name.
- Hundreds of cargoes that can be traded in the harbors all over the world.
- Find the missing buried treasures found throughout the game.
- Daily, Weekly, and Story quests that all players can take advantage of.
- Guilds and group play available for players.
- Many famous fictional and real ships as world bosses.
- Contains PvP contents: Captain Duels, Port Sieges, Relic Sieges, Sea Fight Arena and Piracies.
Servers will be open at PDT 9:00 on May 29th and free for all players. Awesome events will be held to celebrate it. We are also offering luxury gifts to all players. OnRPG and MMOHuts will also be offering gift codes coinciding with the open beta launch so keep an eye out on our giveaway page! Also be sure to catch Proxzor’s preview article on SSS!
Dawngate First Impressions
By Jason Harper (Hhean), OnRPG MOBA Reporter
Dawngate is the first MOBA made by Waystone Games, a development studio to have the misfortune to be owned by EA. While many MOBAs in the past were using DOTA as a base template, Dawngate has been influenced more than a little by League of Legends. The game invites comparison before you’re even in a match, as the game’s client is a similar floating window with a near identical layout to the one LoL uses. When getting into the game itself, the similarities make themselves even more apparent; There are summoner spells (many of which are exactly the same, others which act like LoL’s support items), brush and a level cap of eighteen. There’s even subtle nods to LoL in the game’s colour palette and character movement speeds.
Before declaring this yet another monstrosity emerging from EA’s cloning vats though, Dawngate has plenty of fresh ideas to set it apart from its forebears. The most notable of which is the game’s unique map. Its most similar cousin would be LoL’s new Twisted Treeline, but rebuilt from the ground up with five players in mind. It has two lanes, with a central boss monster and four altars in the corners. These altars function much like the gold mines in an RTS, giving your team a steady stream of income while a band of NPC workers move back and forth between the altar and some rocky outcroppings. They can be captured by standing on them, but the minions can also be killed for fun and profit. This can create some great play and counterplay, as leaving a lane to try and take an altar while you think the enemy can’t retaliate (due to them ganking another lane or you straight up murdering them) sets you up with not only a good bit of upfront gain, but also a steady stream of profit thereafter. Misjudge your enemy though, and you’ll not only lose farm from your lane, but they’ll get an easy kill while you’re so far from towers.
Only Dawngate doesn’t call its defensive structures ‘towers’. Bindings, as the game calls them, don’t just spew laser death at your enemies. If your team drops an enemy team’s, your own team’s siege minions will be slightly upgraded in that lane, getting better upgrades as each tower falls. This sounds like it should snowball the game quickly, but each successive binding is far stronger than the last, with the final one in a lane capable of murdering anything that dares approach. These bindings also will respawn over time, allowing for late game comebacks if you can hold out long enough to get your defenses back in order.
The win condition of the map isn’t simply destroying an inanimate structure, but to slay a towering monstrosity in the enemy team’s base. Since this monster will be tough as nails to bring down, it means that even if you’re absolutely wrecking an enemy team early on, you’ll still need some levels and equipment to take it down, buying them time to get their bindings back up. While this same system was found in SMITE, the combination with the bindings respawn timers is a great combination that allows victory to be possible even on the brink of defeat, even if it isn’t very likely.
Cooldowns are short, ranging from five seconds to a minute. Most characters don’t even have a resource to manage, so there’s little reason not to keep spamming attacks at the enemy. While this may take away some of the tactical depth of the game (and that’s only a maybe), it feels good to know you’ll always have your character’s tools at your disposal rather than feeling the frustration of saying “I could have killed him if I hadn’t just run out of mana there!”. The main problem I see right now though is that crowd control effects are currently very strong, since even though they’re on a short duration in Dawngate, you can keep throwing abilities at them until they’re locked down long enough to be killed.
Another good bit of streamlining is that wards are free. Every member of a team gets a single free ward to place, but they can’t buy any others. This means that no-one on the team will have to act as a traditional hard support, spamming wards across the map. Instead, it’s the job of every member of the team to fight back against the fog of war. Consumables also have their own inventory slots, meaning they don’t become unusable in the late game when you’re approaching build completion.
Due to the unusual two lane map and no need for a ward monkey, the game doesn’t use the usual MOBA roles. The game does have archetypes though, a role selected at the start of a match that changes how your character will gain an income during a match. Gladiators fill the usual carry role, gaining increased gains from last hitting minions. Strategists are the closest thing the game has to a support role, gaining benefits when a minion wave dies near them, without the need to last hit. Unsurprisingly, many teams run with both of these two in the lane together at the same time. Hunters gain benefits from jungling, and Predators gain additional benefits from murdering people. It’s an interesting choice to avoid the normal names for these roles (Carry, support, jungler and ganker), and maybe implies that Waystone Games hope to see a more flexible metagame in their title. The starting meta in the game seems to be two players in a lane with a roaming jungler, but perhaps things will open up when players have more than an evening to play with the game.
In addition to the archetypes, a player can modify their character with perks in a similar fashion to the runes from League of Legends. However these are fixed sets of stat blocks that are available to the player right from the get go rather than a set of modular sockets. While developer videos have implied that they intend for these to be customisable at release, I actually prefer the system as it stands right now. The system is quick to get going, adds some depth and character customisation without LoL’s grind or its tendency to get mired in page after page of mathematical calculations.
The game looks and sounds great, with no load screens to boot. I can only assume the game offloads the load times into the character selection process itself, making the game feel incredibly smooth. The character designs vary from bland to insane, with a good deal more of the latter than the former. The mechanical character kits seem solid, with a good deal of internal synergy. While the cast is currently on the small side, that no doubt will change as the game approaches release.

After just a short time with Dawngate, I can say it looks to have plenty of potential. While it’s not likely to take the top spots from Dota 2 or LoL, it looks like a solid product that iterates on a well-known formula while bringing plenty of its own ideas to the table. Very enthusiastic about seeing more of this game in the future.
Dawngate
Dawngate is a new MOBA, built from the ground up to look and feel familiar while offering a whole new way to experience MOBA gameplay. Dawngate empowers you to forge the champions you love for the roles you want in a competitive arena, shaped by ever-evolving, community-driven content and story.
Features
Binding Towers: Push through either lane to destroy the enemy’s towers and gain upgrades to your minions to push harder than ever before. But each subsequent tower is immensely stronger and towers can regenerate over time so don’t ever let up the push!
Base Boss: Think you’re team is going to push to an early win? Think again. The enemy base is protected by a powerful boss that will require you to level up your characters and push plenty of minions to stand a chance against, allowing the other team ample time to regroup and recover.
Altar Resources: Four resource nods farmed by npc minions provide additional gold to the team in control. But watch out as your enemy can ambush your npcs to hinder your progress.
Rolls: Choose your roll on the team from the start without care for which hero you pick to impact the way you gain resources, opening up the meta to allow more diverse team strategies.
Waystone Games
Waystone Games
Rising Storm GDC Trailer
Tripwire Interactive showcases the various weapons and locales playable in Rising Storm.
Tripwire Interactive
Tripwire Interactive














