Yearly Archives: 2013

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Neverwinter Fury of the Feywild Interview

Neverwinter

 

With Fury of the Feywild on the horizon for Neverwinter, we had an opportunity to ask some questions of Perfect World Entertainment and Cryptic Studios about their design for the expansion. Andy Velasquez, Lead Producer for the team, took some time out of his busy schedule in order to give us some very well-thought out answers, which you can view below:

 

The inclusion of Sun and Moon Elves brings the total amount of elf races up to five, dwarfing (no pun intended) all other races. What prompted this decision?

We were really excited about having a comprehensive theme for the release of our Modules. Journeying into the Feywild gave us a lot of really cool critters, environments, weapon and armor sets, companions to mess around with and Races were no exception.

The Sun and Moon elves thematically are a fantastic fit with the Fey and so we were happy to offer them up as playable races.

Never fear for you Non-Elf fans out there. Many more player races will be coming!

 

This expansion seems a perfect opportunity to introduce a ranged, physical DPS, which is something the community has been clamoring for. Are there any plans to offer players a new class choice in the near future?

Oh a ranged physical DPS class eh? I feel like you are hunting for something specific with this line of questioning… 🙂

There are absolutely plans to offer players another class; and soon! In fact I have a playtest this week to check out some of the newest powers for the class that we’ll be releasing next.

 

Neverwinter

 

 

Currently, each class only has one “specialization.” Is there any word on when more will be implemented?

We will be adding in some new paragon paths for all existing classes soon! We have many of them already through the initial stages of development and will be playtesting them internally and releasing to the test server in the coming months.

Our combat is very important to us and we really want to make sure that when we release these class additions that they come out GREAT! So please bear with us while we take the time we need too in order to make them awesome!

 

There are some new updates to the companion system in this expansion; what further plans do you have to help improve companions?

We have a ton of things that we want to continue to do in order to expand the companion system. Recently we tweaked DPS companions attacks.

We have plans to improve AI, targeting, power usage, collection book, costume options, new types of companions, and more!

In addition to what WE want to do we have been listening to player feedback and fixing up specific requested issues as well. So hit up our forums and let us know what you’d like to see!

 

Neverwinter

 

 

Are Weaponsmithing and Artificing only available for crafting new items, or will players also be able to enhance existing equipment?

Similar to Armorsmithing these professions will be mostly for creating new items.

An existing equipment enhancing profession is interesting though.

 

It’s always the hope with user-generated content that players produce high-quality mods. Is this the philosophy behind the Drag-and-Drop 3D editor?

Absolutely! Our goal with our updates to the Foundry are aimed at making the tool more accessible to new users as well giving more flexibility for existing authors to continue to make awesome content!

The Drag and drop editor is a real game changer in both those respects and we are really pumped to see what people can do with it.

 

Neverwinter

 

 

Forgotten Realms is a realm rich in lore. After the introduction to the Feywild and Feydark, what future areas does the team want to tackle the most?

ALL OF IT!!!!!!!!

Thay! Waterdeep! Spine of the world! Menzoberranzan! LUSKAN! Cormyr!

No really ALLL OFF ITTTT!!!!

 

Neverwinter: Fury of the Feywild is set to release on August 22, 2013. For more details, check out the Fury of the Feywild Trailer.

 

Neverwinter

EverQuest Next & The Holy Grails

By JamesBl0nde, Content Manager

Kerran warrior roars in Ashfang

Today marks the day the EverQuest developers and the entire team at SOE can stop burying their excitement about the highly anticipated EverQuest Next, a game they say will reset the way MMORPGs work… again!

Wizard in a magma chamber

Dave Georgeson, Director of Development for EQ, EQII, and now EQNext explained how EverQuest Next has been in development since 2009. The game had been scrapped two times, the first scrap was because they felt like, “Once again we are remaking our same game, using our own original template.” They decided they need a fresh start but still incorporate all of the passion, lore, and feeling of Norath, into something similar to what J.J. Abrams did with Star Trek that will provide players with EQ nostalgia but with new stories, player driven stories. “EverQuest Next is not the continuation of a familiar story. It represents the fundamental reimagining of the characters, lore and environments of the EverQuest universe,” said Georgeson

Yeah sure, every MMORPG wants to be the grand master so you’re probably wondering, “What makes them think they can be any different than anyone else?” Well that’s where Georgeson’s Holy Grails come into play and put a better understanding on why it’s called EverQuest Next instead of EQIII.

Holy Grails

The first Holy Grail will offer players complete freedom of play style through Multi – Classing where players start with a distinct class (over 40 at launch) and change that class into a more individualized version through specialized weapon skills and multi-tiered abilities. Each of the characters abilities change based around the weapon of choice and even tweaks to those weapons via crafting.

Earth Elemental in underground crystal chamber

This first Grail ties into the next Grail, A Life of Consequence. This grail has a lot to do with the sand box aspect, (reminds me of ArcheAge). Players will not follow a pre-determined path as their characters but instead seek adventure as they wish. (Players might approach an NPC out of curiosity for quests) This system tracks the choices and actions made by the players and naturally continues to reintroduce opportunities back onto the player. For example if you like building walls and the game can see that, well you might expect you needing to repair walls in an epic battle a few months down the road.

Iron Golem approaching a fortress

This next one is a big one, something we haven’t seen in an MMORPG before and that’s 100% Destructible Environments. Using a deeply modified version of the Forgelight Engine (same as PlanetSide 2) they’ve made the world entirely out of tiny blocks called Voxels that not only make the world really unique from a creative aspect (we’ll talk more about that later) but lets everything be destroyed. The best part about this is players have the abilities to literally tear the place to bits, creating huge holes, (imagine TNT in MineCraft) break down walls, and even use several abilities to create structures (physical ice walls as example, ones that enemies have to use abilities to break through).

Warrior and Wizard looking down at Void Goliath in a cavern below

On top of the destructible environments you have another element in the game that moves away from the single surface areas and allows for a truly layered game world, and what I mean by that is you may be fighting an enemy and come across and area with a thin layer of ground and fall through that layer only to land in a subterranean environment or you might have the urge to explore and pick up a pickax and start exploring only to find several huge caverns to explore. (Again think exploring in minecraft, even the randomly generated worlds part).

Void Goliath on a ruined altar

This next Grail is my absolute favorite aspect of the game so far (It’s the epic within the awesome) this is a completely new approach on PVE AI, called Emergent AI. This completely eliminates the need for spawn camps and players knowing exactly where NPCs (enemies included) will be in the world. The do this by constantly polling the world and tagging everything in the world for what it is (Sorta like putting tags in a YouTube video). Then all of the creatures and NPCs have special interests, likes, dislikes, etc. that coincide with the tags in the environment. Example: Orcs may have specific likes and dislikes, they may like to camp alongside roads were they know that only a few adventurers travel and are looking for their gold. They don’t like cities due to the guards, and they don’t like highly populated areas where they get their faces smashed in constantly. Well what this means is, these creatures get introduced into the world and they go out and find areas that they like and fit their needs. Their likes and needs maybe right next door to your village or it might be somewhere you’re not. If these various creatures are becoming a threat or problem it’s up to player to find means of pushing them away by changing the area so that these intruders no longer like the area they’re in. Hence they pick up camp and find a new area they like. This creates an AI environment where players have a much harder time predicting what they may face next.

The final Holy Grail is, from what I can assume, developmentally scary. This one is none other than Permanent Change. This gives players a world where they can influence, literally, permanent change in the world around them and in very dramatic and dynamic ways. Screw just having dynamic events, based on this concept they want the dynamic events to forever make an impact on the world and players experience forever. To do this the setup rallying calls that may have players setup a camp, as an example (similar to public quests, just to start things off, but the rally call may take months to complete) hundreds to thousands of quest opportunities present themselves during these rally call because on event might trigger another or one event may start another. This is a little hard to explain without direct examples but it’s designed to create numerous dynamic quest opportunities that have permanent change on the world. (Hopefully I’ll be able to explain this better as I learn more).

So that’s the fundamental elements that make up EverQuest next but there is more… a lot more. After the development team worked with the very elaborate, yet intuitive tools to make the environments in EverQuest Next, they decided why not give these tools to the players so that they could truly help make the game they want to play. Well they did just that with EverQuest Next Landmark, a new title we can expect to see by the end of this year that lets player build on plots with specific biomes, collecting resources similar to Minecraft and make amazing structures that plan to be incorporated into the launch of EQNext and going forward.

Not only will players be able to create their original content for the game but the developers will direct players into building what they need help building. Just like CEO John Smedley said last year with Player Studio, “You guys can design some assets even better than we can!” Just like Player Studio, if creations by players get submitted they receive a cut of the revenue made off that item but in this case, for example, if someone makes a tower and someone else comes along and makes a castle out of 8 of those towers, that tower creator gets loyalties based on a percentage that the tower was used in the castle. And yeah, this may be a way of having the players do all the work for them, but I suppose the healthy way of looking at it is, these guys are dedicated and that only tells me that it will allow them to focus on all the new features that truly make the game unique.

Layers in EverQuest Next

I know I only touched on this overwhelming title briefly, there is so much more to know and ask, all in all the game has some very interesting elements that spark a warm feeling inside for modern MMORPGs so we defiantly have something worth the wait so far and a huge new contender for the Next generation of MMORPGs.

World of Warplanes Pre-Launch Preview

By Mohammad Abubakr, OnRPG Journalist

While the focus of the majority of the online gaming community has been around the Action RTS/MOBA genre, other genres have continued to expand, improve and introduce new games. World of Warplanes is the latest project by Wargaming who has also brought us World of Tanks. The game is still in its open beta stage but has changed a lot over time. This past week when Wargaming invited press from around the world to Minsk, Belarus, for Wargaming HQ’s 15th anniversary party, we assumed it would be to announce the official launch of Warplanes. While that might not be the case, we learned there is plenty more on the way (catch our second article later today for more info) that will make this game even more “Legendary” when launch finally arrives.

I have always been a fan of flying. I’ve played with planes and helicopters since I was a child and still continue to do so. When Dizzy posted the opportunity to give the game a fresh look, I immediately took on the project. The idea of fighting other players using warplanes built around the specs of the actual real world models sounded very appealing.

Similar to World of Tanks putting the player in the shoes of a tank driver, World of Warplanes launches you into the sky to pilot various warplanes alongside allies working to defeat enemy players. Due to its controls, World of Warplanes plays very similar to a third person shooter although it does feel a lot slower paced. Rather than bunny hopping and run and gunning circles around foes, you’ll find yourself in methodical games of chess as you each alter speed and elevation in an attempt to shake the other.

The controls are very easy to get used to and allow easy maneuverability of your plane through the skies. With simple WASD maneuvering combined with mouse controls that function as your trigger, camera, and aiming, all gamers familiar with any shooters will catch-on after a game or two. At no point during my battles did I feel limited by the controls or ever think, “Why did it just do that?” With the very easy to use and natural controls, you are always in control of your warplane.

The HUD (heads up display) displays just the right amount of information to players without cluttering the screen. Only important information such as distance from targets, HP, engine + gun health, and so on are displayed. Little indicators such as highlighting areas where your warplane excels against the target’s strengths allows even those of us that know little about warplanes to enjoy the game. The HUD is very well done, is visually appealing, and does not distract players from their battles.

Only warplanes of similar tiers will be queued to enter matches with you.

The battles look amazing. As noted by Remko in his previous article during the closed beta, the graphics have evolved and drastically improved over time. If your computer has the specifications to back it up, you will be blown away by the graphics. They are truly amazing for a free to play game.

It is important to keep in mind that you will need a high end system to max out the game. To attain such beautiful graphics, WoWP works your system to its fullest. Don’t be surprised if your game hangs from time to time unless you have a high end system.

Graphics are not everything to a game; there are plenty of games that look amazing but are still very boring. World of Warplanes is not a victim of this problem as alongside looking great it is still a ton of fun. The most important requirement for a game to be enjoyable is that it must be smooth and responsive. WoWP does not disappoint in this department. Keeping the player focused on decision making with wonderful dynamic explosions and the crisp sounds of gunfire ripping through sheet metal will suck you in and have you believing you’re in a real war environment in no time. It may be just a game but it tries its best to deliver realistic dog fights without over complicating the situation.

Even in the open beta, WoWP offers a plethora of customization items when it comes to your warplane. Players may purchase various types of aircraft from USA, U.S.S.R, Germany and Japan. All of these countries offer different aircraft types with well tested pros and cons to make them deserving of being labeled as one of then tiers of planes. Depending on your play style, you may come to like one country’s aircraft over another’s. Unfortunately at this time the Japanese only offer one plane per tier and the British vehicles have not yet been implemented at all.

 

WoWP allows players to further improve their aircraft.

There are four types of aircraft in WoWP. The first type is the fighter class which is a low health warplane with high maneuverability. These warplanes work to eliminate other aircraft in the air making use of their mobility to avoid incoming fire and loop around slower aircraft. However, they are weak when it comes to fighting stationary ground targets. This is the recommended type for those looking for the most fast paced gameplay.

The second type is the attack aircraft. These aircraft are the opposite of fighters as they have low maneuverability while possessing high durability. For this reason, these aircraft should focus on destroying stationary ground targets and should avoid dog fights. Attack aircraft can destroy fighters that make the mistake of playing a game of chicken. Instead, fighters hoping to destroy attack aircraft should aim to out maneuver these aircraft to come out on top.

The next type is the heavy fighter. These have higher durability, firepower, and speed than the regular light fighters. However, these heavy fighters are not as maneuverable and can be taken down by skilled light fighter pilots. Once again, these aircraft will come out on top if light fighters make the mistake of fighting head on. These aircraft can be seen as similar to a sniper as they pick a target and take them out with a quick burst of automatic machine gun death.

The final type is the carrier based fighter. These aircraft are all different based on the country they were manufactured in. Some might be similar to light fighters while others may be similar to heavy fighters. The main advantage of carrier based fighters is the ability to change your gameplay style. This is due to the option to add in additional weapons such as bombs and rockets instead of the typical machine guns found in other planes, making them great when customized for a given team composition.

Even with so many choices between various aircraft, WoWP allows players to further customize their planes and crew by purchasing parts and gaining experience. New parts such as more powerful engines and stronger guns may be attached to improve all aircraft. Crews can be trained to provide additional skills such as increased vision. This is primarily done through a tech tree with some planes having some pretty advanced and diverse options that may require quite a bit of dedication in order to unlock their full potential.

 

It is important to not get taken out as you cannot respawn. Your plane will be out of commission until the match ends, even though you can begin a new round with a different aircraft.

WoWP provides many options for customizing your warplane and crew to fit your play style. Unfortunately there is not as many variants on battle objectives. At the moment you are only able to queue for one game mode which requires players to seek out and destroy enemy stationary ground targets or eliminate the enemy team’s warplanes.

This mode is by no means boring but one does expect shooter type games to offer additional game modes. The game is still in open beta and additional game modes are bound to pop up as development progresses. Though I wouldn’t get my hopes too high as World of Tanks already seems to indicate Wargaming’s priority of polished gameplay and improved physics over new game modes.

While the game is very well made and easy to play, it has a much slower pace than other shooter games. The limitations of your vehicle are quite real as you may find yourself receiving stall warnings if you climb in elevation too fast in an older fighter. Dog fights occassionally amount to minute long turning competition as you slowly gain and lose distance on your foe before having to take evasive maneuvers when one of the many sneaky mountains juts into your path. Other objects including surface to air turrets and stationary boats make add tactical flair to help veteran players set themselves apart from a green rookie. Plenty of other control types like joysticks and gamepads also exist to ensure the most familiar playstyle one could ask for.

In conclusion, WoWP is definitely a game to be checked out if you are even remotely interested in air planes. It may not be as fast paced as other shooter games but the customization options and tactical team gameplay rival anything on the market. The warplane combat is very well done and is bound to impress and please any fans of the air shooter genre. If you are comfortable with a slightly slower paced methodical shooter, WoWP should not be overlooked.

Guild Wars 2 Queen’s Jubilee Launches Today

Guild Wars 2

 

Continuing its commitment to delivering players new Guild Wars 2 content every two weeks, NCSOFT® and ArenaNet ™ are delighted to announce the Queen’s Jubilee going live today, 6th August. The update is the third since ArenaNet officially adopted a two-week update schedule for Guild Wars 2, setting a pace unmatched by any Western studio and enhancing the game’s Living World through new and exciting content for players of all abilities.

In Queen’s Jubilee, players will celebrate 10 years of Queen Jennah’s rule by opting to take a hot air balloon to Divinity’s Reach, the capital of the human nation of Kryta, and home to the opening ceremony. Once there, players can join the festivities and compete in ceremonial combat in the Crown Pavilion, a new gladiatorial arena Queen Jennah has commissioned for the occasion.

 

Guild Wars 2

Among the many other new events, rewards and features included in Queen’s Jubilee are the following:

New Events

  • Hot Air Balloons: Queen Jennah’s court has sent hot air balloons to transport the inhabitants of Tyria to the celebration. Players can find the hot air balloons in the open world and hop on for a fun, quick and stylish ride to the party.
  • The Opening Ceremony: Players can attend the dedication of the Crown Pavilion, a new gladiatorial arena the queen has commissioned for the celebration, and watch its inaugural contest.
  • Enter the Crown Pavilion: Players will be tested in this new mini-zone that feature mighty representations of humanity’s enemies. Representing various cities of Tyria, players can be named champion of a nation and gain access to unique reward vendors.
  • Fight in the Queen’s Gauntlet: In single combat, players can attempt to defeat increasingly difficult challenges against unique bosses. Taking risks with special gambit conditions will earn more prestigious rewards.

 

Guild Wars 2

 

New Rewards

  • Watchwork Mechanisms: Watchwork technology – the latest and greatest innovation in Tyria – becomes more important as players can use watchwork parts in new crafting recipes or as currency to buy items like new rune and sigil recipes, Watchknight tonics and the new Sovereign Weapon Set.
  • Watchknight Mini: Completing the Queen’s Jubilee meta-achievement will earn players a miniature Watchknight modelled after the queen’s new mechanical sentinels.

 

Guild Wars 2

 

New Features

  • Account Wallet for Currency: Players can now keep all of their currencies in one wallet that makes dungeon tokens, coins, karma, laurels, Guild Commendations, Fractal Relics, Badges of Honour, gems and glory accessible to any of the characters on their account.
  • PvP Solo Arena: With new Solo Arena, players can join PvP matches in a competitive environment without having to gather a full team or fight against a pre-formed group. The Solo Arena also features its own leaderboard, so that players can earn rank without affecting their Team Arena standings.
  • New Dungeons Bonus Rewards: Now, there’s even more incentive for braving the dungeons of Tyria. Each day, when finishing a unique path for any explorable or story dungeon, players will receive a bonus reward for completion, improving upon the existing system.
  • Mini-Game Rotation System: Players can take part in the new, daily mini-game rotation that was promised by both of the Captain’s Council candidates in the previous update. The initial rotation includes Sanctum Sprint, Keg Brawl, Southsun Survival and Crab Toss.

In Control: The Razer Naga 2014

By Jonathan Doyle (Ardua), OnRPG War Correspondent

Some parts of being a gamer sound perfectly normal to other gamers. You have a keyboard with your macros programmed in? I get it. You have a keypad for your favourite FPS? Yeah that’s fine.

When Razer contacted us and asked us to review the Razer Naga 2014 mmo gaming mouse, of course we were more than happy to. Part of doing that is actually getting your hands on the product and well, sometimes shipping is a pain.
How do you explain a gaming mouse to someone who isn’t “one of us”?
As I said to the lovely lady in DHL …. “well…. it has 17 buttons.”
You can imagine the reaction.
Naga2014_02
Hands On
 
After the dealings and disbelief on the part of the shipper, I finally got my hand(s) on the first gaming mouse I personally have ever used. It was just a little daunting truth be told. I know how I play my games. I have already practiced the muscle memory and know where I should be flailing on the keyboard when a pull goes bad. Here on my desk there was a subtly curved faintly glowing new mouse that promised to do all that for me.
For anyone with oh, I’d say medium hands, the feel is fantastic. I’ve oddly huge hands given my day job as an large human but I still found it very comfortable to rest on and use. The top of the mouse is covered in a special anti fingerprint and anti slip grip material that now feels right. I don’t think my brain will ever happily take a step backwards in how my mouse feels, which is an odd thing to say in any venue.
Left handed gamers, it comes in lefty mode if you want. Razer have gone ahead and put those together for you. Feel free to swap everything else I say around.
The 12 button grid on the right hand side sits directly under the thumb and with the keys ever so slightly tilted and raised, it’s a quick matter to tell them apart by feel. Speaking of feel, I’ve not used any of the older Naga mice but the mechanical buttons on the 2014 model give a satisfying sense of feedback. I know when I have hit one of the buttons. It’s the little tactile touch with the ever so slight click sound that sets you at ease.
Naga2014_04
New Dog New Tricks
 
My major concern when first trying out the mouse was muscle memory. It was a little effort to get used to the fact that for my chosen game of Guild Wars 2 everything I could want was on the mouse. All of my abilities were sitting pretty under my thumb. Need to swap weapons? A gentle tap on the scroll wheel to the left. Start running? Click the wheel to the right.
Using the Synapse 2.0 software I could remap everything except the left click (presumably to stop you from accidentally screwing up having a mouse at all) to do whatever I wanted. Did I want the two mouse buttons hiding below the scroll wheel to launch a program? That’s an option. Do I want them to swap my profile for another game? I could do that. Easy to assign and set up, out of the box the Naga gave me plenty of customization options.
What happens though if you skipped past those to play a game?
Out of the box and right into the game it was working for me. The thumb grid acts like your number keys and the base profile installed on the mouse does pretty much what you’d expect. Lets say I wanted something more, the in game configurator comes to the rescue. No need to log out, just bring up the program to remap the thumb grid however I might want.
In Game Configurator (1)
2014 The Year of the Naga
 
I can say with absolute assurance that I have a new mouse in my life. Will I use it as hard as some might? Probably not. I’ve never personally been a person who uses macros in his MMOs. Even without going that far I’ve learned the new motions. Being able to rest my hand on my movement keys and the other on my mouse and need nothing else is just… right.
I needed to find the mouse before I could review it, back then I had to describe it as a mouse with 17 buttons. All the lady could say in response was “that’s a lot of buttons.”
I think now, anything less is insufficient for my purposes.

Marvel Heroes Adds Human Torch And More in Game Update 1.11

Marvel Heroes OnlineGazillion Entertainment have launched a mighty game update for Marvel Heroes, the free-to-play action-MMORPG set in the Marvel Universe!

 

 

Marvel Heroes Patch 1.11 includes:

· Human Torch – Marvel Heroes players can now FLAME ON! as the Human Torch. He includes 25 unique powers and multiple build options.
· Eternity Splinters – Use Eternity Splinters to unlock any hero in any order you chose. Eternity Splinters drop from any enemy in the game.
· New Zone: Midtown Patrol – Enter Manhattan to protect civilians, clean up the streets and deal with attacking groups of super-villains working together.
· And much more – Many heroes upgraded with more build options, performance improvements, many UI enhancements, and experience rates increased.

To view a full list of changes ushered in with Marvel Heroes Patch 1.11, please click here.

Dragon’s Prophet Official Release Date Announced

Dragon's Prophet

 

Sony Online Entertainment LLC (SOE) and Infernum Productions AG announced last night at the annual SOE Live fan event that the free-to-play massively multiplayer online role-playing game (MMORPG), Dragon’s Prophet, will launch in North America and Europe on Sept. 18, 2013. Developed by Runewaker Entertainment, Dragon’s Prophet allows players the opportunity to capture, train, ride and fight hundreds of unique dragons while unlocking their unique skills and abilities. Currently in Open Beta, players have journeyed through the beautiful, vast realm of Auratia to see if they have what it takes to become the next Dragon’s Prophet. At launch, players will also be able to participate in intense player-versus-player (PvP) siege matches with the introduction of the Frontier System.

“Dragon’s Prophet has brought together what every fantasy-MMO player looks for in a new game: intense, action-based combat, a compelling end-game siege system, and more dragons than any other MMO to play and interact with like never before,” said John Smedley, President of Sony Online Entertainment. “Open Beta continues to provide us with valuable player feedback, and working closely with Runewaker and Infernum, we have already made major strides in improving the game’s performance. We will continue to integrate feedback and make refinements to the game to ensure that Dragon’s Prophet delivers a high-quality, meaningful online experience at launch and beyond.”

 

Dragon's Prophet

 

“Thanks to the help of thousands of passionate beta testers and the tireless efforts of everyone involved, we are now close to the next milestone in Dragon’s Prophet,” said Andreas Weidenhaupt, CEO at Infernum Productions. “Almost three months after the open beta started, we have already made huge progress! After we revisited the existing gameplay systems on a huge scale and delivered new content to Dragon’s Prophet, we will now continuously improve the performance, address balancing issues and rework all zones as well as the 30 dungeons we already released. When the game launches, we will deliver an additional zone as well as the long-awaited Frontier System with its epic cross-server PvP battles. Gaming has never been this diverse and thrilling — and you’re experiencing it on the back of a mighty dragon!”

The Frontier System will allow players to partake in alliance siege matches featuring multiple guilds, as they fight for control of citadels in Auratia. Once they are in command, players will have to continuously upkeep their kingdom and defend the city walls from enemy guilds. In addition to the Frontier System and guild alliance battles, Dragon’s Prophet will introduce a host of fresh content and features at launch, including a new adventuring zone with four dungeons, increased level cap, and more.

 

Dragon's Prophet

 

“Since entering Open Beta earlier this year, SOE and Infernum have created a strong, engaging relationship with their respective Dragon’s Prophet player communities,” said Tony Tang, founder and vice president of business development, Runewaker Entertainment. “From their years of experience in delivering innovative, engrossing games, both companies have provided us with expert advice during the development of Dragon’s Prophet. We are confident that Dragon’s Prophet will see global success at launch.”