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By on Oct 1, 2012 at 7:24 pm, in News, RIFT  |  Comments: 2 comments

Big news was announced today by the folks at Trion. Even though our Rogue soul reveal is going to take place on Friday, October 5th, and we’re still waiting to see the Cleric reveal, we’ll be seeing our first Storm Legion closed beta event this weekend, starting October 5th! Here’s the full announcement, which was posted on the forums and on Trion’s Facebook page:

Originally posted by Elrar (Source)


RIFT: Storm Legion’s first Closed BETA Test begins this Friday, October 5th and runs all weekend long!

Take your first steps on Dusken & Brevane as you check out Dimensions, new souls, class changes and more – all while helping us stress test as we prepare for launch!

Who’s invited? Anyone who has Pre-Ordered! Chase the storm today and secure you seat – www.StormLegion.com

You can also opt-in for a chance to be invited to Beta Events via your account center: https://account.riftgame.com

We highly encourage opting into to our mailing lists as well to ensure you receive all notices about BETA outside of the initial invitation.

During the weekend, players who pre-ordered (including the one-year sub deal) and those who didn’t but opted in and were chosen will be able to test out all the new souls, including the Tactician (Rogue) and Defiler (Cleric). This was confirmed in Trion’s Twitter feed earlier. This will be a bit of a spoiler for Cleric players, but hopefully a good one.

By on May 29, 2012 at 9:33 am, in GW2, News  |  Comments: No comments yet

This morning we get an announcement of the date of the next BWE:

Heroes of Tyria!
My name is Chris Whiteside, and I’m the lead producer of Guild Wars 2. Normally, I’m head-down in the trenches, making sure we’re producing the best MMO possible, but I wanted to come up for air and share some exciting news with you:

Beta Weekend Event 2 will begin on Friday, June 8th, at noon PDT (GMT-7) and will run until Sunday, June 10th, at 11:59 p.m. PDT (GMT-7).

If that isn’t enough to get you all bursting with excitement, here is some more news:

Your existing beta characters have not been deleted, and you will be able to continue right where you left off! This means that enterprising players with characters level 35 or higher will be able to test their mettle against the explorable version of the Ascalonian Catacombs dungeon!

In addition to sharing this news with you, I want to convey a massive “thank you” to all of you for playing in our beta events so far. The participation and enthusiasm we’ve seen has exceeded our expectations, and we’re all very grateful and appreciative here at the studio. Your support during our first Beta Weekend Event and throughout development has been instrumental in getting us prepared for launch and helping us take massive steps in the evolution of Guild Wars 2 as a whole. You, our community, are an integral part of the development process, and Guild Wars 2 simply would not be what it is today without you.

To read the full dev blog, please visit this link.

By on May 11, 2012 at 9:02 am, in Article, GW2  |  Comments: 6 comments

Many players eagerly walked into Guild Wars 2′s first beta weekend unsure of what to expect. Some of these players found themselves surprised at the game’s difficulty level. For some, this surprise quickly turned into appreciation. Others were disappointed and frustrated. Opinions are always going to be widespread and varying in a beta event for a game of GW2′s size, but with the case of the game’s difficulty, some interesting opinions, critiques, and reviews surfaced. Which held water? I’ll let you be the real judge, but for now, let’s take a look at some of the beef regarding GW’s difficulty.

By on May 3, 2012 at 9:55 am, in GW2, News  |  Comments: No comments yet

Kotaku takes us through their weekend of beta testing by diving deep into the beautiful world that the developers at Arenanet have created.

Except, of course, that I would. Because of the way that quests and missions pop up around the world, as live events, it’s easy to get carried away. Step across an invisible perimeter (which then becomes visible, on your map), and you’re in range for a ring event, quest, or straight-up mass melee. Up comes an alert, whether it’s for a farmer whose corn you can water or for a giant wasp who’s so far got a full dozen players running for their lives. Cross out of the circle again, and you’re on your own, the plea for aid vanishing from your screen as if it had never been.

Trained by other MMOs, I tried to stay respectful. When someone was fighting a centaur, I backed away; when someone was harvesting apples from a tree, I moved to another node. Only after several hours did I finally realize that the game was aiming for cooperation, not competition, and that kill-stealing was more or less impossible. If a nearby character and I teamed up on a kill, we both got credit and full loot, even without being grouped. Likewise, spawned bosses, like the giant wasp, are fights for any and all hands in the area. Anyone can heal themselves, and anyone can revive others. The game actively encourages the human impulse to come running over and lend aid in a crisis, which for me made a delightful change from the usual gruff “stay out of my way” mood I have felt in other games.

After our weekend in Guild Wars 2 we couldn’t agree more and really loved the cooperation aspect of the game.

Source: A Gorgeous, Living World Sets Guild Wars 2 Apart

By on May 3, 2012 at 9:55 am, in GW2, News  |  Comments: No comments yet

Kotaku takes us through their weekend of beta testing by diving deep into the beautiful world that the developers at Arenanet have created.

Except, of course, that I would. Because of the way that quests and missions pop up around the world, as live events, it’s easy to get carried away. Step across an invisible perimeter (which then becomes visible, on your map), and you’re in range for a ring event, quest, or straight-up mass melee. Up comes an alert, whether it’s for a farmer whose corn you can water or for a giant wasp who’s so far got a full dozen players running for their lives. Cross out of the circle again, and you’re on your own, the plea for aid vanishing from your screen as if it had never been.

Trained by other MMOs, I tried to stay respectful. When someone was fighting a centaur, I backed away; when someone was harvesting apples from a tree, I moved to another node. Only after several hours did I finally realize that the game was aiming for cooperation, not competition, and that kill-stealing was more or less impossible. If a nearby character and I teamed up on a kill, we both got credit and full loot, even without being grouped. Likewise, spawned bosses, like the giant wasp, are fights for any and all hands in the area. Anyone can heal themselves, and anyone can revive others. The game actively encourages the human impulse to come running over and lend aid in a crisis, which for me made a delightful change from the usual gruff “stay out of my way” mood I have felt in other games.

After our weekend in Guild Wars 2 we couldn’t agree more and really loved the cooperation aspect of the game.

Source: A Gorgeous, Living World Sets Guild Wars 2 Apart

By on Nov 17, 2011 at 9:43 am, in News, SWTOR  |  Comments: No comments yet

SWTOR BETA

A perfect to work off that turkey by working on some Dark Side points. We’re going to assume that the NDA is going to come down very soon since this beta weekend will include everyone who has ever signed up for beta and then they are also handing out keys like candy at various media outlets. No official word yet, but keep your fingers crossed.

By on Dec 7, 2010 at 11:47 am, in News, RIFT  |  Comments: No comments yet

Originally posted by Hartsman (—)



Hi, everyone! On behalf of all of us on the RIFT team, and at Trion as a whole, I wanted to say thank you very much for participating in our first beta test.

We’ve been incredibly busy both through the event and in the hours since it ended, poring over all of the feedback and data and making plans for the next one. Between forum posts and in-game reports, you submitted over 20,000 individual pieces of feedback.

We’ve had developers, community, and QA folks looking over it constantly since the event began. Please do realize that your feedback here absolutely does matter.

We learned a lot this weekend. Most notably, we got answers to some critical questions.

What happens when you put the full population of a server on a single side, and effectively keep them in one or two zones for a whole weekend?

Could we patch all of those people? How well would the game hold up technically? How well would it play? How would the rifts and invasions play out?

Patching

The pre-patch that started a few days before the event was immediately extremely loaded. Many people were getting the files just fine, but a good number of you had to restart the patcher a few times to get them all.

You helped us figure out the biggest issues with this, and we updated the patcher a few times during the event. By the time the event began, the vast majority of people were seeing successful updates on the first try.

We still have a couple more improvements to make that should make the update experience even better in time for the next beta.

The Servers

Before the event officially began started, it became obvious that a lot more people took us up on our invitation than we had originally anticipated. Within the first hour of the event, we had to double the available number of servers. Those servers all remained highly active throughout the weekend.

The population of Freemarch never dipped below “more than we’ll need to support in the long term,” and the servers stayed responsive and stable throughout the overload.

Gameplay

The starting area of Terminus held up really well. People started slamming in to the point where we got a solid test of the server queues. (Thanks for putting up with that.)

During the first day, it was obvious that the quest targets in Freemarch weren’t nearly plentiful enough, and we made sure to get an update out for that as soon as we could – Based on people’s comments, it looked to have reduced quest blockages by about 95%.

By Saturday, it became obvious that our “wildly crazy active” tuning numbers for rifts, invasions, footholds and the like weren’t getting the result they were supposed to. For the first half of beta, very little of the dynamic game layer was seen or heard from.

Where we had hoped and expected to see invasions rampaging across the countryside, instead the population density had become far too high, such that invasions weren’t even getting off the ground.

We updated the game with even more insanely active tuning on Saturday night to give the invaders a chance to come out and play too, and the response in chat and submitted feedbacks was overwhelmingly positive once that started.

By the time it worked, it was a hell of a sight — Huge invasions finally freed up, setting up footholds, wiping out the local populace, and eventually being repelled by defenders.

Expect a whole lot more iterations and improvements here in the future, both to rifts and invasions. More types, more activities, and a much better tuned frequency.

We’ve spent a large part of the day today working on our plans to make sure people see obvious improvements to the dynamic layer, both in terms of frequency and diversity in time for the next beta.

From here, we’re going to continue going over everyone’s feedback, and seeing what kinds of adjustments and improvements people really want to see in the game.

We have dozens of other improvements in store, largely thanks to your comments.

Thanks again, and we’ll see you in a couple weeks!

We couldn’t have gotten here without you.

Scott Hartsman
Executive Producer, RIFT

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