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接下来几周开启NDA测试 Getting access earlier! Yes! Founder's Access (or Closed Alpha, to use the industry term) is actually coming earlier than before. The trade-off is that we're starting with an NDA during the rusty first few weeks. Nothing to do with something that could be embarrassing for us. If that was the case, we wouldn't have me on the forums ;) The NDA is simply a very small price to pay and I accept it, compared to the huge benefit of getting Founder's in, starting playtesting earlier and affect the direction of the game. This is simply a very important conversation I want to start having as soon as possible. If we get to know if something is wrong early, then it's often easier to course correct. Try an almost finished game, and it's been going in the wrong direction for a year, it’s very, or even impossible, to correct. What is the NDA? No screens, no videos, no talking, except in the Founders forum obviously. So for all intents and purposes, this is a Closed Alpha as mentioned earlier. We commit to lifting this as soon as possible, because we want you to be screaming on the rooftops, and streaming as crazy the Eternal Crusade. We have a shooter engine, for our massive online shooter! We’re proud to finally announce that we’re using Unreal Engine 4 for Eternal Crusade! The power and proven versatility of UE makes it the ideal candidate for a massive war like in the Eternal Crusade. Not only will it look good and perform good, it makes us move much faster. This also means that we will have weekly updates to the client, be that new maps, improvements to performance, fixing bugs, adding features, changing features, new weapons, mods, character progression, fortresses, territorial conflict, warmasters. It all comes in gradually. And that’s what getting you into the development process and becoming a part of it. It will have faults and it will break, in fact, you are supposed to try to break it as much as you can. So thank the god of your choice and EPIC for delivering a tool, which allows us to move fast, iterate and give you stuff early. Consoles are confirmed While we can’t say WHEN the XB1 and PS4 versions are coming, it’s 100% official that they are coming. Again it’s EPIC that’s helping out here. We at Behaviour have been doing upports, downports and sideports for many years, so this does not affect our main development pipeline. In fact, we made some great deals in this all so I’d say it’s actually a benefit for our development pipeline. But there are huge questions. Can I transfer my characters to another platform? Or even play on all platforms? Play against other platforms? No, it’s simply not allowed yet. We’ve seen exceptions, and who knows what the future will bring us. But at this point in time, the Founder’s program is a program for PC and buying a package is not for Consoles – but they will become available shortly. I’m hoping we’ll have the transfers as a commonplace service in the future between platforms, I think that’s only fair to customers, but it’s not entirely our choice. But we’ll fight, for your right, to … uhm … transfer. That sounded better in my head. More upcoming news As you see us moving forward with many designs, our intent becoming more clear, and the state of the crusades being a vehicle to deliver that intent, design direction and news, you’ll be exposed to more and more. We have upcoming an area which we haven’t talked about much lately, PVE and Tyranids, and we have more on the territorial conquest, because a lot of you were very interested in the Campaigns (as are we). But we believe the proof is in the pudding. I never understood that saying myself, I mean, it’s pudding. However, having you involved as soon as possible, will allow you to participate like a true crusader, in making this the best massively online shooter ever made in the Warhammer 40,000 universe. We will be in there with you, and I look forward to it.
永恒远征确认在接下来几周里开启NDA测试 Getting access earlier! Yes! Founder's Access (or Closed Alpha, to use the industry term) is actually coming earlier than before. The trade-off is that we're starting with an NDA during the rusty first few weeks. Nothing to do with something that could be embarrassing for us. If that was the case, we wouldn't have me on the forums ;) The NDA is simply a very small price to pay and I accept it, compared to the huge benefit of getting Founder's in, starting playtesting earlier and affect the direction of the game. This is simply a very important conversation I want to start having as soon as possible. If we get to know if something is wrong early, then it's often easier to course correct. Try an almost finished game, and it's been going in the wrong direction for a year, it’s very, or even impossible, to correct. What is the NDA? No screens, no videos, no talking, except in the Founders forum obviously. So for all intents and purposes, this is a Closed Alpha as mentioned earlier. We commit to lifting this as soon as possible, because we want you to be screaming on the rooftops, and streaming as crazy the Eternal Crusade. We have a shooter engine, for our massive online shooter! We’re proud to finally announce that we’re using Unreal Engine 4 for Eternal Crusade! The power and proven versatility of UE makes it the ideal candidate for a massive war like in the Eternal Crusade. Not only will it look good and perform good, it makes us move much faster. This also means that we will have weekly updates to the client, be that new maps, improvements to performance, fixing bugs, adding features, changing features, new weapons, mods, character progression, fortresses, territorial conflict, warmasters. It all comes in gradually. And that’s what getting you into the development process and becoming a part of it. It will have faults and it will break, in fact, you are supposed to try to break it as much as you can. So thank the god of your choice and EPIC for delivering a tool, which allows us to move fast, iterate and give you stuff early. Consoles are confirmed While we can’t say WHEN the XB1 and PS4 versions are coming, it’s 100% official that they are coming. Again it’s EPIC that’s helping out here. We at Behaviour have been doing upports, downports and sideports for many years, so this does not affect our main development pipeline. In fact, we made some great deals in this all so I’d say it’s actually a benefit for our development pipeline. But there are huge questions. Can I transfer my characters to another platform? Or even play on all platforms? Play against other platforms? No, it’s simply not allowed yet. We’ve seen exceptions, and who knows what the future will bring us. But at this point in time, the Founder’s program is a program for PC and buying a package is not for Consoles – but they will become available shortly. I’m hoping we’ll have the transfers as a commonplace service in the future between platforms, I think that’s only fair to customers, but it’s not entirely our choice. But we’ll fight, for your right, to … uhm … transfer. That sounded better in my head. More upcoming news As you see us moving forward with many designs, our intent becoming more clear, and the state of the crusades being a vehicle to deliver that intent, design direction and news, you’ll be exposed to more and more. We have upcoming an area which we haven’t talked about much lately, PVE and Tyranids, and we have more on the territorial conquest, because a lot of you were very interested in the Campaigns (as are we). But we believe the proof is in the pudding. I never understood that saying myself, I mean, it’s pudding. However, having you involved as soon as possible, will allow you to participate like a true crusader, in making this the best massively online shooter ever made in the Warhammer 40,000 universe. We will be in there with you, and I look forward to it.
杀虫子PVE任务访谈 MMORPG: We know that the Tyranids are a sort of “balancing factor”, how will that work exactly? Brent Ellison: Hive instances appear in any territory where the Tyranids are present – the more Tyranids, the more instances that must be cleared. There is a constant drip feed of Tyranids creeping into any territory, and then there are occasional full-blown invasions that merit a quick response. The more territory you own, the more often you’re going to have to deal with this problem and there are additional valves to make invasion more likely for factions that are having a lot of success on the front line. When a faction’s territories are under Tyranid threat, they must divert resources away from fighting other players and into the co-op Tyranid battles. As a result, they won’t be able to contest as many territories. MMORPG: How dangerous/disadvantageous would it be for a faction just to let Tyranids run rampant in their territory while the faction concerns itself with winning the PvP portion of the game? Brent Ellison: If you don’t clear Tyranids from your territory by fighting in PvE instances, you will eventually lose that territory to the Tyranids. Losing territories means losing any bonuses that come from them as well as the possibility of cutting off front-line territories and making them orphans. Orphaned territories no longer count as your front line so you won’t be able to continue conquering from them. Losing territory can also spell trouble for accomplishing campaign goals. If high command is telling you to capture the Governor’s Palace by dawn and your staging ground just got gobbled up by the Tyranids, then you’re going to need to get it back before you’ll be able to make any progress. We intend to make good use of this since Tyranid invasions can also be triggered as part of campaigns to create interesting narratives and challenges for the factions to react to. MMORPG: Will Tyranids take action outside of their “hive dungeons”, i.e., will there be opportunities to fight them “out in the world”, as opposed to within instanced areas? Brent Ellison: Our focus for the PvP right now is to get the highest number of players in together as possible and adding NPCs competes with that goal. Conversely, adding more players to a Tyranid-focused experience reduces the number of Tyranids we can put in the map. And on top of all that, it’s just extremely difficult to make a high quality experience for both massive PvP and horde-based PvE at the same time. When we’re making a fortress for massive combat it needs to support jump packs and tanks – you can imagine how difficult it would be to create a tight bug hunt in that same space. So at first we’re going to be focusing on making each of these types of gameplay as strong as possible on their own. Then, based on feedback from the community about where they want to go next, we’ll look at what it takes to mix the two. MMORPG: How many different types of Tyranid will we see, and which ones? Brent Ellison: There are five different types of base Tyranids in production right now - we may have more before launch, and of course there will be many more after that. However, we’re building them in such a way that they can have different weapons and loadouts just like players so each Tyranid can be used in a multitude of different ways. We haven’t revealed all of them yet so right now I’ll just say that you’ll definitely see Hormagaunts, Termagaunts and Warriors. MMORPG: How many types of game modes will there be for the PVE Tyranid battles? A version of Gears of War’s famous Horde Mode seems like an obvious choice. Brent Ellison: For the PvE we’re trying not to create a bunch of different types of game modes, but instead set up a single ruleset that allows for a lot of variety across different pieces of content. We don’t want you thinking “I want to play a Horde Mode right now”, but instead thinking “I’d like to take on a Nesting Grotto”. Mass Effect 3 multiplayer, Left 4 Dead and of course Space Marine’s Exterminatus mode are more our primary inspirations for hives. Rather than just killing all the Tyranids in a zone you’re tasked with surviving to reach a certain position or completing objectives that fit the narrative while at the same time fending off the hordes. MMORPG: What are the rewards that can be gained from battling Tyranids? Brent Ellison: XP, weapons, mods and consumables can be earned through PvE, the same types of items that you can earn in PvP. However, while the PvE is available on demand most of the time PvP is more rewards-efficient than PvE because we want people to get out and fight! That said, when you’re benefitting your faction by clearing out an invasion that really threatens your place in the world then rewards will be increased. We want to promote variety through our rewards schemes as much as possible and it fits our intention to “balance” the populations by incentivizing some players to move to PvE when it will make the PvP experience better for other factions. MMORPG: Are Tyranid encounters varied? What I mean by that is: do Tyranid encounters support a variety of mission objectives other than “kill all the bugs”? And, if so, what other sorts of encounters will there be? Brent Ellison: For the PvE we’re trying not to create a bunch of different types of game modes, but instead set up a single ruleset that allows for a lot of variety across different pieces of content. We don’t want you thinking “I want to play a Horde Mode right now”, but instead thinking “I’d like to take on a Nesting Grotto”. Mass Effect 3 multiplayer, Left 4 Dead and of course Space Marine’s Exterminatus mode are more our primary inspirations for hives. Rather than just killing all the Tyranids in a zone you’re tasked with surviving to reach a certain position or completing objectives that fit the narrative while at the same time fending off the hordes. MMORPG: What are the rewards that can be gained from battling Tyranids? Brent Ellison: XP, weapons, mods and consumables can be earned through PvE, the same types of items that you can earn in PvP. However, while the PvE is available on demand most of the time PvP is more rewards-efficient than PvE because we want people to get out and fight! That said, when you’re benefitting your faction by clearing out an invasion that really threatens your place in the world then rewards will be increased. We want to promote variety through our rewards schemes as much as possible and it fits our intention to “balance” the populations by incentivizing some players to move to PvE when it will make the PvP experience better for other factions. MMORPG: Are Tyranid encounters varied? What I mean by that is: do Tyranid encounters support a variety of mission objectives other than “kill all the bugs”? And, if so, what other sorts of encounters will there be? Brent Ellison: Yes, absolutely. It’s actually easier to balance these experiences and prevent degenerative kiting behavior when you have different types of tasks. Examples of objectives in hive modes include destroying Tyranid pods, retrieving artifacts, activating “bug bombs”, assassinating a particular Tyranid synapse creature while hordes of Tyranids continue to spawn around you, etc. We don’t want you to just go into one of these fights, have an announcer say “Go”, and then just fire away until all the monsters are gone. We want you to have a small narrative alongside your battle brothers in the 40k setting. And that’s our goal with the whole of Eternal Crusade – not to be just a persistent shooter with a 40k skin, but to actually set the player up in the 41st millennium doing great deeds that fit the motivations of the Emperor or Abaddon or a warboss or what remains of the Eldar empire. There’s a whole universe out there that not only has an effect on the war but will feel the ramifications of it.
永恒远征杀虫子PVE任务访谈 MMORPG: We know that the Tyranids are a sort of “balancing factor”, how will that work exactly? Brent Ellison: Hive instances appear in any territory where the Tyranids are present – the more Tyranids, the more instances that must be cleared. There is a constant drip feed of Tyranids creeping into any territory, and then there are occasional full-blown invasions that merit a quick response. The more territory you own, the more often you’re going to have to deal with this problem and there are additional valves to make invasion more likely for factions that are having a lot of success on the front line. When a faction’s territories are under Tyranid threat, they must divert resources away from fighting other players and into the co-op Tyranid battles. As a result, they won’t be able to contest as many territories. MMORPG: How dangerous/disadvantageous would it be for a faction just to let Tyranids run rampant in their territory while the faction concerns itself with winning the PvP portion of the game? Brent Ellison: If you don’t clear Tyranids from your territory by fighting in PvE instances, you will eventually lose that territory to the Tyranids. Losing territories means losing any bonuses that come from them as well as the possibility of cutting off front-line territories and making them orphans. Orphaned territories no longer count as your front line so you won’t be able to continue conquering from them. Losing territory can also spell trouble for accomplishing campaign goals. If high command is telling you to capture the Governor’s Palace by dawn and your staging ground just got gobbled up by the Tyranids, then you’re going to need to get it back before you’ll be able to make any progress. We intend to make good use of this since Tyranid invasions can also be triggered as part of campaigns to create interesting narratives and challenges for the factions to react to. MMORPG: Will Tyranids take action outside of their “hive dungeons”, i.e., will there be opportunities to fight them “out in the world”, as opposed to within instanced areas? Brent Ellison: Our focus for the PvP right now is to get the highest number of players in together as possible and adding NPCs competes with that goal. Conversely, adding more players to a Tyranid-focused experience reduces the number of Tyranids we can put in the map. And on top of all that, it’s just extremely difficult to make a high quality experience for both massive PvP and horde-based PvE at the same time. When we’re making a fortress for massive combat it needs to support jump packs and tanks – you can imagine how difficult it would be to create a tight bug hunt in that same space. So at first we’re going to be focusing on making each of these types of gameplay as strong as possible on their own. Then, based on feedback from the community about where they want to go next, we’ll look at what it takes to mix the two. MMORPG: How many different types of Tyranid will we see, and which ones? Brent Ellison: There are five different types of base Tyranids in production right now - we may have more before launch, and of course there will be many more after that. However, we’re building them in such a way that they can have different weapons and loadouts just like players so each Tyranid can be used in a multitude of different ways. We haven’t revealed all of them yet so right now I’ll just say that you’ll definitely see Hormagaunts, Termagaunts and Warriors. MMORPG: How many types of game modes will there be for the PVE Tyranid battles? A version of Gears of War’s famous Horde Mode seems like an obvious choice. Brent Ellison: For the PvE we’re trying not to create a bunch of different types of game modes, but instead set up a single ruleset that allows for a lot of variety across different pieces of content. We don’t want you thinking “I want to play a Horde Mode right now”, but instead thinking “I’d like to take on a Nesting Grotto”. Mass Effect 3 multiplayer, Left 4 Dead and of course Space Marine’s Exterminatus mode are more our primary inspirations for hives. Rather than just killing all the Tyranids in a zone you’re tasked with surviving to reach a certain position or completing objectives that fit the narrative while at the same time fending off the hordes. MMORPG: What are the rewards that can be gained from battling Tyranids? Brent Ellison: XP, weapons, mods and consumables can be earned through PvE, the same types of items that you can earn in PvP. However, while the PvE is available on demand most of the time PvP is more rewards-efficient than PvE because we want people to get out and fight! That said, when you’re benefitting your faction by clearing out an invasion that really threatens your place in the world then rewards will be increased. We want to promote variety through our rewards schemes as much as possible and it fits our intention to “balance” the populations by incentivizing some players to move to PvE when it will make the PvP experience better for other factions. MMORPG: Are Tyranid encounters varied? What I mean by that is: do Tyranid encounters support a variety of mission objectives other than “kill all the bugs”? And, if so, what other sorts of encounters will there be? Brent Ellison: For the PvE we’re trying not to create a bunch of different types of game modes, but instead set up a single ruleset that allows for a lot of variety across different pieces of content. We don’t want you thinking “I want to play a Horde Mode right now”, but instead thinking “I’d like to take on a Nesting Grotto”. Mass Effect 3 multiplayer, Left 4 Dead and of course Space Marine’s Exterminatus mode are more our primary inspirations for hives. Rather than just killing all the Tyranids in a zone you’re tasked with surviving to reach a certain position or completing objectives that fit the narrative while at the same time fending off the hordes. MMORPG: What are the rewards that can be gained from battling Tyranids? Brent Ellison: XP, weapons, mods and consumables can be earned through PvE, the same types of items that you can earn in PvP. However, while the PvE is available on demand most of the time PvP is more rewards-efficient than PvE because we want people to get out and fight! That said, when you’re benefitting your faction by clearing out an invasion that really threatens your place in the world then rewards will be increased. We want to promote variety through our rewards schemes as much as possible and it fits our intention to “balance” the populations by incentivizing some players to move to PvE when it will make the PvP experience better for other factions. MMORPG: Are Tyranid encounters varied? What I mean by that is: do Tyranid encounters support a variety of mission objectives other than “kill all the bugs”? And, if so, what other sorts of encounters will there be? Brent Ellison: Yes, absolutely. It’s actually easier to balance these experiences and prevent degenerative kiting behavior when you have different types of tasks. Examples of objectives in hive modes include destroying Tyranid pods, retrieving artifacts, activating “bug bombs”, assassinating a particular Tyranid synapse creature while hordes of Tyranids continue to spawn around you, etc. We don’t want you to just go into one of these fights, have an announcer say “Go”, and then just fire away until all the monsters are gone. We want you to have a small narrative alongside your battle brothers in the 40k setting. And that’s our goal with the whole of Eternal Crusade – not to be just a persistent shooter with a 40k skin, but to actually set the player up in the 41st millennium doing great deeds that fit the motivations of the Emperor or Abaddon or a warboss or what remains of the Eldar empire. There’s a whole universe out there that not only has an effect on the war but will feel the ramifications of it.
战术任务卡APP即将登场 via Derp Studios Ltd http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fderpstudios.com%2F&urlrefer=fe52fa17ca1a605f01a39e1778a810f8 Warhammer 40,000 Tactical Objectives App Derp Studios Ltd is proud to announce the signing of an agreement with THE revolutionary fantasy and sci-fi tabletop wargaming pioneers, Games Workshop, to develop and launch the Warhammer 40,000 - Tactical Objectives App* for Apple, Android and Windows Phone 8 mobile devices. The Warhammer 40,000 - Tactical Objectives App is a must have for all fans of ‘Warhammer 40,000’ (7th Edition) and is based upon the tactical objective cards used in the ‘Maelstrom of War Missions’. The app will feature all 36 tactical objective cards, as well as providing support for each of the 6 Maelstrom of War Missions. In addition, users will be offered in-app purchases allowing players to add the faction deck of their choice. As an added bonus, the new ‘Cities of Death’ tactical objectives and missions that were revealed in issues 47 and 48 of White Dwarf will also be included in the App Store price! The Warhammer 40,000 - Tactical Objectives App will be available for purchase via Apple, Android and Windows 8 mobile app stores in Q3 2015, with an initial SRP of GBP £4.99/EUR 5.99/USD $6.99/CAD $6.99. Additional In-app purchases for faction specific tactical objectives will have an SRP of GBP £2.49/EUR 3.59/ USD $3.99/CAD $3.99 each. “We are truly thrilled to be an officially licensed Games Workshop developer. We're small team with a real passion for Warhammer 40,000. We designed the app so all players can have the chance to own a tactical objectives deck for their faction, without the worry and frustration of them selling out, due to high demand” commented Chris Ledger, CEO and Lead Designer, Derp Studios Ltd. “We are very excited to have developed the first official Warhammer 40,000 hobby support app!” Derp Studios和GW签署合同将为GW开发40K战术任务卡APP 这一APP能够帮助战争漩涡任务玩家自动抽取战术任务卡 免去随身带卡烦恼 APP面向IOS 安卓和WP8版本 售价4.99镑 除基础的36张卡牌外 还将发售阵营特殊任务卡内购 每个阵营2.49镑
GW公布2014-15财年年报 Some top level numbers: (2015 vs 2015) Revenue: -4% Operating Profit (pre exceptional items & royalties) -3% Operating Profit +25% Earnings per share: +51% Sales Channel Reports: Retail: -4.6% Trade Sales: -6.3% Mail-order (web store): +3.9% Excerpts from the CEO: “Our customers tend to be teenage boys and male adults with some spare money to spend and time to enjoy hobbies. I’d like to think our Hobby – modelling, painting, collecting, gaming – is for anyone. Our customers are found everywhere. Our job is to, on a day to day basis, find them, commercially, wherever they are.” “We seek out our customers all over the world. We believe that our customers carry our Hobby gene and to find them we apply our tried and tested approach of recruiting customers in our own stores, by offering a fantastic customer experience.” “Mail order – the mail order store allows enthusiasts full access to all Games Workshop products. It is run centrally from Nottingham. It accounted for 21% of total sales in 2014/15.” “We have taken the decision in the year to rebrand our stores ‘Warhammer’. It is what our customers call us. This will be rolled out progressively, as and when we open new or refurbish our existing stores. At the year end date we had 13 Warhammer branded stores.” “In the period we signed 17 new deals and have 44 contracts currently in place to produce more than 50 interactive products. Reported income is split: 52% traditional PC games, 27% mobile and 21% card, board and role-playing game licences. 37 new products were released in the period. We also announced a major tie up with SEGA to develop a real time strategy game ‘Total War: Warhammer’.” “I will review our product range. We believe this is long overdue: it is time for a resetting of the ranges. Not tweaking here and there but a top down reassessment. I expect to update you further at the half year. We will aim to continue to deliver outstanding product and customer service, maintain our Group gross margin and continue to improve our Group stock turn. To be absolutely clear I will not be reducing the RRP of our products: they are premium priced for their premium quality. I will, however, be looking to offer a broader range of price points.” 完整财报下载 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Finvestor.games-workshop.com%2Fwp-content%2Fuploads%2F2015%2F07%2F2014-15-Press-statement-final-website-final.pdf&urlrefer=c94643076c1cb0fbede35753d70bbe15
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