Broken Ranks is changing for the better – developers introduce complexity levels for bosses

As previously announced, Whitemoon Games continues to introduce complexity levels for the larger number of bosses in Broken Ranks. Work is distributed according to several updates. The latter adds the opportunity to choose the complexity of the instance for another boss boss.

“The ability to choose the complexity of the bosses is, in our opinion, an insanely important element of good mmorpg. She expands content, challenges veterans and, above all, diversifies the gameplay for almost everyone, ”says the founder of the workshop, Kshishtof Danilievich.

Currently, players can use the choice of complexity in some cases. Most of them have three ways: opening, adventure and call, which means light, normal and complex mode, respectively. The developers announced that they would soon add even more copies of the bosses to the system. Some bosses and locations have also received changes in mechanics.

The studio emphasizes that the easy difficulty intended for two players additionally supports the pumping of the pet due to the bonuses to experience. On the other hand, the most complex tests are limited by special input items that can be obtained in any type of instances.

“Although Broken Ranks causes nostalgia and resembles the games of the old school, we do not want to stop there. We work in such a way as to simultaneously preserve the atmosphere of the old school and cover as many players as possible. The preferences of the players have changed over the years, and many people are looking for MMORPG, in which they can play in small groups. Since this is what they want, we give them this. In Broken Ranks, everyone will find something for themselves, ”adds Danilievich.

The studio also shared additional information about working on multi -language (the ability to play a game in any supported language, regardless of the server). The bacand for the functionality is almost ready. Nevertheless, the studios still need to change the design of the chats so that they are well consistent with the new function, remain intuitively understandable and perform the desired roles. Some testing, of course, is also necessary.

Broken Ranks is a successor to Mmorpg The Pride of Taern. It boasts a unique step -by -step combat system and a gloomy fantasy world with an isometric projection. The game reminds of such a classic as Hom series&M or Baldur’s Gate. Adventurers will be able to find many plot quests and a huge interesting world that can be explored alone, in a group or with a guild comrades.

One of the creators of the original Fallout is concerned about the future franchise

Tim Kane worked at InterPlay in the late 1990s. It is included in the honorary group of the creators of the original Fallout (1997). The leading coder of the legendary game expressed his fears about Fallout 5. Bethesda has been on a different course for many years than before. Kane does not hide his fears. Moreover, he believes that the company gets rid of key aspects in creating characters.

Modern versions of The Elder Scrolls and Fallout separate themselves from an integral part of the RPG genre. Kane believes that certain problems are encoded in the DNA of the genre. Watching modern RPG representatives, we can perfectly see the difference in many aspects. For Kane, a particularly alarming event is to remove features and skills in modern games under the brand Bethesda SoftWorks. As an example, it indicates the last parts of the Fallout series.

I am particularly worried about Fallout 5. Yes, I look at everything Fallout and see what they are doing. Fallout 3 got rid of the functions that I really liked. I believe that this is a great thing when we balance when creating characters. Fallout 4 destroyed skills. They simply are not. Everything was based on the features and advantages. I am very worried that perhaps Fallout 5 will be more based only on the perki. I do not know what is happening here, but this is definitely a quirk – to eliminate the possibility of choosing when creating a character.

Kane also added that he is an ardent supporter of negative parameters. Thanks to the weaknesses of the character, the game process becomes more interesting, and the character himself is more memorable. Starfield game developed by Bethesda in a sense returns to the system of character traits. Well, original developers will always compare modern trends with the old customs of the genre.

Grandfather, wake up. Fallout has long been about ripe. Just atmospheric Shutanchik in post -apocalypse.

So Betesda has been doing this for the second ten years. Compare Mordovind and Oblivion, Oblivion and Skyrim. With each game, the number of parameters and skills falls. I won’t be surprised if in the next TES they abandon the role system and make pumping in the form of trees of skills, perks and techniques, a la some assassin Creed.

So after all, the skills system in Skyrim is better than in the field

I would say that they are trying to achieve the same goal by other methods. Of course, I have Morovind’s favorite part of the series, but even so TES has always been about mantle. Tes Arena and Daggerfall ultimate samples in this regard, infinitely more card with procedural generation, where you yourself write your history, not without a fiction of imagination and speculation, but nevertheless.

Morovind, no matter how better the role elements of the gameplay from previous parts are realized in it and how much more they would not be in the next, to find great more applications, except "have fun yourself" And "Try it at a time" You are unlikely to succeed. And the whole series TES has from the unit to the unit of the freedom of the building of the hero of the hero, it did not create a complex dilemma in its construction. The player does not puzzle over the fact that it is worth pumping for a particular class, and what is not, because after choosing the class you are still free to study any skill and at the same time the player does not lose variation, because 90% of the combat system is built on jamming, and All dialogs rest on the skill of eloquence. And the initial mechanics that should deepen the role -playing waging, the type of creation of spells, more variable alchemy, more skills as such and methods of pumping them, give gameplay variability no more than there is in all Skyrim. And the emphasis from part to part is placed on the volume and elaboration of content in the open world (I emphasize, we are not necessarily about quality).

Another thing is that Morovind is a cut above both Skyrim and Oblivion for the elaboration of the world, but then the stars came together, and the development (if you count from the moment Daggerfol’s release) went on for 6 years, which for the games of those years is an impressive period. Therefore, the game turned out, although not in all aspects of the innovative at the time of the exit, but worked out to the smallest details. So TES just had its own path, where the key genre should not be RPG, but Sandbox.

P.S. But with Fallout they really do not know what to do and just collect grandmas on it, then making Relvion Relvion, then giving people to develop people with a franchise, then testing a craft system for Starfield on it.

P.P.S. Sori that there is so much text, just the topic for me is important, although I am cool about the TES series and the gazebo, but they will definitely have more than they deserve it. Although Starfield will come out soon and perhaps then they will deserve. But let’s hope not.