![]() Soldier characters can transform into an incarnation of the Immortals during battle by acheiving kills and assits. Herarth, the world within Warhaven, is a multicultural world filled with elements from fantasy like magic and Immortals. What would you say sets Warhaven apart from the pack?Įunseok Yi, Game Director at Nexon Korea: Warhaven is not based in a historically accurate medieval European setting. Shacknews: There are a few games like this on the market right now: a game where teams can battle with medieval weaponry. He offers an overview of what Warhaven is, as well as what players can expect to see down the road. We were eager to learn more about Warhaven and were happy to hear from Game Director Eunseok Yi at Nexon Korea. ![]() ![]() All of this adds up to some intense 16v16 multiplayer action. On top of that, players can turn the tide of battle by becoming powerful godlike beings known as Immortals. It's a class-based competitive multiplayer game like few others out there, taking players into a Medieval fantasy realm and arming them with swords and sorcery. The main adjustments that we'll continue to focus on making till then are all based on the invaluable player feedback we received during this year's Open Beta the goal of course is to progress into a game that players would love to come back to.The path to glory lies on the battlefield in the upcoming Warhaven. What are the future plans for Warhaven as it continues to progress?Įunseok Yi: We can proudly say that we're aiming for an early access launch sometime next year, in 2023. Our current goal is to allow players to feel the joy of transforming into and fighting as Immortals, while minimizing the unreasonable power gap when confronting opponent Immortals. However, due to the inevitable complexity of a 16 vs 16 large-scale battle, we are constantly making adjustments to balance between different Immortals. We're glad a lot of folks enjoyed trying each of them out. Was it difficult to implement? What's player feedback on it been like so far?Įunseok Yi: We received a lot of positive feedback on the Immortals system from players. Related: Sonic Frontiers Review: Forward Momentum With Some Speed Bumps The Immortal characters mechanic is an interesting twist on character progression mid-match. Last but not least, players could also choose Arch for long-ranged attacks. Guardian is a character who can shield nearby allies and provide crowd control, while Smoke heals and revives ally players. Those roles are focused on assisting, rather than gaining kills. Players could also choose supporter roles. In the Global Open Beta, players were introduced to dealers such as the all-round sword fighter Blade, a 1-on-1 spear specialist Spike, and Warhammer, who, like his name, works best in crowd control situations. And then, we try to create variations within each category which result in multiple roles/positions to choose from. How does the dev team go about designing different roles in Warhaven? With such large teams, it must be difficult to balance.Įunseok Yi: First, we look at the two big categories dealers and supporters. ![]() Larger teams can mean less burden, and more freedom of play, in that sense. Smaller teams mean more focus on each player to pull their own weight. ![]() Why this number of players in every match specifically? It's not a common setup in team-based action titles - was it purely to differentiate the game from others, or is there another reason?Įunseok Yi: We believe that the 16 vs 16 battle system mitigates negative gaming experiences that could potentially arise from 4 vs 4 or 5 vs 5 gameplay. We're also cautiously looking into adding bots to the system if we could utilize the in-game bots more effectively, it could help us meet the above-mentioned needs. ![]()
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