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FFXIV Beta Signups Live

Three words:

Beta.
Signups.
Live.

http://entry.ffxiv.com

Go. GO NOW.

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Icecrown and 3.3 Landing Tomorrow

Shine your battleaxes and stock your reagents, Icecrown Citadel and Patch 3.3 are landing tomorrow. Aside from the highly anticipated new raid content, the patch introduces the cross-server "Looking for Dungeon" system and a plethora of other changes.

To wet your whistles, the current patch notes from the Test Realm can be sampled here.

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Some Guild News

I would like to provide some updates on two of our chapters of the guild. After long discussions amongst the officer team we have decided to change our status in Vanguard and Warhammer Online.

Vanguard is where it all began for the guild. We had originally formed in Everquest 2 but we never recruited; it was the five founders only. Vanguard was the game we registered this website for and really committed ourselves to establishing the guild. We learned a lot of lessons in VG and it laid the ground work for our future chapters. So it is with a degree of sadness we announce today that effective immediately Vanguard is no longer a game we support in any official capacity. This is more of a heads up in general because I don't know of any of us anymore who actually play the game - so this is simply a formality. I would like to take a moment in this space to thank Xandawn for all of his hard work over the years keeping the Aureus Knights torch alive in Vanguard.

The news with Warhammer is not so bleak - Over a year ago now we established our Warhammer Online chapter and it quickly became more successful than we ever imagined. During the early days we had over 400 members join the guild! The reality is for most of us Warhammer Online was not what we expected it would be and since launch day a year ago we've dwindled down to very low numbers active in the game. Because of this the officer team has decided to downgrade our Warhammer chapter to a "casual presence". What exactly does this mean? The guild continues to exist and we all encourage you to continue playing WAR with Aureus Knights but we will no longer be watching the officer levels and not having formal events, etc. The guild stays up so you guys continue to have a home within the game. At some point in the future WAR is going to have an expansion and there is a possibility at that time we could move the guild back to a full sized and active chapter. We'll be sure to have that dialogue here on the forums.

The great news is we have three new fantastic chapters that offer you lots of playing options. Whether you want to try out the new Aion or Champions Online or if you are in to the mature World of Warcraft - Aureus Knights has plenty of gaming options open for its members!

Thank you all and if you have any questions please ask them in this thread.

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New Final Fantasy XIV Trailer Arrives (TGS 2009)

A new trailer (featuring a plethora of what appears to be in-game footage) for Square Enix's upcoming next gen MMO FFXIV has hit their Japanese product site. The North American site has not been updated with the new video at time of writing.

http://jp.finalfantasyxiv.com

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McQuaid continues with his Vanguard post-mortem

Brad McQuaid was one of the legendary designers behind the original EverQuest, and the Executive Producer of Vanguard: Saga of Heroes after co-founding Sigil Games in 2002. As you may recall, a lot of ugliness went down with Vanguard's launch, and the now infamous SOE acquisition of Sigil in 2007. Brad has never been particularly bashful about discussing the whole ordeal, and today he continues the journey on his blog with part 4 of his "post-mortem" of the game.

We wanted a huge world at launch. We knew we were going up against other MMOs that were already out there, several with expansions already released. Also, with our goals of a seamless world and a view that went on for miles we knew the size of the world would be key. We also wanted to lay out the majority of the world, including what would be released as expansions.

The game designers used map making software and produced this huge world. It was crazy big, although it was hard to tell exactly how big because we were just looking at a map. We hadn’t tried to create any of the world in-game yet. The art team needed time as did the graphics engine (taking the Unreal 2.5 engine and making it seamless world capable took some time). We then decided on three major continents, Thestra, Qalia, and Kojan, and then what races would start out where.

We knew that those three large land masses would accommodate a lot of people. Travel time could be an issue, so we made sure we’d offer vehicles at a relatively low level (we used the term vehicles loosely and to include horses, ships, etc.). On message boards and in the FAQ I let people know about the size and, although we were not fans of teleporters, I posted that they may be needed to some extent and that we’d determine that in beta testing.

This led to two major errors.

The article continues on his blog. You can also go back and read parts 3, 2 and 1.

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