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Guilds

So, where to begin? I believe an apology is in order first. I am sincerely sorry for not keeping all of you up to date during this last development cycle. To fix this I am I am planning to have a weekly chat maybe on our mumble channel with anyone that would like to chat and ask questions. This way you’ll always know the latest.

As many of you may or may not know as a small indie shop we have been having a harder time financially and so development has really slowed down. Many of us here wear multiple hats and I’ve been deep in the trenches trying to get Guilds out. We’ve had numerous very frustrating setbacks but it is finally in a spot where I feel confident about it’s imminent release to talk more about it.

So, what is Guilds in the Forge universe? When we first started designing Guilds we read the forums and talked to many of you about what you’d like to see in Forge Guilds. We’ve built a foundation for Guilds that will allow us to easily add more Guild features. This foundation includes a Guild management system, Guild Play system, and Guild Progression. Guilds are all about working together as a team to earn XP for your Guild that allows your Guild to level up. It is meant as a place for you to play with your friends and to encourage more teamwork during play then we’re seeing in public matches.

The Guild management system is a very basic system that will allow you to create, edit, join, browse, and view Guilds. It has a leaderboard system based on guild experience and a recent match area to view recent matches and their outcomes. The Guild page itself has MVP, member rankings based on contributed XP, viewing all members, recent games, and the Guild Master can post daily messages. In order to prevent too many guilds and not enough players, and because guild logo’s are custom made and we have a finite number we will be charging a small fee to create a guild. We haven’t decided on an exact figure, but it will probably be just too much for someone to just want to test creating one and not seriously use it but not too much that if someone genuinely wants to form a guild they can. Please feel free to give feedback on what you think the fee should be. Guilds are free to join.

In the beginning we will be limiting Guild Play to only 5v5 CTR game mode. This is because if we offer more modes to start with it will separate the community for matchmaking making getting into games harder. We have no problem adding more games types if Guilds really takes off. But to start we’re only offering 5v5 CTR. I’m actually really excited because I really like to play objective based modes where teammates all have a role and know exactly what to do. My hope is that with Guilds and forming teams to play that you will assign roles before going into a match creating very exciting gameplay.

The last piece of the Guilds puzzle is progression. There are 25 levels and each level gives your guild some kind of reward. Anyone who joins a Guild immediately gets all of the Guild progression rewards – but if you leave a Guild you also loose your rewards. Rewards range from individual XP boosts (which in turn generate more Ore), skins, titles, and population increases. All Guilds start small and to really capitalize on progression need to have all members working towards progression. The final level gives all of your guild members the Platinum Glowing armor set with your Guild crest/logo displayed on it. This armor set will be in your inventory as long as you belong to your Guild and can be used in individual matches as well.

So, what’s the timeline for all of this? Because we are understaffed we are going to release Guilds in several QA stages. The first stage is Closed Beta. All of our current Closed Beta members and all those that played in the ESL Trial Cup will be invited to the Closed Beta. It should take about a week or so to test out and fix any bugs found during this stage. Once finished, we will reset the Guilds and be in Open Beta and invite everyone to participate. At the end of Open Beta we will have a reward for the Guild that progressed the furthest. Open Beta will probably be for 30 days. A reset will depend on if any major bugs that gave any particular Guild an advantage during this period and your input as well.

Again, I really do apologize for not keeping up on communication while deep in the trenches. I have now poked my head up and am hear to answer questions and to be more engaged as I hang up my developer hat and put on my community hat :)

Hot Fix 1.12 Notes

This hot fix addresses many of the memory and crashes issues by reducing the amount of memory used when loading maps as well as some other stability issues. It also lays out the foundation for Guilds on our backend so we can provide Closed Beta testing for Guilds.

Patch 1.11 Notes – F2P!

These patch notes are intended to highlight the most significant changes but don’t cover every modification to the game as part of this update.

Key New Features

  • More armor sets available – Gullveigs, Bivröst, Muspelheim, and the Bardajalmor warpaint.
  • Significant improvements to content referencing and use which dramatically cut the memory usage of Forge.

General

  • Fixed Ravager and Tinker flag sockets being stuck out at weird angles.
  • Emissive components of Sun & Khaldriti armor sets weren’t working on the Pyromancer, Ravager, Tinker, or Warden.
  • Particle effect components added to the Khaldriti (and new Muspelheim) armor sets.
  • XP boosts now supported.
  • Fixed the Khaldriti legs on the Ravager not showing up.

UI

  • Fixed A/S/E point spending from/to Armor using up four points rather than one.
  • Performance optimization for sorting friends to stop crash when you have more than 100 online friends.
  • Weapon textures fixed to show up in full detail in the Level Up menu.
  • Rare issue where the chat window could be highlighted when you weren’t meaning to chat fixed.

Item Store

  • Added Steam Wallet integration that supports USD, GBP, EUR, RUB, and BRL
  • Added My Inventory section to view items you’ve purchased.
  • Added support for Ultimate and Veteran pack owners who can purchase using steam wallet all cosmetic items in the store for free. If you have an Ultimate or Veteran pack it will say FREE DLC under your Ore balance in the upper right corner of the Item Store.

Gameplay

  • Heals now go through Stand Ground at full strength.
  • Armor points now given out in 1′s rather than 3′s, but move 15 points of armor rather than 3.

Warden

  • Shield Storm now hits in 360º around the Warden (was only hitting in front of the Warden 180º).
  • Standground no longer gives full determination immediately – now the Warden gains it from taking damage while in Stand Ground (each point of damage gives 10 points of determination).

Forge F2P

Since our launch we have been listening to all of you and adding the features that you wanted in Forge in every release. You have all made Forge a much better game then when we released a little over 9 months ago. And for that I thank all of you! We still have a few very important features for the success of Forge yet to implement like teams and Guilds (which is almost ready), but we’re getting there with your help and support. However, this next release is all about Forge’s survival. As you all know, we’re an Indie developer and are able to continue to support the game with new features from the sales of Forge every month. In order to continue to do this we must change our business plan in order to get more players playing Forge so it’s fun for everyone and to continue funding development. This is why Forge must go F2P.

So, what will Forge F2P look like? Well, we continue to stand by our commitment that Forge will not be pay-to-win. As you see from our item store already, items are cosmetic. We hope in the future to add customization to cosmetic items as well. So the assassin could have a different dagger that gave her some kind of customization as well. For now, we will offer armor sets and XP boosts. We will be introducing 4 new sets including Bivröst Armor, Gullveig’s Armor, Armor of Muspelheim, and new war-painted helms: the Bardajalmor. For a while we had the idea of being a little more of a Freemium offering and charging for Progression. We have since decided from feedback from all of you to drop this idea and allow all access to the Item Store.

We’ve been getting a lot of feedback from all of you as well as from some F2P experts on our pricing. One common theme is that we need to have items priced for all types of players. So, some that are priced for the first purchase player and some higher priced more exclusive items. We also want to take into account the time it takes to play Forge to unlock some of these items. For example, The Kaldrhiti Armor takes around 800 games to unlock. It’s hard to put a price on your time playing Forge, but we don’t want to de-value it. So, this will obviously be a higher priced more exclusive item.

We are also planning to have some Starter Packs available on Steam at different price points and offering different items. There will be one priced at $19 and we plan to give everyone who has purchased Forge this pack which will most likely contain a timed XP boost and a skin set for all characters. We really want to make sure you’re all happy with the F2P transition since you all got us to where we are today :)

This is a really big change for Forge. We are hoping that with the new progression changes from the last patch that the new influx of players will have an easier time finding out how fun Forge can be. We are targeting next week for this release. The release will also contain some stability fixes as well. Thank you all again for all your help and suggestions that went into our F2P transition. Now, is everyone ready for all the new players that will be coming to Forge next week?

Patch 1.10 Notes

These patch notes are intended to highlight the most significant changes but don’t cover every modification to the game as part of this update.

Key New Features

  • New progression system for leveling classes and unlocking rewards.
  • Ore currency added for unlocking armor set pieces in the new Store.
  • Many new armor sets available for unlocking on classes.

For more details on the new progression system, see here:
www.playforgewar.com/front-page/new-progression

General

  • Ravager and Tinker now have new Sun, Shadow, Kaldrhiti, and Founders armor sets available.
  • Assassin, Pathfinder, Pyromancer, Shaman, and Warden now have new Sun, Divine, Kaldrhiti, and Gullveig’s armor sets available.
  • Customization points now draw from/to all armor types at once, not a chosen armor type.
  • Added Steam stats for Tinker.

UI

  • Groups menu now has its own invite UI rather than using the Steam overlay.
  • Forge store added to the main menu, where you can unlock armor sets.
  • You can now reset A/S/E points, armor points, ability focuses, or armor sets separately on a class in the Level Up menu.
  • A particle effect plays on players when they level up in-game.
  • Notifications added telling you what rewards you unlock when you level up or unlock a title.
  • Resolution options now order logically.
  • Clients now see the actual XP earned in medal notifications etc (including any XP boosts).

Gameplay

  • Spawn protection now stops you from being hooked.
  • Buzz saw block direction fixed to match where the projectile is, not where the firing Tinker is.
  • Fixed AI being able to rotate while stunned if they don’t have a target.

Warden

  • Stand Ground is now cancelable.
  • Warden aura can now be toggled off while stunned.

Tinker

  • Flak Shot now gives mana for each hero hit per shot (3 heroes hit = 45 mana back).
  • Flak Shot projectiles now have bigger collision making it easier to hit.
  • If your turret hits a Warden in Stand Ground, your abilities no longer get locked out.