Posted May 06, 2008 at 02:16PM by Charles D.
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podcast,
NCsoft,
Richard Garriott,
Paul Sage
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In-game and real-life events are the main features in this week's latest update of NCsoft's Richard Garriott's Tabula Rasa. Kicking the week off with a Double XP event, players can also enjoy themselves by listening to the latest TabulaCast from John and Matt. You can read about the specific details on these new updates by reading our full article after the jump. |
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Posted Apr 13, 2008 at 09:38AM by Karl B.
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Richard Garriott,
Paul Sage
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In this week's edition of Feedback Friday, Richard Garriott's Tabula Rasa lead designer Paul Sage gives us the lowdown on two new features that are currently being readied for launch: an improved "looking for squad" system and clan-owned control points. Sage also gives us a bit of an update on PAUs, flashpoints, and command opportunity. Hit the full article for all the info. |
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Posted Feb 18, 2008 at 12:45PM by Enrico S.
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Tags:
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Paul Sage
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What do the higher levels hold for Richard Garriott's Tabula Rasa players? Lead designer Paul Sage helped shed some light on this by further explaining one of the rewards: Personal Armor Units (PAUs). If this is the first time you've heard of this, think of it as a mount with lots of huge guns. For more on these vehicles, be sure to check out the full article. |
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Posted Dec 15, 2007 at 11:15PM by Enrico S.
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Tags:
NCsoft,
Paul Sage
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If you've been looking for more updates on Richard Garriott's Tabula Rasa,
you might be happy to find out that NCsoft has finally commented on the
Staff ability, and why it was so broken when it first came out. In
addition, they've also come out with the regular Feedback Friday column
which discusses all of the major changes that have happened within the
week.More information on this in the full article. |
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Posted Nov 27, 2007 at 08:40PM by Nicolo S.
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Off Topic
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NCsoft,
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Paul Sage
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More details await at the full article! |
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Posted Oct 19, 2007 at 06:25AM by Enrico S.
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Tags:
NCsoft,
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Paul Sage
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NCsoft Lead Developer Paul Sage stepped in and gave out details on the future planned changes for the Medic and the Biotech class in Tabula Rasa.Sage said that the Medic will be keeping its immunity since it provides good situational advantages. He also mentioned that the class will be getting a new ability that can turn other pools into health. They will also get a Viral Conversion ability which can convert their viral damage ability into other damage types. The Biotechs will be getting some sweet changes as well. Sage pointed out that the class' area of effect healing spell now damages opponents caught in its radius, it also has the ability to resurrect. Most of these changes address some of the balance problems that players have discovered through testing the MMORPG. We call all expect to see these improvements come Richard Garriott's Tabula Rasa's release on November 2. |
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Posted Oct 07, 2007 at 02:16PM by Isaac C.
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NCsoft,
Richard Garriott,
NPC,
Paul Sage
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When playing an MMORPG, one of the greatest goals a player has is to get up to the upper levels. Having a high level always has its appeals: better loot, better equipment, more perks and more secrets unlocked. Richard Garriott's Tabula Rasa is no exception of course. So what's in store for the upper levels? Tabula Rasa lead developer Paul Sage enumerates the various perks more experienced players (literally) will have:
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Posted Sep 28, 2007 at 06:24PM by Ryan C.
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News
Tags:
NCsoft,
Paul Sage
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Making big changes for your own character is quite a daunting task in any MMORPG. Level up this skill, or that skill? Change to this class or that class? It's enough to drive anyone nuts. Thankfully, the guys behind NCsoft's upcoming MMORPG has come up with a way to give players a little more peace of mind - and that's with the Character Cloning System of Tabula Rasa. We get a closer look at this new feature with the help of Paul Sage, NCsoft Lead Designer, in his Developer Diary update. So what's the Character Cloning System? It's a feature in Tabula Rasa that enables a player to save his or her progress with a specific character before making any major changes for that character. It's a back-up that you can return to if you feel that the changes you've made doesn't necessarily fit your play style or game habits, or if you simply want to try out something new. Of course, with clones come great responsibilities. The staff knew that there could be problems in terms of game balance if people were allowed to clone themselves freely. Hence, they decided to make it so that the player is given a cloning credit each time they reach a tier choice. This is so that players know exactly when to use the Cloning System without players abusing it. But that's not the only time we will be able to clone ourselves, as Paul reassured that players will also be able to earn cloning credits through various missions. So what was the rationale behind the Character Cloning System? The man says it best with his own words, verbatim: In my mind, while I was helping to develop this system, I was hoping that we could encourage players to not be as cautious as they might be with a typical MMO. To encourage them to take chances and try new things. Very well said, and a very awesome feature for Tabula Rasa. Here's to the clones! |
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Posted Jul 09, 2007 at 08:47PM by Isaac C.
Listed in:
Interviews
Tags:
Paul Sage
Page 1
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Lead designer Paul Sage gives us a closer look into the world of Tabula Rasa. With the latest entry in his Developer Diary, Sage addresses the politics of Tabula Rasa's clans, particularly why clans would battle each other while they are faced with the threat of an alien invasion. He also lets us take a peek into their Player vs Player system.Vague yet concise at the same time, making sure he leaves more goodies for us to ponder on later, Sage explains that, with all the beliefs and prejudices shared among varying races, the people from different cultures and religions. have always been squabbling over each other. So although things would be better if everyone was nice to each other and came togather in order to kick alien butt (or whatever their equivalent anatomy part is), it just won't be realistic to believe that humans can let go of the past that quickly. The humans of Tabula Rasa have to cooperate to survive, but "that doesn't mean they all have to like one another to do so." PvP in Tabula Rasa will go two ways: War Games and Clan Wars. In War Games, individual players or squads can challenge each other until one side wins or surrenders. Players will have to fight in the battlefield though, meaning an alien can easily join in the fun and win a wargame it didn't join in in the first place. All's fair in love and war. In Clan Wars, the dynamics are more oriented for the Tabula Rasa story. Players will join clans permanently in conflict with each other, and so can be challenged at any time, even while on the battlefield. Them's the breaks in an alien infested world, as they say. One can always quit a clan though. Sage also hints on possible PvP additions in the future like "Capture the Flag" games. To Sage, what's unique about Tabula Rasa is that a player is more free to choose what he wants to do. He ends his journal: There is truly something for every level of player in Tabula Rasa in regards to PvP, whether you are looking for a one on one challenge or to be a part of a full epic battle between rival clans. Or you can choose not to participate in PvP at all. As we developed our PvP in Tabula Rasa, the key focus was choice; creating a system that allows players to choose how to play the game so it is most enjoyable for them, and to engage in PvP the way they want to. |
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