![]() Next, we’ve worked on how climbing feels overall. In other words, reaching the first checkpoint is a little more like an introduction to climbing instead of a rite of passage (that comes higher up), and we hope most folks will at least give this part a try sometime! Y’all have also mentioned a few parts of the climb can be a bit challenging– and while we still want to make sure you’re getting a great upper body workout, we also want the Tower to make sense and be accessible to all levels of players, from intense to casual. We’re hoping to encourage an awesome climbing experience for everyone right from the get-go, so we’ve changed a few things to make the adventure clearer and more open, including adding basic instructions. We can’t wait for everyone to be able to give climbing a try, and you might find a reward for doing so…įirst, we’ve taken a look at the starting point of the Tower. There've been a lot of new design choices made with your feedback and experiences in mind, and they hopefully will produce a more inclusive and fun adventure. As we continue the Tower’s development, I’m happy to bring some exciting news regarding changes and updates to the Tower, coming to both PC and Quest. This time I’m discussing a feature everyone has been looking forward to: The Quest Climbing Tower!īoramy, our Creative Director, has given me some great insight into what he’s been working on. Hello and good day, Townsfolk! Cayde here with another Alta Log. ![]()
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