- Star Citizen passes $40 million, details player-driven Galactapedia
- Embers of Caerus website is nuked by its host
- Fallen Earth gives a sneak peek at its player-built town
- EverQuest Next Landmark throws a fashion show
- Stick and Rudder: Getting perspective on Star Citizen’s development
- Ship Painting Pilot Program
- Wurm Online talks new ship model and revamped tutorial
- Pathfinder Online opens new storefront, posts first video dev blog
- Albion’s next alpha test starts March 24
- EVE Valkyrie Oculus Rift demos available in London this Friday
- Darkfall Blog
- Darkfall Unholy Wars
- Embers of Caerus
- Embers of Caerus
- eveonline.com | devBlog
- Haven and Hearth
- Infinity Universe
- Le interviste di Gamesource
- Massively Speaking
- Massively Speaking
- MMO and MMORPG News, Games , Trailers and More
- MMO Fallout
- MMORPG.COM News
- MMORPG.COM News
- MMORPG.COM News
- MMORPG.COM News
- MMORPG.COM News
- Origins of Malu
- Perpetuum DEV Blog
- The Repopulation
Roberts also unveiled the newest stretch goal, which features multiple rewards including a Gladius fighter craft, a mobiGlas rig, and an updated Observist portion of Star Citizen's Galactapedia. The Galactapedia is arguably the most interesting development, as it will "integrate directly into the game universe and respond in real time as players steer the course of SC's world."
"We envision making the news with an impressive feat in the Galactapedia as a major goal for many players," Roberts writes. "If you're the one who finally defeats the Dread Pirate Roberts, charts a new Jump Point or makes the Advocacy's Most Wanted list, your actions will become memorialized for all time in the Galactapedia! What's more, the Galactapedia will be available both inside Star Citizen and through the RSI website."Permalink | Email this | Comments
The problems began back in early February, when the sandbox MMO's website went down. Regular posts on Facebook indicated that the site would come back, but that changed when the game's creator realized that agreements between the company and the website host lapsed. Subsequent renegotiations did not go well, and the site has remained offline.
"After lengthy discussions with the host, it seems they're absolutely unwilling to work with us," the team posted on Facebook today. "They're basically wanting a big chunk of change that Forsaken Studios can't afford. Unfortunately, because they shut everything down without us being aware that it was happening/impending, they also have a lot of data on their servers that we no longer have access to. Obviously, some of that which was hosted was the website and everything on it. I'm not certain where we're moving to from this point, but this monkey wrench definitely hurt."Permalink | Email this | Comments
In a new state of the game post, the devs show off a few of the structures in this town. "Since the plot for the area revolves around the Outsiders and GlobalTech, we wanted to take advantage of those groups' love of technology and give the buildings some high tech pieces as well as keeping the aged pre-fall feel," the devs wrote.
The Outpost will be bigger and "more robust" than Citadel and should be hitting the live servers some time in May.Permalink | Email this | Comments
SOE put out a short video today showing off the various models and colors of outfits that are in the game, including the sleek sci-fi Colony outfit, the steampunky Victorian outfit, and the utilitarian Adventurer outfit. There's also a "coming soon" teaser at the end with concept art hinting at other types of outfits.
Give it a watch after the break and let us know what you'll be wearing in the game!Permalink | Email this | Comments
I bring all this up not to pile on Cloud Imperium. On the contrary, I'm OK with SC's development pace, and if you're on the world side of the world-vs.-game debate, you should be OK with it too.Permalink | Email this | Comments
There has always been a lot of enthusiasm for the possibility of customizing the paint scheme of EVE Online’s internet spaceships. I am excited to let you in on a little secret: In Rubicon 1.3 (11 March) we will begin gathering data that will help us make your larger dreams of ship “skinning” come true!
While we know that this has been asked for in the past, we do not have enough data on which to base our design and implementation decisions. We have many questions, including: What is the actual demand for this feature? What is the sweet spot in terms of cost for such customization? Are pilots more risk-averse if they are flying a painted ship? At what volume and velocity do painted ships travel through the markets of the greater EVE economy? How does graphical load scale when the GPU has to render painted hulls?
Depending on the reception in Rubicon 1.3 and beyond, we can see more clearly where we stand before we start the ”Paint Shop” project with full force. Hence, the pilot program.
The pilot program began with the current, available code we have, so it isn’t going to be very representative of any possible final designs that would have more work put towards accessibility. The pilot program is also going to start small, with 9 pre-selected skins available in the first release and a gradual expansion from there. In the name of SCIENCE! we intend to collect as much feedback as possible about how this program is received. We intend to make small and measurable changes to get as much data, with as many variables as possible, to help inform our future decisions.
Our vision for the future of ship skinning includes skins available from many different sources, including some skins sold through Aurum and others available through purely in-game methods such as loyalty point stores. In the first release of the pilot program we will be introducing eight skins available for Aurum, and one available exclusively through in-game achievement.
It is important to note that every single skin can be obtained by players who wish to use in-game ISK, by purchasing PLEX from other players via the market. We’ll start by going over the Aurum skins and then cover the purely in-game skin in its own section.
Here’s the list of the 8 Aurum ship skins we’re starting with and what some of them look like.
What do I need to do to get those pretty ships?
First you have to acquire a Blueprint Copy from the NEX Store (found as a “Station Service” in any station) for Aurum. Many of you may have some promotional Aurum left over from years ago, waiting for an opportunity just such as this! You can also obtain Aurum directly from account management, or by converting PLEX purchased from the in-game market, account management or through GTCs.
The material requirement of that blueprint copy is a ship hull of the type you want to paint, so make sure that’s in the same place you want to start the painting process. Simply put, the only input will be a regular ship and the output will be a painted ship with the same stats, but a different color. Like other blueprint copies, it will only have X many runs and will be destroyed once all the runs have been used up.
Pop the blueprint copy into a manufacturing slot (right click, Manufacture) and after a short while you can Deliver your shiny new ship.
To reiterate, the only thing that changes is the color. All the stats will remain the same. Also, to state the obvious: When your painted ship is destroyed, well… then it is destroyed. Yes, this destruction will be supported in killmails.
So, how much does space-paint cost?
Historically, pricing has a fair amount of thought behind it. Drawing upon developer knowledge within CCP, experience from EVE’s storied microtransaction past, and some best guesses (since there are relatively few consumable vanity items for sale in the MMO industry), we've come up with a basic range of prices for the pilot program:
Remember that since this is EVE Online, every item in the game -- including these skins -- can be obtained by players who do not wish to spend real-life money. Options include purchasing PLEX from the other players using ISK and converting the PLEX to Aurum, and purchasing the final painted variants of the ships from player manufacturers using the market.
The prices listed in parenthesis below are in US dollars and assume that the Aurum is obtained through the purchase and conversion of standard priced PLEX. The price range depends on which PLEX package is selected, and even lower prices can be obtained during any of our many PLEX sales.
- Frigate paint; around 45 AURUM (~$0.23-$0.26) for a single application
- Battleship paint; around 350 AURUM (~$1.75-$2.00) for a single application
When I say “around” I mean that we will of course want to experiment with the price ranges and perhaps offer super cheap or super expensive variants in the future. Also, reminder, the ships must also be combined with the blueprints, so there’s a cost of obtaining the original ship to factor in.
As we obtain more data and expand upon the ship skinning system, the prices of skins may of course change.
Is that a Woop Woop I hear?
As mentioned above, we are also introducing one ship skin available purely through in-game methods in Rubicon 1.3. We expect that if we continue to expand the skinning system we will introduce many skins obtained through many different methods, and this ship will serve as the first test of one of those methods.
In Rubicon 1.3 players will be able to obtain blueprints from the CONCORD LP store that will convert a Federation Navy Comet into the much anticipated Police Pursuit Comet!
The Police Pursuit Comet blueprint will cost 3,000 CONCORD LP and 3,000,000 ISK and can be purchased in any station with a CONCORD LP store. CONCORD LP is obtained by fighting off the Sansha incursions that occasionally appear in all areas of space.
The blueprint for the Police Pursuit Comet will work in exactly the same way as the other ship skin blueprints, and like the other skinned ships the Police Comet will have exactly the same stats as its Federation Navy brother. We are very happy to be able to reintroduce this skin, flashing lights and all, back into the EVE Universe where it can be enjoyed by one and all.
Would you like to know more?
Since this is a pilot program intended to gather data, we went ahead and started with the simplest implementation even though that might not be the actual long-term solution.
For instance, legacy technical matters prevent us from changing the skin of a ship if that ship retains its original typeID. To introduce a differently painted Rifter, we would have to create a new typeID for that Rifter, and of course it cannot be called “Rifter” since that name is already in use. So the new ship has to be called “Rifter, green edition” or something similar. And a different typeID means that it has its own market group, its own entry on the overview, etc.
Needless to say, this prototype model gets exponentially unsustainable at a larger scale. Having 24 different Rifters would mean 24 more market entries, 24 more overview entries, etc. Not very pleasant for players trying to use it or developers trying to maintain it.
And speaking of market groups, the painted ships will of course be sellable for ISK on the market and in contracts, and be tradable just like any other item in EVE. The blueprint copies will also follow the normal trading rules. This will provide even more opportunities to players who wish to obtain the painted ships using their in-game ISK currency.
If this pilot program reveals that the painting of internet spaceships is indeed popular and we are able to gather enough data and thoughtful feedback, we will put some very eager programmers and designers on the task of creating a system that allows us to change the skins of ships without us having to create a new typeID to get a different color variant. The exact game design of how you’d paint your ship has not yet been decided, but we are keeping our super capital brothers and sisters and their wormhole siblings -- and their inability to dock their ships -- in mind.
One more point is that we have plans to move all the ships skinned in the pilot program into any new and improved skinning system, if and when that time comes, so early adopters will not suffer in any manner, other than maybe a slight cost difference if we change the structure there.
In regards to timeframes I’d like to quote a wise man that said; “Predictions are always difficult, especially about the future”.
New Wurmians can now enjoy a more modern tutorial zone with more accessible signage. Anyone who chooses to skip the tutorial will still have the help info stored in the Book of Wisdom for later reference. And interestingly enough, the new wagons introduced with a recent update can now pass through one-tile spaces. So they don't need to be stuck in your house any longer.Permalink | Email this | Comments
If you're keen more on learning about the game than on funding it, the team's new video blog might be of more interest. The first of planned biweekly episodes went live tonight and features Goblinworks' Lee Hammock and Stephen Cheney explaining how slots and divine powers work in the game. We've embedded the vid behind the cut.Permalink | Email this | Comments
Albion bills itself as the world's first true cross-platform sandbox MMORPG. Click past the cut for the full press release.
[Source: Sandbox Interactive press release]Permalink | Email this | Comments
The announcement post says that the number of sessions will be limited due to time constraints, so get there early!Permalink | Email this | Comments
Those teams include a whopping 212 developers, which Roberts says is more people than typically work on a triple-A console title and which makes SC the largest space sim project in history. In terms of alpha progress, Roberts says that CIG will unveil the long-awaited dogfighting module at a special backer-only pre-PAX event. It will be playable "shortly after PAX."
There's much more to the post, including updates from all of CIG's studios, so grab your favorite beverage and click through the links below to get caught up.Permalink | Email this | Comments
Next up is lead animator Aaron Carlson, who shows off mining animations, followed by VFX artist Lisa Charriere, who explains what SOE's thinking in terms of particle effects. Finally, we're treated to a sneak peak of the Pulverizer, which is a new tunneling tool currently in the works. Click past the cut for the full video!Permalink | Email this | Comments
Additional work was done on the title's customizable XML-based UI, the harvesting mechanics, and a fitting system for robotic pets. February's "largest changes" came in the form of additional world content, as the dev team is looking forward to adding more testers for Alpha 3 "in a few weeks."Permalink | Email this | Comments
Dancey hopes to clarify his game's outlook today. Read on for his dev blog, in which he discusses what he means by "minimum viable product," distances Pathfinder from the cripplingly expensive graphical arms race plaguing the industry, and elaborates on just how Goblinworks plans to roll out this "crowdforged" MMO.Permalink | Email this | Comments
GamesIndustry.biz reports that Hall also reiterated his intention to move on, but stated that he will remain "in a leadership role until at least the end of the year."Permalink | Email this | Comments