Ultima Online officially becomes old enough to get its driving license this year, and the folks at Broadsword have decided to celebrate by running a Return to BBritanniaCampaign. For the entire month of October, everyone will be able to log in and play free of charge. Players are encouraged to check out the new vice vs virtue system, as well as advisors, the high seas expansion, and more.
The welcome back campaign runs through October and is available for all players new and returning.
EVE's always had a robust third-party tool-building community. With its new Oceanus release, CCP is embracing that community like never before by allowing for easier fitting imports and exports to and from everything from Pyfa to EFT to various killboards and websites.
The latest EVEblog post goes into great detail on the EFT format and explains that it was selected as the base because "it's established and very widely used" in the game's community.
ArcheAge’s continent Auroria can be seen on a map, you just can’t travel to it right now. According to Junkiesnation, Auroria is set to release before patch 1.7. There is no set launch date for patch 1.7, which is currently in translation.
Auroria will be released before Patch 1.7. Trion’s looking to release the zone within the next couple of weeks– not months. They will announce the exact date ASAP since this allows guilds/players to prepare to storm the castle so to speak. The release time will be region-specific.
Auroria will lift housing worries as it introduces a large amount of open land to players. Also on the horizon are fishing tournaments, raids, lockboxes, and more. Steam release is planned, as is the possibility of add-ons.
H1Z1 Senior Game Designer Jimmy Whisenhunt has penned another dev blog about SOE's inbound survival sandbox, this one aimed at weapon design, starting with the modeling and rigging process. Animation design in particular, he says, is critical. "A huge part of the tuning process that is commonly overlooked in FPS game development is how a weapon reacts to in-game actions," Whisenhunt explains. "Design and Animation have to be in lock-step for a successful feel in combat; we need to have the same vision to ensure a solid experience for the player."
He also discusses recoil and shooting mechanics and how "feel" can trump realism.
"We've mentioned in the past that we want to avoid tuning and creating things simply because they 'that's the way it is in real life,' which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn't fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat."
Do you care a whole lot about graphical fidelity when you're running away from shooting zombies in the face with a sawed-off shotgun? Fabulous; we have just the video for you. SOE has just posted a Q&A video featuring H1Z1 Art Director Bill Yeatts, who fields player-submitted questions about the upcoming zombie-survival-sandbox's graphics. Yeatts explains how SOE chose H1Z1's art style, how that art style will evolve as early access approaches, and just how he plans to make the game look and feel really scary (obviously, a zombie plague isn't terrifying enough).
Pay attention, students: Trials of Ascension is coming up to the head of the class to give a progress report. Don't be timid, fledgling game. We're all listening.
First of all, Trials of Ascension has hit its $60,000 crowdfunding goal. This means that Forged Chaos will be including a playable dragon race at launch, so prepare your Dragonheart names now.
And in a new progress video, Trials of Ascension showed off its new dynamic spawning tech for mobs and plants, its resource gathering system, improvements to combat with full-body animations, items that persist when dropped in the game world, and a naming and chat system that won't automatically identify strangers. There's more to it than that, of course, so check out the full progress video after the break.
[Source: Forged Chaos press release; thanks to Azrile for the tip!]
ArcheAge certainly has a variety of things players can do. Last week Massively's MJ and some of the Minions went across the sea to nab some wolf combat pets. This week, MJ is going to poke through an interesting place she noticed during a ship voyage along the coast near Austera. What could possibly go wrong at a cove called Forbidden Shore? Maybe she'll even get some treasure hunting in -- assuming she can find a bigger boat to ride than her rowboat! Want to be a part of the adventure? Join us live at 3:00 p.m. on Tahyang for some exploration and possibly a bit of profit, too.
The video, accurate as it is, cannot convey how much better the ‘feel’ of speed and responsiveness is after those changes. It is something you have to experience after play-testing. The difference is made more obvious if you test the 2 different versions back-to-back. DFUW is faster in all aspects compared to DFO now, even with animation blending (that every modern game has).
Improving the ‘feel’ is not an easy task, mainly because the word ‘feel’ is rather vague. In any case even after identified, it is more than just tweaking numbers. There was programming work involved as well that was necessary to help with issues such as balancing for the current skill system.
About bunnyhopping, this will be a risk-reward mechanism that better players will use it to their advantage against ‘zergs’. Incline is also a becoming a factor. Knowing when to stop also involves a layer of decision-making. As mentioned in a different post, we do not wish for endless covering of distance without any risk involved (in this case getting killed from fall damage).
One thing that we're becoming increasingly convinced about the purpose of EVE Online's dev diaries is that they are secret recruiting and training grounds for future CCP employees a la The Last Starfighter. If you're willing to chew through thousands of words and a dozen or so charts on something called "Module Tiericide," then you should be awarded with a salary plus benefits.
That theory aside, today's new Oceanus dev diary explains (at great length) how the team is retuning its approach to module balance in order to give all ships significant strengths and weaknesses and purposes. One such change is that named modules are on their way out: "Our solution to this problem is to replace the meta-based named module system with a new role-based system."
CCP promises that this is but part of the overall and continuing effort to balance ships and prepare for new additions to the game.
How would you like to go somewhere delightful in Age of Wushu? Odds are good that Delightful Island will fulfill that goal. Or possibly not; Delightful Island is a locale where literally anything goes, with no criminal ratings or pesky laws to restrict your behavior. There are also plenty of missions to be done and treasures to be found on the lawless island, so if any of that sounds like a delight to you, well, you've found your destination.
Of course, first you have to get to the island, and to do that you'll need to board the hidden boat the Silver Hook, a gambling ship replete with intrigue and conspiracy. This special Forbidden Instance will test player abilities to cut through schemes and conspiracies while hopefully avoiding becoming a pawn of those same schemers. Jump past the break for a trailer, and look forward to taking your own delightful trip very soon.
A little over a week ago I asked what you thought of ArcheAge's PvP. As a few commenters pointed out, it was a premature question since founders were the only ones with game experience at that time.
Now that AA has been live for a couple of weeks and the queues are (sorta) becoming more manageable, let's expand that original question. What do you think of ArcheAge in general at this point? If you're a patron, do you feel it was a wise use of your gaming money and will you continue to be? If you're F2P, will you continue playing and/or consider paying in the future?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Goblinworks has announced that Pathfinder Online’s open enrollment period will be rescheduled to give their developers more time to implement more features that the community has requested be made available at the start of open enrollment.
There are a lot of final pieces coming into place to turn Pathfinder Online into a Minimum Viable Product so all of our early adopters can play and have a great time. The Auction House didn’t make it in for a build last week and that is a critical feature of our MVP. As always, Goblinworks is dedicated to making sure the players have a solid and fun game experience.
This is the third time that Goblinworks has delayed open enrollment for Pathfinder Online. Open enrollment currently costs $100 for access beginning in September (estimated), $50 in October (estimated), with players expected to pay a monthly subscription during open enrollment.
Oceanus is coming next Tuesday to EVE Online, and if you haven't been reading the novelization of the patch notes in the form of dev diaries as of late, CCP has a more succinct video overview of the changes coming with the update.
In fact, there's a new dev post that's a gripping tale of how CCP saves spaceship data. It's a wild ride through numbers, software modules, and save files. Of course, such technical rejiggering must mean a vast improvement for you, the gamer, right? "What does this new system change for players?" CCP asks. "Visually? Nothing right now actually."
OK, maybe it's a dull dev diary, but there's a much more fascinating video after the break. Promise!