- 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
- 212 devs are working on Star Citizen, dogfighting launch ‘shortly after PAX’
- Landmark video diary hints at the Pulverizer, new harvesting tools
- The Repopulation adds adversarial camps, preps for Alpha 3
- Pathfinder Online’s Ryan Dancey on crowdforging a ‘minimum viable product’
- DayZ’s dev team is doubling up
- Watch Star Citizen teams design the next great starship
- The Stream Team: Building Massively’s golden yacht in EQN Landmark
- 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
Category Archives: ccp-games
The announcement post says that the number of sessions will be limited due to time constraints, so get there early!Permalink | Email this | Comments
EVE has seen a huge influx of fresh faces since that colossal battle at the end of January, with thousands of new characters being created and the Rookie Help channel bursting at the seams. Whether you've always been a closet fan of EVE who has finally been convinced to take the plunge or you just want to join the ranks of the warring alliances you've read so much about, starting out can be a daunting experience. The sheer amount of information there is out there to absorb and sort through is overwhelming, and not all of it is up to date. CCP released a great new player guide recently to help newcomers assimilate, but I've still received several emails asking for advice on getting started.
In this week's EVE Evolved, I delve into the new-player experience with a 14-day free trial and reveal my top tips for starting out on the road to creating your own sandbox story.Permalink | Email this | Comments
In his latest Some Assembly Required column, Massively's Jef Reahard argued that EVE can't be considered the quintessential sandbox MMO because it lacks consequences for bad behaviour. While I would argue that EVE is as close to the ideal model of the genre as exists at the moment, I'm forced to agree with Jef's assessment. Almost all of the major events in EVE's recent history that have hit the gaming media have been about theft or war, with tales of massive scams and alliance warfare painting New Eden in a dark and violent light. The ultimate sandbox would be equally capable of birthing incredible stories of exploration and players working together to build magnificent things, not just chaos and death in the gloomy depths of interstellar space.
In this week's EVE Evolved, I look at the lack of consequence for negative actions in EVE Online, whether it causes negative behaviour, and why sandboxes need to be about more than just destruction.Permalink | Email this | Comments
The devs explain the key difference between the two sides: "Most wars take place in the outermost regions of space (red on the scale), far beyond the safety of the high security regions of the Empires (light blue on the scale). The most favorable conditions for production are a mix of close proximity to major market hubs and the safety provided by the high security regions surrounding them. This visualization tells this story, showing the total produced- and destroyed-value of end products (ships and modules), where production mainly takes place in higher-security space (yellow to blue) and the majority of destruction takes place in low- or null-security space (orange to red)."Permalink | Email this | Comments
The FAQ clocks in at around 38 pages and covers everything from death and respawning via clones to what you can actually do in the game for content. For veteran EVE players the information will probably seem like old hat, but for novices or those who are just curious it can provide plenty of insight. So if you want to learn more about the game, go ahead and take a gander at the full new player guide.Permalink | Email this | Comments
The Bloodbath of B-R5RB, as the battle is now known, will be commemorated in game with the Titanomachy monument, constructed from the wrecked models of the brand new Titan ship introduced with Rubicon's 1.1 release (coincidentally right after that battle). The permanent monument site will live around the seventh planet in the B-R5RB solar system and is already expected to be a pilgrimage destination for many players.
You can read a complete recap of the Bloodbath of B-R5RB on the most recent dev diary, and be sure to tune in today at 19:00 UTC (2:00 p.m. EST) for a developer livestream discussing the event and Rubicon 1.1's release.Permalink | Email this | Comments
Clocking in at a little over a gigabyte, Rubicon 1.1 will supplement the most recent expansion with new deployable structures, the final Sisters of EVE ship, graphic tweaks, UI improvements, and the usual kids-clean-up-the-mess-you-made fixes that post-expansion patches typically contain.
The full patch notes for Rubicon 1.1 are currently available to read as your ship prepares for drydock.Permalink | Email this | Comments
See for yourself after the cut.Permalink | Email this | Comments
Four more structures were initially planned for the Rubicon 1.1 point release to expand the game's tactical possibilities, and this week two of those structures were confirmed. The Mobile micro Jump Unit is a game-changing strategic device that allows players any nearby players to jump their ships 100km forward, and the highly requested Mobile Scan Inhibitor physically hides nearby ships from probes and the directional scanner. Players on the test server have also discovered overview filter options for Mobile Jump Disruptor and Mobile Decoy Unit deployable structures, but developers were unable to confirm whether these would be part of Rubicon 1.1 or even if they'd definitely make it into the game.
In this week's EVE Evolved, I look into the tactical possibilities of the Mobile Micro Jump Unit and Mobile Scan Inhibitor and why some players have reservations about these game-changing strategic structures.Permalink | Email this | Comments
With the sandbox genre due to explode back onto the fantasy scene, I've been left wondering how much of the core gameplay that makes EVE tick could be easily adapted for an avatar-based game on land. Even features such as EVE Online's trademark territorial warfare and player-run economy have roots in classic fantasy MMOs like Ultima Online, so they should be easy to convert to modern fantasy equivalents. Last week I started this game design thought experiment with a territorial warfare system and free-for-all PvP with harsh consequences for attackers, but there's a lot more to a good sandbox than smashing people's heads in.
In this week's EVE Evolved, I delve into the hypothetical world of EVE Onland again and tackle issues of realistic world scale, exploration, economics, and the evils of global banking.Permalink | Email this | Comments
Filed under: Sci-Fi, Dark Age of Camelot, Darkfall, EVE Online, Game Mechanics, MMO Industry, PvP, Endgame, Opinion, Ultima Online, Shadowbane, Mortal Online, EVE Evolved, Perpetuum, Sandbox, Player-Generated Content, SubscriptionEVE Online, I can usually be found huddled over my computer typing lines of code into a compiler and chipping away at bugs that make varying degrees of sense. Designing my own hardcore space game is a really fun challenge and very fulfilling work, but I have a dirty little game dev secret: I've actually always wanted to make a fantasy game. While the budget and personnel required to take on a project the scale of an MMO remain quite far outside my grasp for the moment, it's still fun to think about how I might design such a game if the opportunity arose. The MMO genre seems to be heading for a sandbox revolution this year, and there's no bigger sandbox than EVE Online, but could all of EVE's gameplay translate to a fantasy game?
EVE is probably the most atypical MMO out there, maintaining a subscription-based single-shard PvP sandbox in a genre that's typically headed in the exact opposite direction. There are several new sci-fi sandboxes on the way that may or may not qualify as massively multiplayer titles, but the vast majority of MMO gamers still prefer to keep their feet on the ground in fantasy lands. I often find myself wondering how much of EVE Online's core gameplay is possible only because of its setting -- and how much could actually be applied to a fantasy MMO. Not only should it be possible to adapt most of what makes EVE great to a modern land-based game, but many of the mechanics sandbox gamers now attribute almost solely to EVE actually started life in classic fantasy MMOs like Ultima Online.
In this week's unusual EVE Evolved, I'd like to start a game design thought experiment as I delve into the hypothetical world of EVE Onland.Permalink | Email this | Comments
This time around, I thought I would try something different. I was spurred into action by the recent Steam sales, one of them offering an EVE Online Starter Pack for something like two bucks. (Now it's almost $5.00) It comes with 30 days of time, some special newbie goodies, and a booster to help skills grow faster. Sure, I could have reactivated my old account for $15.00 (and probably will after this is over), but I wondered how making a new character now would compare to what it was like all those years ago.
It turns out that it's still pretty darn cool.Permalink | Email this | Comments
What surprised me the most about my journey across the wilderness of nullsec is how many starbase owners allowed their towers to run out of fuel and shut down. Using just the directional scanner, I was able to locate and destroy dozens of unprotected starbase structures, including research labs, ship hangars, corp hangar arrays, and factories. The main target of my exploration escapades was actually the new Ghost Sites introduced in Rubicon, which spawn randomly throughout space and usually end up migrating to systems that aren't frequently used. The ISK per hour may not be very good in hunting these sites, but the payoff of finding the rare Ascendancy Omega blueprint would make it all worthwhile.
In this week's EVE Evolved, I delve into the wonderful world of interstellar trash reclamation and asset liberation. I explain how to find abandoned starbases to loot, and I share some tips on locating and tackling the elusive Ghost Sites.Permalink | Email this | Comments