- EVE Evolved: Lowsec isn’t impenetrable
- More Star Citizen features mean more devs, Roberts says
- New video explores EverQuest Next Landmark’s world and features
- Fallen Earth adds holiday spirit to the wasteland
- Eve Online: Announcing the New Eden Open II
- The Repopulation’s housing video offers decorating tips
- The Stream Team: Space mining in EVE Online
- China gets late Christmas present of new ArcheAge beta
- The Repopulation improves housing and inquiries in November
- Massively unboxes EVE Online’s Collector’s Edition
- Darkfall Blog
- Darkfall Unholy Wars
- Embers of Caerus
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Tag Archives: Dev Diaries
Even in the wasteland, holidays sweaters seem to persist, and you can grab one for yourself in the Fallen Earth store. The team also mentioned bug fixes in this new patch, as well as a look toward The Outpost's new design, featuring an area to explore and build. "Our focus for this expansion is putting more control of the players' experience in their hands and giving crafters more of a role at the higher levels," says lead designer Marie Croall in the blog.
Check out the full entry for more details and images of holiday-wrapped post-apocalyptic vehicles.... because that's just something you don't see every day.Permalink | Email this | Comments
Finally, we got a quick look at the new hangar-based weapons test rig that will be playable by the end of the year as well as a second look at the Foundry 42 video released last week.
Oh yeah, and the game topped $33 million in crowdfunding, too, prompting yet another letter from the chairman. We've embedded all the videos for you after the cut.Permalink | Email this | Comments
While guilds can capture as many territories as they like, they'll also be required to defend these territories from opposing guilds who would take their lands. In order to keep Guild-vs-Guild combat fair and balanced, each land-holding guild will be required to choose "a number of times during the day at which their territory will be 'open' to attack." At these times, both the attacking and defending guilds will field a team of five players who will act as champions in the battle, thereby ensuring that no one guild can ensure victory by overwhelming numbers. Those who wish to reap the benefits of holding land without getting their own hands too bloody can instead put a bounty on their enemies' heads and let mercenaries (presumably other players) do the work for them. To learn more about Albion Online and to sign up for the game's upcoming closed beta, head on over to the official site.
Assuming you can get past all those gory details, you'll see some up-close-and-personal zombie killin' as well as exploration elements. "Our focus is on getting the alpha out, Hall says, "which means focusing on multiplayer [server] performance." Click past the cut to watch the clip.Permalink | Email this | Comments
Even the planetary conquest portion of DUST that could be considered its most MMO-esque element has been abstracted into a series of instanced and scheduled 24v24 battles. DUST's main rival during development was the PC-based PlanetSide 2, and had the two games released on the same platform, I'm sure that rivalry would still be in the media spotlight. I've been playing PlanetSide 2 for just a few days, and I can already see elements that would make it a far better fit for the EVE universe than the current version of DUST. So what could DUST learn from its non-console-only counterpart?
In this week's EVE Evolved, I look at how PlanetSide 2 handles issues of persistence, planetary conquest, and vehicle spawning, and why I think DUST 514 should be borrowing a few tricks from its game design.Permalink | Email this | Comments
This year's EVE Fanfest gave players a glimpse into the world of immersive twitch combat with the announcement of a new dogfighting game set in the EVE Online universe. Originally starting out as an virtual reality experiment by a few developers in their spare time, EVE Valkyrie has now become a full game in its own right and an example of what's possible with the Oculus Rift virtual reality headset. It was always assumed that Valkyrie was an EVE game in name and theme only, but recently developers have revealed that they'd like it to tie into the actual EVE Online universe itself.
In this week's EVE Evolved, I look at recently revealed information on EVE Valkyrie and speculate on how it could be integrated into the EVE universe.Permalink | Email this | Comments
The developers explained that this issue wasn't something that's ever come up in other games, since Landmark is so different. Thirty-seven percent of players polled said they would like to build their creations in public, which the team found encouraging.
There was concern about griefing, which the devs said shouldn't be an issue. When you stake a claim in the world, you're the only person who can build on it unless you give friends or the entire public permission to change that area.
The playerbase also expressed concern about how to keep their player studio projects a secret so that other players can't rip off their ideas. SOE will look into giving such players a way to develop in private, although Landmark will remain focused on public building. However, there will be no offline mode for building because SOE believes that it defeats the social aspect of the game.
Landmark's beta will begin this winter, with dates to be announced "in the next month or so," according to Dave Georgeson.
You can watch the full discussion after the break.Permalink | Email this | Comments
Many expected the siphon to be a minor annoyance to starbase owners, with the presence of a siphon being easily discovered and a limit of one siphon per starbase established. In reality, one siphon unit can rob a starbase of 60% of the output from a moon harvester or 12.5% from a simple reactor, and there's no limit to how many can be stacked on an individual starbase. It'll take only two of these to completely shut down a single moon-mining operation, and the owner will get no warning whatsoever that it's happening.
In this week's EVE Evolved, I look at how the Siphon Unit will work, its stats, various ways to protect your starbase from it, and what the long-term implications may be for EVE.Permalink | Email this | Comments
While the motivation to explore in many MMOs is something to the tune of "kill things for XP and loot," the permeable nature of EQN's world adds a new layer of incentive. Each biome, as Butler and Rappaport explain, will contain a variety of different resources and materials that players can use to build their own structures within the world. The duo also addresses the existence of leylines, which, in addition to allowing players to travel around the world, give players the ability to travel between servers. And since players on each server will alter their world's landscape in different ways, there are plenty of opportunities for players to explore each server's unique version of the world. For more tasty exploration details, check out the full video past the cut.
Filed under: Sci-Fi, Video, EVE Online, Expansions, Game Mechanics, Patches, Previews, PvP, Endgame, News Items, PvE, Opinion, EVE Evolved, Livestream, Dev Diaries, Sandbox, Housing, Player-Generated Content, SubscriptionEVE Online Senior Producer Andie Nordgren delivered an incredible long-term vision for the game's future that included deep space colonisation, player-built stargates, and players controlling practically everything that's currently run by NPC empires. This vision sets the tone and direction for development over the next ten expansions, each of which will introduce a small component of the overall goal. In a live interview session earlier this week, CCP revealed the first steps it will take toward space colonisation in its upcoming winter expansion.
Named Rubicon, the expansion will be in players' hands on November 19th and promises to give individuals and small groups unprecedented control over the sandbox. It will let players fight over planetary customs offices in high security space, significantly buff the ability of small ships to participate in hit-and-run style warfare, and even introduce a new set of personal deployable structures that can be hidden anywhere in space. All this comes alongside two new Sisters of EVE ships, twitch livestream integration, and significant balance changes to Marauders, Interceptors, Interdictors, and Electronic Attack Frigates.
In this week's EVE Evolved, I run down all of the new features and changes announced so far for EVE Online's Rubicon expansion.Permalink | Email this | Comments
The blog continues by stating that the idea of PvP flags is being revisited. It also outlines the basics of the alignment and reputation systems, and it assures players that bounties still exist. For more details on these systems and the various conflicts, check out the full blog post.
[Thanks Chris!]Permalink | Email this | Comments
In a new roundtable video, the devs talk about the pros and cons of including a fantasy twist of these familiar concepts in Norrath. The main concern the team had for anything being put into EQN was that it pass through a lore filter to make sure that it wasn't going to be out of place.
The devs aren't committing to a "yes" or "no" on these concepts wholesale but will be examining them on a case-by-case basis to see if there's a precedent -- and to keep their options open for now. You can check out the full discussion after the break. Don't forget to check out our EQN roundtable wrap-up while you're at it!Permalink | Email this | Comments
Hall also touches on the network optimization delays that he mentioned at Gamescom. "In order to make our alpha period worthwhile, we want to release with this network bubble, which is the last task remaining before [the alpha]," he explained. Hall goes on to say that the task is currently being overseen by Bohemia Interactive co-founder Ondrej Spanel. Spanel is Bohemia's most senior programmer and is also responsible for co-designing the engine that led to Operation Flashpoint, the Arma series, and of course DayZ.
We've embedded Hall's dev blog video after the cut.Permalink | Email this | Comments
The team said that it was quite mindful of typical tactics like zerging and 3:00 a.m. takeovers when it designed the system. Sieges have a cost assigned to them that goes above just a body count and will take place over three days to allow both the attackers and defenders adequate time to rally to their cause. There are also emergency energy shields and siege weapons to consider as well.
The official site has an overview and sample timeline of a proposed siege, so check it out and see if this might be the next evolution of PvP battles.Permalink | Email this | Comments
Not So Massively: Star Citizen hits $14 million, Valve partners with Twitch, and Path of Exile goes back in time
Valve announced a new partnership with Twitch that will allow Dota 2 players to win prizes for watching tournament livestreams rather than be forced to use the spectator client. Heroes of Newerth revealed details of its $360,000 US HonTour league, which opens for signups on Friday and may provide prizes for even mid-tier players.
Path of Exile took a trip back in time this week, showing screenshots and a video of what the game looked like five years ago and how far it's come. New information confirmed that the console version of Diablo III was in development before the PC version launched and that gear on consoles will be tailored to the characters in the game. And Firefall announced plans to celebrate the start of open beta with a two-day livestream event set to begin tomorrow.Permalink | Email this | Comments