Tag Archives: Dev Diaries

Latest Pathfinder Online devblog emphasizes player-driven economy

Although players in Pathfinder Online's Alpha 7 run will earn 5,000 XP per hour (in order to help them test more things), the latest devblog warns that things will get decidedly harder once gameplay starts after Early Enrollment. At that point players will face a "cold start," beginning the game with only simple peasant clothes, a club, and 1,000 XP to spend on initial feats. Everything else, from feats to gear to cash, will grow from that.

The devblog also details the player-driven economy; by design, nearly everything characters use will be player-crafted. Mobs will drop only starter equipment, coin, salvage, or -- the rarest and most valuable -- recipes. Players can only upgrade gear past the starter level through crafting, and gear can be crafted with certain key words that add bonuses when combined with specific slotted feats. For full details, and a look at what Pathfinder devs are doing at PAX Prime, check out the official site.

MassivelyLatest Pathfinder Online devblog emphasizes player-driven economy originally appeared on Massively on Thu, 28 Aug 2014 22:00:00 EST. Please see our terms for use of feeds.

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Mortal Online claims ‘breakthrough’ with improved client performance

mortal online If you've been frustrated by bad client performance with Mortal Online, then you'll be glad to hear that developer Star Vault has isolated the problem: It's Gordo the Carniverous Sea Slug (as seen above) who is eating your packets and pings with wild abandon.

In all seriousness, the team has pinpointed the issue as related to the new armor models and is beginning to work on a solution. "We have made a very exciting breakthrough in how to handle player performance cost," a team update reads. "We have identified one big thing that does indeed add quite a bit of drop on client performance when the client sees many players."

In addition to fixing the performance drop, Star Vault announced that the territory control system is "progressing very smoothly" and that the team has added a new concept artist to flesh out the world and lore.

[Thanks to James for the tip!]

MassivelyMortal Online claims 'breakthrough' with improved client performance originally appeared on Massively on Mon, 04 Aug 2014 11:00:00 EST. Please see our terms for use of feeds.

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Albion Online’s houses are more than eye candy

albion online Looking for a house in the Albion Online neighborhood? There isn't a lot there at the moment, just empty lots and plenty of potential, but the devs are promising that players will find housing indespensible when the game arrives.

In a new blog post, the team talks about how players will be able to claim a slice of open world land on which to build a lovely villa (or to use for various crafting needs). While housing will fulfill the need of interior decorators, a great deal of thought has been given to make them functional.

Houses will store wardrobes and chests for extra inventory, provide a respawn point, buff your character via trophies, and give a temporary boost to your hit points and energy. Players may choose from one of three permission levels when it comes to allowing others to visit and even modify the place.

MassivelyAlbion Online's houses are more than eye candy originally appeared on Massively on Fri, 01 Aug 2014 16:00:00 EST. Please see our terms for use of feeds.

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Massively interviews EVE executive producer Andie Nordgren

EVE Online title image If you've been following the development of EVE Online lately, chances are you've heard of Andie 'CCP Seagull' Nordgren and her mission to make deep space colonisation and player-built stargates a reality. Andie has spearheaded the direction of EVE's development over the past few expansions and has gathered a considerable following in the EVE community. At EVE Fanfest 2014, we heard her plans to overhaul EVE's outdated sovereignty and corporation management systems, and to eventually introduce new deep space colonisation gameplay.

Today CCP announced that Andie Nordgren has been promoted to the position of Executive Producer on EVE Online. I caught up with her for a chat about development on EVE and to find out what this promotion means for the future the game. I've pulled together the important details from the interview in this article, and if you still have burning questions for Andie Nordgren, she's doing an AMA thread on Reddit right now!

Continue reading Massively interviews EVE executive producer Andie Nordgren

MassivelyMassively interviews EVE executive producer Andie Nordgren originally appeared on Massively on Fri, 25 Jul 2014 12:00:00 EST. Please see our terms for use of feeds.

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H1Z1 graphics programmer hints at other weather types

h1z1 SOE Graphics Programmer Ryan Favale is the target of a new H1Z1 video. In it, he discusses the games that he's playing, notable bugs, and his role on the upcoming zombie sandbox. Favale said that he's primarily working on the dynamic weather system.

"That's my main job on H1Z1, to bring as many weather conditions and effects and environmental immersion as possible," Favale said. He teased the possibility of hurricanes, tornadoes, and dust storms, but didn't promise that they'd make them into the game.

You can watch the video after the break.

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MassivelyH1Z1 graphics programmer hints at other weather types originally appeared on Massively on Sat, 12 Jul 2014 16:30:00 EST. Please see our terms for use of feeds.

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EVE Evolved: Making ISK from the Crius release

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EVE Evolved title image
‚ÄčEVE Online's economy has been studied over the years for its resemblance to the real world, and it is often cited as an example of a hyper-capitalist society with no laws or regulation. But underneath the emergent interplay of supply and demand that has fueled everything from freighter businesses to virtual investment banks, EVE is ultimately a game. The biggest influence on the markets by far has always been CCP Games and the changes it deploys in expansions, which shake the universe up and force players to adapt to new circumstances.

There's always money to be made from major gameplay changes, and accurately predicting how an expansion will impact on the market can put you on the head of a short-lived but very lucrative gold rush. Though EVE's updates now come in the form of ten smaller releases per year, the upcoming Crius release scheduled for July 22nd has practically a whole expansion's worth of changes to industry and research. That gives you just over two weeks to prepare for the change, train any skills you might need, and figure out how to cash in on EVE's industrial revolution.

In this edition of EVE Evolved, I run down some tips for how to prepare for the upcoming industry revamp in Crius and make some ISK.

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MassivelyEVE Evolved: Making ISK from the Crius release originally appeared on Massively on Sun, 06 Jul 2014 18:00:00 EST. Please see our terms for use of feeds.

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The Repopulation allows you to queue up 100 recipes at a go

The Repopulation If you consider that The Repopulation will feature crafting so heavily, is it any surprise that the team is working hard to beef up that portion of the game during its alpha test? In its end-of-June update, the devs say that they've added a batching system into the game that allows players to queue up 100 items at once. Even so, doing the job by hand will generate better results, albeit over a longer time frame.

Other changes in the game include improvements to harvesting info and the inquiry system. Players can now use the latter to generate missions to take camps in order to get better resources.

According to the letter, The Repopulation is "getting closer" to transitioning into beta testing.

MassivelyThe Repopulation allows you to queue up 100 recipes at a go originally appeared on Massively on Sat, 05 Jul 2014 18:00:00 EST. Please see our terms for use of feeds.

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Landmark video goes spelunking in caves

landmark Caves are boring, right? WRONG! Well, wrong if you're in Landmark, at least. Caves are a relatively new and unfinished feature to the game, and in a new video, the developers attempt to explain what makes them an exciting part of the exploration process.

Landmark's caves are layered on top of each other, with each cave system corresponding to the surface biome. Right now, players can delve into only the first tier of caves, but in the future they'll be able to go as far as three tiers down in the search for treasure and crafting mats.

You can watch the full developer video after the jump!

Continue reading Landmark video goes spelunking in caves

MassivelyLandmark video goes spelunking in caves originally appeared on Massively on Sat, 05 Jul 2014 16:00:00 EST. Please see our terms for use of feeds.

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EVE Online’s in-game industry to be more challenging come Crius

EVE The EVE Online team is trying out a new type of blog post today, this one taking time to look at the "bigger picture" of how in-game industry will function with the upcoming Crius release.

According to the post, the team wants industry to be understandable by players and both interesting and skillful to use. "You should feel that you are 'good at industry,' rather than just that your character is. You're good at industry because you make good decisions, you outsmart your competitors, you've invested in the right places and you're ahead of the market," the post states.

CCP says that it sees the purpose of EVE's industry as a different breed than what goes on in other MMOs, because the player is challenged to do more than just make certain items: "This is the world we're trying to create, the industry that New Eden deserves: one where you're in charge, where you're facing a new challenge every day, and where you have all the freedom in the world to decide how to solve it."

MassivelyEVE Online's in-game industry to be more challenging come Crius originally appeared on Massively on Wed, 02 Jul 2014 15:00:00 EST. Please see our terms for use of feeds.

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EVE Probe helps CCP diagnose graphical glitches

EVE Online To help better test EVE Online's graphical capabilities, the team at CCP Games is looking at EVE Probe to save the day. With a reported 855 different GPU configurations in use by EVE players, EVE Probe was created to deal with issues that may not necessarily be able to be replicated by the dev team.

EVE Probe gathers performance data from your machine after you've experienced a graphical problem and sends it back to the team for a more detailed analysis than was previously available. All data is sent anonymously and nothing is collected that can identify a player.

If you're curious about EVE Probe, you can check out the complete dev diary on the topic at the official site.

MassivelyEVE Probe helps CCP diagnose graphical glitches originally appeared on Massively on Tue, 01 Jul 2014 14:00:00 EST. Please see our terms for use of feeds.

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Albion Online puts an interesting twist on fast travel

Albion Online Curious about getting around in Albion Online? After last week's dev blog on mounts, the team expanded on world travel with this week's blog all about fast travel.

The sandbox MMO has implemented fast travel based on user feedback, but the feature has some interesting limitations. For one, fast travel can only happen over water. It is also limited to safe cities and hubs, and costs a fair bit of money. As a bit of an RP element, fast travel is done like ship travel, so the cost will go up according to the weight you're carrying. This makes sure that players won't use fast travel at all times, and may take into consideration whether travel by foot or horseback might be the better choice in particular situations.

You can sign up for Albion Online's alpha testing at the official site.

[Thanks for the tip, Dengar!]

MassivelyAlbion Online puts an interesting twist on fast travel originally appeared on Massively on Tue, 01 Jul 2014 12:00:00 EST. Please see our terms for use of feeds.

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H1Z1 working hard on Steam early access prep

SOE Technical Director Tom Schenck penned the first dev blog for H1Z1 yesterday, saying that the team is in overdrive preparing the title for its debut on Steam Early Access. However, in regard to a specific date as to when H1Z1 will be publicly available, Schenck wasn't sharing.

Schenck said that the team is strongly focusing on getting the antagonists to look and play the part: "High priority on our Early Access feature list is polishing group behavior and tuning Emergent AI systems to the entire ecosystem. Our AI team is going nuts regulating interactions for all of the NPC characters in the game including zombies, deer, wolves, and more."

Other stated priorities for the team right now include fine tuning melee combat, maxing out performance, and bug hunting.

MassivelyH1Z1 working hard on Steam early access prep originally appeared on Massively on Sat, 28 Jun 2014 14:00:00 EST. Please see our terms for use of feeds.

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Star Citizen’s new persistent universe director loves economic, strategic gameplay

How important is Star Citizen's persistent universe? Important enough that Chris Roberts has hired game industry veteran Tony Zurovec to oversee its direction.

"The game has become so big that I can't actually direct every single aspect of it every single moment of the day," Roberts explains at the outset of a new 40-minute interview vid posted on Cloud Imperium's official site. Zurovec previously worked with Roberts at Origin and Digital Anvil. He also developed the Crusader series and brings a love of economic and strategic gameplay on a galactic scale to the table.

Roberts also mentions Zurovec's work on an unreleased Digital Anvil game called Loose Cannon that was essentially "Privateer on wheels" and a pre-cursor to the sort of open-world sandbox mayhem found in Grand Theft Auto III and its sequels.

Click past the cut to watch the full interview.

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MassivelyStar Citizen's new persistent universe director loves economic, strategic gameplay originally appeared on Massively on Thu, 19 Jun 2014 14:00:00 EST. Please see our terms for use of feeds.

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Albion Online’s mounts are for riding, not fighting

albion online A new dev diary regarding Albion Online's mounts reveals that the beasts will be strictly for transportation only.

"The player is unable to fight, gather or interact with any buildings while on horseback. Mounts will provide a number of buffs to the character, which are effective immediately when they mount, and deactivate when they dismount," the team posted.

While mounts won't be trampling over enemy's corpses, they will come in armored versions that can shrug off more damage if a player is attacked. Mounts are not only represented by horses, but oxen as well, with the latter being more suited to transporting goods over long distances.

You can see a quick video of Albion's mounts in action after the break!

[Thanks to Dengar for the tip!]

Continue reading Albion Online's mounts are for riding, not fighting

MassivelyAlbion Online's mounts are for riding, not fighting originally appeared on Massively on Sun, 15 Jun 2014 16:00:00 EST. Please see our terms for use of feeds.

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EVE Online: Kronos brings the fight to uppity pirates

EVE EVE Online: Kronos is on deck for next Tuesday's release, which means that CCP Games is going into overdrive to inform the community as to what to expect with the newest expansion. As such, today we have a pair of lengthy posts talking about new exploration sites and ship/module balancing.

In the expansion, players will be tasked with hunting down a particular sect of pirates, the Guristas, by hunting through a null-sec system for the prized data. CCP will be dangling eight new ship skins as potential rewards for a successful search.

Kronos will also include a rebalance of 38 ships, a "heap" of modules, and a total overhaul of the drone weapon system. CCP stated that the two themes of the expansion's balancing are the ascendancy of pirates and mercenaries and advancements in industrial technology.

CCP also just posted the patch notes from Kronos, so give them a look!

MassivelyEVE Online: Kronos brings the fight to uppity pirates originally appeared on Massively on Fri, 30 May 2014 17:00:00 EST. Please see our terms for use of feeds.

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