Tag Archives: Dev Diaries

EVE Online nixes industry teams

eve Not every new idea is going to take off and be a smash hit, as CCP definitely understands this as much as anyone. The EVE Online developer said that the implementation of industry teams earlier this year has been vastly underused, and as a result, teams will be removed from the game entirely in 2015.

"We have been closely tracking all related industry metrics and dials and it is apparent to us that usage of teams has been very low relative to the goals we set for it -- with single figure percentage use in manufacturing jobs and near nonexistent use in research," CCP wrote.

Industry teams had allowed players to hire NPCs to help out with industry jobs. The feature will be "methodically removed" over the next few months, although players will be able to use teams until they are forceably retired.

On another note, EVE tweeted that it has freed up over six million names from former trial players and has made them available for general use.

MassivelyEVE Online nixes industry teams originally appeared on Massively on Wed, 17 Dec 2014 17:00:00 EST. Please see our terms for use of feeds.

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EVE Online speeds up game installation and access

eve To "get people into the game quicker," CCP is smoothing out the download and installation process for EVE Online. This new method of deployment is scheduled to go into service at the start of 2015.

This means that the installation package will go from a 7GB download to a zippy 200MB one instead. Once that game client is up and running, it will then download the rest of the game's resources as needed.

"On a fast connection you probably won't notice much of a difference -- load times may be slightly longer at times. As you play more, more resources will be cached and fewer and fewer need to be downloaded. The client will be smart about pre-fetching resources it expects will be needed soon," the team said.

MassivelyEVE Online speeds up game installation and access originally appeared on Massively on Tue, 16 Dec 2014 17:00:00 EST. Please see our terms for use of feeds.

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CCP dev blog talks PBR and ‘making EVE look real’

Have you ever wondered about the math behind the visuals in your favorite games? If so, look no further than the latest EVE Online dev blog, which regales us with tales of the Phong Reflection Model and how it's giving way to something called Physically Based Rendering or PBR.

The post features a bunch of equations, literally, and plenty of associated smart-person talk. Fortunately for me it also features quite a few pretty pics of internet spaceships! You can read it for yourself via the links below.

MassivelyCCP dev blog talks PBR and 'making EVE look real' originally appeared on Massively on Mon, 08 Dec 2014 18:00:00 EST. Please see our terms for use of feeds.

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EVE Evolved: The Sleepers are coming!

EVE Evolved title image Ever since the announcement of 100 new wormhole systems and the unique Thera wormhole hub system, some interesting things have been going on in EVE Online. A new star appeared in the night sky and began rapidly growing in brightness like a supernova, and curiously, the light from that star was able to be seen from every star system in New Eden simultaneously in clear violation of the laws of physics. Two days prior to the event, Sansha's Nation were seen scattering from an Incursion site and leaving the area without using wormholes, hinting that something big was happening in their home system. Combined with the intruiging story of Thera, this has had even non-roleplayers scrambling through the EVE lore to come up with theories about what's to come.

Players slowly set apart picking the mystery to pieces, conducting a galaxy-wide search to find the origin of the bright star and sending people into the test server to get clues. The mystery intensified when players discovered that the star was likely near or within restricted Jove space, and soon after they began finding strange cloaked structures throughout known space. While observing these structures, players even found that an all-new form of Sleeper NPC called the Circadian Sleeper was periodically warping into the site and using some kind of scanning beam on the cloaked structure. All of this comes in anticipation of the public release of the Rhea patch on Tuesday 9th, which will introduce hidden Sleeper sites in known space and kick off the arms race to discover tech 3 destroyers.

In this lore-heavy edition of EVE Evolved, I look at everything we know of EVE's new Sleeper storyline event and try to figure out how it all fits together.

Continue reading EVE Evolved: The Sleepers are coming!

MassivelyEVE Evolved: The Sleepers are coming! originally appeared on Massively on Sun, 07 Dec 2014 18:00:00 EST. Please see our terms for use of feeds.

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Camelot Unchained tackles building systems, ability crafting

Camelot Unchained City State Entertainment has continued its daily Camelot Unchained updates with another batch of notes on the ongoing state of the build as the team gears up for alpha testing in 2015.

Studio boss Mark Jacobs says that his crew has done a first pass on the building system as well as the ability crafting system UI, mage VFX and casting, and the grass system. The team is also working on improvements to client performance. "Last month we rocked the network and PhysX side," Jacobs wrote. "Now we begin to do the same on the client side."

Critical improvements to duck pedestal collision are also included in the notes. Check the whole list out on the official site to understand that joke.

MassivelyCamelot Unchained tackles building systems, ability crafting originally appeared on Massively on Fri, 05 Dec 2014 13:00:00 EST. Please see our terms for use of feeds.

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EVE’s Rhea tweaks star map functionality

Rhea's on final approach, and EVE Online developer CCP has published another dev blog designed to clue pilots into the patch's new features. Today's installment tackles the star map, which has been tweaked with new visuals, a windowed mode, and zoom functionality that represents the beginnings of a consolidation project that will marry the star map with EVE's solar system map.

There are some smaller changes as well, so click through to the dev blog to learn more.

MassivelyEVE's Rhea tweaks star map functionality originally appeared on Massively on Thu, 04 Dec 2014 17:00:00 EST. Please see our terms for use of feeds.

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The Repopulation expands alpha and focuses on bots

The Repopulation Above and Beyond has published The Repopulation's end-of-November report, and it's a doozy. The studio discusses the embiggening of its alpha thus far and the addition of new servers to handle the load. The devs have also been working on housing and city locations, a new character versioning system, a new cloning system, nation deeds, facial animations, and tooltips.

Perhaps of most interest to sandbox fans disillusioned with this year's sandbox drama is A&B's focus on its bot detection code. "Our philosophy with bots is that once the game launches it is not really beneficial to ban characters unless they already invested a significant amount of time into the characters, otherwise they can just create a new free account and you need to detect them all over again," the devs wrote. "So we've focused our attention on reducing the benefits of botting. In addition skill gain penalties and stoppage, botters will see their harvesting results capped in quality, and a complete shut off of loot."

Capping off the dev letter are 17,356 words' worth of patch notes. We counted. Check every last one out at the official site.

MassivelyThe Repopulation expands alpha and focuses on bots originally appeared on Massively on Wed, 03 Dec 2014 11:00:00 EST. Please see our terms for use of feeds.

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Shards Online has big plans for balancing crafting vs. loot

Shards Online Yesterday, Citadel Studios released a video dev blog highlighting how crafting will work in its upcoming sandbox, Shards Online. Lead systems designer Bruce "Logrus" Bonnick explains that the team will balance looted and crafted items by making those items truly distinct. "Rather than make loot and crafting compete with each other, I prefer to kind of have them co-mingled," he says. Different properties will exist on gear depending on how it is acquired, thereby suiting different playstyles.

Massively's MJ explored the current build of the game with Citadel's Derek Brinkmann over the holiday weekend via livestream. Shards Online's second Kickstarter reached its $50,000 goal last week.

The crafting vlog is below.

Continue reading Shards Online has big plans for balancing crafting vs. loot

MassivelyShards Online has big plans for balancing crafting vs. loot originally appeared on Massively on Mon, 01 Dec 2014 14:00:00 EST. Please see our terms for use of feeds.

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EVE Evolved: What does Thera mean for EVE?

EVE Evolved title image If you've been keeping up with the recent news updates on EVE Online, you've probably heard about the upcoming Rhea update scheduled for December 9th. This mega patch will introduce the new tech 3 Tactical Destroyer ship class, Sleeper incursions into normal space, hands-on WASD flight controls, and 101 new wormhole systems (including 25 that are limited to small ships). The new wormhole systems have had all of their planets shattered by an as-yet unknown stellar phenomenon, and clues as to what transpired there will be hidden in the rubble. This infusion of new content and story will mark the first time the wormhole storyline and gameplay have been significantly expanded in over four years.

Each of the new shattered star systems is guaranteed to have at least one outgoing wormhole leading to normal space at all times, increasing the likelihood that pirates will catch you exploring or farming them. And since these systems won't have any in-tact moons, you won't be able to put up a permanent starbase to retreat to if hostiles appear. I'm pretty excited for exploring this new lawless frontier, but it's a unique shattered star system called Thera that I'm most looking forward to finding. Thera will be the first and only wormhole system to have fully kitted NPC stations and will serve as neutral ground for anyone who wants to live there. It's been described as the Mos Eisley of EVE, a permanent home to pirates, PvP corps, and smugglers looking to make some quick ISK.

In this edition of EVE Evolved, I look at how the Thera system could revolutionise EVE for a lot of players and where the EVE storyline could go as a result.

Continue reading EVE Evolved: What does Thera mean for EVE?

MassivelyEVE Evolved: What does Thera mean for EVE? originally appeared on Massively on Sun, 23 Nov 2014 18:00:00 EST. Please see our terms for use of feeds.

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EVE gives more market data tools to the mod community

eve EVE Online is such a mod-happy game that there's an official site for it, and it's on this site today that CCP said that it will be giving another valuable information-gathering tool to players with the advent of a new searchable resource.

"We also are making available the MarketType resource. MarketTypes is a collection of all possible MarketType resources," the devs posted. Being able to search market history and orders will help modders pull in data from multiple regions and should be in the game with the Rhea content patch.

MassivelyEVE gives more market data tools to the mod community originally appeared on Massively on Thu, 20 Nov 2014 18:00:00 EST. Please see our terms for use of feeds.

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CIG kicks off Star Citizen Meet the Devs video series

Cloud Imperium has kicked off a new video series called Meet the CIG Devs. Episode one focuses on production coordinator Darian Vorlick, who is profiled via a question-and-answer vignette that's long on personal info but relatively short on game-specific stuff.

Still, it might be worth watching if you're curious about the personalities behind the curtain on the largest crowdfunded project of all time. Click past the cut to view Episode 1.

Continue reading CIG kicks off Star Citizen Meet the Devs video series

MassivelyCIG kicks off Star Citizen Meet the Devs video series originally appeared on Massively on Tue, 18 Nov 2014 20:00:00 EST. Please see our terms for use of feeds.

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EVE Online turns manual control of ships over to players

eve For the first time ever in its history, EVE Online is experimenting with giving players manual control of their starships. The change was prompted by observing new players who were frustrated that the game didn't include standard WASD controls. These "simple" controls will be introduced as an optional beta feature in next month's Rhea update.

CCP also posted a list of other features that we'll be seeing with the upcoming content patch. Players will enjoy an improved star map, try out new ships such as the Confessor tactical destroyer, experience more atmospheric asteroid belts, and no longer lose skill points or clone grades when podded.

MassivelyEVE Online turns manual control of ships over to players originally appeared on Massively on Fri, 14 Nov 2014 14:30:00 EST. Please see our terms for use of feeds.

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EVE Evolved: Clone upgrades and skill loss are gone!

EVE Evolved title image While the player activity stats might suggest otherwise, the past few years have been a real rennaisance for EVE Online. Developers have gone back and iterated on dozens of old game features that were starting to show their age, and some of them have been pretty huge. The war declaration and criminality overhauls in 2012 were fundamental changes to core gameplay that had been stagnant for almost a decade, and the recent industry and warp acceleration changes were equally fundamental shifts. These were all features we had previously been told were essentially off-limits for iteration because they relied on undocumented legacy code from 2003, and none of the programmers wanted to poke that sleeping beast.

Now it seems that no idea is off-limits, and developers aren't afraid to challenge fundamental parts of EVE's original design that may not make sense today. This week's Phoebe update revisited capital ship force projection for the first time since the ships were added in 2004, for example, and it removed the 24-hour skill queue limit that CCP insisted on adding in Apocrypha. In Thursday's episode of The EVE Online Show, developers announced the next big legacy feature to be put on the chopping block in the game of progress: As part of December's Rhea release, clone upgrades and skill point loss on death will be completely removed from the game.

In this edition of EVE Evolved, I look at the problems caused by the cloning system, why it needs to be removed, and what could possibly replace it.

Continue reading EVE Evolved: Clone upgrades and skill loss are gone!

MassivelyEVE Evolved: Clone upgrades and skill loss are gone! originally appeared on Massively on Sun, 09 Nov 2014 18:00:00 EST. Please see our terms for use of feeds.

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The Repopulation lowers its alpha access pledge prices

Repopulation Crowdfunded sci-fi sandbox The Repopulation has today announced a change to its pledge packages that should increase the number of backers -- and testers. The new packages cost $50 and $25; the $50 version grants immediate test access, while the $25 edition will sweep buyers into the alpha starting on November 21st. Above and Beyond says it will be altering its packages at that time to remove perks like housing plots and NPC naming, but the $25 buy-in will still "be the cheapest for awhile."

During the ongoing testing, the studio has vowed to keep the servers up around the clock outside of patch downtime, and it will avoid region locking, though the servers are located in North America. As the test is an alpha, a strict NDA is in place and pre-release wipes are still expected.

[Thanks, dirtyklingon!]

MassivelyThe Repopulation lowers its alpha access pledge prices originally appeared on Massively on Tue, 04 Nov 2014 13:30:00 EST. Please see our terms for use of feeds.

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The Repopulation tweaked housing, vehicles, and shops in October

Repopulation The Repopulation's end-of-October report has arrived, and in it, Above and Beyond outlines the significant improvements made to the sandbox over the last month. Of note, player shops and vendors were added, along with a slew of enhancements to the player housing and city systems, like remote shopping and Star Wars Galaxies-style house relocation. Vehicles and mounts, genetic engineering, rogue nations, the interface, and cosmetic styling also received hefty upgrades.

Capping off the update are 15,845 words' worth of build notes. Yes, we counted.

The devs note that backers not yet invited to the alpha should all be gaining access in November.

MassivelyThe Repopulation tweaked housing, vehicles, and shops in October originally appeared on Massively on Mon, 03 Nov 2014 10:30:00 EST. Please see our terms for use of feeds.

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