Tag Archives: Dev Diaries

EVE Evolved: Fanfest 2013 video roundup

Last month saw the huge tenth anniversary EVE Online Fanfest, a three-day convention packed full of exclusive reveals, behind-the-scenes talks, and community events. This year's Fanfest was the biggest one yet, celebrating EVE's tenth anniversary with special guest speakers from the scientific community, the reveal of a new virtual reality dogfighter, DUST 514's launch, and details of the upcoming Odyssey expansion. Massively was there to bring you coverage of the big news as it happened, and CCP streamed some of the key talks and events live to viewers at home.

This year's Fanfest sold out so quickly that many people who wanted to go didn't get a chance to, and only a select few talks were shown on the public livestream. With such a packed event schedule, even players in attendance couldn't be there for every interesting talk. Thankfully, CCP recorded over 30 of the most anticipated events and has now uploaded the videos to YouTube. Highlights include the Make EVE Real videos, the EVE keynote, the CCP Presents Keynote, and the talks on how DUST 514 integrates with the EVE economy.

In this week's EVE Evolved, I round up all of the EVE Fanfest videos in a handy list.

Continue reading EVE Evolved: Fanfest 2013 video roundup

MassivelyEVE Evolved: Fanfest 2013 video roundup originally appeared on Massively on Sun, 19 May 2013 18:00:00 EST. Please see our terms for use of feeds.

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Star Citizen lifetime insurance clarified

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Star Citizen lifetime insurance clarified
After a thank-you post on the Star Citizen site earlier this week clarified how lifetime insurance would work in the highly anticipated space MMO, a follow-up post was needed to further answer many of the fan questions.

With the helpful use of graphs and bullet points, CEO Chris Roberts clarifies that LTI will apply to three different groups: Original backers who pledged before November 26, 2012; Veteran backers who pledged between November 26, 2012 and the launch of the new website; and regular ole backers who will have pledged after the new site launches.

Be sure to check out the entire post by Roberts on his website for more information.

[Thanks to Jon for the tip!]

MassivelyStar Citizen lifetime insurance clarified originally appeared on Massively on Wed, 08 May 2013 09:00:00 EST. Please see our terms for use of feeds.

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Embers of Caerus team LFM

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Embers of Caerus team LFM
If you've wanted to get in on developing a game, now could be your chance. In Embers of Caerus' April dev letter, technical director Dave Belcher invites folks interested in filling newly opened positions on the dev team, from programmers to animators to sound designers, to send in an email and apply. Positions are also available in community and PR roles.

Along with the job opportunity announcement, Belcher notes that the team's first on-site weekend of code crunching was successful and that another is planned for the end of May. This time, however, more of the team is invited and the event will be livestreamed. More details for that will become available as the time draws closer.

MassivelyEmbers of Caerus team LFM originally appeared on Massively on Mon, 06 May 2013 11:00:00 EST. Please see our terms for use of feeds.

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EVE Online introduces a new way to raise your security status

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EVE Online introduces pirate NPCs and a new way to raise your security status
EVE Online players will soon have a new method by which to raise their security status: New pirate NPCs are being added to asteroid belts in low-security space. Upon death, these pirates drop a new sort of pirate tag, which can be taken into low-sec CONCORD stations and turned in at the Security Office to raise a character's security status.

It should be noted that this is a viable method only for raising your security status up to zero. To get a positive status, you'll need to go through more traditional methods. Additionally, the tags can be traded on the market like most goods, giving players different ways to acquire them.

You can check out all the details on the dev blog.

MassivelyEVE Online introduces a new way to raise your security status originally appeared on Massively on Thu, 02 May 2013 15:30:00 EST. Please see our terms for use of feeds.

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EVE Online Second Decade collector’s edition revealed

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EVE Online Second Decade collector's edition revealed
Moments ago at EVE Online's tenth anniversary Fanfest, CCP revealed plans for its Second Decade Collector's Edition box. EVE never really had a proper collector's edition, and the tenth anniversary of the game is the perfect opportunity to release one. The box will come with an awesome physical Rifter model that doubles as a USB hub, a CD of the tenth anniversary EVE symphony from this year's Fanfest, and a series of codes to redeem to cosmetic items in EVE Online and DUST 514. The box is due for release in October 2013 and on the EVE store and Amazon and can be pre-purhased right now for $149.99 (€149.99 for those in Europe).

Cosmetic upgrades for EVE include a new golden pod skin that applies permanently to one character, some new bloodline-based in-game clothing, and several collector's edition ships. Players will get a five-run blueprint copy of the tenth anniversary Gnosis battlecruiser and a re-skinned red Tash-Murkon Magnate, and pre-purchasers will get a bonus Nefnatar Thrasher. DUST 514 items include a set of permanant Amarr templar drop suits and weapons with the same stats as normal items but lower skill requirements.

Continue reading EVE Online Second Decade collector's edition revealed

MassivelyEVE Online Second Decade collector's edition revealed originally appeared on Massively on Sat, 27 Apr 2013 14:30:00 EST. Please see our terms for use of feeds.

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EVE Fanfest 2013 day two: World of Darkness, Odyssey, and EVE Virtual Reality with the Oculus Rift

EVE Fanfest 2013 day two World of Darkness, Odyssey, and EVE Virtual Reality with the Oculus Rift EVE Online's tenth anniversary Fanfest promised to be its biggest yet, with over 1,400 players packed into Iceland's Harpa convention centre to find out the latest on EVE Online, DUST 514, and World of Darkness. The first day focused mainly on DUST and its link with the EVE universe, but today the focus largely switched back to internet spaceships. There were plenty of roundtable discussions, and the CSM and Alliance panels were as awesome as ever, but it was the EVE Keynote that really blew the crowd away.

The day got off to a good start with the highly anticipated World of Darkness talk. Most fans were probably expecting to see more airy game design ideas and another shiny trailer, but this year CCP just came out and put all its cards on the table. We saw that the game is still firmly in pre-production, with much of the previous work going into developing the engine and cool content creation tools and shaders. While I was initially disappointed at the lack of gameplay progress or shiny cinematics, I found this approach of being open and direct with fans very refreshing. As I told WoD art director Thomas Holt, honest beats shiny every time.

Read on for a full run-down of the EVE reveals from the second day of EVE's tenth anniversary Fanfest, including in-depth details of the Odyssey expansion's features.

Continue reading EVE Fanfest 2013 day two: World of Darkness, Odyssey, and EVE Virtual Reality with the Oculus Rift

MassivelyEVE Fanfest 2013 day two: World of Darkness, Odyssey, and EVE Virtual Reality with the Oculus Rift originally appeared on Massively on Fri, 26 Apr 2013 23:30:00 EST. Please see our terms for use of feeds.

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Building the perfect fortress in Camelot Unchained [Updated]

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Camelot Unchained's housing, building, and mining revealed
The Camelot Unchained team has just released a new video dev blog for Kickstarter backers outlining some fairly ambitious plans for mining and construction in the upcoming PvE-free sandbox. The system will involve combinations of custom and prefab cells in which players so inclined can build up the empires and trading posts and fortifications of their dreams. And in a nod to games like Minecraft, the construction mechanics are built on a foundation of supplies procured through co-op mining gameplay.

Ahead of the reveal, we asked City State Entertainment's Mark Jacobs a few questions about the systems he's proposing, from the influence of Mojang's popular sandbox to whether mining will become my new part-time job. Read on for the complete interview!

[Update: As of Monday, CSE has also released the document form of the housing plans.]

Continue reading Building the perfect fortress in Camelot Unchained [Updated]

MassivelyBuilding the perfect fortress in Camelot Unchained [Updated] originally appeared on Massively on Sat, 20 Apr 2013 18:30:00 EST. Please see our terms for use of feeds.

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Latest Perpetuum dev blog delves into research system

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Latest Perpetuum dev blog delves into research system
At the end of last year, Avatar Creations posted a detailed dev blog outlining some of the new systems and revamps in store for Perpetuum. In today's blog update, the devs offer a progress report on the new research system. A fixed tech-tree system will replace the random lottery that's currently in place, and players can accumulate research points to unlock items within the tech tree.

As it stands, the system will have separate trees for each of the three main factions -- Pelistal, Nuimqol, and Thelodica -- as well as one for the modular colony system, one for the industrial items/robots, and one for the common stuff (although the final two might be combined).

The blog also touches on an extended combat log system that will pave the way for an achievement system. For more details on these two systems, check out the full progress report.

MassivelyLatest Perpetuum dev blog delves into research system originally appeared on Massively on Wed, 17 Apr 2013 12:00:00 EST. Please see our terms for use of feeds.

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Ultima Online producer’s letter talks vendor search, vet rewards, and more

This is a random UO screenshot Ultima Online producer Bonnie Armstrong has penned a new producer's letter designed to do two things. One is to disseminate some of the ideas in the pipeline for 2013, and the other is to quell any community uncertainty stemming from the recent EA layoff announcement.

Some of the coming updates include a second house on Siege, more accessible veteran rewards, and vendor search functionality that should eliminate the need to use third-party script sites to find who's selling what. Read all about that stuff and more at the official UO website.

MassivelyUltima Online producer's letter talks vendor search, vet rewards, and more originally appeared on Massively on Tue, 16 Apr 2013 20:30:00 EST. Please see our terms for use of feeds.

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EVE Online executive producer moving to concentrate on mobile

CCP office screenshot It looks like EVE Online's Jon Lander, otherwise known as CCP Unifex, will be moving on from his position as executive producer of the 10-year-old single-shard space MMO to concentrate on CCP's "emerging mobile strategy," according to a recent dev blog. Lander helped steer the team through EVE Online expansions Crucible, Inferno, Retribution, and the upcoming Odyssey. Don't worry, though; Senior Producer CCP Seagull and Development Director CCP Ripley will continue on with production of the game. Odyssey's release is still set for June 4th, and CCP promises that the transition will have zero impact on the quality of the upcoming new expansion.

Even more intriguingly, CCP wants to fill the position that Jon vacated with a candidate from outside the company. The dev blog wonders whether you have what it takes to take on the massive responsibility of running the world's biggest collection of pew-pews, or maybe you know someone who does. Good luck!

MassivelyEVE Online executive producer moving to concentrate on mobile originally appeared on Massively on Sat, 13 Apr 2013 15:00:00 EST. Please see our terms for use of feeds.

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EVE dev blog details overhaul of navy ships in Odyssey

EVE dev blog details incoming changes to navy ships According to the latest dev blog, the last time navy ships saw any real developer attention in EVE Online was way back in 2009. Some ship specs, like the cruisers, haven't been dusted off in even longer. But fans can finally look forward to some of the rebalancing and retrofitting that other groups of ships have enjoyed in recent expansions; with Odyssey, navy vessels are getting an overhaul. The blog details the incoming changes, from a light once-over of the various frigates to a boat-load of changes for the cruisers and battlecruisers. Check out the full blog for specifics on your favorite ships.

MassivelyEVE dev blog details overhaul of navy ships in Odyssey originally appeared on Massively on Wed, 10 Apr 2013 14:00:00 EST. Please see our terms for use of feeds.

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Fallen Earth rolls out the ’13 Vandal

Fallen Earth rolls out the '13 Vandal April Fools in the wasteland of Fallen Earth is just like our holiday, except that pranks tend to be a lot more radioactive and fatal than ours. But just as funny, y'know? What isn't a joke is the new Fallen Earth state of the game post, in which the team unveils the latest car coming to the game: the Vandal.

The Vandal is a decked-out car with as much style as it has armor. While the model on display was a uniformly plain gray vehicle, the devs promise that there will be several different paint jobs available when it rolls off the assembly line.

The team is also working on resolving issues with Blood Sports; it says that these issues should be resolved soon if they aren't already.

MassivelyFallen Earth rolls out the '13 Vandal originally appeared on Massively on Fri, 05 Apr 2013 18:00:00 EST. Please see our terms for use of feeds.

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EVE Online’s anti-bot policy now two-strikes-and-you’re-out

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Study this EVE graph to cure insomnia
Are you a fan of charts and graphs? Are you curious to know how CCP's war on bots is going in EVE Online? If you answered in the affirmative to either of those questions, the latest EVE dev blog is tailor-made for your reading pleasure.

In it, the firm details organization and personnel changes to the anti-botting team, and it also acknowledges the substantial amount of user feedback that frowned on the rather lenient "three strikes" enforcement policy. Effective immediately, then, EVE Online is switching to a two-strike policy wherein strike one results in a 30-day ban and strike two results in a permanent ban. Furthermore, any client modification or "involvement in RMT" will lead to a permanent ban on the first offense.

MassivelyEVE Online's anti-bot policy now two-strikes-and-you're-out originally appeared on Massively on Tue, 19 Mar 2013 12:00:00 EST. Please see our terms for use of feeds.

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Pathfinder dev blog details the building of Fort Inevitable

Pathfinder characters If you're looking for a little insight into the creative process behind Goblinworks' crowdfunded Pathfinder MMO, look no further than the latest dev blog by designer Rich Baker. After a brief intro by producer Ryan Dancey, Baker delves into the nuts and bolts of building Fort Inevitable, which will likely be "one of the major NPC towns and a potential starting area for new characters in the Pathfinder Online game."

The blog post is pretty long, so bring your own caffeinated beverage. It's an interesting peek behind the development curtain, though, and you can find it at the Goblinworks website.

[Thanks Matixzun!]

MassivelyPathfinder dev blog details the building of Fort Inevitable originally appeared on Massively on Fri, 15 Mar 2013 10:00:00 EST. Please see our terms for use of feeds.

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Dig through the sand(box) in the latest Camelot Unchained devblog

Camelot Unchained continues its foundational principles series of dev blogs with entry number 11, in which Mark Jacobs talks about what exactly constitutes a sandbox game and the philosophy behind the sandbox elements in Camelot Unchained. He starts off with a clarification that "CU is not a true sandbox MMORPG" because "a true sandbox MMORPG would allow the player to build out his stats, skills, alter the world, etc. without most of the fixed conventions and limitations that are found in CU and most other RPGs." Regardless, Jacobs believes that his studio "can learn from and adapt the concept of [sandbox games]."

Jacobs goes on to talk about how and where he decided to implement traditionally sandboxy elements into Camelot Unchained and where he decided it was best to go a different route altogether. For instance, he argues that "in a true SBRPG a player's actions within the game would dictate evolution and progression." Jacobs claims that while CU earns some "sandbox points" because of its relatively unrestrictive class system, it loses some simply because it utilizes a class system. He spends the rest of the post running through the game's list of features and explaining the rationale behind the sandbox elements (or lack thereof) in each one, so if you want to get into the nitty-gritty of Camelot Unchained's sandboxiness (which is now a word), settle in and read the full post at the game's official site.

MassivelyDig through the sand(box) in the latest Camelot Unchained devblog originally appeared on Massively on Wed, 13 Mar 2013 17:00:00 EST. Please see our terms for use of feeds.

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