Tag Archives: News items

John Smedley discusses H1Z1 monetization

Well, at least the budget plan isn't currently creatively appropriating parts of the Landmark budget. Player characters in H1Z1 won't be concerned with money, seeing as how they'll be busy trying to fortify themselves against hordes of shambling zombies. Sony Online Entertainment, however, does indeed want to make money off of the game. President John Smedley took to Reddit to share the details of the team's first monetization meeting, and while it's not a decisive list of how the game will make money, it serves as a preview.

The early list contains character slots, wearable items, crates with random selections of wearable items, and emotes. The team also intends to allow players to loot wearables from other players, but looted cash items will degrade over time rather than being perpetual acquisitions. Smedley makes it clear that resources like food, water, and ammunition will not be sold, nor will any boosts to those resources, since acquiring these assets makes up the core of the gameplay. Take a look at the post for the details and the community response.

MassivelyJohn Smedley discusses H1Z1 monetization originally appeared on Massively on Thu, 24 Apr 2014 16:00:00 EST. Please see our terms for use of feeds.

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Here’s a breathtaking Black Desert fly-through trailer

Black Desert windmill Pearl Abyss has released an 11-minute trailer for Black Desert, the entirety of which features a breathtaking fly-through of the sandbox's huge fantasy world map. Steparu reports that all of these areas are seamless, including the game's many dungeons which don't make an appearance in this particular clip.

You can watch the full trailer just past the cut.

Continue reading Here's a breathtaking Black Desert fly-through trailer

MassivelyHere's a breathtaking Black Desert fly-through trailer originally appeared on Massively on Mon, 21 Apr 2014 09:00:00 EST. Please see our terms for use of feeds.

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SOE’s new Player Server initiative debuting in H1Z1

There aren't many H1Z1 screens to choose from Did you watch SOE's late-breaking H1Z1 livestream last night? Are you excited for the zombie survival sandbox MMO? Well, here's another nugget to chew on courtesy of CEO John Smedley and his Twitter feed.

The game will feature private servers.
Today I'd like to announce H1Z1 will be the first game to implement our new Player Servers. In addition to the traditional servers that we set up and run (what you've come to expect in MMOs), we will allow the players to come together in any way they wish and if they can get enough people together to vote for the server we will make it for them.

At first this will be for specific pre-defined rulesets. Later we will expand past rulesets into adding more features. For example perhaps one community prefers to go more militaristic. So they add more military vehicles. So we're truly letting you, our players get exactly the kind of thing you're looking for.

Mechanically this will allow players to buy pledge tokens in Station Cash to vote on a proposal. However, should the vote [succeed] we refund.
[Thanks BabaGraPL!]

MassivelySOE's new Player Server initiative debuting in H1Z1 originally appeared on Massively on Fri, 18 Apr 2014 09:00:00 EST. Please see our terms for use of feeds.

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Star Citizen tops $42 million, adds towels

Star Citizen's damaged towel The Star Citizen money train is still chugging along, as Chris Roberts' latest chairman letter makes clear. What's the occasion? The crowdsourced space sim sandbox just passed $42 million in funding, which unlocked several "celebratory goals" including an updated observist guide, an explorer-class mobiGlas rig for backers, a new Squadron 42 fighter craft called the Gladius, and most crucially, a towel for your hangar that comes complete with its own damage state.

Roberts says that the SC team is back at work on the dogfighting module after its PAX East hiatus, and he also provides a poll for choosing the next stretch goal reward.

MassivelyStar Citizen tops $42 million, adds towels originally appeared on Massively on Tue, 15 Apr 2014 11:00:00 EST. Please see our terms for use of feeds.

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The new player experience in EverQuest Next and Landmark

EQN In this week's EverQuest Next roundtable video, Senior Brand Manager Omeed Dariani and Lead Designer Darrin McPherson tackle the new user experience in Landmark and EQN. The pair say they recognize that developers don't always see the game the same way players do and that players need to be caught early by the game, especially a free-to-play game, or they'll leave.

"In both games, we won't have a lock-step approach to a tutorial... we definitely want to have something more free," McPherson explained. Learning the game will be a set of achievements. For example, when you equip an axe, the game will tell you you can chop wood with it, and when you chop wood, the game will tell you how to craft, granting achievements along the way without forcing players to complete any one element of gameplay to proceed.

Enjoy the full dev video after the break.

Continue reading The new player experience in EverQuest Next and Landmark

MassivelyThe new player experience in EverQuest Next and Landmark originally appeared on Massively on Mon, 14 Apr 2014 17:30:00 EST. Please see our terms for use of feeds.

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Camelot Unchained discusses resource systems, BOP gear, and housing

Camelot Unchained The Camelot Unchained devs have just released issue seven of their Piercing the Veil series, blog posts dedicated to answering player questions about the upcoming PvP sandbox. The highlights?
  • Not every tree in the game will be harvestable, but the devs are considering (not promising!) a dynamic resource ecosystem.
  • There will be expandable storage, but inventory management annoyances will be downplayed.
  • The team isn't planning NPC cities beyond the starter cities. The players will be creating that part of the world.
  • Bind-on-pickup gear "does not make good sense for [the] game given that all but the starter gear will be crafted, rather than dropped."
  • Housing will differ in format based on whether it's in the open world or safe zones, and you won't need to be a crafter to set up a basic home yourself.
  • Non-stat player clothing will be in the game.
  • The devs will most likely put limits on guild sizes.
  • Solo play will probably be a viable option.
You can read the complete Q&A on the official site.

MassivelyCamelot Unchained discusses resource systems, BOP gear, and housing originally appeared on Massively on Fri, 11 Apr 2014 17:30:00 EST. Please see our terms for use of feeds.

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Smedley talks H1Z1′s map size, population density

H1Z1 SOE CEO John Smedley's not done talking about zombie sandbox survival MMO H1Z1. Earlier this afternoon on Reddit, Smed posted a lengthy comment addressing questions about the game's map size. Rather than summarize it for you, I'll just go ahead and leave the whole thing here.

I've seen a bunch of people asking questions about the map size. Forgelight is built to handle arbitrarily sized worlds. Our plan is simple -- we're building the core of "anywhere USA". When we first open it up to users the map will be huge, but nowhere near as big as it's going to be in short order. Our map editing system allows us to quickly add massive areas. We want to make sure we clearly understand how the players are playing the game before we do that. On PlanetSide 2 we made a mistake by making multiple continents before we had a strong enough idea of what worked and what didn't. This game is different. We're doing it smarter.

When we open up the early access there will be a massive map for players to enjoy. Over time (very quickly) they'll magically just be able to keep going further than they've gone before. It's a very unique way of doing it, but we actually think this is a better way to go.

So not to worry. Zombie Apocalypse isn't going to be any fun if it's like Disneyland on Spring Break and super-crowded. We want remote... haunting... being scared when you see someone. Your first instinct needs to be to hide. If there are 20 players in your view it's not a very convincing Apocalypse.

So how many players per server? Who knows. As we add more land the number of people we can hold on a server goes way up. So we're excited. We have a ton of zombies for you to fight too. You'll be seeing hordes, oh yes you will.

MassivelySmedley talks H1Z1's map size, population density originally appeared on Massively on Fri, 11 Apr 2014 17:00:00 EST. Please see our terms for use of feeds.

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PAX East 2014: Star Citizen and the DFM are ‘more than just PvP’

Star Citizen: We're more than just PvP! Chris Roberts took the stage at a backer-only pre-PAX event in Boston last night to show off some of Star Citizen's alpha dogfighting footage. Despite a few technical glitches, fans were able to get an extended glimpse of the game's first playable module, which Roberts said will likely release in a month or so.

The dogfighting module will be presented as part of the in-universe fiction and thus will take the form of a space sim called Arena Commander which released to gamers in the year 2944. Players will load into the DFM through their pre-existing hangar module where they'll choose between five alpha game modes: Free Flight, Battle Royale, Squadron Battle, Capture the Core, and Vanduul Swarm (basically a horde mode). Cloud Imperium is including leaderboards and plenty of stats which will show up both on Star Citizen's web-based player and organization profiles as well as in the finished game.

The upcoming module will also feature co-op capabilities along with PvE AI. "At the end of the day, for me, it's not all about combat," Roberts explained, "so if [combat's] not your thing you don't have to worry about it."

Click past the cut to watch the full livestream.

Continue reading PAX East 2014: Star Citizen and the DFM are 'more than just PvP'

MassivelyPAX East 2014: Star Citizen and the DFM are 'more than just PvP' originally appeared on Massively on Fri, 11 Apr 2014 10:00:00 EST. Please see our terms for use of feeds.

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Camelot Unchained’s producer’s letter offers concept art, new storefront

CU Camelot Unchained's April producer's letter begins with an apology; the planned testing scheduled for the end of March was delayed because of goal pushbacks, writes producer Tyler Rockwell. But we're pretty sure you'll forgive the team as Rockwell has uploaded some new bits of concept art of the Giants of the Tuatha Dé Danann. The team is also teasing new and more functional forums as well as a new storefront, which will have "much-requested capabilities such as combining and upgrading pledges."

"We know we need to pick up the pace over the next 5 months in order to hit Alpha on time, and that is our intent," Rockwell vowed.

We've included the concept art after the break; just click the images to enlarge them.

Continue reading Camelot Unchained's producer's letter offers concept art, new storefront

MassivelyCamelot Unchained's producer's letter offers concept art, new storefront originally appeared on Massively on Tue, 08 Apr 2014 21:00:00 EST. Please see our terms for use of feeds.

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Ultima Online’s April state of the game address

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UO
On Friday, Ultima Online Producer Bonnie Armstrong and the Broadsword Online Games crew took to Google Hangouts for an informal state of the game address and player question-and-answer session. The event marked one of the first times we've heard from the Broadsword team about its plans for the game since its pseudo-acquisition a few months ago. The highlights?
  • The artwork update is still on the way, as are new housing tiles.
  • A resurrection of the old MyUO.com website is planned, along with a revamp of the new and returning player experience.
  • The team hopes to resume putting out one expansion or booster every year.
On the downside, the team isn't currently working on new housing areas, new items for the cash shop, or storage expansions, and there's no ETA for the bug-free return of vendor search, which was implemented and promptly went kaput just a few weeks ago.

An interesting factoid pointed out by Stratics poster Nails Warstein: The player split between the old classic client and the newest enhanced client is now 50-50.

MassivelyUltima Online's April state of the game address originally appeared on Massively on Sun, 06 Apr 2014 12:00:00 EST. Please see our terms for use of feeds.

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CCP introduces EVE’s newest buddy program and rewards

As part of its ongoing initiative to "reduce the barriers for players joining -- and rejoining -- EVE Online," CCP Games has today revealed the latest version of EVE's buddy program, dubbed the Recall Program. Under the new plan, current EVE subbers will be able to send out seven-day game passes to their friends whose accounts have lain dormant for six months.

What's in it for existing players, other than the comforting camaraderie of BFFs in a cutthroat space sandbox? If your invitees resub, you can claim not-necessarily-exclusive rewards, up to three per month, including new clothing, a cosmetic ship skin blueprint for the Mackinaw Exhumer, and PLEX.

MassivelyCCP introduces EVE's newest buddy program and rewards originally appeared on Massively on Thu, 03 Apr 2014 21:00:00 EST. Please see our terms for use of feeds.

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Here’s Age of Wushu’s new ‘warrior maiden’ sect

Age of Wushu Palace of Shifting Flowers girl Snail has updated its Age of Wushu website with another new sect preview from the martial sandbox's upcoming Tempest of Strife expansion.

Today's reveal is the Palace of Shifting Flowers, which boasts "a balanced set of skills featuring both melee and ranged attacks." The Palace is a group of female-only apostles that Snail calls a "zealous cadre of warrior maidens sworn to seek vengeance from the the men who wronged them."

Click past the cut for the class preview trailer, and don't forget that AoW is now available on Steam.

Continue reading Here's Age of Wushu's new 'warrior maiden' sect

MassivelyHere's Age of Wushu's new 'warrior maiden' sect originally appeared on Massively on Wed, 02 Apr 2014 19:00:00 EST. Please see our terms for use of feeds.

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Star Citizen updates backers on progress in March

It looks like it's loaded for bear.  But there are few bears in space. Eagerly anticipating Star Citizen? Then you'll be happy to see that the latest development update from the team is now live, focusing on the many projects in development for the game. At the top of the list, of course, is the much-anticipated dogfighting module, which has dominated the attention of all departments. The update goes to great lengths to try and show off just what has been the result of the extra time and effort sunk into the module as a whole.

The dogfighting HUD has been revised to ensure that a great deal of information is accessible without cluttering the display. There's also been a push to improve the visuals on the ships, making them look more realistic and detailed when in motion. And that's not getting into the other work being done in fields like personal weaponry... but you don't have to take our word for it. Take a look at the March progress update and see for yourself.

MassivelyStar Citizen updates backers on progress in March originally appeared on Massively on Wed, 02 Apr 2014 15:00:00 EST. Please see our terms for use of feeds.

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Darkfall’s getting PvE dailies, and no, it’s not April Fools’ Day yet

Darkfall Elementalist From the things-I-never-thought-I'd-type category, here's a story about Darkfall adding PvE dailies. Aventurine calls them feats in keeping with the PvP title's Unholy Wars progression system, and "there are several personal PvE daily feats that require specific monsters to be killed in order to be completed."

The firm is also adding weekly feats, which, like the dailies, will reward prowess and occasional material rewards like raw resources.

[Thanks Dengar!]

MassivelyDarkfall's getting PvE dailies, and no, it's not April Fools' Day yet originally appeared on Massively on Mon, 31 Mar 2014 14:00:00 EST. Please see our terms for use of feeds.

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Bohemia Interactive acquires a new team for DayZ and assembles a roadmap

Marching forward, relentlessly consuming every bit of zombie gaming we can... wait a second. Are you ready to kill your fellow survivors and take their stuff in DayZ? If so, you've got plenty of company; according to creator Dean Hall, the game has sold 1.7 million copies on Steam thus far. It's given the team good reason to expand, at that. Bohemia Interactive has acquired Cauldron Studios, now renamed Bohemia Interactive Slovakia, and will be putting that team to work developing more content and systems for the zombie sandbox experience.

Hall also outlined a roadmap of the game's coming updates, stating that the end of April should see the inclusion of fireplaces, loot respawns, and crossbows. New pistols and AI pathfinding are next on the list, followed by a 64-bit upgrade and the inclusion of animals for players to hunt and cook. Whether you're looking forward to what comes next or just like the current state of beating up players and taking what they've found, if you're a fan of the game you should take a look at the full rundown.

MassivelyBohemia Interactive acquires a new team for DayZ and assembles a roadmap originally appeared on Massively on Fri, 28 Mar 2014 18:00:00 EST. Please see our terms for use of feeds.

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