Tag Archives: PvE

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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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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Landmark video diary hints at the Pulverizer, new harvesting tools

Landmark tools whiteboard It's time for another EverQuest Next Landmark video dev diary. Your host is EQNL lead systems designer Michael Mann, and he's a got a lot to say about harvesting tools. He enlists a bit of help from lead character artist Kacey Helms, who takes viewers on a journey from in-game axe concept to finished in-game axe model.

Next up is lead animator Aaron Carlson, who shows off mining animations, followed by VFX artist Lisa Charriere, who explains what SOE's thinking in terms of particle effects. Finally, we're treated to a sneak peak of the Pulverizer, which is a new tunneling tool currently in the works. Click past the cut for the full video!

Continue reading Landmark video diary hints at the Pulverizer, new harvesting tools

MassivelyLandmark video diary hints at the Pulverizer, new harvesting tools originally appeared on Massively on Mon, 03 Mar 2014 19:30:00 EST. Please see our terms for use of feeds.

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The Repopulation adds adversarial camps, preps for Alpha 3

Repopulation concept art Above & Beyond has released its latest monthly status report on The Repopulation. In February, the design team added the adversarial camps stretch goal to its sci-fi sandbox, which will allow devs to "generate much of the game's content on the fly and help ensure that players do not have a static experience."

Additional work was done on the title's customizable XML-based UI, the harvesting mechanics, and a fitting system for robotic pets. February's "largest changes" came in the form of additional world content, as the dev team is looking forward to adding more testers for Alpha 3 "in a few weeks."

MassivelyThe Repopulation adds adversarial camps, preps for Alpha 3 originally appeared on Massively on Mon, 03 Mar 2014 12:00:00 EST. Please see our terms for use of feeds.

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The Stream Team: Cannonballing through EVE Online’s deep black

EVE Online EVE Online is full of danger. Traveling through the game's low-security systems is an invitation to the pirates and plunderers of the world to take your stuff, and to take it by force. But flying into the deepest depths of EVE's space doesn't have to be a frightening prospect, which is why Massively's Mike Foster is hopping in a rookie ship and daring to test the waters of New Eden's most dangerous systems.

Tune in at 7:00 p.m. EST to see if things go horribly awry.

Game: EVE Online
Host: Mike Foster
Date: Monday, February 24th, 2014
Time: 7:00 p.m. EST

Enjoy our Stream Team video below.

Continue reading The Stream Team: Cannonballing through EVE Online's deep black

MassivelyThe Stream Team: Cannonballing through EVE Online's deep black originally appeared on Massively on Mon, 24 Feb 2014 19:00:00 EST. Please see our terms for use of feeds.

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EVE Evolved: Top five tips for new EVE players

EVE Evolved title image I often hear people say that EVE Online is a lot more fun to read about than actually play, and I've even caught myself saying it jokingly to friends and writing it in articles. But the truth is that amazing stories like the recent world record-breaking Bloodbath of B-R5RB are a hell of a lot better when you're a part of the action or have the first-hand experience to put the event into a wider context. All of EVE was impacted by that battle, with its effects rippling through the in-game markets and reshaping the political landscape of New Eden. But to read about it, you'd think the carnage in B-R5RB ended when $310,000 US worth of titans went up in smoke.

EVE has seen a huge influx of fresh faces since that colossal battle at the end of January, with thousands of new characters being created and the Rookie Help channel bursting at the seams. Whether you've always been a closet fan of EVE who has finally been convinced to take the plunge or you just want to join the ranks of the warring alliances you've read so much about, starting out can be a daunting experience. The sheer amount of information there is out there to absorb and sort through is overwhelming, and not all of it is up to date. CCP released a great new player guide recently to help newcomers assimilate, but I've still received several emails asking for advice on getting started.

In this week's EVE Evolved, I delve into the new-player experience with a 14-day free trial and reveal my top tips for starting out on the road to creating your own sandbox story.

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MassivelyEVE Evolved: Top five tips for new EVE players originally appeared on Massively on Sun, 23 Feb 2014 18:00:00 EST. Please see our terms for use of feeds.

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SOE’s Smedley: Sandbox gaming is ‘at the core of everything we’re doing’

SWG storyteller John Smedley's got a new blog, and he's kicked it off with an explanation of SOE's decision to make sandbox MMOs going forward. If you're already a sandbox fan, much of what he says is restating the obvious, from the belief that content-driven themepark models are unsustainable to the notion that MMOs should be showcasing player-generated content tools like Star Wars Galaxies' storytelling suite or Lord of the Rings Online's music system.

Even if you're not a sandbox fan, it's still worth a read if only to understand why the company that created the ultimate grindpark is turning its back on content treadmills in favor of emergent, player-driven worlds.

"We're going to take the idea of sandbox gaming and we're putting it at the core of everything we're doing," Smedley says. "We'll obviously still be making awesome stuff for players to do, but we're going to aim very high in terms of letting players be a part of the game systems. The more emergent sandbox style content we can make the less predictable the experience will be."

MassivelySOE's Smedley: Sandbox gaming is 'at the core of everything we're doing' originally appeared on Massively on Tue, 11 Feb 2014 18:00:00 EST. Please see our terms for use of feeds.

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Stick and Rudder: OK, so Star Citizen might be a PvP game

Stick and Rudder - Star Citizen cockpit A few weeks ago I outlined why I think Star Citizen is more a PvE title than a PvP title. I'm sure most of you disagreed, so this week I'd like to examine the other side of the debate.

Sorta.

See, I still think SC is mostly for PvE types, given Chris Roberts' design sensibilities, but I also went back and studied the Roberts PvP quote highlighted in the previous piece as well as the full wall o' text that surrounded it. Roberts, according to that interview, believes that SC will be both a PvE and a PvP game. Fair enough. We often hear devs speaking grandly in the pre-alpha stages of a project and swearing up and down that it's going to make everyone happy.

Can it really, though?

Continue reading Stick and Rudder: OK, so Star Citizen might be a PvP game

MassivelyStick and Rudder: OK, so Star Citizen might be a PvP game originally appeared on Massively on Sun, 09 Feb 2014 14:00:00 EST. Please see our terms for use of feeds.

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MMO Mechanics: Comparing vertical and horizontal progression

MMO Mechanics title image MMO players strive to obtain some kind of tangible progression each play session, but the method by which that progression is delivered varies greatly across the genre. Archetypal themepark titles frequently rely on level-based progression that culminates in climbing through gear tiers at endgame, but the freeform nature of sandbox MMOs lends itself to a more open progression system that focuses on the holistic development of characters. These two progression systems are described as vertical and horizontal progression: Traditional gearing or leveling is commonly described as a vertical climb, while wider choice-based progression is more often expressed as a non-linear journey.

The relative merits of these two diverging approaches to progression are commonly debated by modern MMO players. Many players wish to see a blended hybrid approach to progression that emphasises the horizontal, multi-faceted growth of their characters over rattling through yet another gear tier. Despite this, players still favour a goal-oriented attainment system and perhaps progressive gear that doesn't require a long run on the grinding treadmill. This balance can be very hard to achieve, so titles such as Guild Wars 2 have taken some knocks on the path towards perfect horizontal and vertical progression balance.

In this week's MMO Mechanics, I will look at what is meant by both vertical and horizontal progression, how they are mechanically implemented in MMOs, and what each type of progression means for the playerbase.

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MassivelyMMO Mechanics: Comparing vertical and horizontal progression originally appeared on Massively on Wed, 05 Feb 2014 16:00:00 EST. Please see our terms for use of feeds.

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The Repopulation delivers third alpha trailer, conquers another stretch goal

One great thing about The Repopulation's latest Kickstarter campaign (besides the chance to support an upcoming sandbox) is that it delivering regular doses of data to the public. And the latest tidbit to come through the pipeline is a third alpha trailer showing off a bit of the game. Experience a minute and a half of the in-game environments, mounts, and various battles with wildlife and other players in the clip below. Then, if you want to get in on supporting the game and helping it reach another stretch goal (it just secured the unique naming of items), you've got until Monday to do so.

[Source: Above & Beyond Technologies press release]

Continue reading The Repopulation delivers third alpha trailer, conquers another stretch goal

MassivelyThe Repopulation delivers third alpha trailer, conquers another stretch goal originally appeared on Massively on Sat, 25 Jan 2014 15:00:00 EST. Please see our terms for use of feeds.

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The Repopulation will feature both standard and PvP servers

The Repopulation PvP The Repopulation's going to have two distinct server rulesets when it eventually launches. Option one will be a standard PvE-focused environment with optional PvP and associated flagging mechanics. "The standard ruleset should be suitable for most types of players. You have a full compliment of resources and PvE tiers available in protected areas," explains the latest Repopulation dev diary.

If that doesn't sound like your cup of tea, Above & Beyond Technologies is also hosting an open PvP ruleset with corpse looting, friendly fire, and EVE-like security sector mechanics. Some of the details are still being ironed out, but you should definitely read the lengthy new dev diary that lays out the particulars for each rule set.

MassivelyThe Repopulation will feature both standard and PvP servers originally appeared on Massively on Thu, 23 Jan 2014 19:00:00 EST. Please see our terms for use of feeds.

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Here’s a list of The Repopulation’s weapon abilities

The Repopulation elephant thing Guess what, Repopulation fans? It's time for another update, that's what. Above & Beyond has posted a list of alpha weapon abilities on the game's website. The post notes that "some weapon lines are still under construction and missing abilities," but it's nonetheless an extensive info dump that gives those of us outside of alpha testing a quick look at the sci-fi sandbox's combat particulars.

The Repopulation's dev team has also released the sixth chapter of its Evening Star short story. You'll find both updates behind the links listed below.

MassivelyHere's a list of The Repopulation's weapon abilities originally appeared on Massively on Tue, 21 Jan 2014 18:00:00 EST. Please see our terms for use of feeds.

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The Repopulation passes $100K, eyes traveling vendors

The Repopulation traveling vendor Another day, another stretch goal accomplished by The Repopulation. This time, the sci-fi sandbox passed the $100,000 mark and ensured that cooperative structure placement will make it into the game.

Next up is the traveling vendors goal at $115,000. What's a traveling vendor? Well, it basically "allows players to mark themselves as a vendor at any time," Above & Beyond explains on its website. "While this flag is enabled, other players will be able to interact with them to browse and purchase goods which they have marked for sale without any player interaction necessary."

There's a lot more to traveling vendors, but you'll need to click through the links below for full details.

MassivelyThe Repopulation passes $100K, eyes traveling vendors originally appeared on Massively on Sun, 19 Jan 2014 16:00:00 EST. Please see our terms for use of feeds.

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Some Assembly Required: Pre-NGE SWG’s proper sandbox PvP

Some Assembly Required architectural plans A few weeks ago I ranted at indie sandbox devs who continue pumping out poorly conceived FFA PvP games. I didn't have any wordcount left at the end of that novella to propose any solutions, so I'm going to do that today.

And hey, it's pretty simple, at least conceptually. All a dev team needs to do is iterate on Star Wars: Galaxies' pre-NGE PvP system.

Continue reading Some Assembly Required: Pre-NGE SWG's proper sandbox PvP

MassivelySome Assembly Required: Pre-NGE SWG's proper sandbox PvP originally appeared on Massively on Fri, 17 Jan 2014 10:00:00 EST. Please see our terms for use of feeds.

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The Repopulation aiming to fill the MMO non-combat void

The Repopulation The Repopulation dev team took to Reddit yesterday to field a bunch of questions relating to the upcoming sci-fi title. While many of the queries came from people who are newly aware of the game, it still made for an interesting discussion if you like MMO sandboxes.

Above & Beyond was pretty open about the fact that it's modeling parts of The Repopulation after Star Wars: Galaxies, particularly the latter game's friendliness toward crafters and other non-combat types.

"If you aren't a combat person, you can make your living in trade skills. Advancing in trade skills is independent of combat and does not force you into a combat role. We have a complex trade skill system which allows for a high degree of customization by mixing and matching components. It also has a high degree of interdependency on others, which we feel is going to drive the economy," the team explained.

Also worth noting is the fact that The Repopulation won't "have caps to the number or mastery of skills, so you can invest in each skill line how you see fit."

MassivelyThe Repopulation aiming to fill the MMO non-combat void originally appeared on Massively on Thu, 16 Jan 2014 17:30:00 EST. Please see our terms for use of feeds.

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