Tag Archives: PvE

EVE Evolved: Stepping through the EVE Gate

EVE Evolved title image Though EVE Online is often lauded for its rich decade-long player history full of wars and complex political dealings, the NPC storyline and New Eden's ancient backstory have always held my fascination. I started playing in early 2004 after reading dozens of fiction chronicles and mock scientific articles on the EVE website that painted the picture of a real living universe where incredible things could happen. Sure enough, my first years of play were punctuated with compelling live events and storyline arcs like the Crielere research project that led to the development of cloaking devices, the theft of a Federation Navy titan by Serpentis pirates, and the Blood Raiders taking over Delve.

CCP has frequently stated that its goal with EVE is to create the ultimate sci-fi simulator, and the core of a compelling sci-fi setting is a living universe that grows and changes. The best sci-fi TV shows are those with a constant cycle of revealing compelling mysteries and then solving them and of encountering escalating challenges to be overcome. EVE has done this extremely well a few times in its life, such as with the release of wormholes or when the Sansha incursions events were kicking off, and each time the concurrent player numbers have spiked. Guild Wars 2 has shown the power of an evolving living storyline to get people into the game and keep them actively playing in the long term, something that should be the norm for MMOs and that EVE Online could take much greater advantage of.

In this edition of EVE Evolved, I look at some of the big NPC mysteries revealed in EVE Online's decade-long history and ask why they were abandoned and where they could go now.

Continue reading EVE Evolved: Stepping through the EVE Gate

MassivelyEVE Evolved: Stepping through the EVE Gate originally appeared on Massively on Sun, 20 Jul 2014 18:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Camelot Unchained’s use-based stat system will trade grind for immersion

Camelot Unchained This week, the folks at City State Entertainment have a massive game mechanics infodump planned for Camelot Unchained fans as part of its "batshit-crazy" reveal week. A few weeks ago, we spoke with CSE co-founder Mark Jacobs about each of the topics being presented to backers this week on Twitch, so to coincide with today's announcements, we asked about the mechanics of the sandbox's proposed stat system. Enjoy the reveal and the interview!
Massively: Can you explain the thinking behind allowing players to fall into "gotcha" builds, unwittingly creating characters that simply will not perform well in the game? By the same token, does the studio not anticipate the preset classes to result in attendant cookie cutter stat builds?

CSE's Mark Jacobs: We've been very clear from the beginning of the Kickstarter that we are going to allow players to create builds that aren't 'ideal' for their class or even race selection. Now, having said this, we've also been clear we will present plenty of information so they can make informed choices. I want to give players the freedom to play a race/class/stat combination that is not ideal, but to also warn them and give them the ability to read lots of information at the same time. We are also considering giving out a limited respec after creation just in case, for example, you quickly realize trying to play a Luchorpan tank that you made as small and weak as possible wasn't a great idea.

Continue reading Camelot Unchained's use-based stat system will trade grind for immersion

MassivelyCamelot Unchained's use-based stat system will trade grind for immersion originally appeared on Massively on Mon, 14 Jul 2014 14:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

ArcheAge Korea getting 1.7, new PvE and PvP content next week

While Western ArcheAge fans are getting all hot and bothered by Trion's upcoming closed beta, it's worth remembering that XLGAMES' sandpark has been live in its native Korea for a while now. As such, it's scheduled to receive a version update (1.7) next week that will add new PvE and PvP content. There's an aquatic world boss called Leviathan in the works, as well as something called Attack of the Abyss that features PvP capture-and-defend objectives as well as PvE pirate ghost ships.

The update will also feature a new PvP area called Dew Plains. You can view trailers for Leviathan, Attack of the Abyss, and Dew Plains after the break.

Continue reading ArcheAge Korea getting 1.7, new PvE and PvP content next week

MassivelyArcheAge Korea getting 1.7, new PvE and PvP content next week originally appeared on Massively on Fri, 11 Jul 2014 11:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

EVE Evolved: Making ISK from the Crius release

Filed under: , , , , , , , , , , , , , , ,

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.

Continue reading EVE Evolved: Making ISK from the Crius release

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.

Permalink | Email this | Comments

Darkfall’s action-mode HUD to get some lovin’ in July patch

Aventurine has published a lengthy blog post previewing Darkfall's update schedule. Now that the game's custom roles are a thing, the devs are turning their attention to two July patches. The first is basically a fix and balance update to address bugaboos with the recent custom roles patch. The second update will the first of two designed to flesh out the game's action-mode HUD and will provide "a far more customizable experience with those GUI elements that are most used and most visible)," Aventurine says.

After that, the devs are circling back to the planned economy rebalance as well as tweaks to quests, inventory management, alignment, and more.

MassivelyDarkfall's action-mode HUD to get some lovin' in July patch originally appeared on Massively on Fri, 27 Jun 2014 19:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

EVE’s Crius to revamp manufacturing on July 22

Are you sorta curious about EVE Online's science, manufacturing, and research aspects but have never managed to jump in with both feet? If so, you might want to hold off until July 22 when CCP releases its Crius update.

The patch will feature "a complete overhaul of the tools for industry activities," along with dynamic pricing across New Eden helped along by the removal of slot limitations for science and industry jobs. Traveling worker teams will also be available, as will new options for reprocessing. There's a lot more to the update, too, and CCP has helpfully provided links to all the appropriate dev blogs in today's news post.

MassivelyEVE's Crius to revamp manufacturing on July 22 originally appeared on Massively on Fri, 27 Jun 2014 14:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Xsyon’s terrain reversion adds decay, resets land

Notorious Games has released a terrain reversion update for its post-apocalyptic Xsyon sandbox. Xsyon allows players to sculpt terrain and "over the years, many unsightly mounds and ruins of abandoned sites have built up across the land."

The reversion patch "gradually restores this neglected land to its original state," Notorious explains via press release. The update also allows tree stumps and logs to decay over time. Notorious says that the decay will be a constant process in order to provide "expansive areas of pristine terrain" for new players and existing players who want to branch out and build in new or bigger locations.

[Source: Notorious Games press release]

MassivelyXsyon's terrain reversion adds decay, resets land originally appeared on Massively on Thu, 26 Jun 2014 18:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

EVE Evolved: Four top tips for living in wormholes

EVE Evolved title image One of the biggest goals you can reach for in many sandbox MMOs is building your own empire and controlling a small corner of the game world. For much of EVE Online's lifetime, that privilege was reserved for the powerful few leaders of the game's large territorial alliances, which carve up vast swathes of space between them. A handful of alliances still control the lawless nullsec regions today, but there are still opportunities for smaller corporations and even individuals to stake a claim in the chaotic world of wormhole space.

Exploring and farming in wormholes is very profitable activity, but permanently moving in and setting up a starbase can be an intimidating prospect. One wrong decision might lead to pilots getting stranded in the void without bookmarks, your starbase coming under attack, or the whole expedition being robbed blind by a corporate infiltrator. The early days of wormhole exploration were rife with stories of hardship, heists, and devastating wars fought through shifting networks of wormholes. A lot has changed since the wormholes first opened in 2009, and today many of those problems have solutions.

In this EVE Evolved opinion piece, I look at some of the ways wormhole life has improved since Apocrypha and give four of my favourite tips for anyone planning to colonise wormhole space.

Continue reading EVE Evolved: Four top tips for living in wormholes

MassivelyEVE Evolved: Four top tips for living in wormholes originally appeared on Massively on Sun, 22 Jun 2014 18:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

E3 2014: Hands-on with H1Z1

H1Z1 I'm coughing. My head hurts. I'm tired, hungry, and thirsty. I'm not hearing things anymore, but when I close my eyes for too long, I feel disoriented. And this was before I got my hands on H1Z1! I'm sick at E3, but well enough to see through some spin while looking at a winner. If you're tired of hype, false promises, and pay-to-play alphas, come read between the lines with me as I recount the experience of my H1Z1 demo.

Continue reading E3 2014: Hands-on with H1Z1

MassivelyE3 2014: Hands-on with H1Z1 originally appeared on Massively on Wed, 11 Jun 2014 10:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Star Citizen’s monthly report, AC tutorial vid released

Star Citizen art Cloud Imperium has had a busy couple of days, what with launching Star Citizen's long-awaited Arena Commander and all. Last night the firm also released its latest monthly studio report wherein CIG's development teams share their progress reports for the past 30 days.

The devs also published a mouse-and-keyboard based flight tutorial for the new dogfighting module. You can view that after the cut.

Continue reading Star Citizen's monthly report, AC tutorial vid released

MassivelyStar Citizen's monthly report, AC tutorial vid released originally appeared on Massively on Thu, 05 Jun 2014 12:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Star Citizen tops $44 million, talks trading, map rooms, and more

Filed under: , , , , , , , , , , ,

Star Citizen
Star Citizen has topped $44 million in crowdfunding. As you might expect, Cloud Imperium boss Chris Roberts has penned a thank-you letter and it features a couple of interesting nuggets. First is the concept art, shown above, of a Banu Merchantman freighter. More specifically, you're looking at the negotiation room, and it exists so that traders can have other players visit their ships, display their wares via the visible cargo bay, and generally go about the business of being a trader.

"Transporting cargo is going to be more complex than just finding the ship with the highest storage capacity," Roberts writes. "It's going to involve finding the right ship type for the job."

In terms of the usual million-dollar milestone backer rewards, the latest unlock is a map room hangar add-on that will allow players to walk through a holographic representation of the known universe.

MassivelyStar Citizen tops $44 million, talks trading, map rooms, and more originally appeared on Massively on Sat, 24 May 2014 16:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Working As Intended: Dabbling in indie sandbox Villagers and Heroes

Villagers and Heroes Villagers and Heroes is not the sort of sandbox that gets a lot of coverage in the gaming press. You can't gank in the game. No one will murder you for your ore or your logs. There are no petty internet crime lords generating scandals or developers being ousted for cheating. Clichéd zombies are not waiting to slaughter you come nightfall. You cannot fall off a cliff or treetop pathway to your death. You never have to walk 10 miles uphill in the snow both ways to get to your house. You don't have to wait in line for an instance. You don't really have to fight at all.

In fact, the worst thing that might happen to you is that you'll run out of energy.

Continue reading Working As Intended: Dabbling in indie sandbox Villagers and Heroes

MassivelyWorking As Intended: Dabbling in indie sandbox Villagers and Heroes originally appeared on Massively on Fri, 23 May 2014 12:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Black Desert might have a PvE ruleset, separate F2P and P2P servers

Black Desert Black Desert has found a Russian publisher, and while that news may seem like a tease to Western fans of the full-featured fantasy sandbox, there's a potential silver lining.

2P reports that the game may have separate F2P and P2P servers as well as PvE-only rulesets that disable open-world PvP in favor of arena matches, guild wars, and sieges. The site also mentions that Black Desert's Russian cash shop will be limited to cosmetic items, there will be no IP blocking, and there will be no dungeons (only open-world bosses).

Finally, the site says the Russian alpha will happen in December 2014 with a closed beta to follow in January. Korea-based developer Pearl Abyss is actively shopping for a North American Black Desert publisher.

[Thanks tandarighttanon!]

MassivelyBlack Desert might have a PvE ruleset, separate F2P and P2P servers originally appeared on Massively on Thu, 22 May 2014 10:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Xsyon’s Raccoon Roundup kicks off a summer of in-game events

Xsyon survivors Notorious Games is hosting a series of events this summer in Xsyon, its player-driven post-apocalyptic sandbox MMORPG. The festivities start Saturday, May 17th with the Raccoon Roundup, a combat event that sees players hunting wild raccoons in a "hectic competition to become the Raccoon Rajah."

The latest Notorious press release says that the hunt will happen on Xsyon's PvE and PvP servers, as will upcoming races, obstacle courses, scavenger hunts, skill contests, combat arenas, architecture competitions, "and much more."

[Source: Notorious Games press release]

Continue reading Xsyon's Raccoon Roundup kicks off a summer of in-game events

MassivelyXsyon's Raccoon Roundup kicks off a summer of in-game events originally appeared on Massively on Fri, 16 May 2014 19:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Albion introduces player-driven cities

Albion Online city Albion's latest press release talks up the fantasy sandbox's new player-driven cities. Initially said cities will be empty and will provide players with the opportunity to both claim them and "create whole new societies from the ground up."

"These new cities will be strewn throughout the world, including deep inside PvP territory; these cities will be places where all players, regardless of their guild affiliations, can build houses and storage for themselves, utilize crafting stations and trade at an auction house, access their vaults, and otherwise prepare themselves for venturing back out into danger," explains lead game designer Robin Henkys.

Cities will be owned by a single controlling guild, which will reap various benefits including market and property taxes. Click past the cut for more details.

[Source: Sandbox Interactive press release]

Continue reading Albion introduces player-driven cities

MassivelyAlbion introduces player-driven cities originally appeared on Massively on Thu, 15 May 2014 17:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments