After Nine Years, One Intrepid EVE Online Capsuleer Has Explored Every Reachable System

After Nine Years, One Intrepid EVE Online Capsuleer Has Explored Every Reachable System - MMORPG.com

09.03.yc121 Saisio < Okomon < The Forge

The voices of my Achura ancestors have quieted. I feel the warmth of my Grandfathers smile upon me. ‘Consummatum est Stargazer’, I hear him say, ‘it is finished.’

A little over nine years ago, 1st of December YC111, my journey began to explore all of New Eden and today, this day, 9th of March YC121, I have done just that. With the exception of the 230 unreachable Jove systems, I have visited every High Sec, Low Sec, Null Sec, and yes, every wormhole system – Every system in New Eden — without losing a single ship.

Content retrieved from: https://www.mmorpg.com/eve-online/news/after-nine-years-one-intrepid-eve-online-capsuleer-has-explored-every-reachable-system-1000051776.

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Space Engineers: Getting Started with Survival #1

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Chronicles of Elyria Community Updated with the State of the Game for 2019

Chronicles of Elyria Community Updated with the State of the Game for 2019 - MMORPG.com

It’s important to note that because of our different approach to game development as well as our procedural and systems driven approach to both gameplay and world building, it’s not always easy to show visible forward progress. Sometimes we’re focusing heavily on the server, which doesn’t show well. Sometimes we’re working on stuff that can be visually represented, but we’ve stopped just far enough into development to validate a mechanic, but not so far as to make it visually appealing to the players. As a result, there are often periods where there is more progress than we can reasonably share without expecting people to look at it and go, “You’re not as far along as we thought.” In truth, we’re probably further; it just isn’t obvious due to our development methodologies.

Content retrieved from: https://www.mmorpg.com/chronicles-of-elyria/news/chronicles-of-elyria-community-updated-with-the-state-of-the-game-for-2019-1000051751.

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Atlas Developers Update the Community on Adjustments to the Claim System

Atlas Developers Update the Community on Adjustments to the Claim System - MMORPG.com

With the Mega March update, the claim systems on PvE will change from being lawless-esque servers to the following:

Use the same claim system as PvP, but remove the raidable hours and war aspect. This means that players will be able to claim islands, and anyone can build on those settlements. Each settlement will have an upkeep cost which is based on a variety of factors such as the islands ranking, the number of settlements that company has, and how many different companies are building on the settlement. Settlement owners will be able to set a tax rate, and also players will be able to place their player run shops on the claimed land.

PvP Claim Changes

We’ll also be adding some new options along with changing how cannons are used during raidable/wartime hours.

Content retrieved from: https://www.mmorpg.com/atlas/news/atlas-developers-update-the-community-on-adjustments-to-the-claim-system-1000051742.

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Star Citizen: Around the Verse – Depth of Character | 3.4 Ep. 9

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Ryzom goes behind the scenes to talk guild islands and a new boss monster

One such feature is the introduction of guild islands, which function pretty much like guild halls in other MMORPGs, though not all of them have to be surrounded by water. In fact, the guild island feature utilizes Ryzom’s Scenographic Editor to let guilds fully customize the scenery of their island. Another feature is the Yubokin, a monster that’s described as an evolution of the Yubo monster. The dev blog offers a more design-focused look at this new monster and touches on the challenges involved in its creation.

Content retrieved from: https://massivelyop.com/2019/03/06/ryzom-goes-behind-the-scenes-to-talk-guild-islands-and-a-new-boss-monster/.

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Wurm Online addresses server lag and announces plans to move to Amazon Cloud Services

Calm. Cool. Relaxed.

The good news is that this does have something of a happy ending, or at least the promise of one, as this is the impetus needed for the game migrating to Amazon Cloud Services in the near future. The issues with servers and hosting have been consistent, and Code Club is working on a plan right now to switch service providers in the near future. Check out the full rundown for a clear picture of the issues and how the plan for a move is coming together; this will mean an extended downtime in the future, but it’ll hopefully mitigate future issues.

Content retrieved from: https://massivelyop.com/2019/03/05/wurm-online-addresses-server-lag-and-announces-plans-to-move-to-amazon-cloud-services/.

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