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EVE video dev diary talks Phoebe features

Sci-Fi, Video, EVE Online, Game Mechanics, MMO Industry, PvP, News Items, Sandbox, Crafting

CCP has published a new dev diary video focused on EVE Online's upcoming Phoebe release. The clip runs for nearly seven minutes and features a who's who of current EVE devs talking about various bits and pieces scheduled to hit Tranquility on November 14th.

Phoebe features nullsec travel tweaks, an unlimited skill queue, a revamped invention system, mission objective guidance, and more. Click past the cut to watch the dev diary!

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Lost Continent: Living a fisherman's life in ArcheAge

Fantasy, Economy, Game Mechanics, MMO Industry, PvE, Opinion, Guides, ArcheAge, Sandbox, Crafting, Lost Continent

Fifteen years ago, I was floundering around southern Florida in a rudderless post-graduation haze. I rented this dinky apartment across US1 from the University of Miami, and my summers were equally divided between a series of forgettable jobs and a series of lengthy fishing excursions around the Keys and out into the Atlantic.

The fishing was basically something to do; I didn't dislike it, but neither did I wake up thinking wow, I can't wait to get that gooey chum all over my shorts and bake in the sun for 10 hours.

Now, in an odd but enjoyable art-imitating-life moment, I'm revisiting the experience in ArcheAge.

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EVE's Phoebe introducing simultaneous multiple market sell orders

Sci-Fi, EVE Online, Game Mechanics, MMO Industry, Patches, PvP, News Items, Sandbox, Crafting

EVE Online's Phoebe release draws near, and as we approach the November 4th launch date, CCP is publishing all manner of dev blogs designed to apprise players of the patch's additions. The latest blurb concerns item-selling, and more specifically the long-awaited ability to create multiple market sell orders simultaneously.

If you're an EVE trader you'll probably want to skim the details, and you can find them via the links below.

EVE Vegas 2014: Region Commander turns EVE into a huge spreadsheet

Sci-Fi, Video, EVE Online, Culture, Economy, Events (Real-World), Game Mechanics, Guilds, MMO Industry, PvP, Events (Massively's Coverage), Livestream, Sandbox, Crafting, Player-Generated Content, Subscription, MMORPG

It's often said that sci-fi MMO EVE Online isn't so much a game as a giant online spreadsheet and that people pay a subscription fee in order to have a second job they don't get paid for. While that's little more than a joke to the majority of EVE players, there are those for whom EVE is genuinely played on a massive spreadsheet. In a guest talk at EVE Vegas 2014 earlier today, players Javajunky and Gossamer DT from the logistics division of one of the game's largest coalitions discussed the monumental amount of work that goes into the industrial and organisation side of running a nullsec alliance or coalition.

During the talk, Gossamer DT discussed an interesting piece of custom software he develops called Region Commander that was designed specifically for organising player empires. The tool keeps track of starbase tower fuel, maintains a blacklist of players who have been kicked out of the coalition, and allows organisers to create and assign tasks to players in their command. Players who want to contribute to their alliance's industrial backbone can log into the system to take on work tasks due for completion, and the tool updates in realtime. The only thing missing is a punch card and a paycheck.

Using this tool, players have managed to combat the logistical and organisational challenges that would naturally make coalitions of thousands of players infeasible. Many third party tools have been criticised in the past for providing gameplay advantages to those who use them and increasing the gulf between new and experienced players. Players already have tools to help with mining and trading, and even ones that parse data from your ship scanner into useful information for your Fleet Commander. It's clear that whether CCP or the playerbase approves of these tools, this djinn won't be going back into its bottle.

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ArcheAge's northern continent opens November 4

Fantasy, Game Mechanics, MMO Industry, PvP, News Items, ArcheAge, Sandbox, Crafting

Trion has announced that ArcheAge's Auroria continent will officially launch on November 4th.

The northern landmass features six additional zones, four of which will be claimable by guilds. Trion also notes that "30 percent more housing space will be available to players throughout these four claimable zones."

A new dungeon is also included, as is a farm wagon and a submarine. Full details are yours on the official ArcheAge website.

ZeniMax seeking feedback on Elder Scrolls' Update 5

Fantasy, Game Mechanics, MMO Industry, Patches, News Items, PvE, Dungeons, Crafting, The Elder Scrolls Online

Elder Scrolls Online's Update 5 is big. It's so big that ZeniMax is offering test server players a lengthy list of suggestions as to what they should be testing.

More specifically, the dev team is seeking feedback on the veteran City of Ash dungeon as well as on crafting writs and the new crafting tutorials. That's just a partial list, too. You can view the full breakdown on the official ESO forums.

The Daily Grind: Do you miss maker's marks in MMOs?

Game Mechanics, MMO Industry, Opinion, Ultima Online, Massively Meta, The Daily Grind, Crafting

UO
An off-hand joke in the Massively team email last week prompted a neat conversation about items in MMOs -- specifically, crafted items that have maker's marks attached to them so that players know which characters made them, even as they're traded from player to player through the years. Sadly, MMOs' insistence on bind-on-pickup items frequently makes discovering a crafted item made by someone famous, someone with a cool name, or someone who left the game years ago less possible.

Do you miss such items in MMOs? Can you think of modern MMOs that include maker's marks?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

H1Z1's senior designer on item degradation, crafting, and more

Horror, Video, Game Mechanics, MMO Industry, New Titles, PvP, News Items, Sandbox, Crafting, H1Z1

SOE has released a new H1Z1 dev spotlight video. The dev in question is one Paul Carrico, senior game designer on the open world survival sandbox.

Carrico spends the vid's four-minute running time fielding fan-generated questions, one of which pertains to crafting. "Crafting can get really deep," he says, before giving an example of makeshift weapon fabrication. Carrico also mentions ammo variation, though he says that flaming, exploding, and poison-tipped arrows will have to wait until after H1Z1's early access goes live.

Finally, Carrico talks about item degradation, which will affect everything from weapons to structures to tools. Click past the cut to watch the full clip.

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Norrathian Notebook: Seven things EverQuest Next and Landmark really need

Betas, Fantasy, Game Mechanics, Opinion, Free-to-Play, EverQuest Next, Crafting, Player-Generated Content, Norrathian Notebook, Landmark

Norrathian Notebook: Six things I really want to see in EverQuest Next and Landmark
What do I want to see in EverQuest Next and Landmark? I know that is a question that all of us have asked ourselves and each other. Heck, even the developers ask us this! It's a key component in the open development process; it is the discussion of these answers that lead to some great ideas. So in the hopes of sparking another meaningful conversation (and hopefully giving the devs a few ideas!), I'm going to detail five things that I desperately want to see in these upcoming titles. While most of these items are a wish list for both games, there are a couple that are title-specific. I am not going to dwell on those desires I have brought up in the past or things I have already talked at length on, such as player-written books, theme-enforced Islands, and larger landmasses of multiple islands for more seamless experience. Instead I hope to present seven more morsels of food for thought, and hopefully you'll add your ideas in as well.

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EVE Evolved: Features coming in Oceanus and beyond

Sci-Fi, Video, EVE Online, Culture, Economy, Expansions, Game Mechanics, MMO Industry, Patches, Previews, PvP, Endgame, News Items, PvE, EVE Evolved, Dev Diaries, Sandbox, Crafting, Subscription, MMORPG

EVE Evolved title image
It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was able to push it forward to the Crius release window seven weeks later and the extra development time meant the feature launched in a very polished state. It may be too early to tell if the new schedule's success can be seen in the concurrent player graph for Tranquility, but the numbers have remained steady for the past few months in what is typically the annual low-point for player activity.

The Oceanus update is scheduled to go live in just two day's time, adding several graphical upgrades, more difficult burner missions, an experimental new notification feature, and other small improvements. The scale of the update seems to be on par with the recent Hyperion release, consisting of mostly small features and minor iterations on gameplay. While we're told that CCP is still working on large projects behind the scenes, the new release schedule means they won't be rushed out the door and so we may not see them for some time.

In this edition of EVE Evolved, I summarise everything we know about Tuesday's Oceanus update, and take a look at what's to come in further releases.

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The Daily Grind: When's the last time you stopped to smell the MMO roses?

Fantasy, Game Mechanics, MMO Industry, PvE, Opinion, The Daily Grind, ArcheAge, Sandbox, Crafting

I got my first aquafarm in ArcheAge over the weekend, and after I'd planted some coral and laid a few bamboo fish traps, I floated up to the surface and sat in my rowboat. My farm is situated inside a picturesque bay that almost always features player clippers cutting to and fro as well as beautiful weather and water effects that I've talked about before.

So I just sat there, taking screenshots and taking it all in. It's been quite a while since I've played an MMO that made me want to simply exist in it and it's nice to be virtually home, so to speak. What about you, Massively readers? When did you last stop to smell the MMO roses? What were you seeing or doing at the time?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

Latest TUG alpha video shows off Bronze Age update

Betas, Fantasy, Video, Game Mechanics, News Items, Sandbox, Crafting

Farewell, Stone Age; TUG is advancing to the Bronze. With update 0.6.5's introduction of new ores and the metallurgy equipment to smelt and shape them, players can forge more powerful bronze weapons and tools to help them better survive in their adventures.

Of course, before you can use the ore you first have to find and mine it; ores will generate from certain rock materials and players find them by deleting rocks with their building too. And thanks to the addition of a larger 2x2x2 building cube, mining (and building) is made easier. To switch between the cube sizes, scroll the mouse wheel while holding Shift. Get a glimpse of all these shiny new tools in the video below.

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Star Trek Online's Delta Rising arrives October 14th

Sci-Fi, Expansions, Game Mechanics, Patches, News Items, Star Trek Online, Free-to-Play, Crafting, Subscription

Have you tried reversing the polarity though.
Cryptic has just announced that Star Trek Online's Delta Rising expansion will be released on October 14th, 2014. As previously discussed, it will not only raise the level cap but jump into Voyager story space with new territory and famous figures from the franchise.

Developers have also released a new dev blog detailing equipment in the expansion. One of the simple rules of existence is that when Delta Rising goes live, a lot of your old equipment in Star Trek Online is going to be a lot less relevant. There's no way around it. A jump in the level cap that leads to Mark XIV equipment naturally makes Mark XI stuff less potent by comparison. But rather than forcing you to earn a whole new set of loot, the expansion's upgrade system for gear should allow you to take an old favorite and bring it up to par. Players can buy, trade, or craft upgrade kits, which add a certain number of tech points to an item being upgraded. Once enough tech points are acquired, a small dilithium fee is paid and the item can be upgraded to the next rank, possibly increasing in quality along the way. For more details on how to accelerate the procedure, check out the full blog entry; it looks as if you won't have to say farewell to all of your old equipment after all.

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EVE Evolved: Has the industry revamp worked?

Sci-Fi, EVE Online, Economy, Expansions, Game Mechanics, Patches, PvE, Opinion, Hands-On, First Impressions, EVE Evolved, Sandbox, Crafting, Player-Generated Content, Subscription, MMORPG

EVE Evolved title image
When I was first introduced to EVE Online back in 2004, a big part of the attraction for me was the promise of a huge player-run economy in which the only real laws were those of supply and demand. With only a handful of tech 1 ships and modules available to build and everything made out of the same basic minerals, science and industry were pretty easy for new players to figure out. Over the years, more complexity has slowly been added to industry via features like Starbases, Salvaging, Capital Ships, Tech 2 Invention, Planetary Interaction and Tech 3 Reverse Engineering. Today's industrialists have to contend with hundreds of different items that are often arranged in sprawling component manufacturing chains, which can make it hard to figure out exactly how to make a profit.

The recent industry revamp attempted to solve this problem with a full user interface overhaul and a revamp of material costs and manufacturing prices. All of the relevant information for using a blueprint was packed into a slick new combined Industry UI, allowing new players to find the info they're looking for in-game rather than through websites or opening dozens of item info windows. It's now been almost two months since the industry revamp went live, and while the market for many items is still going to take several months to fully stabilise, the dust has finally begun to settle. So what's the verdict? Has the industry revamp worked?

In this edition of EVE Evolved, I consider whether the industry revamp has been successful, how easy it is to make a profit in the new system, and whether it's worth setting up your own industrial starbase.

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Swordsman announces Gilded Wasteland expansion

Fantasy, Historical, Screenshots, Expansions, Game Mechanics, Lore, Patches, Previews, PvP, News Items, PvE, Free-to-Play, Crafting, Swordsman

Swordsman
Perfect World Entertainment has just announced an expansion for its still-new F2P martial arts MMO Swordsman. Dubbed Gilded Wasteland, the update will boost the level cap to 94 and introduce new desert regions (Ping Liang, Tunhuang, and the Shadow Mountain Plains) and dungeons to the game. PWE also says it will improve the leveling curve, weapon-crafting, and PvP.

The expansion arrives later this fall. We've included new concept art below.

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