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Massively surveys WildStar's Scientist and Settler paths, the Esper class, and the crazy things Jeremy Gaffney says

Betas, Sci-Fi, Screenshots, Video, Classes, Economy, Game Mechanics, Interviews, Previews, PvP, Endgame, PvE, Opinion, Events (Massively's Coverage), WildStar, Crafting, Housing, Player-Generated Content, MMORPG

WildStar -- hells yeah
So who wants to hear some cool stuff about WildStar? Thought so!

Massively's Gavin Townsley recently attended a WildStar media event in San Francisco, at which he was treated to a hands-on look at the upcoming sci-fantasy MMORPG's Scientist path and Esper class. He also chatted with Carbine Studios executive producer Jeremy Gaffney, who pulls a Gaffney (I'm coining that) and can't resist leaking a bit of new info about tradeskills while filling Gavin in on how endgame will work, why we should play the Settler path, and whether talent trees are passé. If you think making 10 pairs of cotton space pants sounds boring, then yeah -- you're going to like what he's got to say.

Enjoy all three articles plus the brand-new path videos we've embedded past the cut!
Hands-on with WildStar's Scientist path and Esper class
There is something exciting about taking your first steps into the mysteries of a new planet. I was anxious to mingle with the locals, analyze artifacts, and even pick a few plants -- that is, until I saw a flower burst from the ground as a giant vine-like beast.
WildStar's Jeremy Gaffney on the Settler path
WildStar's Settlers don't just build bonfires for sappy Explorers to sing around; these titans of construction will save you time in dungeons, establish bigger outposts, and open up new realms of quests for everyone.
WildStar's Jeremy Gaffney on progression, tradeskills, and endgame
Jeremy Gaffney divulges the beautiful details on essential parts of the game: character progression, tradeskills that don't suck, and life in the elder game.

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WildStar's Jeremy Gaffney on the Settler path

Betas, Sci-Fi, Classes, Economy, Game Mechanics, Interviews, Events (Massively's Coverage), WildStar, Housing, Player-Generated Content, MMORPG

Wildstar's Settler Class An interview with Jeremy Gaffney
In a world full of potential and chaos, WildStar's factions will succeed on the planet Nexus on the backs of the Settlers. The Settlers don't just build bonfires for sappy Explorers to sing around; these titans of construction will save you time in dungeons, establish bigger outposts, and open up new realms of quests for everyone.

At a recent media event, Carbine Studios executive producer Jeremy Gaffney was only too happy to explain how the Settler path opens up the world, intersects with housing, and even plays a part in PvP.

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Tattered Notebook: A guide to EQII's Moonlight Enchantments (with new stuff!)

Fantasy, EverQuest II, Events (In-Game), Opinion, Free-to-Play, The Tattered Notebook, Guides, Housing

Tattered Notebook  A guide to EQII's Moonlight Enchantments and new stuff!
Lately, there have been a number of topics all vying for my attention here in Tattered Notebook. In a couple of instances, some of them got a little rough and started pushing the others around to try for a better place in line. Yet all the while, EverQuest II's Moonlight Enchantments has been patiently waiting. So as a reward (we do like to reward good behavior here!), that quiet little topic is getting the spotlight in a special bonus edition. And the timing couldn't be more perfect!

You see, initially this guide was just going to focus on speed to help you get through that short two-day event that comes but once a month on the 20th and 21st in EQII. Now, however, we get to delve into the changes and new things coming to the Enchanted Grottoes, from even more housing items (yes, that's on top of the new additions in March) to two new repeatable quests to earn the tokens to buy the items. And with this month's festival right around the corner, having a game plan ready to get the most out of those two days will benefit new and old players alike.

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Unicorn poop, beer cans, and housing dungeons: WildStar's Jeremy Gaffney preps us for closed beta 2

Betas, Sci-Fi, Interviews, Previews, PvP, WildStar, Dungeons, Housing

Unicorn poop, beer cans, and housing dungeons WildStar's Jeremy Gaffney preps us for closed beta 2
"This is going to be the best game most of us have built in our lives," Carbine Studios Executive Producer Jeremy Gaffney said bluntly.

The game in question, of course, is WildStar, and it represents Gaffney's 10th or so trip through the beta development chute on the way to release. There's an undeniable note of pride and calm confidence in his voice as he talks about the baby that's growing inside Carbine's womb right now, and he was definitely not shy in opening up about all of the decisions and work the team's made as WildStar heads into its second trimester... er, closed beta test.

Before that, however, Gaffney provided a recap of the first closed beta test. He said that it was pretty limited, with only 2,000 players testing out the lowbie Exile zones. The team moved some of the elder game content down in level so that people could test it out, and developers spent some time doing impromptu Q&A sessions with players in the field. As a result, Carbine is ready to shift over to the Dominion side and greatly expand the beta in size and content. Read on for the full scoop on what the next step will entail.

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Camelot Unchained reveals building system demo

Fantasy, Video, MMO Industry, New Titles, Dev Diaries, Housing, Crowdfunding, Camelot Unchained, Player-Generated Content

Camelot Unchained reveals building system demo
With just a little over one week and $600k left in the Kickstarter campaign, City State Entertainment's Camelot Unchained is consistently pumping out the updates for all fans of the project.

Today's update goes into detail on the game's building system, including a video demo with programmer Tim Mills showing a quick prototype of what you can expect in the game. Mark Jacobs also teases tomorrow's tonight's update where he'll reveal the main lore of Camelot Unchained, including some early concept art and another video.

Dragon's Prophet EU opens guild registration with contest for floating island

Fantasy, Trailers, Video, Contests, MMO Industry, New Titles, News Items, Free-to-Play, Housing, Dragon's Prophet

Dragon's Prophet EU opens guild registration with contest for floating island
If you're an EU player with thoughts of creating a guild in Dragon's Prophet, now's a good time to act. In conjunction with launching a new guild registration page, Infernum Productions is holding a contest that will grant one lucky guild a floating island to call home! The grand prize includes a mansion for the guild leader, five housing plots for officers, four medium houses, an exclusive in-game title, early access to open beta, and a year's subscription to Enjin guild hosting. All registered guilds will receive early access to closed beta and 30 days of Enjin premium hosting.

To enter, register your guild on the site and tell Infernum why your guild should get access to closed beta, and then have 10 others activate the guild code you provide. Only guilds with 10 or more members will qualify for the contest. Want a glimpse of the housing to whet your appetite? Then check out the trailer after the break.

[Source: Infernum Productions press release]

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Building the perfect fortress in Camelot Unchained [Updated]

Game Mechanics, Interviews, PvP, Dev Diaries, Sandbox, Crafting, Housing, Camelot Unchained, Player-Generated Content, MMORPG

Camelot Unchained's housing, building, and mining revealed
The Camelot Unchained team has just released a new video dev blog for Kickstarter backers outlining some fairly ambitious plans for mining and construction in the upcoming PvE-free sandbox. The system will involve combinations of custom and prefab cells in which players so inclined can build up the empires and trading posts and fortifications of their dreams. And in a nod to games like Minecraft, the construction mechanics are built on a foundation of supplies procured through co-op mining gameplay.

Ahead of the reveal, we asked City State Entertainment's Mark Jacobs a few questions about the systems he's proposing, from the influence of Mojang's popular sandbox to whether mining will become my new part-time job. Read on for the complete interview!

[Update: As of Monday, CSE has also released the document form of the housing plans.]

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RIFT invites players to move into a new dimension

Fantasy, Patches, RIFT, Housing, Player-Generated Content

RIFT invites players to move into a new dimension
Budding interior (and exterior) decorators, get out your throw pillows: RIFT has added a brand-new dimension to the game today. Moonshade Pools was chosen by players to be the next housing plot in the game, and features cascading pools with a far-out view. It costs 300 platinum to purchase and starts out with space for 250 items with the option to increase to 1000.

The team will be livestreaming a couple of player-created Moonshade dimensions tomorrow at 4:30 p.m. EDT if you need inspiration for your own masterpiece.

The Tattered Notebook: Can EQ Next's housing measure up to EverQuest II's?

Fantasy, EverQuest II, New Titles, Opinion, Free-to-Play, The Tattered Notebook, EverQuest Next, Sandbox, Housing, Player-Generated Content

Tattered Notebook  Can EQ Next housing measure up to EQII
With last Wednesday's release of EverQuest II's latest prestige home, the totally awesome Hua Mein Retreat, I couldn't help but be focused on one of my favorite gaming features. I toured the new home, got to check out the break-out spots, and marveled at how pro SOE is with housing. Sure, there have been some misses when it comes to the prestige options, but things just keep getting better. Before long, my thoughts turned to the idea of housing in EverQuest Next.

Obviously, I am excited to play EverQuest Next. How could I not be? This studio has cornered the market on the most fun classes I have ever played (Dancer, Disciple, Fury, and Shaman) and the best housing systems I've personally had the pleasure to delve into (Star Wars Galaxies, Vanguard, and EverQuest II). And now it's making another sandbox.

But will EQN pull me permanently away from EQII, a game where I've earned my seven-year vet rewards? That, my friends, will depend in large part on the housing.

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Why I Play: Villagers and Heroes

Fantasy, Screenshots, Video, Classes, Culture, Game Mechanics, Interviews, Opinion, Free-to-Play, Browser, Casual, Kids, Family, Livestream, Sandbox, Why I Play, Housing

Villagers and Heroes screenshots
Villagers and Heroes, formerly called A Mystical Land, surprised me. I had gone several weeks if not a few months without logging in to the game for longer than a half an hour, so you can imagine my surprise when I realized that the game not only had been improved but had added systems that I thought it never would. In other words, the game was suddenly a world, a fully realized browser-based MMORPG. Despite my feeling that the game was going to languish in state of semi-completion, suddenly it had housing, more crafting, a better UI, and a fully stocked cash shop.

I've streamed the game before, but now I find myself logging in a lot more than ever. And now, after hosting a livestream with associate designer Cameron England (embedded after the cut), I'm really having fun with the game and have noticed that it offers a lot more than games that are much more well-known.

This is why I play Villagers and Heroes.

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RIFT celebrates the arrival of Moonshade dimensions

Fantasy, Events (In-Game), News Items, RIFT, Housing

Are you totally certain we're not in Azeroth now?  I mean, at first glance...
The development team behind RIFT is pretty happy with the new dimension being added to the game next week. In fact, they're so happy that they're kicking off a mini-celebration for players to get in on the dimensional decoration game. They're also giving a pair of ferns to any player who subscribes to the game's email newsletter, allowing you to make your dimension just a little bit prettier. (It's a big place, and there are only two ferns.)

The first celebratory event is being held tomorrow at 4:30 p.m. EDT -- a Dimensional Thunderdome, where three teams compete to see who can make the most lovely dimension possible. At the same time on 4/19, the developers will be holding a special tour of two different takes on the new dimension, showing players just how much you can do with the region. So if you're ready to forge a new landscape to your will, just wait a little while longer.

EVE Evolved: Temporarily fixing starbases

Sci-Fi, EVE Online, Expansions, Game Mechanics, Guilds, PvP, Endgame, PvE, Opinion, EVE Evolved, Dev Diaries, Sandbox, Housing, Player-Generated Content

EVE Evolved title image
With its exploration-focused Odyssey expansion on the way, EVE Online is about to be hit with a deluge of players (new and old) venturing into the unknown. The expansion will introduce the yet-to-be-revealed Discovery Scanner and will add a ton of new exploration content all across New Eden. Odyssey aims to follow the lead of 2009's Apocrypha expansion, which saw hundreds of corporations lead lucrative expeditions into uncharted wormhole systems. We don't yet know whether the expansion will open new systems for exploration, but when Odyssey goes live, the race will be on to find and lay claim to all the goodies hidden in deep space.

With no stations to dock at in wormhole space, corps currently have to store everything in destructible starbases that aren't really up to the task. Player-owned starbases were released in 2004 as sandbox-style tools for tech 2 industry and alliance territorial warfare. They were never intended to be the sole base of operations for an entire corporation, so they suffer from some pretty severe security and usability flaws as a result. Theft from ship and item hangars in wormhole space is commonplace, setting up corp roles for them is a nightmare, and living exclusively in a starbase provides a daily dose of frustration players could seriously do without. CCP has been planning to completely overhaul player-owned starbases for years, but some of today's issues can't afford to wait any longer.

In this week's EVE Evolved, I look at some of the chronic problems faced by starbase-dwelling explorers and how CCP plans to temporarily fix some of them for Odyssey.

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GDC 2013: DCUO's Andersen talks housing, hints at league version

Super-hero, Free-to-Play, Interviews (Massively's), Events (Massively's Coverage), DC Universe Online, Housing

GDC 2013 DCUO's Jens Andersen talks decorating, hints at league housing
We first learned about DC Universe Online's housing system last fall at SOE Live, where we got the scoop on the personal lairs coming in the Home Turf DLC from creative director Jens Andersen. At that time, he also shared his vision of expanding to include league housing sometime in the future.

While sitting down with Andersen for a chat at GDC yesterday, the conversation turned to the now two-month-old housing system. The discussion included how the community was utilizing this unique blend of housing and PvP duels. Andersen then shared some tips for decorating with an eye towards battles; he also hinted that league housing may be slated for making an appearance in one of the game's upcoming DLCs.

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The Daily Grind: Are guild halls or player houses more important?

Culture, Opinion, The Daily Grind, Miscellaneous, Housing

The Daily Grind Are guild halls or player houses more important
Having a place to call your own in MMOs is quite important to some players -- myself included. Housing can be a great place to unwind, to socialize, and to make one's stamp upon the game world. Yet I was wondering: If it came down to a choice, is it more important for MMOs to have guild halls or player houses?

Titles like Guild Wars, City of Heroes, and DDO have provided facilities for guilds but not the individual. There's an element of collaboration and group customization, not to mention that having a guild hall provides a great place for everyone to get together to party.

But personal housing is, well, personal. Everyone gets their own say in putting together the perfect pocket dimension. On the other hand, player houses don't tend to be the centerpiece of the social scene.

If you had to pick -- and no, "both" is not an answer today -- which is more important?

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!

The Daily Grind: Are you excited for WildStar's housing?

Sci-Fi, Game Mechanics, News Items, Opinion, The Daily Grind, WildStar, Housing

If I had other plans aside from playing this game, they were made by an incorrect life which I no longer maintain.
Yesterday was a big day for existing WildStar fans, as it was a chance to finally take a look at the game's housing system. It was also a big day for people who hadn't previously been fans of the game, as a lot of people sat up and realized that yep, this game will have quite a robust housing system at launch. It's one thing to be told that the game will have a housing system and quite another to be told exactly what it will do, how much it will benefit you, and how many different playstyles can take part in the fun.

Of course, some people may still be unmoved. Maybe they still have a hangup about WildStar's graphics. Maybe they're not convinced that the housing video is anything more than a beautiful lie. Or perhaps they're just opposed to in-game housing. So today we ask you, dear readers. Are you excited for WildStar's housing system? Does it make you eager to play the game or just reinforce an existing eagerness?

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!

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