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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Plundering the free seas: Pirates of the Burning Sea dev talks about F2P]]></title><link>http://massively.joystiq.com/2011/02/04/plundering-the-free-seas-pirates-of-the-burning-sea-dev-talks-a/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/04/plundering-the-free-seas-pirates-of-the-burning-sea-dev-talks-a/</guid><comments>http://massively.joystiq.com/2011/02/04/plundering-the-free-seas-pirates-of-the-burning-sea-dev-talks-a/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/humor/" rel="tag">Humor</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;"><a href="http://www.burningsea.com/pages/page.php?pageKey=news/article&amp;article_id=271108"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/potbs.jpg" /></a></div>
Curious about how a subscription-based MMO makes the transition to a free-to-play model? It's not as easy as one might assume, and <a href="http://www.burningsea.com"><em>Pirates of the Burning Sea</em></a> was no exception. <a href="http://www.burningsea.com/pages/page.php?pageKey=news/article&amp;article_id=271108">In a recent devlog</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/"><em>PotBS's</em></a> <a href="http://massively.joystiq.com/tag/misha/">Misha</a> takes us behind the stage to look at the logistical details and hurdles that had to be taken for this jump between business models.<br />
<br />
While the team had been mulling over a microtransaction model from the beginning, it was only after a lot of discussion with <a href="http://massively.joystiq.com/tag/soe/">SOE</a> that the publisher showed the team a way this could be implemented. Following that, the team had to tackle several tricky issues, such as expired trial accounts, boxes still in the stores and all of the subscription types it had in place. <br />
<br />
Next, the team ran the system through quite a bit of testing to iron out the snags. <em>"Those who helped us test F2P in the early days will recall pets on their own little boats in the midst of battle, trying desperately to help out. You could zoom in and see a pig or chicken standing in a commanding position overlooking their hardworking crews. This bug is one of my favorite ever, and I'm still a little sad that we fixed it."</em><br />
<br />
It wasn't just the software that needed to be tested but also the physical setup. At one point, Misha writes, <em>"For whatever reason, we were suffering hardware failure after hardware failure."</em><br />
<br />
While the F2P transition was slated for Thanksgiving 2010, it failed to hit the date. <em>"We hit a major issue on our side and SOE hit a major snag on their side. So, no Thanksgiving F2P. On the one hand, we were really discouraged that we hadn't met our target. On the other hand, we were incredibly glad we had tackled these issues before we went live,"</em> she writes. Eventually <em>Pirates of the Burning Sea </em>"soldiered through it all" and made it to the live servers, much to the team's delight.<br />
<br />
For a full rundown of this saga and the true tale of commanding pigs, <a href="http://www.burningsea.com/pages/page.php?pageKey=news/article&amp;article_id=271108">head on over to <em>Pirates of the Burning Sea</em></a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/02/04/plundering-the-free-seas-pirates-of-the-burning-sea-dev-talks-a/">Plundering the free seas: Pirates of the Burning Sea dev talks about F2P</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 04 Feb 2011 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/02/04/plundering-the-free-seas-pirates-of-the-burning-sea-dev-talks-a/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19828813/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/04/plundering-the-free-seas-pirates-of-the-burning-sea-dev-talks-a/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dev-diary</category><category>developer-diary</category><category>devlog</category><category>f2p</category><category>free-to-play</category><category>Microtransactions</category><category>misha</category><category>pets</category><category>pig</category><category>pigs</category><category>Pirates-of-the-Burning-Sea</category><category>potbs</category><category>soe</category><category>Sony-Online-Entertainment</category><category>thanksgiving</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 04 Feb 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[Pirates of the Burning Sea to introduce 'Roleplay Rooms' in upcoming patch]]></title><link>http://massively.joystiq.com/2009/06/04/pirates-of-the-burning-sea-to-introduce-roleplay-rooms-in-upco/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/06/04/pirates-of-the-burning-sea-to-introduce-roleplay-rooms-in-upco/</guid><comments>http://massively.joystiq.com/2009/06/04/pirates-of-the-burning-sea-to-introduce-roleplay-rooms-in-upco/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a></p><a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/06/potbsroleplayroomoneat580.jpg" alt="" /></a><br /><a href="http://www.burningsea.com"><em>Pirates of the Burning Sea</em></a> is a bit of a departure from some of the other MMO titles on the market since its setting is rooted in history rather than built upon pure fantasy. Given this backdrop, it stands to reason that some players would enjoy logging in for some anachronistic 1700's-era roleplaying in <a href="http://massively.joystiq.com/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a> as privateers and pirates. <a href="http://massively.joystiq.com/tag/flying-lab-software">Flying Lab Software</a> has decided to give <em>PotBS</em>'s roleplayers a dedicated venue for their player-run events, "Roleplay Rooms", which is the subject of a devlog written by Xenobia. <br /><br />The devlog is all about the repurposing of old interiors; some altered color and texture here, a motif changed there, and you've got spaces ready to be used solely for RP events. It seems simple, but these changes proved to be tricky in some cases given the objects incorporated into such rooms, and Xenobia describes how the interior revamps were done, illustrated with before and after shots. <a href="http://www.burningsea.com/page/news/article&amp;article_id=11217">Check out Xenobia's "Roleplay Rooms" devlog</a> for more info about this feature that's coming to national capitals in patch 1.16.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/06/04/pirates-of-the-burning-sea-to-introduce-roleplay-rooms-in-upco/">Pirates of the Burning Sea to introduce 'Roleplay Rooms' in upcoming patch</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 04 Jun 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=11217>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/04/pirates-of-the-burning-sea-to-introduce-roleplay-rooms-in-upco/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19057044/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/04/pirates-of-the-burning-sea-to-introduce-roleplay-rooms-in-upco/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>devlog</category><category>flying-lab-software</category><category>historical</category><category>patch-1.16</category><category>pirates</category><category>pirates-of-the-burning-sea</category><category>potbs</category><category>privateers</category><category>roleplaying</category><category>roleplaying-rooms</category><category>xenobia</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Thu, 04 Jun 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[Pirates of the Burning Sea takes bold step to curb mission farming]]></title><link>http://massively.joystiq.com/2009/05/18/pirates-of-the-burning-sea-takes-bold-step-to-curb-mission-farmi/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/05/18/pirates-of-the-burning-sea-takes-bold-step-to-curb-mission-farmi/</guid><comments>http://massively.joystiq.com/2009/05/18/pirates-of-the-burning-sea-takes-bold-step-to-curb-mission-farmi/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/forums/" rel="tag">Forums</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a></p><a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/05/potbsbattleopenseaat580.jpg"  alt="" /></a><br />The latest devlog for <a href="http://www.burningsea.com"><em>Pirates of the Burning Sea</em></a> is written by <a href="http://massively.joystiq.com/tag/lum">Lum</a> and focuses on improving the game's <a href="http://massively.joystiq.com/category/quests">mission system</a>, particularly fixing the problem of mission farming. Lum writes, <em>"When we create big mission arcs, we design them to be a fun, engaging, and most importantly, a linear experience. We want players to get a sense of story and to do something interesting. We also want to reward players who accomplish the goals for those missions." </em><br /><br />He says that mission farming and the in-game monetary rewards aren't necessarily the problem, although it's not what the devs had in mind for players. Lum says that since people stop to repeat the most lucrative parts of a given mission arc, they're not experiencing the game as it was intended for the players. Even worse, some players make faction choices on the basis of how lucrative a certain mission with that faction is. <a href="http://www.flyinglab.com/about.html">Flying Lab Software</a> wants to change missions in <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a> so that players are continually progressing through stories rather than motivated to remain in place to reap the gold harvest.<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/pirates-of-the-burning-sea-core-gallery/">Pirates of the Burning Sea core gallery</a></strong></p><a href="http://massively.joystiq.com/photos/pirates-of-the-burning-sea-core-gallery/#803883"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/017_potbspatch_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/pirates-of-the-burning-sea-core-gallery/#803882"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/014_potbspatch_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/pirates-of-the-burning-sea-core-gallery/#803881"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/012_potbspatch_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/pirates-of-the-burning-sea-core-gallery/#803880"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/011_potbspatch_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/pirates-of-the-burning-sea-core-gallery/#803879"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/010_potbspatch_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2009/05/18/pirates-of-the-burning-sea-takes-bold-step-to-curb-mission-farmi/" rel="bookmark">Continue reading <em>Pirates of the Burning Sea takes bold step to curb mission farming</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/05/18/pirates-of-the-burning-sea-takes-bold-step-to-curb-mission-farmi/">Pirates of the Burning Sea takes bold step to curb mission farming</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 18 May 2009 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=11203>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/05/18/pirates-of-the-burning-sea-takes-bold-step-to-curb-mission-farmi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1549422/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/05/18/pirates-of-the-burning-sea-takes-bold-step-to-curb-mission-farmi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>devlog</category><category>experience</category><category>factions</category><category>fantasy</category><category>farming</category><category>flying-lab</category><category>flying-lab-software</category><category>gold</category><category>historical</category><category>loot</category><category>lum</category><category>mission-farming</category><category>missions</category><category>npc</category><category>npcs</category><category>open-sea</category><category>pirates</category><category>pirates-of-the-burning-sea</category><category>pve</category><category>quest-farming</category><category>quests</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Mon, 18 May 2009 20:00:00 EST</pubDate></item><item><title><![CDATA[Lineage 2 talks aerial combat arena and changes to the olympiad coming with Gracia Final]]></title><link>http://massively.joystiq.com/2009/04/22/lineage-2-talks-aerial-combat-arena-and-changes-to-the-olympiad/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/22/lineage-2-talks-aerial-combat-arena-and-changes-to-the-olympiad/</guid><comments>http://massively.joystiq.com/2009/04/22/lineage-2-talks-aerial-combat-arena-and-changes-to-the-olympiad/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/at-a-glance/" rel="tag">At a glance</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/lineage-2/" rel="tag">Lineage 2</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://www.lineage2.com/gracia/index3.html"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/aerial_pvp_4_225.jpg"  alt="" /></a><br />
<div align="left">Aerial combat is cool and all, but wouldn't you like a PvP gametype to go with it? Of course you would, and now you don't have to wait too long!<br /><br /><em><a href="http://www.lineage2.com">Lineage 2</a></em>'s last expansion on the Gracia continent, <em><a href="http://www.lineage2.com/gracia/index3.html">Gracia Final</a></em>, will be adding a brand new aerial combat PvP arena to the world, as well as making some changes to the olympiad event. The Aerial Cleft, the new PvP arena, will pit players against one another as they race to shatter crystal cores and score points for their side. To the victors go special Emery shards that can be combined with Star Stone pieces to create attribute cores to change your class up.<br /><br />As for the olympiad, now you can participate in teams of three instead of one on one! Also, the olympiad event will now reward olympiad tokens upon winning, so victors can spend their tokens for the equipment of their choice at the olympiad vendor.<br /><br />The full developer log is included after the break, so continue reading for the full explanation of the events from the words of the developers themselves! Also, check out our screenshots of the expansion in the gallery below.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/gracia-final-aerial-pvp-and-olympiad-shots/">Gracia Final -- Aerial PvP &amp; Olympiad Shots</a></strong></p><a href="http://massively.joystiq.com/photos/gracia-final-aerial-pvp-and-olympiad-shots/#1511653"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/olympiad_3_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gracia-final-aerial-pvp-and-olympiad-shots/#1511652"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/olympiad_2_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gracia-final-aerial-pvp-and-olympiad-shots/#1511651"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/olympiad_1_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gracia-final-aerial-pvp-and-olympiad-shots/#1511650"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/aerial_pvp_4_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gracia-final-aerial-pvp-and-olympiad-shots/#1511649"><img src="http://www.blogcdn.com/www.massively.com/media/2009/04/aerial_pvp_3_thumbnail.jpg" alt="" title="" /></a></div></div>
</div><p><a href="http://massively.joystiq.com/2009/04/22/lineage-2-talks-aerial-combat-arena-and-changes-to-the-olympiad/" rel="bookmark">Continue reading <em>Lineage 2 talks aerial combat arena and changes to the olympiad coming with Gracia Final</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/22/lineage-2-talks-aerial-combat-arena-and-changes-to-the-olympiad/">Lineage 2 talks aerial combat arena and changes to the olympiad coming with Gracia Final</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 22 Apr 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.lineage2.com/gracia/index3.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/22/lineage-2-talks-aerial-combat-arena-and-changes-to-the-olympiad/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1524989/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/22/lineage-2-talks-aerial-combat-arena-and-changes-to-the-olympiad/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aerial-combat</category><category>developer-log</category><category>devlog</category><category>gracia</category><category>gracia-final</category><category>l2</category><category>lineage-2</category><category>ncsoft</category><category>pvp</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 22 Apr 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[Pirates to get more RvR love from Flying Lab Software]]></title><link>http://massively.joystiq.com/2009/04/05/pirates-to-get-more-rvr-love-from-flying-lab-software/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/05/pirates-to-get-more-rvr-love-from-flying-lab-software/</guid><comments>http://massively.joystiq.com/2009/04/05/pirates-to-get-more-rvr-love-from-flying-lab-software/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a></p><a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/piratesportboostat580.jpg" /></a><br />Pirates are always the underdogs in MMOs, aren't they? That seems to be the case in <a href="http://www.burningsea.com"><em>Pirates of the Burning Sea</em></a>, where the Pirate nation has been at a disadvantage with the game's Conquest system. While their ports can't be controlled (permanently) by another nation, they're likewise unable to keep the ports they conquer. The latest devlog from <a href="http://massively.joystiq.com/tag/flying-lab">Flying Lab</a>'s Lum is titled <a href="http://www.burningsea.com/page/news/article&amp;article_id=11177">Pirates and Conquest</a> and addresses this disparity between the Pirate nation and all other nations in the game. <br /><br />One solution they plan to implement is increasing the four points that Pirates gain by capturing a port to five. Lum explains, <em>"Currently, Pirates get four points every time they Raid a port, while Nationals get 10. This means that for a Pirate to keep pace with Nationals, they have to win three port battles in order to get the same amount of points. Since every nation can only attack three ports at a time, this means that Pirates would always have to have their maximum amount of attacking ports at all times, and then they have to win all of those battles."</em> Ouch. However, by increasing their capture points to five, Pirates will only have to win two battles and won't need to maintain constant port attacks to stay on par with other nations.<p><a href="http://massively.joystiq.com/2009/04/05/pirates-to-get-more-rvr-love-from-flying-lab-software/" rel="bookmark">Continue reading <em>Pirates to get more RvR love from Flying Lab Software</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/05/pirates-to-get-more-rvr-love-from-flying-lab-software/">Pirates to get more RvR love from Flying Lab Software</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 05 Apr 2009 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=11177>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/05/pirates-to-get-more-rvr-love-from-flying-lab-software/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1508371/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/05/pirates-to-get-more-rvr-love-from-flying-lab-software/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capture-points</category><category>conquest</category><category>conquest-system</category><category>dev-blog</category><category>devlog</category><category>fantasy</category><category>flying-lab</category><category>flying-lab-software</category><category>game-mechanics</category><category>guilds</category><category>historical</category><category>lum</category><category>martial-law</category><category>pirate-nation</category><category>pirates</category><category>port-battle</category><category>ports</category><category>potbs</category><category>pvp</category><category>raided-state</category><category>realm-vs-realm</category><category>rvr</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Sun, 05 Apr 2009 12:00:00 EST</pubDate></item><item><title><![CDATA[New Empyrean Age devlog explains the lack of alliance support in factional warfare]]></title><link>http://massively.joystiq.com/2008/05/20/new-empyrean-age-devlog-explains-the-lack-of-alliance-support-in/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/20/new-empyrean-age-devlog-explains-the-lack-of-alliance-support-in/</guid><comments>http://massively.joystiq.com/2008/05/20/new-empyrean-age-devlog-explains-the-lack-of-alliance-support-in/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a></p><div align="center"><a href="http://massively.joystiq.com/category/eve-online"><img vspace="4" hspace="4" border="1" align="top" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/noalliances-(425-x-339).jpg" /></a><br /></div>
There is a mothership crashing into an enemy station, a distraught news caster, and a frightened mob in a <a href="http://massively.joystiq.com/2008/05/16/the-empyrean-age-is-born-in-fire/">video that marks the beginning of factional warfare</a> for <a href="http://www.eve-online.com/empyreanage/"><em>Empyrean Age</em></a>. Fans of <a href="http://www.eve-online.com"><em>EVE Online</em></a> have been waiting years for the release of factional warfare. However, something is missing from the conflict that is causing a few outbursts and even some rather large explosions. Players were informed that <a href="http://myeve.eve-online.com/devblog.asp?a=blog&amp;bid=558">alliances are not allowed to participate in the factional warfare</a>.<br /><br /><a href="http://massively.joystiq.com/category/eve-online"><em>EVE Online</em></a> has many alliances, and some of them shifted their fire towards <a href="http://massively.joystiq.com/tag/ccp">CCP</a> when word reached players that their alliance had to sit this one out. The hail of rocket fire caused Greyscale to hop onto the forums and post a response to some of the concerns. Within the post were a few key notes:<br /><br />
<ul>
    <li>Alliances will not dominate factional warfare and their exclusion encourages players not in an alliance to participate</li>
    <li>Alliances, mechanically speaking, cannot receive standings from factions</li>
    <li>Role playing guidelines dictate that the major factions do not want alliance politics meddling in their affairs<br /></li>
</ul>
The <a href="http://myeve.eve-online.com/devblog.asp?a=blog&amp;bid=561">alliance and factional warfare devlog by Greyscale</a> is still causing ammo to ping off the sides of the CCP flagship, but at least there is an explanation. Capsuleers, especially some of the veterans and alliance members, remain a bit uneasy about the rule. Pilots are encouraged and welcomed by Greyscale to offer their suggestions on the <a href="http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=775278"><em>EVE </em>forums</a>, so feel free to toss in your two isk!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/20/new-empyrean-age-devlog-explains-the-lack-of-alliance-support-in/">New Empyrean Age devlog explains the lack of alliance support in factional warfare</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 20 May 2008 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://myeve.eve-online.com/devblog.asp?a=blog&amp;bid=561>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/20/new-empyrean-age-devlog-explains-the-lack-of-alliance-support-in/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1199703/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/20/new-empyrean-age-devlog-explains-the-lack-of-alliance-support-in/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>devlog</category><category>empyrean-age</category><category>eve</category><category>eve-alliances</category><category>eve-forums</category><category>eve-online</category><category>eve-online-expansion</category><category>factional-warfare</category><category>greyscale</category><dc:creator><![CDATA[Andrew Russo]]></dc:creator><pubDate>Tue, 20 May 2008 11:30:00 EST</pubDate></item><item><title><![CDATA[Class changes coming in PotBS Patch 1.4]]></title><link>http://massively.joystiq.com/2008/05/06/class-changes-coming-in-potbs-patch-1-4/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/06/class-changes-coming-in-potbs-patch-1-4/</guid><comments>http://massively.joystiq.com/2008/05/06/class-changes-coming-in-potbs-patch-1-4/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a></p><a href="http://forum.notebookreview.com/showthread.php?t=49582&amp;page=8"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/potbs8rc-(225-x-170).jpg" /></a>Ahoy mates! With all of the server changes and patch discussions coming out of <a href="http://www.burningsea.com"><em>Pirates of the Burning Sea</em></a>, we thought we'd bombard you with some more useful information. <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>PotBS</em></a> skills are going to get overhauled and the changes will soon be upon us. Pirate, naval officer, privateer, or free trader, <a href="http://www.burningsea.com/page/news/article&amp;article_id=10772"><span style="font-style: italic;">PotBS</span> patch 1.4</a> is going to change the way we sail the seven seas.<br /><br />The changes are being broadcast in the form of several devlogs. So far, the <a href="http://potbsvault.ign.com/fullstory.php?id=40744">privateer and the naval officer skills</a> are receiving a bit of a spring cleaning. Each has had their skills shuffled around a bit to appeal to players who have had common complaints concerning their trees. For example, sanctioned piracy for the privateer is now a free skill at level 15! There is nothing better than receiving a free letter of marque from the monarch for tossing cannon balls and looting gold. The swabbing of the poop deck, so to speak, is coming soon, so be sure to read the <a href="http://www.burningsea.com/page/news/article&amp;article_id=10785"><span style="font-style: italic;">PotBS</span> patch 1.4 devlogs</a> for info on your profession of choice!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/06/class-changes-coming-in-potbs-patch-1-4/">Class changes coming in PotBS Patch 1.4</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 May 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://potbsvault.ign.com/fullstory.php?id=40744>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/06/class-changes-coming-in-potbs-patch-1-4/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1186261/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/06/class-changes-coming-in-potbs-patch-1-4/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>devlog</category><category>patch-1.4</category><category>pirates-of-the-burning-sea</category><category>pirates-of-the-burning-sea-patch-1.4</category><category>potbs</category><category>potbs-devlog</category><category>potbs-patch-1.4</category><category>potbs-skills</category><dc:creator><![CDATA[Andrew Russo]]></dc:creator><pubDate>Tue, 06 May 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[AoC dev blog update looks at the polishing process]]></title><link>http://massively.joystiq.com/2008/04/03/aoc-dev-blog-update-looks-at-the-polishing-process/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/03/aoc-dev-blog-update-looks-at-the-polishing-process/</guid><comments>http://massively.joystiq.com/2008/04/03/aoc-dev-blog-update-looks-at-the-polishing-process/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a></p><a href="http://www.1up.com/do/my1Up?publicUserId=5724372"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/aocoleherbtoolsofthetrade_225px.jpg" /></a>The latest entry in <em><a href="http://massively.joystiq.com/category/Age-of-Conan/">Age of Conan</a></em> lead designer <a href="http://www.1up.com/do/my1Up?publicUserId=5724372">Ole Herbjornsen's 1UP Blog</a> discusses, in quite some detail, the process of optimizing and polishing the game using the "tools of the trade". His emphasis is on the fact that this cleaning up is done on both the code and data, not just one or the other, and often both at once.<br /><br />Along the way to arriving at this point, Herbjornsen lists off a number of scary sounding developer tools, like "showmeshid" and "occluder monsters". The reassuring explanation of the especially frightening occluder monsters is that they are flat rectangles with a very low polygon count, that can be spawned in the game world, and are used to test (among other things) how a system's frame rate is affected when they block out certain parts of a picture. <a href="http://www.1up.com/do/my1Up?publicUserId=5724372">Check out the blog</a> for more of Herbjornsen's interesting developer antics.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/03/aoc-dev-blog-update-looks-at-the-polishing-process/">AoC dev blog update looks at the polishing process</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 03 Apr 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.1up.com/do/my1Up?publicUserId=5724372>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/03/aoc-dev-blog-update-looks-at-the-polishing-process/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1156686/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/03/aoc-dev-blog-update-looks-at-the-polishing-process/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aoc</category><category>blog</category><category>dev blog</category><category>DevBlog</category><category>developer-blog</category><category>devlog</category><category>funcom</category><category>herbjornsen</category><category>occluder-monsters</category><category>ole-herbjornsen</category><category>showmeshid</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Thu, 03 Apr 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[Captain skills tuning for all classes in PotBS build 1.2]]></title><link>http://massively.joystiq.com/2008/02/28/captain-skills-tuning-for-all-classes-in-potbs-build-1-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/28/captain-skills-tuning-for-all-classes-in-potbs-build-1-2/</guid><comments>http://massively.joystiq.com/2008/02/28/captain-skills-tuning-for-all-classes-in-potbs-build-1-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a></p><a href="http://www.burningsea.com/page/news/article&amp;article_id=10644"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/potbsusercontent2_225px.jpg" alt="" />A recent devlog</a> at the <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a> site talks about the changes that are coming to captain skills (your at-sea arsenal) with <a href="http://massively.joystiq.com/tag/build-1.2">build 1.2</a>. It looks like every single class will have changes of some sort coming. These will be in the form of global changes to certain types of skills, and changes specific to each class in the game. The global changes include: stopping speed buffs from stacking, reducing the morale cost of skills that cancel upon taking damage, and the addition of crew recovery rate increases and decreases to some existing skills.<br /><br />The remaining changes coming to skills in build 1.2 are too numerous to list here, but we'll go over some of the highlights.<p><a href="http://massively.joystiq.com/2008/02/28/captain-skills-tuning-for-all-classes-in-potbs-build-1-2/" rel="bookmark">Continue reading <em>Captain skills tuning for all classes in PotBS build 1.2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/28/captain-skills-tuning-for-all-classes-in-potbs-build-1-2/">Captain skills tuning for all classes in PotBS build 1.2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 28 Feb 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=10644>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/28/captain-skills-tuning-for-all-classes-in-potbs-build-1-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1123418/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/28/captain-skills-tuning-for-all-classes-in-potbs-build-1-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>1.2</category><category>build-1.2</category><category>captain</category><category>developer-log</category><category>devlog</category><category>fls</category><category>flying-lab</category><category>potbs</category><category>skills</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Thu, 28 Feb 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[PotBS devlog looks at Open Sea Battle placement in 1.2]]></title><link>http://massively.joystiq.com/2008/02/25/potbs-devlog-looks-at-open-sea-battle-placement-in-1-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/25/potbs-devlog-looks-at-open-sea-battle-placement-in-1-2/</guid><comments>http://massively.joystiq.com/2008/02/25/potbs-devlog-looks-at-open-sea-battle-placement-in-1-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a></p><a href="http://www.burningsea.com/page/news/article&amp;article_id=10643" style=""><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/potbsopenseaplacementdevlog_225px.jpg" alt="" /></a>The way things currently are when engaging in an open sea battle in <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a>, players can often be dumped miles away from each other inside the private battle instance, even if they were very close when going in. This is one of the problems that is going to be fixed in build 1.2, and a <a href="http://www.burningsea.com/page/news/article&amp;article_id=10643">devlog on the official site</a> has gone over the planned changes.<br /><br />Little fixes to the system never seemed to solve the problem satisfactorily, so an entire overhaul was necessary. The old system placed people relative to one point in the center, but in 1.2, a closer version of the positioning on the open sea will be seen inside the instance, due to new spawn point tracking. Additionally, the angle of attack will now only be measured upon the initial strike, and not for each new person entering, so that it won't be possible to have a circle of ships spawn on one unlucky victim. The system that decides how far back you will be placed when you join a battle late has been tweaked, to stop people being dumped in a random spot when the intended area would have been invalid, and there will also be a few more options you can set for auto-joining a battle. Read more about these new features for build 1.2 via the link below.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/25/potbs-devlog-looks-at-open-sea-battle-placement-in-1-2/">PotBS devlog looks at Open Sea Battle placement in 1.2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 25 Feb 2008 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=10643>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/25/potbs-devlog-looks-at-open-sea-battle-placement-in-1-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1123161/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/25/potbs-devlog-looks-at-open-sea-battle-placement-in-1-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>1.2</category><category>build-1.2</category><category>developer-log</category><category>devlog</category><category>fls</category><category>flying-lab</category><category>open-sea-battle</category><category>potbs</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Mon, 25 Feb 2008 20:00:00 EST</pubDate></item><item><title><![CDATA[Devlog for PotBS looks at ship tuning and new ships in build 1.2]]></title><link>http://massively.joystiq.com/2008/02/22/devlog-for-potbs-looks-at-ship-tuning-and-new-ships-in-build-1-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/22/devlog-for-potbs-looks-at-ship-tuning-and-new-ships-in-build-1-2/</guid><comments>http://massively.joystiq.com/2008/02/22/devlog-for-potbs-looks-at-ship-tuning-and-new-ships-in-build-1-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a></p><div align="center"><a href="http://www.burningsea.com/page/news/article&amp;article_id=10645"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/potbsshipdevlog_425px.jpg" alt="" /></a><br /></div>
The <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a> site has published a new devlog to do with the <a href="http://massively.joystiq.com/2008/02/21/new-producer-patch-for-potbs/">upcoming build 1.2</a>, and this time around we're <a href="http://www.burningsea.com/page/news/article&amp;article_id=10645">treated to details on some of the ship tuning</a> that can be expected with the patch. There will be some global changes to make scouts a bit faster than they are, and some ships that have light top-deck batteries will see these guns move up a weight class or two. Most warships will also have their deceleration and turning deceleration multipliers increased, as a fully outfitted warship has been more maneuverable than intended.<br /><br />Apart from the global changes, there are some changes to specific ships as well. You can visit the devlog to see what happens to each of these, but the ships being tuned in some way are: the Arcadia, the Mignone, the Oliphant, the Cerberus, the Mystique Polacre, the Raa, the Myrmidon, the Tigre, the Capricieux, the Corsair, the Hercules, the Deliverance and the Defiant. Phew! Finally, a bunch of brand new ships will be introduced with 1.2, including the first high-level ship that can run against the wind effectively. Check out the <a href="http://www.burningsea.com/page/news/article&amp;article_id=10645">full details at the devlog</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/22/devlog-for-potbs-looks-at-ship-tuning-and-new-ships-in-build-1-2/">Devlog for PotBS looks at ship tuning and new ships in build 1.2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 22 Feb 2008 06:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=10645>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/22/devlog-for-potbs-looks-at-ship-tuning-and-new-ships-in-build-1-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1121651/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/22/devlog-for-potbs-looks-at-ship-tuning-and-new-ships-in-build-1-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>build-1.2</category><category>devlog</category><category>fls</category><category>flying-lab</category><category>potbs</category><category>ship-tuning</category><category>ships</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Fri, 22 Feb 2008 06:00:00 EST</pubDate></item><item><title><![CDATA[PotBS devlog discusses the art of town creation]]></title><link>http://massively.joystiq.com/2008/02/20/potbs-devlog-discusses-the-art-of-town-creation/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/20/potbs-devlog-discusses-the-art-of-town-creation/</guid><comments>http://massively.joystiq.com/2008/02/20/potbs-devlog-discusses-the-art-of-town-creation/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a></p><div align="center"><a href="http://www.burningsea.com/page/news/article&amp;article_id=10633"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/potbsxenobiadevlog2_425px.jpg" /></a><br /></div>
There's a lot more to building a town in a game than just plotting out the buildings and filling in key NPCs. You <em>can</em> leave it at that (and it's unfortunate when that's the case), but to stop it from feeling like a ghost town, certain steps can be taken to build up the ambiance of a locale. <a href="http://www.burningsea.com/page/news/article&amp;article_id=10633">The latest devlog</a> available at the <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a> website is penned by the game's technical artist Xenobia, and focuses on the process of breathing life into the many port towns in the Caribbean.<br /><br />Some of the curious little events you might notice in <em>PotBS's</em> towns could probably be attributed to Xenobia. A woman kicking and screaming while being taken away over the shoulder of a pirate, drunks in various stages of consciousness -- things like this are of no consequence and will keep going in the background regardless of whatever else is happening, yet they greatly enhance the feeling that you're in an actual town. Visit the devlog to see what goes on behind the scenes -- including how it all looks in the Maya software -- when bringing a game-town to life.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/20/potbs-devlog-discusses-the-art-of-town-creation/">PotBS devlog discusses the art of town creation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 20 Feb 2008 23:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=10633>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/20/potbs-devlog-discusses-the-art-of-town-creation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1119571/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/20/potbs-devlog-discusses-the-art-of-town-creation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>developer-log</category><category>devlog</category><category>fls</category><category>flying-lab</category><category>lively-town</category><category>potbs</category><category>tortuga</category><category>xenobia</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Wed, 20 Feb 2008 23:15:00 EST</pubDate></item><item><title><![CDATA[Champions Online promises lots and lots of adrenaline]]></title><link>http://massively.joystiq.com/2008/02/20/champions-online-promises-lots-and-lots-of-adrenaline/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/20/champions-online-promises-lots-and-lots-of-adrenaline/</guid><comments>http://massively.joystiq.com/2008/02/20/champions-online-promises-lots-and-lots-of-adrenaline/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a></p><div align="center"><a href="http://champions-online.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/defender2-copy.gif" alt="" /></a></div>
A second devlog over at the <a href="http://massively.joystiq.com/category/champions-online"><em>Champions Online</em></a> official site gives a little glimpse of what we can expect to find ourselves playing once this new superhero MMO hits our hard disk drives. Titled, "Furious Action, Off-the-Charts Adrenaline" Our initial impression was to put on a gas-mask and some fly-fishing boots in preparation. <br /><br />However, after reading through the article our demeanor softened -- just a little. It's a bit reassuring to know that there are still <a href="http://massively.joystiq.com/2008/02/20/gdc08-abandon-interactives-freaky-creatures/">developers</a> out there willing to take some risks in the design of their games. They seem to have gone with an all out action-sounding combat system, where players don't use an auto-attacks or recharge abilities. Beyond that it's pretty vague, so we're left to the guessing game.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/20/champions-online-promises-lots-and-lots-of-adrenaline/">Champions Online promises lots and lots of adrenaline</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 20 Feb 2008 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.champions-online.com/articles/superheroic_combat_in_champions_online>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/20/champions-online-promises-lots-and-lots-of-adrenaline/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1120348/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/20/champions-online-promises-lots-and-lots-of-adrenaline/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>champions</category><category>champions-online</category><category>combat-system</category><category>cryptic</category><category>developer-log</category><category>devlog</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Wed, 20 Feb 2008 19:30:00 EST</pubDate></item><item><title><![CDATA[Morality plays a part in Stargate Worlds' quests]]></title><link>http://massively.joystiq.com/2007/12/17/morality-plays-a-part-in-stargate-worlds-quests/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/17/morality-plays-a-part-in-stargate-worlds-quests/</guid><comments>http://massively.joystiq.com/2007/12/17/morality-plays-a-part-in-stargate-worlds-quests/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/stargate-worlds/" rel="tag">Stargate Worlds</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a></p><div align="center"><a href="http://www.stargateworlds.com/gallery/7/688/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/stargateworlds.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/cheyenne-mountain"> Cheyenne Mountain's</a> Chris Klug <a href="http://rpgvault.ign.com/articles/841/841087p1.html">served another dev diary to RPG Vault.</a> This is the third such diary, and it continues the work that the<a href="http://massively.joystiq.com/2007/11/30/sgws-chris-klug-explains-his-storytelling-philosophy/"> previous entry</a> began -- an exposition on<em> <a href="http://massively.joystiq.com/category/stargate-worlds">Stargate Worlds</a></em><a href="javascript:void(0);/*1197947886425*/">'</a> quest and storytelling philosophies.<br /><br />Klug describes a mission he had worked on in <a href="http://massively.joystiq.com/2007/11/14/the-digital-continuum-sci-fi-looking-back/"><em>Earth &amp; Beyond</em>,</a> in which players were forced to make a critical moral choice. Apparently <em>Stargate Worlds</em>' missions will follow a similar formula. This sounds a bit like what you'd find in <a href="http://www.joystiq.com/tag/masseffect"><em>Mass Effect</em>,</a> but it's (apart from <em>Earth &amp; Beyond</em>) not something we've seen much in MMOs. <a href="http://massively.joystiq.com/category/tabula-rasa"><em>Tabula Rasa</em></a> claims to involve some choices like that, but that's about it.<br /><br />Klug promises to go into more detail later, but for now, the diary doesn't have much. This is <a href="http://massively.joystiq.com/2007/12/17/stargate-worlds-designer-dodges-questions-gets-back-to-work/">what we've come to expect</a> from Cheyenne -- frequent, tiny drops of information.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/17/morality-plays-a-part-in-stargate-worlds-quests/">Morality plays a part in Stargate Worlds' quests</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 17 Dec 2007 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://rpgvault.ign.com/articles/841/841087p1.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/17/morality-plays-a-part-in-stargate-worlds-quests/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1062294/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/17/morality-plays-a-part-in-stargate-worlds-quests/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cheyenne-mountain</category><category>cheyenne-mountain-entertainment</category><category>choices</category><category>chrus-klug</category><category>dev-diary</category><category>devlog</category><category>earth-and-beyond</category><category>missions</category><category>moral</category><category>quests</category><category>rpg-vault</category><category>stargate-worlds</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Mon, 17 Dec 2007 23:00:00 EST</pubDate></item><item><title><![CDATA[PotBS beta devlog: Ships of the Line]]></title><link>http://massively.joystiq.com/2007/12/16/potbs-beta-devlog-ships-of-the-line/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/16/potbs-beta-devlog-ships-of-the-line/</guid><comments>http://massively.joystiq.com/2007/12/16/potbs-beta-devlog-ships-of-the-line/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a></p><a href="http://www.burningsea.com/page/news/article&amp;article_id=10505"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/potbssolsbywill_225px.jpg"  alt="" /></a>A new beta devlog <a href="http://www.burningsea.com/page/news/article&amp;article_id=10505">has been posted</a> to the <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/"><em>Pirates of the Burning Sea</em></a> site. The topic of discussion is the powerful Ships of the Line (SOLs) and some very large changes to how they will play out in the future. The initial SOL concept was to make these ships extremely difficult and costly to obtain, but in turn they would be able to turn the tide of a battle due to their immense power. In actual implementation during closed beta, only half of this was fulfilled: they were much easier to get than intended and people were churning them out.<br /><br />Now that <a href="http://massively.joystiq.com/2007/12/10/reminder-pirates-of-the-burning-sea-open-beta-has-already-begun/">the game is in open beta</a>, the changes that have been made to SOLs bring them back in line with the original concept. They will cost a lot more to make, and the items required to build them will vary in level, meaning that lower level players can contribute to the construction. Another change is that the difference in cost between Fourth, Third, Second, and First Rate SOLs has been increased. Because they were previously similar in cost, people would skip straight to the First Rate SOL, which really unbalanced things. Now there will be a bigger cost variance between these ranks of SOL, and the First Rate will be very expensive to fix after being damaged, making it a major decision on whether to bring one to a battle, or to stick with the less powerful but less expensive versions.<br /><br />All of these changes have implications for various classes in the game. For example, the SOLs are one of the main reasons to become part of the Navy, so of course, this changes things for them in a big way. The full beta devlog has information on how the Navy will be altered with respect to the SOL updates, and how it will affect others as well.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/16/potbs-beta-devlog-ships-of-the-line/">PotBS beta devlog: Ships of the Line</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 16 Dec 2007 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.burningsea.com/page/news/article&amp;article_id=10505>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/16/potbs-beta-devlog-ships-of-the-line/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1064370/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/16/potbs-beta-devlog-ships-of-the-line/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>devlog</category><category>first-rate</category><category>navy</category><category>open-beta</category><category>potbs</category><category>ship-of-the-line</category><category>ships-of-the-line</category><category>SOL</category><category>SOLs</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Sun, 16 Dec 2007 23:00:00 EST</pubDate></item><item><title><![CDATA[First STO in-game screenshot released]]></title><link>http://massively.joystiq.com/2007/12/04/first-sto-in-game-screenshot-released/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/04/first-sto-in-game-screenshot-released/</guid><comments>http://massively.joystiq.com/2007/12/04/first-sto-in-game-screenshot-released/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/star-trek-online/" rel="tag">Star Trek Online</a></p><div align="center"><a href="http://www.startrekonline.com/devlog/viewimage.php?IntScreen.jpg"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/intscreen.jpg" alt="" /></a></div>
In the past, <a href="http://massively.joystiq.com/category/star-trek-online"><em>Star Trek Online</em></a> devlogs have been light on gameplay information. <a href="http://massively.joystiq.com/tag/perpetual-entertainment">Perpetual's</a> Mike Stemmle usually writes about the <a href="http://massively.joystiq.com/2007/11/13/sto-devlog-40-reveals-nothing-except-the-dev-teams-geekiness/">development team,</a> <a href="http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/">concept art,</a> and things of that nature. But this time it's different. Not only does Devlog #5 include juicy details about interacting with NPCs, but it also includes the <a href="http://www.startrekonline.com/devlog/viewimage.php?IntScreen.jpg">very first in-game screenshot.</a> Sweet!<br /><br />We can learn a couple of things from this screenshot. First of all, the graphics are neither cutting edge nor outdated; they're right in the middle. This is arguably a sweet spot for MMOs. Second, the <a href="http://massively.joystiq.com/2007/12/04/sto-ui-is-modernized-lcars-think-iphone/">LCARS influence</a> can be seen on the UI, but it's not overt. In fact, it's barely there. We do find it a bit alarming that the game features a standard MMO "1 through =" action bar -- a tired convention that's begging for innovation.<br /><br />As far as the <a href="http://massively.joystiq.com/tag/npcs">NPC</a> interaction stuff goes, though, it all sounds good.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/04/first-sto-in-game-screenshot-released/">First STO in-game screenshot released</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 04 Dec 2007 23:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.startrekonline.com/devlog/#entry5>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/04/first-sto-in-game-screenshot-released/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1055014/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/04/first-sto-in-game-screenshot-released/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action-bar</category><category>developers</category><category>devlog</category><category>interaction</category><category>mike-stemmle</category><category>npcs</category><category>perpetual-entertainment</category><category>screenshot</category><category>star-trek</category><category>star-trek-online</category><category>sto</category><category>ui</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 04 Dec 2007 23:30:00 EST</pubDate></item><item><title><![CDATA[STO devlog 4.0 reveals nothing except the dev team's geekiness]]></title><link>http://massively.joystiq.com/2007/11/13/sto-devlog-40-reveals-nothing-except-the-dev-teams-geekiness/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/13/sto-devlog-40-reveals-nothing-except-the-dev-teams-geekiness/</guid><comments>http://massively.joystiq.com/2007/11/13/sto-devlog-40-reveals-nothing-except-the-dev-teams-geekiness/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/star-trek-online/" rel="tag">Star Trek Online</a></p><a href="http://www.startrekonline.com/devlog/#entry4"><em><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/stodevidian.jpg" alt="" />Star Trek Online</em></a> news is still sparse. We've heard nothing <a href="http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/">since we read the third devlog</a> over a month ago. Now <a href="http://www.startrekonline.com/devlog/#entry4">the fourth devlog is out</a>, and it completely lacks new information about the game itself. However, it does eliminate any fears you might have had that the team at <a href="http://massively.joystiq.com/tag/perpetual-entertainment">Perpetual Entertainment</a> were not true Star Trek fans. We already assumed they were. After all, they're computer programmers and/or sci-fi artists. Plus, they're making a Star Trek MMO.<br /><br />The individual members of the development team answered questions like, "What's your fondest Star Trek-related memory" and "If you could bring one character from the Star Trek universe into <em>Star Trek Online</em>, who would it be?" The latter of those was the most amusing question. "We got a lot of requests for Q, Data, and Khan," the devlogger writes. "That explosion you just heard was the design team's brains trying to figure out how to integrate two dead guys and an omnipotent space god into the game."<br /><br />Indeed. As for the omnipotent space god, though, we think <a href="http://en.wikipedia.org/wiki/Lord_British">Richard Garriott</a> might have a big enough ego to roleplay the part. Just a thought!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/13/sto-devlog-40-reveals-nothing-except-the-dev-teams-geekiness/">STO devlog 4.0 reveals nothing except the dev team's geekiness</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 13 Nov 2007 15:29:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.startrekonline.com/devlog/#entry4>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/13/sto-devlog-40-reveals-nothing-except-the-dev-teams-geekiness/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1038742/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/13/sto-devlog-40-reveals-nothing-except-the-dev-teams-geekiness/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>data</category><category>devlog</category><category>khan</category><category>perpetual-entertainment</category><category>q</category><category>star-trek</category><category>star-trek-online</category><category>sto</category><category>survey</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 13 Nov 2007 15:29:00 EST</pubDate></item><item><title><![CDATA[Star Trek Online devlogs explore strange new world-building techniques]]></title><link>http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/</guid><comments>http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/star-trek-online/" rel="tag">Star Trek Online</a></p><div align="center"><a href="http://www.startrekonline.com/devlog/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/10/stodoomsdaymachine_med.jpg" alt="" /><br /></a></div>
If you've been following <a href="http://massively.joystiq.com/category/star-trek-online/"><em>Star Trek Online</em></a>, then you know we get the sweetest little tastes of information in <a href="http://massively.com/tag/perpetual-entertainment">Perpetual's</a> monthly <a href="http://www.startrekonline.com/devlog/">devlogs</a>. <a href="http://www.startrekonline.com/devlog/#entry3">This month's devlog</a> is about game art -- specifically, putting together different building-block pieces of it to form a variety of <a href="http://www.startrek-online.net/vgallery/showimage.php?i=38&amp;c=2">locales</a>. This is appropriately demonstrated with pieces of a <a href="http://www.startrekonline.com/devlog/viewimage.php?STOVulcanVillage.jpg">Vulcan town</a> -- "<a href="http://en.wikipedia.org/wiki/IDIC">Infinite Diversity in Infinite Combinations</a>," get it?<br /><br />While that's (<a href="http://massively.com/tag/vulcan">Vulcan</a> voice) <em>fascinating</em>, the highlights of the devlog are arguably the <a href="http://www.startrekonline.com/images/STOVulcanInterior_04.jpg">little</a> <a href="http://www.startrekonline.com/images/STOVulcanInterior_01.jpg">bits</a> of concept art. Most if it is Vulcan stuff, but devlogger <a href="http://massively.com/tag/mike-stemmle">Mike Stemmle</a> did toss in the above-pictured <a href="http://www.youtube.com/watch?v=TsQ3mm0Tm08">TOS Doomsday Machine</a>. If you're a <a href="http://www.24thcid.com/">real Trekkie</a>, that bit alone should make the wait unbearable. We're trying our best to be patient and to not let Perpetual's <a href="http://massively.com/tag/gods-and-heroes"><em>Gods &amp; Heroes</em></a> <a href="http://massively.joystiq.com/2007/10/10/gods-and-heroes-development-set-aside-for-star-trek-online/">self-destruction</a> get to us. To <a href="http://imdb.com/title/tt0102975/">quote Spock</a>, "you must have faith that the universe will unfold as it should."<br /><br />[Via <a href="http://sto.warcry.com/news/view/77502">Warcry</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/">Star Trek Online devlogs explore strange new world-building techniques</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 31 Oct 2007 21:24:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.startrekonline.com/devlog/#entry3>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1026778/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/10/31/star-trek-online-devlogs-explore-strange-new-world-building-techniques/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>concept-art</category><category>devlog</category><category>mike-stemmle</category><category>perpetual</category><category>perpetual-entertainment</category><category>star-trek</category><category>star-trek-online</category><category>sto</category><category>vulcan</category><category>world-building</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Wed, 31 Oct 2007 21:24:00 EST</pubDate></item></channel></rss>
