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  • PlanetSide 2 release date to be announced this Thursday

    by 
    Brendan Drain
    Brendan Drain
    10.16.2012

    Sci-fi MMOFPS PlanetSide 2 has impressed beta testers with the sheer scale of the game's warzones and its rewarding cooperative gameplay, but there are still a few problems to iron out before launch. In this week's State of the Game development update, SOE announced the main areas developers are currently working on and promised to give the game a final release date this week. The release date announcement is scheduled during the SOE Live keynote at 10 p.m. EDT (7 p.m. PDT) on Thursday, October 18th. SOE has promised to have PlanetSide 2 out in 2012, and that leaves some fans skeptical as to whether the beta is far enough along to be released in the next few months. Developers are pressing ahead with plans to fix the performance issues some players are having, and the studio aims to release with a complex metagame involving three continents. Remaining development time will be spent on issues ranging from weapon balance to a tutorial that gets players into the action as quickly as possible.

  • The Daily Grind: Have MMO standards changed for the better?

    by 
    Bree Royce
    Bree Royce
    09.15.2012

    When Ultima Online launched in 1997, most of us were happy just to walk from one end of the city to the other without crashing. EverQuest didn't actually offer any quests in those early days. Star Wars Galaxies launched without vehicles, let alone starships, and World of Warcraft issued forth without any sort of formal PvP at all. But in 2012, our standards have changed. Now we complain when Star Wars: The Old Republic launches without a dungeon finder and when Guild Wars 2 dungeons feel a bit loose two weeks into the game. Our complaints are no longer about basic gameplay bugs and functionality, and so our discussions sound esoteric to all but the most die-hard MMO gamer. Does this mean our MMO standards have changed as our games have grown up -- and have they changed for the better? Or do we expect more from games than they can reasonably provide? 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!

  • EVE Evolved: New info from Fanfest 2012

    by 
    Brendan Drain
    Brendan Drain
    03.25.2012

    The annual EVE Online Fanfest is starting to become a major event in the gaming calendar, thanks to CCP's partnership with Sony and the addition of DUST 514 and World of Darkness talks to the event schedule. This year, CCP flew gaming journalists to the event to give the press hands-on time with DUST and demonstrate the game's impressive realtime integration with EVE Online. Massively, unfortunately, is not permitted to accept such travel stipends, which meant that we couldn't produce in-depth coverage and interviews as we did last year, so instead we've pieced together information from the talks that were streamed to viewers at home. The theme of this year's Fanfest was unmistakably DUST 514 and its integration with EVE Online. Attendees got first-hand experience with DUST 514 and a free pass to enter the beta in April. There was even a live demonstration of the EVE-DUST link during which a battleship delivered an air strike directly into a DUST match in realtime. There were several talks on EVE's upcoming Inferno expansion and its PvP revamp, with details of new modules and gameplay designed to shake up the PvP landscape for the first time in several years. Players report leaving Fanfest this year with a very real sense that CCP is back on track and recovering from the aftermath of Monoclegate. In this week's colossal EVE Evolved, I piece together some of the information from EVE Fanfest 2012 and consider what it means for EVE players.

  • Microsoft cuts touchscreen lag to 1ms, makes other panels look silly (video)

    by 
    Terrence O'Brien
    Terrence O'Brien
    03.10.2012

    Have you ever noticed that there is a serious amount of lag between when you move your finger on a touchscreen and when it actually registers that input? Perhaps you haven't, but most panels and controllers out there suffer from about a 100ms delay. For taps and slow swipes that's not an issue but, as you wing your finger around the screen faster and faster (say, while quickly doodling in a painting app), the lag becomes quite apparent. The powerful minds over at Microsoft Research have figured out a way to get that delay down to a measly 1ms. Of course, there's no guarantee this tech will ever make it into a product, and the video after the break shows little more than a glowing box following a finger. Still, it's always enjoyable to see where we are now versus where we could be.

  • Rogers Communications violates Canadian net neutrality rules over WoW bandwidth throttling

    by 
    Mathew McCurley
    Mathew McCurley
    01.24.2012

    The Canadian Radio-television Telecommunications Commission recently ruled that Rogers Communications, one of the largest internet service providers in Canada, has violated federal net neutrality rules. Last year, I wrote a few Lawbringers about the subject, which discussed what Rogers had to actually do to escape violation of certain internet traffic throttling complaints. Basically, Rogers was making WoW players' internet access slower because WoW looked like peer-to-peer traffic on their network. Rogers is finally going to have to answer for the throttling issues, even after all of the requests and demands to change their packet inspection protocols. The communications company has until Feb. 3 at noon to respond to the complaints about internet throttling or face a hearing with the CRTC board. Hopefully, the same type of rules can make their way to America, where internet service is abysmally slow and throttled like crazy. Prior to the Cataclysm launch, Blizzard released the new WoW client, which used a peer-to-peer system to upload and download information, patches, data, and all that jazz. This data accidentally triggered internet service providers' bandwidth alerts for torrent traffic and was subsequently throttled to lower speeds. After realizing that many users were experiencing lag issues with the new launcher and their ISPs, Blizzard began its outreach to ISPs in order to work together to fix the problem. A year later, people are still having problems, and Rogers in Canada has admitted to throttling WoW bandwidth.

  • Silkroad-R adding new server, gearing up for re-launch

    by 
    Jef Reahard
    Jef Reahard
    12.27.2011

    When we heard about Silkroad-R, our first thought was buhwhat? Is Joymax getting into race cars or something? As it turns out, the "R" stands for rebirth, and the free-to-play fantasy MMO is being groomed for a new launch in 2012 (sans some of the problems that plagued it in its original run). A new Joymax press release describes the leaner, meaner Silkroad as "the all-new, light and easy- to-play massively multiplayer online role-playing game that picks up where the original left off." The company is also touting a "bot-free and lag-free experience" that includes a new server to cope with the expected new-user demand. Open beta testing is going on now through January 17th, 2012, and you can learn more about the reboot at the official Silkroad website. [Source: Joymax press release]

  • Hyperspace Beacon: End of beta impressions

    by 
    Larry Everett
    Larry Everett
    12.06.2011

    I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened. Oh no! Something did happen! Beta testing for Star Wars: The Old Republic ended. A full nine days without SWTOR -- I think our lives are over! (Hopefully, you noted the sarcasm in the last statement.) Yes, it's true that our favorite beta came to an end at 1:03 a.m. EST Monday morning. Appropriately, the last thing posted to general chat was "Keapen bids everyone farewell." We all know that this isn't actually the end; it's truly the beginning of the game. I count myself among the lucky people who were able to play in the beta for an extended period of time. I played through the origin world of all but two classes, and three times I leveled my characters past level 20. (I usually stopped about level 28 so that I would not ruin the ending of the story.) I wanted to get a good feel for all the class stories, so most of my characters got to about about level 15. Once I found out that the beta would end well before early access began, I decided to take in all the classes I could so that I could give you a well-rounded opinion. Follow me beyond the break as I navigate the asteroid field of SWTOR.

  • EVE Evolved: Looking forward to the winter expansion

    by 
    Brendan Drain
    Brendan Drain
    10.09.2011

    Since EVE Online's release in 2003, CCP Games has been the center of one of the most interesting success stories in the games industry. Produced by a tiny indie development studio on a frozen volcanic rock, EVE was the perfect example of how to do things right. The game's publishing deal with Simon & Schuster allowed CCP to buy back the rights to the game several months after its initial release. With no publisher taking a cut of the profits, CCP ploughed subscriptions back into the game's development and grew the development team organically. As a one-game company, CCP worked closely with players to make EVE the best game possible for its loyal playerbase. In a recent letter to the players, CCP CEO Hilmar laments that somewhere along the line, things changed for the worse. The CCP of today bears little resemblance to the "little indie studio that could" of 2003, not just housing over 600 employees in offices around the world but also developing upcoming MMOs DUST 514 and World of Darkness. Resources are spread thin, and EVE Online has suffered for it. Last month I looked back at the blockbuster Apocrypha expansion and asked why every expansion since then has cut down on the in-space development players want. Hilmar's letter and its accompanying devblog answered that question this week with a solid plan for iteration on flying in space features during the winter development period. In this week's EVE Evolved, I look forward to the winter expansion and explain why each of the issues being tackled in the coming expansion is a big deal to players.

  • EVE Evolved: Time dilation and the war on lag

    by 
    Brendan Drain
    Brendan Drain
    10.02.2011

    When EVE Online launched back in 2003, it quickly gained a following of over 40,000 subscribing players. With around 5,000 solar systems for players to explore, those players spread themselves throughout the galaxy rather than gathering in one place. Players would often come together to trade or make war, but the server generally kept up with the action. As the number of subscribers rose, the size of the average PvP fleet increased and CCP upgraded the EVE server to handle the additional load. 2005 saw EVE's subscriber numbers explode from just over 50,000 to around 100,000 players. Server upgrades suddenly didn't cut it any more, and lag began to set in during large fleet battles. Ever since then, CCP has waged a largely unseen war against the impossibility of keeping all of EVE's players in one single-shard universe. Holding on to that core ideal that's made EVE the successful sandbox game it is today, developers have pursued every avenue in the fight against lag. While funding research into Python's Stackless IO and constantly optimising code, CCP built the biggest supercomputer in the games industry to house New Eden's growing population. With over 400,000 players now inhabiting the same world and a typically weekly peak concurrency of over 50,000 characters, CCP has been forced to develop some big guns in the war on lag. In this week's EVE Evolved, I look at some of the biggest developments CCP has made in the war on lag, including the new Time Dilation feature that literally slows down time to let the server catch its breath.

  • All Points Bulletin slays lag and improves matches

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.10.2011

    The relaunch of All Points Bulletin has brought with it quite a bit more buzz than the game had during its first go-around, but there are still issues to be addressed and kinks to be worked out. Fortunately for the devoted players of the game, the team behind the shooter has been working diligently to try and hammer things out as fast as possible. That starts with the ugly issue of server-side lag, which the most recent developer post claims to have slain for good. That's in addition to NVidia SLI support, a good thing for players who want to run the game at truly breathtaking settings. Beyond the technical side, however, there have been some adjustments and re-examination of the game's threat level system. The rating system is meant to ensure that players fight against other players of roughly equal skill, but due to some issues with the data the average players wound up being pushed into a handful of tiers, resulting in a few tiers with huge variances in levels. The blog entry outlines the changes being put into place to fix the issue, as well as future updates for the game in its current incarnation.

  • EVE Online shows off new toys in the war on lag

    by 
    Brendan Drain
    Brendan Drain
    07.27.2011

    It's a bit of a cliche to solve a problem by declaring war on it, but in the case of EVE Online's war on lag the analogy really does seem to fit. The ever-increasing number of players places a growing strain on EVE's single-shard universe, and developers fight a constant battle to keep server performance acceptable. This time last year, the members of CCP's lag-busting development group Team Gridlock released a series of devblogs delving into all the work going on behind the scenes to fight lag and new tools like the thin client and mass testing events. In a new video devblog, CCP Veritas from Team Gridlock shows off the latest toy in the fight against fleet lag. The Telemetry profiler gives developers millisecond-accurate details of what's happening on a server node, from physics calculations and database accesses to sending and receiving of data. By capturing telemetry of laggy fleet battles on the main EVE server, Veritas will be able to directly analyse the logs to find out where optimisations are most needed so that EVE can once again support battles with thousands of players per side. Head over to the official devblog webpage or skip past the cut to watch the video.

  • The Lawbringer: Letters to Rogers, letters to Congress

    by 
    Mathew McCurley
    Mathew McCurley
    07.15.2011

    Pop law abounds in The Lawbringer, your weekly dose of WoW, the law, video games and the MMO genre. Mathew McCurley takes you through the world running parallel to the games we love and enjoy, full of rules, regulations, pitfalls and traps. How about you hang out with us as we discuss some of the more esoteric aspects of the games we love to play? We've got two stories to talk about on The Lawbringer today, both interestingly involving letters. That's right -- letters. To you from me, that sort of thing. These letters, however, are instruments of change in a world where we as consumers seem not to have much control or ability to change the big picture concepts that dot our path to consistent entertainment. The amount of energy that we have to put into just getting in a decent WoW session is staggering at times. The first story revolves around Rogers, one of the largest Canadian internet service providers, famous for its lame bandwidth caps and my old Canadian guildmates shouting "Rogers sucks!" as much as they could on Mumble. Yes, it is another chapter in the Mathew McCurley Guide to Awful Bandwidth Throttling -- but hopefully, this new information and story chapter will get us on the path to better WoW experiences in the face of the immense throttling of WoW data as peer-to-peer traffic. The second story is all about letters that you will want to send. Last week, I wrote The Lawbringer about Senate Bill S.978, colloquially being referred to as the anti-streaming bill. While not directly prohibiting video game streaming or even mentioning video games anywhere in the proposed legislation, video games are nonetheless obliterated in the crossfire of the entertainment industry and would-be illegal streamers making millions off of pirated entertainment, movies, music, and more. The Entertainment Consumers Association has begun a letter-writing campaign to inform and implore Congress to not pass a bill with such broad and language lacking description.

  • ArcheAge parkour video shows off city architecture

    by 
    Jef Reahard
    Jef Reahard
    07.11.2011

    It's been a while since we've seen an ArcheAge video, and AAportal has come through with an interesting clip that was recorded during the closed beta test at the end of May. The three-minute jaunt is heavy on urban exploration -- or what passes for urban in a fantasy context -- and the protagonist engages in a bit of free-running to see the sights in and around one of the fantasy title's huge cities. There's a bit of lag on display, as well as a lack of real danger given that the player character walks away from several high falls, but the clip is worth watching due to ArcheAge's gorgeous architecture. Check it out after the cut, then head to AAportal to join the discussion.

  • Brink patch scheduled for next week, addresses lag

    by 
    Griffin McElroy
    Griffin McElroy
    05.21.2011

    If you're still having trouble keeping a smooth connection to Brink's class-based skirmishes, you may have better luck after an update launches for all three of the game's platforms next week. Bethesda's blog outlines the changes included in each version, including a few graphical glitches in the PC version of the game, and a bizarre freezing issue reported only by German players. The blog post says Bethesda expects to launch all three patches sometime next week, so keep an eye out for the automatic update over the next few days. The post also has some helpful tips for avoiding lag until the patches go live. Let's see: "Sacrifice a small animal on your console of choice, as if said console were some kind of pagan altar." Whoa! That's ... no. Don't do that.

  • EVE Evolved: Eight years of EVE Online

    by 
    Brendan Drain
    Brendan Drain
    05.01.2011

    In last week's EVE Evolved column, I celebrated the third anniversary of the column with a competition to win one of three prizes worth over 500 million ISK. Congratulations go to Uniqdragon, mdubs28 and Thorium88, who will be contacted via email to arrange receipt of their prizes. In a bizarre twist that I can't believe I haven't noticed for three years, it turns out that the anniversary of my column occurs just over a week before EVE Online's own birthday on May 6th. With that in mind, this week's column is dedicated to the game's anniversary and to looking back at another successful year. The past eight years have been a wild ride for EVE Online and its developer CCP Games. EVE has grown from a fledgling niche game with under 40,000 launch subscriptions to a global melting pot of over 360,000 actively subscribed accounts. The company itself has seem similar expansion, starting from humble beginnings as a small independent studio in Iceland and growing into a multinational monster with offices in China, Iceland, North America and the United Kingdom. In this huge two-page anniversary edition of EVE Evolved, I look at how EVE Online has kept up with the industry over the years and then go on to examine this past year in detail, from the highs and lows to all the scams and awesome events.

  • EVE's anti-lag Time Dilation concept explained

    by 
    Brendan Drain
    Brendan Drain
    04.22.2011

    Lag and server performance have always been important issues for MMO developers, but they've always had a special significance for EVE Online developer CCP Games. With EVE's entire population living on one non-instanced server, CCP needs to support scenarios in which a large percentage of them get together in one place. Back in August, CCP published a series of devblogs detailing the issues inherent in combating lag and what was being done to combat it. Though developments like the thin client and character nodes have proven very successful, the server still struggles when massive battles take place in nullsec. In a new devblog, CCP Veritas explains a potentially revolutionary idea for resolving lag in massive battles -- Time Dilation. Commands on the server are currently added to a queue and processed in order. If the load is more than the server can process, this queue grows at an alarming rate and the server is unable to catch up. Under time dilation, actions in the game such as firing weapons or moving would be slowed down to ensure the queue remains short and so the server stays under its maximum load. Instead of fights becoming laggy and unplayable, the entire battle would go into slow motion and remain responsive. It's no silver bullet with which to kill the lag monster, but time dilation could make massive battles a lot more playable. For more details on how the system will work, head over to the official devblog.

  • How lag forced me to play a little differently

    by 
    Mathew McCurley
    Mathew McCurley
    04.20.2011

    Most people who follow my exploits in World of Warcraft know me as a dyed-in-the-wool member of the Horde. In fact, I've played Horde my entire WoW career, from the early days of the official release up through the end of the Wrath. I killed Nefarian for a second time alongside my Horde brothers and sisters and ended Cho'gall's reign over the Twilight Hammer cult. If you've been following my main character's exodus from Horde to Alliance through the WoW Insider Show or Twitter, you've heard bits and pieces of why I transferred servers. Falling into the hands of the Alliance is the fault of two men -- Lodur and Matticus. Most people who follow my exploits also know about the dreaded lag issues that I was having because of still unsolved issues with certain internet providers and odd packet inspection (presumably). Connecting to the Chicago data center was never a problem until the release of Cataclysm and, really, not until I started to raid heavily around late December 2010. Things got real ugly during late December. This is my story of changing what I could to keep playing the game that I love.

  • EVE Online developers continuing the war on lag

    by 
    Rubi Bayer
    Rubi Bayer
    03.25.2011

    CCP might have some fancy new hardware, but that doesn't mean the EVE Online team has dusted off its hands and called the war on lag over. On the contrary, Technical Director Derek "Yokai" Wise treated players to a third dev blog yesterday explaining the company's next steps. The core problem outlined in this new blog is simply the passage of time and the advancement of technology. As Derek put it, "One day we woke up and our super cool database servers ... well ... weren't super cool anymore." So what's the solution? For CCP, it's to "upgrade every aspect of our systems, leaving no trace of the old environment." RAM, storage network, CPU, you name it and it got an overhaul -- resulting in an average transfer rate that was more than twice the previous speed. You can check out all the details, graphs, and specs over at the EVE Online site.

  • CCP acquires new FCP hardware to fight EVE Online lag

    by 
    Jef Reahard
    Jef Reahard
    03.23.2011

    Insomnia can be dealt with in different ways. Some people count sheep. Others pop pills. For those of us whose eyes are prone to glazing over upon hearing computer-related techno-babble, reading a dev blog such as the new network performance-related piece from CCP might be just the thing we need to start nodding off. All kidding aside, though, EVE Online is continually waging a war against lag, and unlike multi-shard MMOs with servers spread across different physical locations, CCP's sci-fi sandbox is beset with numerous technical challenges stemming from its one-server setup. Making matters worse for the IT nerds at the Icelandic development studio is the fact that tons of people like EVE, and those people are constantly setting new concurrent user records and pounding the heck out of Tranquility. CCP Mort's blog entry details the company's newly purchased Flow Control Platform (FCP), which "ties in closely with our Edge routers; it monitors all traffic to and from the game cluster, has a BGP peering relationship with the Edge routers, and monitors the pipes to our providers for bandwidth and errors." The short version is that FCP is CCP's latest offensive in the ongoing lag wars saga, and the company remains committed to perfecting the EVE Online experience going forward.

  • Masthead adds exploration rewards to Earthrise, hints at player-crafted vehicles

    by 
    Jef Reahard
    Jef Reahard
    03.14.2011

    It's patch time for Earthrise, and the sci-fi sandbox from indie developer Masthead Studios is looking to put the hurt on a few of its early-release gremlins. The patch notes for version 17045 indicate that players should notice a substantial reduction in lag and an overall increase in server and client performance. The patch has also added keybinding functionality to the world of Enterra as well as animation tweaks for strafing and walking. Exploration rewards have also arrived in Earthrise, and players "will now be able to salvage materials and use them for either crafting or personal advantage." The dev team isn't stopping there, though, and producer Atanas Atanasov drops a couple of tasty hints regarding upcoming updates. "We are actively taking player feedback and requests into consideration for future releases, and have extensive developments planned for completion in the next few months, including the addition of territorial conquests and player crafted vehicles," he said via press release. %Gallery-48760%