player-housing

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  • RIFT celebrates the arrival of Moonshade dimensions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.11.2013

    The development team behind RIFT is pretty happy with the new dimension being added to the game next week. In fact, they're so happy that they're kicking off a mini-celebration for players to get in on the dimensional decoration game. They're also giving a pair of ferns to any player who subscribes to the game's email newsletter, allowing you to make your dimension just a little bit prettier. (It's a big place, and there are only two ferns.) The first celebratory event is being held tomorrow at 4:30 p.m. EDT -- a Dimensional Thunderdome, where three teams compete to see who can make the most lovely dimension possible. At the same time on 4/19, the developers will be holding a special tour of two different takes on the new dimension, showing players just how much you can do with the region. So if you're ready to forge a new landscape to your will, just wait a little while longer.

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

    by 
    Justin Olivetti
    Justin Olivetti
    03.27.2013

    Having a place to call your own in MMOs is quite important to some players -- myself included. Housing can be a great place to unwind, to socialize, and to make one's stamp upon the game world. Yet I was wondering: If it came down to a choice, is it more important for MMOs to have guild halls or player houses? Titles like Guild Wars, City of Heroes, and DDO have provided facilities for guilds but not the individual. There's an element of collaboration and group customization, not to mention that having a guild hall provides a great place for everyone to get together to party. But personal housing is, well, personal. Everyone gets their own say in putting together the perfect pocket dimension. On the other hand, player houses don't tend to be the centerpiece of the social scene. If you had to pick -- and no, "both" is not an answer today -- which is more important? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Officers' Quarters: 5 arguments for guild halls

    by 
    Scott Andrews
    Scott Andrews
    03.25.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. A few weeks ago, a Twitter user named Quentin Charton asked Ghostcrawler whether WoW could eventually have guild housing. Ghostcrawler's reply was "We worry that guild housing is only content for the guild leaders." If implemented properly, I think guild halls could be a home run for WoW. Here are five reasons why. 1. Guild leaders and officers deserve in-game rewards. Ghostcrawler doesn't want to create content just for guild leaders. My question is, why not? Leading a guild is not easy. It requires making sacrifices, both in-game and in the real world, since it takes time and energy. Don't guild leaders and their officers deserve a few small in-game perks? I agree that the entire guild hall experience shouldn't be for officers only. However, a guild hall could have a special place in it for officers. You could call it something simple like, say, off the top of my head . . . the "Officers' Quarters." This location would have a few small bonuses for them, like a flask vending machine you can use once a day (like Blingtron). Such a perk would be a welcome thank you to the players who make all the best group content in WoW happen.

  • Shroud of the Avatar gets serious about housing

    by 
    Justin Olivetti
    Justin Olivetti
    03.22.2013

    The Portalarium team has heard the many, many questions that potential players and Kickstarter backers have about Shroud of the Avatar's player housing system, and so they have released a video to help clear up several of the details. Houses in Shroud of the Avatar are purchased with in-game currency, exist in a shared space, and can be traded between players. Unlike early-era Ultima Online, Shroud won't render you vulnerable to burglars and thieves; house items will remain safe, although sometimes the house itself will be taken out of commission during a siege. There are several different types of player houses, from city houses to village cottages, that can be decorated on both the inside and the outside. The team decided to go with a deed system that will allow players to buy, sell, and trade the land on which houses are built. If a deed is acquired through the Kickstarter campaign, the house will be maintenance-free for life. You can watch the devs discuss the housing system after the jump.

  • EverQuest II tests the sale of player-created houses

    by 
    Justin Olivetti
    Justin Olivetti
    03.21.2013

    Do you have the chops to create captivating homes in EverQuest II? If so, you might be raking in the bucks very soon. SOE announced that it will begin to test the sale of player studio houses in the beta for GU66. The team is creating tools, including a new web site, to aid with the sale and purchase of these homes. To encourage interest in sprucing up that old shack, SOE is running a sale on decorations and houses from tomorrow through next Thursday. All decorations will be at least 50% off, the studio promises. The test begins on April 2nd. SOE says that it wants to get the studio houses out along with GU66 on April 30th.

  • LOTRO confirms player skill trees, expansion in the works

    by 
    Justin Olivetti
    Justin Olivetti
    03.21.2013

    While it didn't take much reading between the lines to realize that Turbine has an expansion in the works for Lord of the Rings Online this year, the team confirmed the terminology in a dev chat. The devs hinted that the full announcement would come around the game's sixth anniversary next month. Players had many questions regarding the promised but vaguely detailed revamp coming to characters. Turbine revealed a few more details in the chat: "Three trees per class. Some degree of blending at a higher cost than sticking with a pure build. Bonuses granted based on an early-level specialization choice that grows as points are spent. You can have multiple specs. You can respec." Other interesting nuggets to chew on from the Q&A session include the news that player housing will include crafting facilities, virtue acquisition may see a significant change, and that applications for the player council will begin tomorrow.

  • RIFT guild creates Star Wars tableau

    by 
    Justin Olivetti
    Justin Olivetti
    03.19.2013

    No, this isn't Star Wars Galaxies revived from the dead. It's actually one of many screenshots of a Star Wars-themed guild dimension in RIFT, painstakingly created for visitors to enjoy. We've seen plenty of creative examples of player housing in RIFT since Storm Legion added the feature, but this may take the cake. The dimension, which exists on the EU server of Icewatch, includes an Ewok village with AT-ST, a Dewback, an X-Wing, an AT-AT vs. landspeeder, the Millennium Falcon, a Star Destroyer, and even a little Yoda cave. The detail and ingenuity that's gone into this is impressive... most impressive. The bar has been raised for housing design. Your move, other players.

  • Origins of Malu gameplay vid shows house construction

    by 
    Jef Reahard
    Jef Reahard
    03.18.2013

    If you've got nine minutes of free time and a predilection for sandbox MMOs and player housing, you might want to check out a recently released Origins of Malu clip. The sci-fantasy title features open-world housing and the ability to build your humble abode from the ground up, and the video features footage of a player doing just that. We get to see the avatar place a foundation as well as walls and doors, a roof, and some basic furniture items. Head past the cut for a look-see.

  • The Tattered Notebook: EQII's Ribbitribbit Day celebrates community

    by 
    MJ Guthrie
    MJ Guthrie
    03.16.2013

    There is no two ways about it: Every time I started to pen this particular piece, I had to pause. You see, the story behind it all is steeped in emotion; inspiration, joy, pride, sadness, and togetherness are all a part of the heartwarming tale that is simply impossible to not be touched by (or in my case, completely choked up). And it's one that makes me proud to be a part of the EverQuest II community. Last year we shared with you the story of a young boy whose simple wish for a fun place to play in EQII brought the community together in an unparalleled way. In order to make an extra special place for Ribbitribbit, adventurers, raiders, and crafters left their guilds -- heck, even their servers -- to come aid in what became more than a simple island refuge. It became a multi-house playground that included a Tier 3 guild hall. The sheer volume of enthusiastic participation is enough to make any heart swell. Sadly, shortly thereafter Ribbitribbit lost his battle with cancer, and that same community mourned his passing. Now, one year later, the same organizer who uncorked that first outpouring of generosity has brought players together again to commemorate community, continue philanthropy, and remember those who have been lost. Today's Tattered Notebook invites you to become a part of this community with a look at Ribbitribbit Day 2013.

  • The Daily Grind: Should player homes decay?

    by 
    Bree Royce
    Bree Royce
    03.01.2013

    One of the issues plaguing player housing in MMOs is what to do with those houses after the player-owners have left the game or stopped paying for their subscriptions. In Ultima Online, the granddaddy of all MMO housing, your home drops to the ground if you haven't paid your sub in 90 days (and your shardmates can loot all your stuff in a grand free-for-all!). In Star Wars Galaxies, your house stayed standing until it ran out of pre-paid maintenance money, which worked pretty well to help the active players reclaim city space until maintenance was turned off for a few years in consideration for hurricane victims. Even games with instanced housing feel the space crunch. In Lord of the Rings Online, failure to pay your maintenance fees in-game leads to the eventual return of your lot to the public pool and your having to buy back all your loot from an escrow NPC. MMO developers are torn between the desire to lure back former players with the promise that their houses are still intact and the desire to keep the world, instanced or not, clear and open for paying or active players. So what do you guys think -- what should be the more dominant goal? If you step away from a game, should your character's home decay? And if it did, would you ever return to the game? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Road to Mordor: Digesting the LotRO dev chats

    by 
    Justin Olivetti
    Justin Olivetti
    02.02.2013

    Apart from the nightmare of Twitter spam that the recent two Lord of the Rings Online dev chats have produced, I'm pretty happy that Turbine's being more interactive with the community and taking on some of these topics head-on. Of course, everyone has his own areas of interest that were probably not covered to satisfaction, but looking through these two chats (December 20th and January 24th), we can deduce a lot of useful information about where LotRO is headed in the future. Personally, I am pretty excited about 2013 for the game. It feels as if the team isn't slacking at all, and while there are always my wish list items that go unfulfilled, often the devs add cool changes (like the Bree update) that are equally welcome. So let's sift the wheat from the chaff and see what we come up with from these dev chats as well as the recent producer's letter!

  • LotRO commits to housing revamp, player council, and more Rohan in 2013

    by 
    Justin Olivetti
    Justin Olivetti
    01.31.2013

    Turbine's Kate Paiz might be brief in her Lord of the Rings Online producer's letter, but this economy of words holds a treasure trove of ideas for the year. In the letter, she outlines the primary goals for the game in 2013, including a much-requested housing revamp and further expansion into the Rohan region. Paiz outlines four initiatives for the year. The first is forming a player's council to facilitate discussion and feedback between players and the dev team. The second is adding Western Rohan to the game, initially through a region called Wildermore in the spring and later through a bigger addition in the fall. The third is the aforementioned housing revamp, which will take place later in the year. The fourth initiative is an effort by the team to make "significant changes" to classes. "We will be making some significant changes to the skills and traits of the Free Peoples classes," Paiz writes. "We'll be pruning out skills that just feel disappointing in play and increasing the potency of others. The end result will be fewer skills, but a more profound impact on moment-to-moment play."

  • The Repopulation to feature instanced, open-world, and player city housing

    by 
    Jef Reahard
    Jef Reahard
    01.28.2013

    MMO player housing usually comes in one of two varieties: instanced or open-world. The Repopulation, on the other hand, will feature both as well as a third option tied to player-owned cities. The instanced housing will be available to everyone, though players of different factions will be restricted to different housing neighborhoods. Open-world housing will be limited, of course, but players will also be able to buy and sell the plots. Player city housing will feature a similar plot system that is administered by the owner of the city in question. Above & Beyond Technologies has authored a new blog post explaining The Repopulation's housing systems in further detail. Read all about it at the game's official website.

  • Previewing DC Universe Online's Home Turf update

    by 
    Mike Foster
    Mike Foster
    01.25.2013

    Over the last couple of days, we've seen some pretty cool clips and snippets of DC Universe Online's Home Turf update. Due on January 29, Home Turf brings an innovative system for player housing, new challenges for heroes and villains, and a 1:1 PvP matchmaking system that lets players duke it out in the comfort of their personal lairs. Don't let the focus on housing fool you, though; Home Turf introduces a host of new features that have the potential to change DCUO as you know it. We sat down with creative director Jens Andersen for a closer look at Home Turf and the many ways in which it deepens and expands upon DC Universe Online's existing content. Put simply, this latest batch of DLC offers more than just a place to hang your cape.

  • LotRO devs talk Updates 10 and 11

    by 
    Justin Olivetti
    Justin Olivetti
    01.24.2013

    If you had questions that weren't answered with Lord of the Rings Online's last dev chat, then maybe you'll be covered with Turbine's latest Q&A between players and the development team. Today's dev chat took place on Twitter as the team tackled 40 questions from the community. Chief among the topics was Update 10, of which the team spilled a host of details. The update will go to the test server next week, and promises to contain new armor sets, standardized power pools, the removal of dread on the landscape, a big change to Wardens, and the second half of the instance cluster. Turbine also said that while Update 10 won't have a new book in the epic story, Update 11 definitely will (and it'll be "super-sized"). Update 11 is also slated to add a whole new region to the game that includes mounted and standard combat. We've got the beefy Q&A transcript for you after the jump, so check it out!

  • Ultima Online gives much love to housing

    by 
    Justin Olivetti
    Justin Olivetti
    01.19.2013

    Ultima Online is well-known for being a player housing paradise, and it looks like the ability to make a comfy nest for oneself will get even better with the next game update. Producer Bonnie Armstrong posted a preview of what players should expect in the near future. The big news is that the UO team is considering allowing players to have houses on both Siege Perilous and standard shards, opening up the possibilities for multiple home ownership. Houses will also get a new theme pack that includes interactive gadgets. The art team continues to work on hi-res versions of house items, although this is "slow going" as it's a huge project. The UO team is also working on revamps to weapons and armor, the ability for players to run for ambassadorships of towns, new instruments, and a new global arc.

  • DCUO livestream shows off new Home Turf housing mechanics

    by 
    Jef Reahard
    Jef Reahard
    01.06.2013

    If you're a fan of superheroes, player housing, or superhero player housing, you're going to want to take a look at the latest livestream vid on the official DC Universe Online TwitchTV channel. On Friday, SOE's Jens Andersen and Andrew Bushman played around with the game's new housing system in a 19-minute excursion that you can watch after the break. The duo explained a bit about obtaining and accessing DCUO's new superhero lairs, and they also pointed out that you don't have to be a paying customer to get some personal space. Free players will get a small apartment to call their own, while Legendary members will have more options and more available swank. The housing mechanics will debut with DCUO's latest DLC offering, Home Turf, which is scheduled to release in early 2013.

  • Talking patch 5.1 with Dave Kosak & Cory Stockton

    by 
    Anne Stickney
    Anne Stickney
    12.07.2012

    Patch 5.1 introduced a lot of new content, and a lot of new lore -- and who better to explain it all than Lead Content Designer Cory Stockton, and Lead Quest Designer Dave Kosak? We sat down with both, along with Community Manager Zarhym to talk about some of the new features found in patch 5.1. Along with questions about the Brawler's Guild, both Kosak and Stockton addressed scenarios, daily quests, tweaking old content, that pesky matter of player housing, and what's to come in patch 5.2. Patch 5.1 was an incredibly fast patch. Is this going to be a trend with Mists? Cory Stockton: Yeah, for sure -- this has been our goal for a long time. We can't promise that we're going to have the exact same amount of content in the exact same amount of time, but it's definitely our intention to deliver patches in a time frame similar to this with a similar or larger amount of content. It just all comes down to each individual patch and the details of what we can do, but it's definitely our goal. Dave Kosak: We'll alternate between patches that have raid content and patches that don't have raid content as sort of required by what players are doing in the game and try and space it out. But our objective has always been faster content delivery, and we're hoping that players are seeing that we're trying to live up to that.

  • Enter at Your Own Rift: Three terrific player dimensions that have to be seen to be believed

    by 
    Justin Olivetti
    Justin Olivetti
    11.28.2012

    "Oh man, guys, I am going to go flat broke from Dimensions," I whined into guild chat. While it seemed like everyone else in my guild was sprinting through Storm Legion, hitting level 60, and gearing up for the new endgame, I was puttering around at level 51 in my brand-new home, trying to figure out the best place for a kitchen nook. Earlier that day I had blown over 100 plat to purchase a new Dimension and outfit it with one of every item that was on sale in the Tempest Bay canals. If you love player housing, then RIFT has got your next fix. It's flexible, it's insanely easy to use, and the possibilities are just about endless. I'm still fiddling around with ideas -- I think I'd like to make a haunted maze for visitors to enjoy -- so to get inspired, I started hopping around to other players' Dimensions and see what they whipped up. I'm pulling three examples out of the many that are already out there just to show off what this system is capable of doing.

  • The Road to Mordor: Sandbox features that would serve LotRO well

    by 
    Justin Olivetti
    Justin Olivetti
    11.24.2012

    The tug-o-war in the MMO community between the virtues of sandbox vs. themepark designs looks like it's starting to result in a muddy heap in the middle: the sandpark. Personally, I think there are wonderful aspects of both designs (and drawbacks too), and a marriage between the two could offer more player freedom and creativity while keeping it structured and balanced. So I've been thinking about Lord of the Rings Online in regard to this and how it might benefit from a greater number of sandbox features in the future. I mean, on one hand we have one of the most "on rails" PvE games out there, but on the other hand there are seeds of great player freedom. Elements like the music system, the Winter-home theater, Hytbold, and the quite robust crafting system all serve to take us a step beyond the themepark. But what if LotRO took a few more steps toward sandboxy goodness? Seeing as how the original vision for the game was to make it a pure sandbox, I think that's not too farfetched a question. Here are several sandbox features that I think if married to the game would add to its appeal and variety.