salvage

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  • Star Citizen salvage, smuggler ships detailed

    by 
    Jef Reahard
    Jef Reahard
    11.26.2013

    Another day, another million dollars in crowdfunding for Star Citizen. Chris Roberts' latest letter from the chairman outlines the game's $32 million stretch goal unlock, otherwise known as the Aegis Surveyor. The Surveyor is "an industrial-quality salvage ship" that is "equipped with a reinforced cargo bay, a long-range jump drive, and launch pods for unmanned drones." Roberts also unveiled the $34 million stretch goal, which takes the form of a hide-in-plain-sight smuggling ship called the MISC Hull C (Discreet). Read all about that and more at the official Star Citizen website.

  • Star Citizen crowdfunding campaign reaches $30 million

    by 
    Matt Daniel
    Matt Daniel
    11.25.2013

    Cloud Imperium Games's crowdfunding campaign for Star Citizen continues to barrel along and doesn't seem intent on stopping yet, as creator Chris Roberts has announced that the campaign has officially reached the milestone of 30 million US dollars. A new milestone means new rewards. Along with the announcement, Roberts included a gallery of concept art for the Gladiator ship "created to show how the rear-facing turret can be changed with different upgrades." In addition, Roberts revealed that players voted for a salvage ship in the $32 million "ship role" poll. As a result, the post unveils the first details of the Aegis Surveyor ship. Described as "an industrial-quality salvage ship," the Aegis Surveyor is perfect for retrieving the remains of some poor chump's wrecked ride. Lastly, Roberts reminds players that they can vote for the role $33 million stretch goal ship (right below the post, to boot), so to have your say, head over to the game's official site.

  • Star Citizen's salvaging career unveiled

    by 
    Jef Reahard
    Jef Reahard
    09.17.2013

    Don't look now, but there's some more, ahem, feature creep coming to Star Citizen. OK, not really, but Cloud Imperium has announced the $21 million stretch goal, and it is "a major gameplay feature we have been hoping to include," according to Chris Roberts' latest letter from the chairman. The feature is salvage, and "salvage isn't an aside: It's a career with its own mechanic, story tie-ins, and universe-shaping endgames." The dev team has also released some new concept art of a female explorer avatar, and Roberts also takes a moment to outline the options for continuing the fundraising campaign beyond the original fully-funded mark. "The more funds we can raise in the pre-launch phase, the more we can invest in additional content and perhaps more importantly we can apply greater numbers of resources to the various tasks to ensure we deliver the full functionality sooner rather than later," he explains. There's currently a poll at the end of the letter that offers three options for crowdfunding continuation. As of press time, 88% of the 13,000 respondents have voted to continue crowdfunding extra features and development milestones.

  • Get an advance look at Neverwinter's Fury of the Feywild details

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2013

    Neverwinter's module 1 update, also known as Fury of the Feywild, will hit the game next Thursday, August 22nd, but you don't have to wait until then to read up on all of the specifics. Cryptic has posted many of the patch's details today, although they are of course subject to tweaking. Expect to see a lot of changes with module 1, including many class balance adjustments, a reduction in cost for some astral diamond purchases, a new passive power for non-augment companions, better inventory management, foundry tag searches, and LFG and trade chat channels. Fury of the Feywild will also include the new high-level zone of Sharandar, the ability to upgrade companions with astral diamonds, the salvage feature, and the new professions of artificing and weaponsmithing. The patch will also lay the groundwork for the Summer Festival to begin on August 29th.

  • Learn about rewards in DUST 514

    by 
    Elisabeth
    Elisabeth
    12.11.2012

    Pretty much everybody likes being rewarded, and it's safe to say that gamers are more or less at the heart of the group of people who like rewards. So let's talk about rewards in DUST 514. Players can earn three things from battle: money, skill points, and salvage. You'll earn ISK, the storied EVE currency, in every battle you fight. Every mercenary will receive basic compensation for fighting; the more you fight, the more of this basic reward money you'll get. Teams will earn rewards based on the value of items destroyed, and that money pool will be divided among team members based on time spent in the battle. Everyone will also receive a monetary reward based on war points earned in a battle. War points will be converted to skill points, which are used to improve your your abilities. Finally, players have the chance to receive salvage items off a loot table. In time, players will be able to equip modules to influence their chances of higher-quality loot.

  • EVE Evolved: Making your first billion ISK

    by 
    Brendan Drain
    Brendan Drain
    08.26.2012

    A lot of the people I introduce to EVE Online ask about the possibility of playing for free by buying game time codes with in-game ISK. It's a legitimate way to turn EVE into a free-to-play game, but the rising price tag of a 30-day PLEX can make it seem as if only veteran players can afford to do it. New players typically scrape together just a few million ISK by the end of their free trial periods, making the 500 million per month required to pay via PLEX seem like a tall order. With the right guidance, a new player can actually pull in over a billion ISK in his first month or two of play and quickly become able to afford a PLEX each month. Farming missions requires a bit of time investment but can pull in 20-30 million ISK per hour once you're set up, and exploration and salvaging can lead to some unexpected big hauls. There are also plenty of newbie-friendly corps that run group activities, and those who aren't interested in grinding to their first billion ISK might try their hands at trading or turn to a life of crime. It's all possible in the sandbox. In this week's EVE Evolved, I give some practical tips on making your first billion ISK, from scraping together the seed capital to buy your first big ship to reliable farming methods and some more underhanded methods.

  • Amazon's Bezos finds Apollo 11 rocket engines in ocean, contemplates shipping options

    by 
    Jason Hidalgo
    Jason Hidalgo
    03.29.2012

    Ya' know, there's nothing like a little rocket engine hunting to save oneself from the doldrums of generating billions of dollars in revenue in the private sector. At least that appears to be the case for Amazon founder and CEO Jeff Bezos, who spearheaded an ocean expedition to find the F-1 engines used in the Apollo 11 mission. Forget newer stuff like the GENIE, Vega and Slytherin's SuperDraco -- the classic F-1 is still the rocket engine that ignites Bezos' proverbial liquid fuel. Having found his prize resting 14,000 feet below the surface via deep sea sonar, Bezos' team is now trying to recover at least one of the engines. Bezos says NASA still retains ownership of the F-1s but he's hoping the agency will allow one of them to be displayed at the Museum of Flight in Amazon's home turf of Seattle if both are successfully retrieved. No word on whether the rocket engines will be delivered via Super Saver Shipping.

  • CCP releases EVE Online Incursion patch notes

    by 
    Jef Reahard
    Jef Reahard
    11.28.2010

    EVE Online's Incursion expansion has been several months in the making. With the official release date drawing near (Tuesday, November 30th to be exact), CCP has graced us with the patch notes for the meaty update. While pod pilots everywhere are showering the Icelandic dev team with huzzahs due to the decision to abolish learning skills, New Eden is also undergoing some additional significant changes this week. The patch notes are broken into three sections (features, changes, and fixes), and are worth a read due to info about weapon and ammunition tweaks, market changes (specifically the removal of loan contracts), and a new salvage-specific ship called the Noctis. Finally, (and yes we do mean finally) CCP has added the ability to resize the game client in windowed mode. Check out all the details on the official EVE website.

  • Dedicated salvage ship coming in next EVE Online expansion

    by 
    Brendan Drain
    Brendan Drain
    09.19.2010

    Over the summer, CCP gave away a limited edition ship in EVE Online called the Primae. Every player received this free hauler designed specifically for planetary interaction. Although the ship itself was worse for hauling than a standard industrial, players fell in love with the model and began asking CCP to reuse it in a more useful ship. In a new devblog, CCP Greyscale has delivered on those wishes with the announcement of the Noctis. Aimed squarely at PvE players, the Noctis is a dedicated salvage ship with the same stunning model as the Primae. In addition to an impressive eight high slots for use with tractor beams and salvagers, the ship also has an hefty bonus to the range and speed of tractor beams. At level 5 of the ship's skill, it will be able to pull in wrecks from up to 80km away, making it a great stationary salvaging platform. The blueprint and skill will be released with EVE's next expansion to coincide with the new group PvE "incursions". For more details, check out CCP Greyscale's latest devblog.

  • Phase 2 of the Sandstorm hits Global Agenda today

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.22.2010

    After a great deal of testing, Global Agenda players can look forward to a treat today -- the second phase of the immense Sandstorm update is going live. Part of a large-scale update that rewrites several core components of the game, the first phase was rolled out about two months ago, and this continuation drops in most of the features left out of the first. The largest addition is the persistent PvE zone in the Sonoran Desert, designed for players between levels 5 to 15. The desert will allow players to take a series of missions from area NPCs to help advance a story arc, learning more about the Desert Dweller and Recursive Colony factions as they gain both loot and experience. Players can also look forward to the addition of consumable items and the option to salvage unwanted pieces of equipment for parts, something that plays well with the updated systems that came into play during the first phase of the patch. There are also new defense raids for players past level 30 to take part in, standing tall in a difficult battle against Recursive Colony attacks. And even with the recent shift in business models for Global Agenda, the Sandstorm update is remaining free for all current and future players -- a welcome addition to the game that should provide several points of interest, as well as set the stage for future expansions to the game.

  • XBLM listing reveals 5 maps, 2 CoD4 remakes in MW2 'Stimulus Package' DLC

    by 
    Ben Gilbert
    Ben Gilbert
    03.13.2010

    We may have to wait until March 30 for Modern Warfare 2's first DLC, the "Stimulus Package," but thanks to an Xbox Live Marketplace listing for the map pack, we aren't in the dark anymore as to its contents. The blurb reveals the pack will contain "5 additional action-packed maps," including three all new ones ("Bailout, Storm, and Salvage"), as well as two remakes from Call of Duty 4: Modern Warfare ("Crash" and "Overgrown"). "Bailout" is said to be "a multi-layered apartment complex," while "Storm" is described as "an open industrial park littered with heavy machinery," and "Salvage" is "a snowy junkyard fortified by stacked debris and crushed cars." Presumably, if you're reading about the details of unreleased a MW2 map pack, you already knew that "Crash" is a "war-torn urban environment" and "Overgrown" is set in a large dry creek. No pricing is set, unfortunately, though you can ogle the XBLM listing for now if it makes you feel any better (though we wouldn't suggest it). [Update: Clarified Stimulus Package DLC date of release.] [Thanks CL4P-TP!]

  • EVE Evolved: Mission-running top five tips

    by 
    Brendan Drain
    Brendan Drain
    07.12.2009

    In the first two parts of this guide on mission-running in EVE Online, I explained the basics of mission-running and went on to give a race-by-race breakdown of the most popular mission-running ships. In this final instalment of the EVE Evolved mission-running guide, I dig up my top five tips and tricks for improving your standings, mission-running speed and general mission income in EVE. Tip #1 - Gaining faction standing As high faction standing unlocks the agents of every corp in an entire faction rather than just from one corp, faction standing gains are very desirable and often the ultimate goal of early mission-running. In addition to a few other methods discussed later in this article, faction standing gains can be had from COSMOS missions. These are special once-only missions, like quests in the standard MMO paradigm. They are given out by special agents-in-space located within EVE's COSMOS constellations, some at designated agent sites and some hidden away at moons or sites only able to be found with probes. Each of these missions counts as an important mission for the purposes of faction standing gains and their rewards can be extremely good. Using COSMOS missions, it's possible to boost your faction standings from around 4 to up to 6 or 8 in some of these areas. Read on as I give my top five mission-running tips to maximise your income from mission-running.

  • Next EVE Online patch will boost Tech III production

    by 
    James Egan
    James Egan
    06.09.2009

    The Apocrypha expansion for EVE Online introduced wormhole exploration to the game and with it, the potential to reverse engineer advanced technology from the Sleeper NPC race. The goal for many such explorers is ultimately to produce the next iteration of ship technology in the game; these Tech III strategic cruisers feature modular designs that can accomplish some impressive things. This, coupled with their rarity and sky high prices make Tech III ships into everybody's favorite multi-billion ISK gankmagnets, and it's that scarcity that EVE game designer CCP Chronotis addresses in his latest dev blog.He writes that CCP Games will make some changes in the next Apocrypha patch that will affect the supply of Tech III materials. Specifically, they're going to boost reverse engineering while also balancing out the types of salvage gained from Sleeper NPC wrecks, and increase the availability of Tech III production materials in general. If you're involved in wormhole exploration or Tech III production, consider this dev blog from CCP Chronotis a heads up as to the changes on the way.

  • EVE mission runners and their tormentors rejoice! New Level 4 agents added

    by 
    James Egan
    James Egan
    05.31.2009

    Mission running in EVE Online is one of the more lucrative activities players can spend their time doing, at least while in the safety of high security space. The cumulative rewards from NPC bounties, loyalty points, salvage, and loot -- in addition to the mission rewards from NPC agents -- make Level 4 missions a decent ISK/hour income for many of EVE Online's pilots. Level 4 missions are the most popular, due to their relative ease and multiple battleship (high bounty) NPC spawns which yield better loot drops and more salvage components, as well as optimal loyalty point gain. However, the grouping of agents that give the best missions leads to 'mission hubs' where hundreds of players operate in the same solar systems. The latest dev blog by EVE's lead content creator CCP Molock is simply titled "New Level 4 Agents", and deals with dispersing the crowds (and clutter) from some of the high sec mission hubs in New Eden. CCP Games has added twenty-three new level 4 agents to the game in locations a bit removed from the heavily populated mission hubs, hopefully encourage more mission runners to fill quieter solar systems in the galaxy. Molock lists the new agents, along with their corporation and quality, as well as system security ratings for each location.

  • Anti-Aliased: When you can't hack it legitimately, cheat instead pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.04.2009

    It's all the company's fault Yes, it's all their fault that they didn't notice that they misplaced that one period in thousands upon thousands of lines of code. It's their fault that they don't run Salvage 40,000 times a week and check every rock and pebble in Vana'diel. People who make this rationale probably never looked at the innards of a program -- especially an MMO. You have lines of programming being done by multiple authors and you have logs that extend miles long. Even with specialized programs, it takes time to sift through all of that information. Case in point: Square-Enix fixed this glitch in November and banned people in late January. The delay wasn't because they were playing ping-pong in the basement and drinking beer. It was the double-edged decision of first finding who stood to gain on all of their servers, and then deciding an appropriate punishment. That takes time. You know, this probably would have been caught sooner if more people would have stood up and reported it, instead of, you know, trying to conceal it. Then, when they get caught concealing it, they blame the company for not knowing about it. That's just poor form. The game owes me The game owes you what? It owes you for all the time you spent playing it, enjoying the challenges with your friends and engaging in an ever-changing world? Certainly I'm horribly opinionated, but I like to play games for fun. Whenever a game ceases to be fun to me, I stop playing and stop paying. I play because I enjoy it, and I hope other people are out there doing the same. FFXI may be an exercise in sadistic game design, but every player has the chance to walk away from Vana'diel. I did because I didn't have the time and I ended up enjoying the lore of World of Warcraft. If you are at the point that you hate the game so much that you believe it owes you something for your time spent playing it, then perhaps it's time to take a step back from it. There are plenty of other options in the game world. But Square-Enix isn't without fault The voices of the banned are right about one thing though -- Square-Enix has been inconsistent. Some people are getting banned for being in one of these cheating Salvage runs, and others are getting slaps on the wrists. There doesn't seem to be any clear consistency to how they slapped down the punishments. The first part of a reliable punishment is to make sure it's handed out consistently and with appropriate measure. Without that, people second guess if the punishment is truly necessary. It's like if a professor gave you a D on a test just because he didn't like your hand writing. Your answers never mattered, and that's what makes you angry -- it didn't feel justifyable. What it all comes down to Even with Square-Enix messing up like that, it doesn't change the facts. Players knew about the exploit, players attempted to hide the exploit, Square-Enix found the exploit, and players got what they should have known was coming. All of these people had the chance to stand up, call a GM, and say what was going on. If they had and this problem would have been caught earlier, bans probably wouldn't have been mentioned. These people would still have had their accounts. Certainly they would have less gear on those accounts, but it's really hard to use virtual weaponry when you can't log in. Colin Brennan is the weekly writer of Anti-Aliased who can still log into Final Fantasy XI when he wants to. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane friends. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com, or follow him on Twitter.

  • Anti-Aliased: When you can't hack it legitimately, cheat instead

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.04.2009

    It's no secret that I keep my eye on the Final Fantasy XI community. With two friends running an upstanding linkshell on the Bahamut server, I like to know what goes on in the game.The current word on the street is the "big banhammer freakout." The vocal players are talking about what linkshells were hit by losing players caught up in the cheating scandal. But what's interesting are the words being thrown around -- things like "unprecedented" and "uncalled for."A quick jaunt across the street to the loving and cuddly galaxy of New Eden shows that something suspiciously similar happened to corporation starbases in EVE Online, also ending with tears, banned accounts, and the exact same arguments being thrown around the community. "I didn't know it was an exploit," "It's not my fault," "They made me do it," and my personal favorite, "You should have fixed it."So this week's Anti-Aliased isn't dedicated to some developer mishap or some bad piece of game design, it's dedicated to how daft some people are when it comes to cheating.

  • Making/Money: Double the XP, Double the Funds

    by 
    Alexis Kassan
    Alexis Kassan
    08.10.2008

    A few of weeks ago, there was another double XP weekend in City of Heroes and City of Villains. In fact, not only was it double experience from each "arrest," but it also provided twice the Influence (or Infamy for you villainous folks out there) such that you got double of most everything you might want in the game. And so it was that, after stocking up on caffeinated beverages and microwaveable snacks, we in my house hunkered down in front of our computers for a three day marathon of leveling. I must say that, while I do flit about from game to game, there is something about the additional reward incentive that draws me in for these events. Yet, in all the bustle of leveling, I got to thinking about the economic dynamic in these games and the ways in which they are different from our now-classic MMORPG systems.

  • CoX: Player ingenuity identifies bizarre drops bug

    by 
    Adrian Bott
    Adrian Bott
    05.22.2008

    Farming often gets a bad rap in City of Heroes, but sometimes it does the game a major favor. For example, a player working the same map with the same enemies over and over is in a perfect position to notice when random events - the dropping of loot, for example - aren't as random as they should be.This was exactly the situation that a forum regular called KeepDistance encountered. Every time they ran a particular map, they would get exactly the same number of salvage and recipe drops, distributed exactly the same way. That's not supposed to happen.

  • CoX Winter Event on Test server

    by 
    Jonathan Northwood
    Jonathan Northwood
    12.06.2007

    Dust off the sleigh bells and strap on your rocket-propelled skis, boys and girls, it's that time of year again: NCsoft has once again released the CoX Winter Event into Test. Now, a word of warning: it's not always up, and it could be pulled at any time for further tweaking, but it is there, waiting for you to discover it just like a tasty digital sugarplum in the bottom of your spandex stocking.This year, prep for some serious competition on the ski slopes: the slalom course is now timed, and you can win medals badges depending on your placement. And don't worry, Old favorites like Father Time and his missions have returned, and the Gamester is still putting out gifts for those who are naughty or nice. One intriguing element this year is new salvage: Candy Canes. This sweet treat can be redeemed in Pocket D for holiday rewards. Sorry to disappoint the fan community, though, but Sexy Jay's not collecting them, the Candy Keeper is. So ... who's up for hot cocoa and cool gaming, hm?

  • Is AMD readying three-core processors?

    by 
    Joshua Topolsky
    Joshua Topolsky
    09.16.2007

    According to reports that have been slowly making their way through the chip manufacturing community, everyone's favorite underdog, AMD, is planning on launching a new line of three-core processors sometime in the near future. Sure, it sounds weird, but apparently the technique for creating a triple-core CPU is akin to "switching off" one core in a four-sided chip, and the process can yield significant speed enhancements while keeping costs reasonable. Reports speculate that the three-core model could happen partially due to the need to salvage bad four-core chips, but also because the triple-core concept is easy to market, and resistance from Intel will be low. Word on the street is that the new chips will appear on the consumer side to begin with, and might migrate over to the enterprise / server domain if there's sufficient movement on sales. Browse on over to the read link and feast your eyes on a succulent sea of technical mumbo-jumbo.[Via Techmeme]