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  • EVE Online tightens things up for Phoebe

    by 
    Justin Olivetti
    Justin Olivetti
    10.15.2014

    A new blog post at EVE Online reveals that the team is working on streamlining a few of its existing features for the upcoming Phoebe patch. The first tweak is to exploration, as the team will be making data sites more valuable and frequent. Career agents will also stop blabbing so much in the mission boxes, with shorter text messages to emphasize the objectives. Finally, the team is bringing its semi-hidden expedition content into the light with easier-to-follow breadcrumbs and bug fixes: "We've added in some messaging to guide you towards these specific structures. We have also increased the percentage chance of the rarer types of expedition occurring as we simply found these figures to be too low. These combined changes should help somewhat in bringing this 'hidden' content to the surface for you to enjoy."

  • EVE Online: Phoebe improves quality-of-life for subscribers and trial members

    by 
    Justin Olivetti
    Justin Olivetti
    10.10.2014

    Unpacking EVE Online's Phoebe content update is so involved that it takes another one of CCP's epic posts to do it. The big thing to take away from the notes is that this update features several quality-of-life improvements for both regular and trial players. When Phoebe hits on November 4th, players will have to adjust to jump fatigue during long-distance travel. To offset that, there will be the ability to set skill queues to unlimited length, place multiple market sell orders, enjoy better exploration rewards, and experience new cloaking effects. Trial players will also see some of their limitations lifted after the update, such as being allowed to fly battleships and be a part of faction fights.

  • CCP is upgrading EVE's sensor overlay

    by 
    Jef Reahard
    Jef Reahard
    10.08.2014

    CCP's latest EVE Online dev blog is all about the sci-fi sandbox's sensor overlay. More specifically, it's about sensor overlay 2.0 that's likely coming in EVE's Phoebe update. The current overlay basically allows pod pilots to view cosmic anomalies and signatures in space rather than as text entries on a scanner. The upgrade will add "a number of other objects in space [...] along with filtering options and a new compass view," according to EVE's developers. It's quite a lengthy dev blog, and it's also got plenty of pretty pictures to further the explanation. You'll find it all via the links below.

  • Previewing RIFT's new masteries system

    by 
    Bree Royce
    Bree Royce
    10.04.2014

    Trion Worlds has today previewed the new "masteries" system coming in RIFT's Nightmare Tide expansion later this month. Masteries take the place of the soul points normally earned as players level up. Instead of spending soul points to take new powers in your soul trees (which would have created class imbalances), players will essentially buy powers from a new set of skills open to all characters within the same base class. Trion outlines the types of powers available: Most Masteries provide a general primary bonus and a secondary bonus that focuses on individual abilities and Souls. These secondary bonuses have several types of effects ranging from increasing the functionality of a given ability (or type of ability) to improving utility and hybridization options for others. Masteries from level 61 to level 64 focus on passive bonuses. The primary bonus on these Masteries will generally fit a theme for all Masteries at the same level: Level 61: Survivability Level 62: Healing Level 63: Utility Level 64: Damage When you hit level 65, you'll unlock the final tier of Masteries along with an array of active abilities. These are aimed at supplementing multiple builds, allowing you to add damage to a healing build, or even give some healing to a pure DPS build. Masteries are saved per role and can be swapped out of combat.

  • EVE Online hopes to rescue nullsec with dramatic travel changes

    by 
    Bree Royce
    Bree Royce
    10.02.2014

    CCP has big plans to shake up the EVE Online sandbox. The studio has just published a dev blog declaring that nullsec, the most lawless area in the game, is "stagnant and needs a change." Phase one of CCP's plan for that change is to "significantly" increase travel times for capital ships by introducing both a jump cooldown and a new mechanic called jump fatigue, which will effectively limit how often those ships ship can jump. CCP Grayscale explained the expected results of the overhaul: In the short term, we would anticipate a reduction in the degree to which the average non-trivial capital fight escalates, and the number of parties involved. This seems likely to increase the frequency of capitals being deployed in small-scale engagements, in both lowsec and nullsec. Over the medium term, we see the potential for more substantial changes in the nullsec status quo as the various competing parties work to adjust their internal objectives to the new situation; it seems plausible that the general reduction in travel capabilities will lead to more localism, but we don't want to make any firm predictions in this area. We're confident that these changes improve the overall system of lowsec and nullsec gameplay and take them in better directions, but any set of changes that would allow us to accurately predict their consequences would by their nature be too simple to be interesting for very long. Phase two and three, CCP vows, will focus on starbases and territorial capture and control. Massively EVE expert Brendan Drain has documented modern nullsec problems in his long-running EVE Evolved column. EVE Evolved: How to fix nullsec territorial warfare EVE Evolved: Capital ships ruined nullsec

  • Star Trek Online: Delta Rising exposes androids and isolationist aliens

    by 
    Justin Olivetti
    Justin Olivetti
    09.29.2014

    We're mere weeks away from entering the delta quadrant in Star Trek Online, but there is so much more left to learn about this new space and its inhabitants. Cryptic posted an intelligence briefing today about two additional races that one might encounter in Delta Rising: the Automatic Personnel Units and the Turei. The APUs are androids built by a long-dead civilization to wage war by proxy. The androids turned on their creators, continued fighting with each other, and searched for a way to reproduce (pro tip: Newegg should have some in stock). In contrast, the Turei are reptilian, isolationist aliens who use the Underspace corridors to traverse the delta quadrant. They're kind of jerks but have been known to engage in trading in their journeys.

  • How 'feel' trumps realism in H1Z1's weapon design

    by 
    Bree Royce
    Bree Royce
    09.29.2014

    H1Z1 Senior Game Designer Jimmy Whisenhunt has penned another dev blog about SOE's inbound survival sandbox, this one aimed at weapon design, starting with the modeling and rigging process. Animation design in particular, he says, is critical. "A huge part of the tuning process that is commonly overlooked in FPS game development is how a weapon reacts to in-game actions," Whisenhunt explains. "Design and Animation have to be in lock-step for a successful feel in combat; we need to have the same vision to ensure a solid experience for the player." He also discusses recoil and shooting mechanics and how "feel" can trump realism. "We've mentioned in the past that we want to avoid tuning and creating things simply because they 'that's the way it is in real life,' which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn't fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat." The full dev blog is on the official site. We took a look at H1Z1's art and lighting effects last week.

  • WildStar adopts quarterly update cadence: 'No more drops before their time'

    by 
    Bree Royce
    Bree Royce
    09.25.2014

    WildStar Product Director Mike Donatelli has penned a new state of the game post to address concerns about the themepark in the wake of Jeremy Gaffney's resignation as Carbine President and the announcement of server merges in the form of megaservers. Donatelli says that WildStar will now function under a quarterly cadence for major updates. In August, he told players that the team was adopting a "when it's done" approach to drops instead of its originally planned monthly cadence. "If it's not ready, we'll hold it until it is," he reiterates today, citing quality as his motivator. "This doesn't mean we won't have other activities available to experience on a more regular basis; we're just taking the necessary time to get the major drops right." The next drop, scheduled for November, will include both solo and world story content. He also promises improved elder game itemization, disincentives for toxic PvP behavior, attunement adjustments, and a new training dungeon to prepare players for WildStar's controversial raid content. "I want to stress that we're not nerfing raids," he writes. "We're just giving you the tools to succeed when tackling them."

  • New burner missions scrap nearly 20,000 EVE Online ships, CCP happy with results

    by 
    Justin Olivetti
    Justin Olivetti
    09.17.2014

    CCP is "extremely happy" with the positive player reception of EVE Online's new burner missions that came in Hyperion. The studio said that the high level of difficulty in these missions was intentional in order to challenge the playerbase, and cited a bloodbath of 19,962 destroyed player ships as of September 14th as proof. The cost of the lost ships has topped 870 billion ISK so far. Due to the embrace of these missions, CCP is prepping a new batch of burner missions for September 30th. These new burners, believe it or not, will be even tougher than the current ones, working in teams of three against players. CCP will be putting these missions on the test servers later this week.

  • Exclusive: The weapons of Firefall's Elemental Destruction

    by 
    Bree Royce
    Bree Royce
    09.12.2014

    In the wake of Firefall's announcement of its September 16th Elemental Destruction launch date, Red 5's RudiKazootie returns with another dev diary about the update, this one focusing on the new elemental weapons, new weapon modifiers, and new primary archetype weapons arriving next week. Enjoy!

  • World of Warcraft outlines anniversary plans, delays Draenor raid

    by 
    Bree Royce
    Bree Royce
    09.11.2014

    Blizzard has released a new World of Warcraft dev blog clarifying its 10th anniversary plans in light of Warlords of Draenor's impending launch on November 13th. In short, the festivities will begin on November 21st and run until well after the holidays on January 6th. Those who pony up for a sub in that time period will be awarded the Molten Corgi minipet. If you rush to the new level cap in time, you'll also be able to play through the new level-capped Molten Core raid; if not, then you can still play the new Southshore vs. Tarren Mill battleground, which comes in both level 90-99 and level 100 brackets. Blizzard further notes that the new PvP season and the normal and heroic versions of Draenor's first raid dungeon, Highmaul, will not open until December 2nd to "make sure that everyone [has] had time to level up." Highmaul's LFR and mythic modes will open another week after that. Massively's sister site WoW Insider also has some good news for Draenor devotees this morning: It appears that facial recustomization is now part of the regular barber shop in beta, possibly alleviating the fears of those worried about being saddled with an ugly pixel face once the new race models are live.

  • Exclusive: Firefall's Elemental Destruction update launches September 16th

    by 
    Bree Royce
    Bree Royce
    09.10.2014

    It's official: The newly revitalized Firefall is due to release its first major update, Elemental Destruction, next week -- on Tuesday, in fact. The patch is bringing new dynamic encounters in addition to abilities and weapons. And if you're a Firefall nut, then today is your day because Red 5 Design Director RudiKazootie has penned an exclusive dev blog discussing in detail the five new dynamic encounters being introduced with the update. Enjoy the full read and new screens below, and keep an eye out for Friday's edition too.

  • The Secret World announces Sidestories: The Last Pagan mission pack

    by 
    Justin Olivetti
    Justin Olivetti
    09.05.2014

    The summer content drought for The Secret World is almost at an end, as Game Director Joel Bylos announced today that the game will be releasing a new mission pack "in the next couple of weeks." Sidestories: The Last Pagan will contain six additional missions to the game, including two investigation quests. These missions will all be located in or around Tokyo, and when all six are completed, they will reward the players with a teleport to Tokyo from anywhere else in the game. Bylos said that the team is also making improvements to the AEGIS system with two new skills and installing an on-screen notifications system to facilitate communication between the game and the player. It also looks as though TSW will be selling emotes, hairstyles, and makeup unlocks in the store as well as adding them as mission rewards. Past the sidestories pack will be Issues #10 and #11, the latter of which will contain a unification of the raiding experience.

  • RIFT previews Nightmare Tide's Goboro Reef

    by 
    Bree Royce
    Bree Royce
    09.05.2014

    Trion Worlds has begun showcasing the new zones and content coming in RIFT's Nightmare Tide expansion in this week's dev post on Goboro Reef, which will soon become your new favorite spot to drown to death. Expect mesmerizing mermaids, an endangered reef, a threatened well, a critter hatchery, untrustworthy guards, a quest to save the Plane of Water, and the Grotto of Horror. So basically, California. Trion promises that a peek at the Pelagic Order and more bits about the zone are en route. Catch the whole post on the official site.

  • Guild Wars 2's trading post is reworked from the ground up

    by 
    Justin Olivetti
    Justin Olivetti
    09.04.2014

    It seems as though you are not really a Guild Wars 2 player until you have had a good rant about the trading post at some point. Those rants might become scarce with this month's patch, as ArenaNet has reworked the game's auction house to be more user friendly. "The first iteration of the trading post didn't do a great job of exposing its offerings to users, and that's something we've worked hard to improve," the team posted in a new features pack dev diary. To facilitate this desire, the team rebuilt the trading post using a new browser engine. The improvments to the trading post include a revamped user interface, faster loading, better browsing and search functions, clearer categories, and a cleaner buy/sell screen. The end result is "an objectively better product" for all users, according to the studio.

  • The scoop on Elder Scrolls Online's Dragonstar arena

    by 
    Bree Royce
    Bree Royce
    08.28.2014

    When The Elder Scrolls Online's fourth update arrives next month, a new type of content will open to players: themed PvE arenas. The first of 10 such arenas, Dragonstar, is the subject of a new developer essay on the official site today. The Dragonstar Arena is located in Craglorn and will pit a group of four players against five waves of monsters with "escalating intensity," though not necessarily escalating numbers; ZeniMax promises there will be no "cannon fodder" to waste your time. Hazards inside the arena -- like poisonous clouds, lava flows, and immobilizing blizzards -- will further impede groups' progress through the challenges. ZeniMax says that arenas are intended to provide difficult combat encounters and elite rewards to small, highly skilled groups, but more casual players can skip Veteran mode for normal mode if they choose. We've included the brief Dragonstar arena trailer below.

  • The Elder Scrolls Online plans 4v4 arenas, veteran rewards

    by 
    Bree Royce
    Bree Royce
    08.20.2014

    In a fresh entry on The Elder Scrolls Online's official site, Game Director Matt Firor has penned the latest Road Ahead update, in which he discusses the game's recent patch as well as what's in store for players next month. Of note, Firor says ZeniMax aims to make combat "more responsive," push out new Craglorn content, complete the last trial in the constellation storyline, and introduce a new 4v4 PvE arena. Work on the champion system, which revamps the MMO's character development and customization mechanics, continues; in fact, ZeniMax implores players to help test the inbound content on the public test server. The team plans to formally announce a loyalty program later this week; it's expected to dole out traditional MMO veteran rewards like minipets.

  • Star Trek Online lays out the path to level 60 with stellar rewards

    by 
    Justin Olivetti
    Justin Olivetti
    08.20.2014

    One of the selling points (so to speak) of Star Trek Online: Delta Rising is the game's first-ever level cap increase. Ever since player captains heard that they'll be able to level up to 60, they've wondered what that might entail. Fortunately, today Cryptic posted a dev blog that gives a good idea of what to expect as players progress to become Fleet Admiral or Dahar Master. "The level cap increase is meant to be a simple solution to rank progression and yet the resulting change to the endgame play will be very noticeable," the team said. The big change with these new levels is that skill points will be used for specialization trees, the details of which are still forthcoming. Players can keep earning specialization points after hitting 60 until they max out these trees. Cryptic also has several rewards planned along the way, including a duty officer pack, upgrades to abilities, and a new bridge officer.

  • Neverwinter expands artifact system

    by 
    Justin Olivetti
    Justin Olivetti
    08.19.2014

    Cryptic is clearly in love with the artifact system in Neverwinter, having expanded it to include weapons and belts in the recent Tyranny of Dragons update. In a dev diary today, the team delivers additional details behind the new types of gear that will grow in power over time. Leveling up artifact equipment will take a lot of refinement, apparently: "These artifacts will use the familiar item refinement interface; however the primary difference being that other equipment is used to refine these artifacts rather than enchantments. Basically anything that can be equipped in the 12 slots on your character sheet can be used to empower these artifact." With Module 4 are six new level 60 artifact belts and 21 artifact weapons. The belts have a base attribute (such as strength) that can be increased from +1 all the way to +4, while artifact weapons have the potential for "the highest base damage numbers in the game." The studio said that it might expand the artifact system further if players show support for it.

  • Guild Wars 2 plans siege additions for world-vs.-world PvP

    by 
    Bree Royce
    Bree Royce
    08.19.2014

    As part of its September feature pack rollout, ArenaNet has today discussed the world-vs.-world improvements coming to Guild Wars 2 next month. Specifically, the team is adding a new Siege Golem Mastery ability line, which renders your character "an unstoppable juggernaut of destruction" with super speed, AoE healing effects, and (of course) an ejection seat to amuse your guildies. ArenaNet will also add consumable tricks; the first, called a Siege Disabler, is deployed like a grenade and disables weapons and golems and can be purchased with badges and coins rather than karma. If you aren't into the PvP additions, well, you could always join the folks in Rata Sum protesting the absence of Super Adventure Box. [Thanks, thegirlwiththehair.]