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  • Champions Online discusses the future of the game, adding voice chat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.01.2011

    The free-to-play conversion has certainly wrought some far-reaching changes for Champions Online, but as producer Rob Overmeyer puts forth in the latest State of the Game letter, there's still more to come. Aside from numerous C-Store additions for players, a new power framework and a new adventure pack are both in the works for the next couple of months. In addition, the development team is looking to add "Comic Series" missions on a regular basis, akin to the featured episodes implemented in Star Trek Online. This letter comes hot on the heels of the announcement that Cryptic Studios will be partnering with Vivox to bring built-in voice chat to both of its current games. That benefits both Champions Online and Star Trek Online, although no details are currently available for the precise implementation of the feature or the integration timetable. Still, fans of the game should be happy to see that the change in models hasn't hurt any of the game's long-term plans for content or functionality.

  • Warhammer Online producer's letter hints at major forthcoming features

    by 
    Jef Reahard
    Jef Reahard
    01.30.2011

    The first Warhammer Online producer's letter of 2011 is hot off the virtual presses, and Bioware-Mythic's RvR title has a few changes in store for the upcoming year. First and foremost, Carrie Gouskos has given way to James Casey when it comes to authoring the producer's letter, and Casey states that Gouskos is "still working on WAR, but is looking at a different aspect of the game. This new focus will be revealed in due time." As far as WAR itself, 2011 will see what Casey calls major features in each of its numbered patches. These features include the expansion of existing areas "as well as new concepts to the Warhammer Online experience." No concrete details are forthcoming as of yet, but Casey does hint at further reveals in upcoming producer's letters. Finally, the letter takes a brief look at WAR's live events, upcoming account entitlements, and the ongoing issues with server population. Casey doesn't commit to any news on server merges but does state that "we are actively discussing our plans for lower population servers."

  • Forsaken World details floating guild halls

    by 
    Jef Reahard
    Jef Reahard
    01.01.2011

    There are guild halls and there are guild halls, and Forsaken World's recently announced command centers are definitely the latter. Perfect World Entertainment has detailed the nifty new floating guild base feature coming to its free-to-play fantasy MMO in a new blog entry on the game's official website. Obtaining (and maintaining) one of the command centers is no easy task, but it looks to be a rewarding one since the facilities will generate income for your guild via entrance fees and will house personal merchants and workshops. Construction materials must be obtained through daily quests and events, and PWE indicates that the guild bases can grow into sprawling social and mercantile hubs given enough time and effort. "The layout of these command centers is vast and multi storied. Your guild's base will have plenty of room to expand and grow. With enough dedication, a command center can be something of a miniature city in its own right," says the blog.

  • Perpetuum devs working on new mech, combat log, and more

    by 
    Jef Reahard
    Jef Reahard
    12.27.2010

    It's been pretty quiet on the Perpetuum news front since the game went live towards the end of November. The indie sci-fi title is moving right along, and the developers at Avatar Creations are hard at work collecting player feedback and iterating on possible future additions. Quite a few new features are coming down the pipe for the mech-based sandbox, including robots that damage their surroundings when they die, a new freight-transport mech, and an oft-requested combat history log. Mancs, an Avatar dev and the personality behind the official Perpetuum blog, writes about these and other upcoming tweaks in the column's holiday entry (dated December 26th).

  • Five little-known features in iOS 4

    by 
    Michael Jones
    Michael Jones
    06.30.2010

    Whenever word gets out about a potential software update, as it did for iOS 4 back in January (then called iPhone OS 4), you don't have to look far to find speculation about features or functionality the new version will include. This is especially true for major revisions of the OS, which is ironic when you consider that developers get access to beta versions of the OS for testing purposes -- most smaller updates are kept under wraps right up until they are released. When Apple does officially announce a major update, it usually is quick to list the big changes that the update brings as a way to persuade developers to get in and start updating their apps to make use of the new features. Quite often, everyone focuses their attention on these main features, and discussion moves to whether or not the new OS will support things like dashboards and today screens or whether or not Feature X will live up to expectations. This discussion usually continues well after the OS has been released, and it tends to overshadow many of the smaller changes that have been made throughout the OS. Whether these changes are minor tweaks in how something works or the addition of new functionality that subtly enhances the users' experience, they often go unnoticed for one of two reasons: either they "just work" so well that the user doesn't need to know they exist, or they require the user to do something extra to enable or locate the feature. Since both of these involve the user not being aware of something, we think it's safe to assume that bringing these little-known features to light will help. Read on for a list of five little-known features in iOS 4 that we think deserve more attention.

  • The Daily Grind: What crazy idea should someone try?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.17.2010

    If you want to be a cynic, or you just happen to be one anyway, it's easy to complain that MMOs have turned into something of a cookie-cutter genre. So many of the basic expectations that players have are all but carved into stone, and there's a well-understood set of basics, ranging from quests to default control schemes. Of course, there's no shortage of variances between the biggest titles, but there's certainly a general idea in people's heads of what an MMO should look like by default. Of course, any artist knows the best thing for when a genre starts to stagnate: trying something truly absurd, something that breaks down basic assumptions of what should be done. And we're seeing games with systems that do precisely that, like TERA's action-oriented combat with no lock-on or Guild Wars 2 experimenting with environmental gameplay. But those only scratch the surface of all the assumptions about MMOs that could be turned on their ear. What insane idea would you like to see a game put into practice?

  • EVE Dominion patch notes long but packed with info on game changes

    by 
    James Egan
    James Egan
    11.30.2009

    The Dominion expansion for EVE Online will arrive tomorrow, December 1st, after a lengthy downtime of roughly 19 hours (02:00 GMT/UTC to 21:00 GMT/UTC). Access to the EVE website and forums will be down for much of this time, as will the EVE API, but CCP Games has compiled a tome of Dominion patch notes to occupy at least some of that time. There's also a player discussion of the Dominion features and changes on the game's forums with some clarification on details from the CCP devs. If reading through the full patch notes (10,000 words and climbing with updates) isn't really your thing, a few of the EVE bloggers have discussed the highlights of what's new in this expansion. Mynxee covers the good, the bad, and the comical in Dominion on her Life in Low Sec blog. We also recommend checking out Casiella's take on the Dominion patch notes over at the Ecliptic Rift blog. Casiella discusses the myriad features that haven't gotten much attention so far: voice fonts added to EVE Voice in chat channels; the in-game jukebox now using MP3s with playlist support; and how player actions for the Caldari race via factional warfare now impact the rival Gallente storyline missions.

  • EVEMail system reworked for Dominion expansion

    by 
    James Egan
    James Egan
    11.28.2009

    While it's the major features coming in EVE Online's next expansion, Dominion, that have caught people's attention -- namely the sov changes -- there are a number of smaller things CCP is baking into the release. The developers are also addressing some long-standing issues that have been in need of a solution. The existing in-game mail system is, quite frankly, painful to use if you need to sift through and manage a decent volume of messages in a given session. Fortunately this is about to change. Dominion will roll out with a new EVEMail system, and here are a few highlights of what will arrive this Tuesday:

  • EVE Online technical director explains new feature: Fleet Finder

    by 
    James Egan
    James Egan
    10.27.2009

    The next EVE Online expansion will be Dominion, slated for a December release, which will introduce some major changes to the game and new features as well. The "Fleet Finder" is one such feature, explained in today's dev blog by EVE Online Technical Director Jon Bjarnason (aka CCP Atlas).The Fleet Finder will give players much greater control over forming a fleet and, as CCP Atlas says, there will be "No more 'x up in corp channel' messages." The feature will also streamline how information is conveyed to other pilots.

  • Breakfast Topic: Great expectations

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.26.2009

    So as BlizzCon fades further and further from view in the rear window, I'm getting more and more excited and impatient for news of Cataclysm, so much so that I've sort of forgotten to get excited about Patch 3.3. I want Worgen, and new conflicts, and new lore, and a redesigned old world that offers a massive leap forward in the story as things change forever and the Horde and Alliance finally shrug off all pretense of peace and rush headlong into a war that has really never truly ended. But then I start thinking. The combo I really wanted to play, Worgen Paladin, looks like it won't make it in. It seems like Worgen may not get their own capital city (instead, said city will become a battleground under siege by the Forsaken), which may put a damper on how much their awesome quasi-Victorian scenery and architecture actually features in game. While some zones are getting complete revamps, others are only getting minor tweaks, which makes me fear there may be some zones that still feel out of place and some old lore story lines that still remain unresolved or out of place.

  • Can it be? New in game web browser arriving for EVE Online

    by 
    James Egan
    James Egan
    08.14.2009

    The developers at CCP Games just dropped some good news about the new in-game web browser (IGB) for EVE Online they've been working on, codenamed "Moondoggie", one that will deliver a "tenfold performance boost" over what exists today. We've checked CNN and BBC, and even Fox News, but hell is not freezing over... pigs are not in flight. The long-awaited new browser is on the way. EVE Online players have been screaming about wanting a revamped in-game browser since well before Massively was even born, particularly as so many useful third-party sites function as in-game utilities for players to use without the need to alt-tab out. Of course, despite the frustrations players have felt with the IGB, delivering a better one is no simple matter. CCP Games has periodically stated that it's something they're looking into or working on, but today's dev blog written by CCP Pleognost, "The Second Coming of Moondoggie", confirms the details of the project. And that it's close to being ready.

  • Breakfast Topic: If you could add one new feature

    by 
    Eliah Hecht
    Eliah Hecht
    06.03.2009

    A couple months ago, we asked if you could add one new game mechanic to WoW, what would it be? This morning, I'd like to ask what you'd pick if you could add one new feature. Some common requests: Player/guild housing Ability to be in multiple guilds simultaneously Ability to start a character at a higher level than 1 (like Death Knights) Mounted combat Cosmetic gear (ability to have one set of gear equipped, and another set displayed) I'm sure there are more commonly desired features that I just haven't thought of yet. Me, I'm really excited about the PvE arenas that I hope are coming in patch 3.2. Aside from that, I suppose I'd like to be able to start alts at a high level. I like leveling well enough, but 1-40 is simply tedious. Characters haven't really come into their own yet, and those zones are pretty underdeveloped. What new feature would you want to add to WoW?

  • EVE dev blog explains new ship fitting screen, saveable configurations

    by 
    James Egan
    James Egan
    02.15.2009

    Among the changes that will come to EVE Online with the March Apocrypha expansion is the user interface for fitting ships, and this is the topic of the latest dev blog from CCP Fendahl. Critics of the game's user interface might be surprised to learn that there is a team that focuses solely on UI, and it seems they've been quite busy with this radical layout change. Ship fitting in Apocrypha will be focused on an iPod-like ring where you array your modules and rigs, as well as subsystems for Tech III ships, while viewing your ship (and how it changes) in the center. This large fitting reticle is flanked by collapsible side panels which are used for item selection and displaying ship stats. Browsing the hundreds (in some cases thousands) of items in the various division hangars in a given station should be easier, with collapsible sections in the left side item panel. The stats panel to the right actually provides more info about your ship setup than before, by mousing over and bringing up a pop-up box. CCP Fendahl addresses the fact that this is more complex than the previous system: "While this increases the barrier to entry when learning how to fit a ship for the first time, we also think that the fitting screen is a critically important interface that needs to show all the relevant numbers."

  • EVE Online developer explains major new feature: Tech III

    by 
    James Egan
    James Egan
    02.12.2009

    The dev blog many EVE Online players have been waiting for was published today. Tech III ships have been the subject of a great deal of excitement and no small amount of trepidation from the game's players. EVE developer CCP Nozh introduces the playerbase to "the dark delights of Tech 3 ships" in his dev blog "Strategic Cruisers: A New Breed." This moniker "Strategic Cruisers" is a fitting one, as they certainly are a new breed of ship, and one that requires some explanation. Nozh writes, "The elation of happening upon a unique fit, some fresh and clever setup, has always been a very appealing aspect of EVE. One of our primary goals for the Tech 3 ships was to bring this customization to a whole new level. The new ships are a fundamental departure from the tried and tested, offering such unparalleled customization that discussing them on the same terms as previous ships belies their true extent -- we're talking full-fledged, independent systems within the system. A little bit scary, really."

  • Next EVE Online expansion named Apocrypha, launches March 10

    by 
    James Egan
    James Egan
    01.08.2009

    The other day we picked up on a video interview with the CEO of CCP Games, who announced a firm March 10th release date for the next EVE Online expansion -- but until today, that expansion wasn't given a name. CCP Games announced the "Apocrypha" expansion this morning, and a bit of what it'll bring to EVE.The Apocrypha feature page isn't up yet -- so more details are likely to emerge -- but thus far they've confirmed two new game mechanics will be coming to EVE in March. Wormhole exploration is an upcoming feature that will allow EVE's explorers to discover new technology, used to create the next iteration of ships in New Eden -- Tech III. These modular ship designs will potentially allow for thousands of different configurations of ships to suit different purposes, and are a far cry from the Tech I and Tech II ship hulls currently flown in New Eden. In addition, Apocrypha will bring Epic Mission Arcs. The release states: "These branching, far-reaching mission strings are full of meaningful stories and more intelligent and deadly adversaries."

  • Voting for EVE's second Council of Stellar Management begins

    by 
    James Egan
    James Egan
    11.07.2008

    This has been an important week for our American readers in terms of elections, but now that the minor distraction of real-world governance has been dealt with, it's time to focus on governance in the MMO space. You've got to keep those priorities straight, after all.The polls are now open in EVE Online's second Council of Stellar Management (CSM) election, where players can vote for candidates to represent their interests before CCP Games... and potentially impact how the game evolves. We can already sense the impulse someone, or several someones, out there has to comment below: "But why should I bother voting? What do they even do?" And to be fair, it's not been very transparent what the CSM has been up to (aside from the meeting minutes), but more so what effect they've had on EVE and its development pipeline.

  • EVE's new Weapon Grouping feature explained

    by 
    James Egan
    James Egan
    10.23.2008

    Weapon Grouping is one of the new features coming to EVE Online, via the multi-staged release of the Quantum Rise expansion. Players spotted and have been giving updates on what they've seen on the Singularity test server, but now EVE dev CCP Ytterbium has posted a dev blog that explains this new feature in great detail, right down to screengrabs of Weapon Grouping in action. If you've been waiting to hear more about this, you'll want to check out CCP Ytterbium's dev blog, 'Weapon Grouping', for his visual explanation of how you'll soon be able to consolidate your weapons into a single icon, and reload all of them at once. He also lays out the scenarios when you wouldn't want to take advantage of this feature, like when attacking multiple targets (although there's a solution to that built into the feature). Additionally, he's written a lengthy FAQ that should help dispel some of the confusion surrounding Weapon Grouping.

  • EVE live dev blog on medals and certificates, Thursday Oct. 16

    by 
    James Egan
    James Egan
    10.15.2008

    Medals and certificates are two of the new features coming to EVE Online, as recently announced by developer CCP Greyscale. These features may prove useful for newer players in dispelling some of the complexity of skill training, while providing some bragging rights and easier recruitment (less need to request another player's API) for veteran players, but there's still some confusion about how they'll be implemented in the game. With this in mind, CCP has decided to hold a live dev blog on this feature, slated for tomorrow, October 16th. CCP Wrangler announced: "It is time for another Live Dev Blog and this time it's Chronotis and Greyscale who will answer all of your questions about Medals and Certificates. As usual Mindstar will be there to ask them your questions. This event will take place on Thursday, 16th October, in the in-game channel 'Live Dev Blog.' It starts at 20:00 GMT and lasts for about one hour." EVE players are already getting their questions in on the forum thread linked to this announcement. Given that the live dev blog will take place tomorrow, if there's anything you really want to know that wasn't addressed in CCP Greyscale's dev blog on certificates and medals, now is the time to ask in the thread.

  • Certificates and medals coming to EVE Online

    by 
    James Egan
    James Egan
    10.13.2008

    Most players who've been drawn to EVE Online enjoy the game for its complexity. For such gamers, complexity in a title can be a strength, not a drawback. However, you know what they say about having too much a good thing... Newer players especially find aspects of the game daunting to learn, particularly in terms of skills and skill training plans. This complexity surrounding skills, while not a big deal to veteran players, can be hard to grasp for newer players. Enter "certificates" -- EVE's simplified and (visually) ranked groups of skills that should help rookie players better understand what they should focus on to achieve particular goals. If the feature does what the developers hope, certificates will remedy a problem newer players face -- "an inability to clearly see where a particular skill fits into the greater scheme of things, what it enables, how to get there and where to go next," CCP Greyscale writes in his latest dev blog "Certificates: Planning the Future."

  • Second Life's PJIRA improvements

    by 
    Eloise Pasteur
    Eloise Pasteur
    01.03.2008

    I'm currently working on my "list of predictions for Second Life in 2008" post, as a look ahead at the start of the year. One of them has already come to pass, in part. Over on the official Linden blog, Torley has just posted about three improvements to the PJIRA issue tracker.One is a relabelling exercise: "Fixed internally" has been shifted, at long last to "Fix pending" indicating that although it has been fixed internally we're still waiting for it to hit official release into the client. The other two are new things. One is a new tool: the ability to create a "meta issue" such as a list of all issues affecting MacBookPro's, or all issues to do with Windlight. The other is a tweak, the ability to change the "resolved" status without reopening the issue.For those of you really interested in how Linden Lab are doing, can I suggest the excellent SLJiraStats page.