territory-control

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  • Mortal Online sets out territory control in a new patch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.11.2014

    Ready to make your mark on the world of Mortal Online? Your time is now. The game's latest patch implements the territory control system, allowing guilds to war over choice bits of land, build keeps and cities, and generally shape the landscape into what they want to see. There's even a trailer for it past the cut, showing off what players can expect to get when breaking ground on a new city and building its defenses. Cities alone would be a welcome addition, but the patch also brings with it a variety of improvements to quality of life. The game's mail system has been rebuilt, several UI elements and chat commands have been implemented, and the world map has seen some trimming and adjustments. The patch is live now, so you can check out the notes for all the details or just log in and start staking your guild's claim. [Thanks to Zakiyya for the tip!]

  • Mortal Online details its territory control mechanics

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.04.2014

    Do you want some land in Mortal Online? Then why beat around the bush? Why not just reach out and take it? The game's territory control system is arriving soon, and the developers have offered an introductory guide at the system to give players a better look at how everything will fit together. Players will be able to place and upgrade a variety of structures in controlled territory, with most structures requiring skills to be placed but not improved. NPC contracts can also be used for shopkeepers, guards, and the like. What can and cannot be placed is determined by guild stones, which are gated by the number of members in your guild. Players can also choose the behavior of guards in the town, ranging from law-abiding to attacking any players not in the guild on sight. The update is also bringing in a minor change for free-to-play players, limiting free accounts to logging in from one computer per day, which is intended to prevent players from creating free accounts and logging into all of them in short order to boost guild sizes. You can take a look at the full territory control guide on the official site. [Thanks to Dengar for the tip!]

  • Mortal Online claims 'breakthrough' with improved client performance

    by 
    Justin Olivetti
    Justin Olivetti
    08.04.2014

    If you've been frustrated by bad client performance with Mortal Online, then you'll be glad to hear that developer Star Vault has isolated the problem: It's Gordo the Carniverous Sea Slug (as seen above) who is eating your packets and pings with wild abandon. In all seriousness, the team has pinpointed the issue as related to the new armor models and is beginning to work on a solution. "We have made a very exciting breakthrough in how to handle player performance cost," a team update reads. "We have identified one big thing that does indeed add quite a bit of drop on client performance when the client sees many players." In addition to fixing the performance drop, Star Vault announced that the territory control system is "progressing very smoothly" and that the team has added a new concept artist to flesh out the world and lore. [Thanks to James for the tip!]

  • Gloria Victis paves the way for territory capture and sea travel

    by 
    Justin Olivetti
    Justin Olivetti
    08.03.2014

    A new pre-alpha patch has not only squashed several nasty bugs in Gloria Victis but added a pair of promising systems: territory capture and sea travel. Territory capture is exactly what you are thinking right now. Player nations can conquer territory for both bragging rights and (more importantly) resource control. The devs said that these territory squabbles have the potential to blow up into large-scale PvP conflicts. The game also added "about 50%" more size in the latest patch, with some of that being shoreline and sea. As such, players can now board and use ships to travel the ocean. We've got a look at both territory control battles and a couple of the new ships in the gallery below.

  • EVE Evolved: Four top tips for living in wormholes

    by 
    Brendan Drain
    Brendan Drain
    06.22.2014

    One of the biggest goals you can reach for in many sandbox MMOs is building your own empire and controlling a small corner of the game world. For much of EVE Online's lifetime, that privilege was reserved for the powerful few leaders of the game's large territorial alliances, which carve up vast swathes of space between them. A handful of alliances still control the lawless nullsec regions today, but there are still opportunities for smaller corporations and even individuals to stake a claim in the chaotic world of wormhole space. Exploring and farming in wormholes is very profitable activity, but permanently moving in and setting up a starbase can be an intimidating prospect. One wrong decision might lead to pilots getting stranded in the void without bookmarks, your starbase coming under attack, or the whole expedition being robbed blind by a corporate infiltrator. The early days of wormhole exploration were rife with stories of hardship, heists, and devastating wars fought through shifting networks of wormholes. A lot has changed since the wormholes first opened in 2009, and today many of those problems have solutions. In this EVE Evolved opinion piece, I look at some of the ways wormhole life has improved since Apocrypha and give four of my favourite tips for anyone planning to colonise wormhole space.

  • Pathfinder Online details the War of Towers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.19.2014

    If you're gearing up for Early Enrollment in Pathfinder Online, you'll be pleased to know that your experience will be a bit more robust than planned. When the development team looked at the minimum viable early access product, it didn't appear indicative of what the game was supposed to be in the long run, but there was no way to get the full territory control system in without a lot of further work. So what could be done? Why, a stripped-down version. Dubbed the War of Towers, the system will reward players for capturing and controlling towers near one of the existing Settlements, allowing those Settlements to advance and improve in new directions. There's a video available just past the break that explains the details of how this tower capturing works, but the short version is that it should at least fill a gap until the full territory control system can be rolled out later.

  • Black Gold Online outlines its Guild vs. Guild systems

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.27.2014

    Guilds in Black Gold Online have plenty to do. Sure, there are the usual social aspects of guilds, but there's also a constantly amplifying race for technological progress combined with territory control. The latest development blog on the official site discusses how guilds can advance and grow in power, as well as the basic outlines of the territory control feature with characters fighting it out over energy wells. All guilds have a level of technology available to them, determined by the amount of eponymous black gold used to upgrade the guild. This can come from members, or it can come from energy wells, which can be fought over on both a factional and intra-factional basis. It's entirely possible for two guilds of the same faction to fight repeatedly over the same well. Take a look at the full article for more details about how you can send your forces to fight and die for that all-important energy.

  • Darkfall's territory control update has arrived

    by 
    Bree Royce
    Bree Royce
    04.07.2014

    Greek indie dev Aventurine has just announced that the much-foreshadowed territory control update for PvP sandbox Darkfall: Unholy Wars arrives today. The studio hopes to draw upon its "sandbox PvP and massive-battles heritage" for the update, which allows players to claim, hold, and control "areas of influence" and tax each other into oblivion -- just in time for tax day in the US! Enjoy the patch notes on the official site and the new trailer below. [Source: Aventurine press release]

  • EVE Evolved: Designing EVE Onland, part 1

    by 
    Brendan Drain
    Brendan Drain
    12.29.2013

    When I'm not playing or writing about EVE Online, I can usually be found huddled over my computer typing lines of code into a compiler and chipping away at bugs that make varying degrees of sense. Designing my own hardcore space game is a really fun challenge and very fulfilling work, but I have a dirty little game dev secret: I've actually always wanted to make a fantasy game. While the budget and personnel required to take on a project the scale of an MMO remain quite far outside my grasp for the moment, it's still fun to think about how I might design such a game if the opportunity arose. The MMO genre seems to be heading for a sandbox revolution this year, and there's no bigger sandbox than EVE Online, but could all of EVE's gameplay translate to a fantasy game? EVE is probably the most atypical MMO out there, maintaining a subscription-based single-shard PvP sandbox in a genre that's typically headed in the exact opposite direction. There are several new sci-fi sandboxes on the way that may or may not qualify as massively multiplayer titles, but the vast majority of MMO gamers still prefer to keep their feet on the ground in fantasy lands. I often find myself wondering how much of EVE Online's core gameplay is possible only because of its setting -- and how much could actually be applied to a fantasy MMO. Not only should it be possible to adapt most of what makes EVE great to a modern land-based game, but many of the mechanics sandbox gamers now attribute almost solely to EVE actually started life in classic fantasy MMOs like Ultima Online. In this week's unusual EVE Evolved, I'd like to start a game design thought experiment as I delve into the hypothetical world of EVE Onland.

  • Hands-on with Albion Online's alpha

    by 
    Andrew Ross
    Andrew Ross
    12.19.2013

    Ever miss the old MMO days when crafting had meaning? When your friend could join up with you and on day one you could both go somewhere pretty cool, and just having that extra person could make things a smidge easier? Wish you could go back to those days without dealing with mindless grinds? Sandbox Interactive's Albion Online is perhaps something you should look into. In fact, those are the very reasons I signed up for the alpha back when I first heard about it. And now that I've played around with it a bit, I've been pleasantly surprised with my experience, though there are a few things newcomers will want to watch out for. For starters, Albion's alpha is an actual alpha, not a retitled beta for marketing purposes. If you're going to play any future alpha phases, know that they'll be rough, unfinished, and non-functional in some areas. There's no actual character creation at the moment. Heck, there isn't even a female option (sorry ladies!). You can change your portrait, but that doesn't change the way your character looks. Because it's an alpha, I'm going to only lightly cover what I couldn't play and focus more heavily on those I could.

  • Albion Online unveils Player-vs-Player and Guild-vs-Guild details

    by 
    Matt Daniel
    Matt Daniel
    11.21.2013

    Berlin-based studio Sandbox Interactive released a new dev blog today revealing a number of details regarding Player-vs-Player and Guild-vs-Guild combat in its upcoming title Albion Online. In Albion, much of the game world will be up for grabs, and guilds can claim territories in order to harvest their resources and build shelter for their members in the midst of Albion's wilderness. While guilds can capture as many territories as they like, they'll also be required to defend these territories from opposing guilds who would take their lands. In order to keep Guild-vs-Guild combat fair and balanced, each land-holding guild will be required to choose "a number of times during the day at which their territory will be 'open' to attack." At these times, both the attacking and defending guilds will field a team of five players who will act as champions in the battle, thereby ensuring that no one guild can ensure victory by overwhelming numbers. Those who wish to reap the benefits of holding land without getting their own hands too bloody can instead put a bounty on their enemies' heads and let mercenaries (presumably other players) do the work for them. To learn more about Albion Online and to sign up for the game's upcoming closed beta, head on over to the official site.

  • Dragon's Prophet introduces Highlord system in Europe

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.30.2013

    It's always nice when new updates come close on the heels of launch. Sure, you've had only a little time to play and haven't yet explored all of the launch content, but updates give you the feeling of a game that keeps getting updated rather than one that's stagnant. Dragon's Prophet has only been out in Europe for a few weeks, but it's already getting its first major patch to include the Highlord system, allowing players to rule over islands controlled through territory wars. When an island is brought under control by an alliance, that alliance can appoint a Highlord who will be responsible for managing several aspects of the island. Aside from being able to set the taxation rates on that island, Highlords can also manage several defensive buffs to give the defending forces an advantage against would-be assaults. If you're playing the game in Europe, you can start enjoying this update now, along with the several bug fixes and improvements included in the same patch.

  • Browser-based Blood and Jade opens beta doors

    by 
    MJ Guthrie
    MJ Guthrie
    10.28.2013

    Although browser-based Blood and Jade just barely kicked off alpha testing two weeks ago, the free-to-play game is already powering ahead into open beta testing. Starting today, players can get access to the Xianyang server and discover the drama of the Warring States for themselves by signing up on the official site. In Blood and Jade, players determine the fate of ancient China by becoming a master of martial arts, armed with ancient relics and accompanied by legendary Goddesses, and battling the forces of evil. Additionally, guilds can fight for territory and even ascend to the Imperial throne if they prove strong enough. [Source: R2Games press release]

  • Captain's Log: Star Trek Online's Dyson Sphere ground battle zone

    by 
    Terilynn Shull
    Terilynn Shull
    10.21.2013

    Finally! We finally have some news to report involving Star Trek Online's upcoming new content! Some of the new Season Eight material is up on the Tribble test server, and the new Featured Episode will be released on October 31st! We still aren't exactly sure when Season Eight will be released, but it's now easier to see what's in store for us, including a new set of space missions and new ground missions that feature territory control. I've had a chance to jump onto Star Trek Online's Tribble server to try a few things out and to see these "dinosaurs with frikkin' lasers on their heads" for myself. So let's get to it.

  • PlanetSide 2 hosts pre-season territory control event

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.16.2013

    The competition in PlanetSide 2 is all in good fun, assuming that you consider crushing your opponents in a bid for global dominance to be "good fun." But starting today the game is being ramped up a notch with the World Domination Series pre-season event. It's a contest to see who can actually control the most territory for the longest period, running a weekly competition from now until October 21st. And to the winners go prizes. You might think domination of the world is the prize, but no, the prizes are experience boosters and special decals. How do you win them? You earn more points than the other empires. Fight on the side of the winning empire in a given week to help earn points. A captured small outpost is worth 1 point, a captured large outpost is worth 2 points, a facility is worth 5 points, and a full territory is worth 3 points per hour that it remains under the empire's control. At the end of the week, values will be tallied, and the next week will give everyone a chance to fight it out again.

  • EVE Evolved: Strategic resources for everyone!

    by 
    Brendan Drain
    Brendan Drain
    08.04.2013

    The past four EVE Online expansions have mostly focused on adding small features and overhauling old game mechanics and content that were beginning to show their age. Crucible delivered dozens of small but highly-requested features and gameplay improvements, and Inferno and Retribution continued with overhauls of several aging PvP systems. Even Odyssey contained mostly small features and revamps, its biggest gameplay features being a new hacking minigame and a streamlined scanning interface. It's been several years since EVE has received a truly massive and game-changing feature like wormholes or a sovereignty revamp, but that may all be about to change! CCP recently announced its intention to start reaching for big ideas again, but this time set over a more realistic timeframe. If everything goes according to plan, the next five years could see the introduction of player-built stargates and true deep space colonisation. I wrote about the potential of this concept last week and looked at some of the big features we'd need to make it a reality, but I didn't really delve into my personal favourite idea for a potential future expansion: New strategic resources and player-created deadspace complexes. In this week's EVE Evolved, I look at how strategic resources could be used to get even individual players invested in something worth fighting for, and how player-created deadspace dungeons could be a great way to introduce them.

  • Pathfinder Online never closes a door without opening a PvP window

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.10.2013

    Having a settlement you worked hard to build be under constant attack just isn't fun. Pathfinder Online realizes this, which is why settlements are normally defended by large numbers of respawning NPC guards. Not too many to prevent players from scouting a town or stealing a few things, but enough to make a frontal assault fruitless unless you want your corpses to litter the outskirts of town. If that were always the case, though, attacking a settlement would be pointless. So during a brief window every day, the guard respawn rate decreases, numbers thin, and suddenly the town looks much more vulnerable to attack. A well-developed settlement will still have guards, but a coordinated force will be able to eliminate them... unless players step in to defend the settlement. This also solves the problem of having massive attacks come when no one is awake to know what's happening. Read the full details in the latest development blog on the official site.

  • Sevencore beta registration open, Occupation Wars mechanics detailed

    by 
    Jef Reahard
    Jef Reahard
    07.19.2012

    We've had our eye on Sevencore for a while now. Fortunately we're about to get our hands on it too, thanks to the impending closed beta. Korean free-to-play fantasy imports aren't exactly scarce these days, but this one adds a dash of sci-fi and some nifty mount mechanics into the usual MMO mix. Players can battle across land, sea, and sky as well as fight from the backs of dragons, hover-bikes, and more. Sevencore mounts can also be trained to fight beside their player masters, which makes them more than your typical MMO beasts-of-burden. gPotato has opened up beta registration as of today, so head to the official site and sign on if you'd like a shot at testing on August 9th. Sevencore features three classes (Warrior, Magician, and Gunner), plenty of PvE, and PvP in the form of guild battles called Occupation Wars. gPotato intends for Occupation Wars to be a persistent territory control mechanic, as the victors will set tax rates and item prices for players who enter a region under their dominion. [Source: gPotato press release]

  • Fallen Earth's March state of the game gets territorial

    by 
    Matt Daniel
    Matt Daniel
    03.09.2012

    Another month is upon us, and Fallen Earth is bringing some changes to its Global Territory Control system. While players wait with bated breath for the new features to hit the PTS at the end of the month, GamersFirst has put out a new blog post outlining what players can expect from the next round of updates. We've covered the basics of Global Territory Control previously, so if you want to get up to speed, go on and have a read. Don't worry; we'll wait. Caught up? Good. So what's new this month? The buffs granted by controlling territories have been changed. Now, each town and keep is worth a given number of points. The faction that has the most points will receive a buff that "improves crafting and harvesting speed as well as Random AP, Death Toll, Faction, and Experience gains." Meanwhile, the faction system is getting a revamp that "will see the elimination of shoulder factions." Completing tasks for your faction of choice "will only affect the specific faction you completed it for and its opposite on the faction wheel." This really only scratches the surface of the myriad changes coming to Fallen Earth, so to get the full details just head on over to the game's official site.

  • Fallen Earth lays the foundation for 2012 in its January state of the game address

    by 
    Justin Olivetti
    Justin Olivetti
    01.06.2012

    Senior Game Designer Marie Croall sounded the klaxons and ran up the flag for the wastelanders of Fallen Earth in the latest state of the game address. For her and the team, it's time to shake off the ravages of holidays and get to work on laying the foundation for the game in 2012. Croall says that this month players should expect to get the ability to use bombs in Territory Control, which should change things up somewhat. The Territory Control PvP feature will be significantly expanded in the months afterward as well. Also on tap for the near future are additional mid-level quests, the augmentation system for customizing gear, improving the flow of starter areas, and better rare drops across the board. The art team is excited to move on to giving Haven a facelift much like the work the team did on the recent Embry Crossroads revamp. Perhaps the most intriguing is that Croall hints at a major top-secret project in the works: "This month we're also breaking ground on one of the biggest systems we've ever done. It's still too early to really get into details on but we'll make sure this one was worth waiting for."