Skip to Content

Filed under: Dev Diaries

EVE Insider gets into the nitty gritty of the new ally system

Filed under: Sci-fi, EVE Online, Game mechanics, News items, Dev Diaries, Sandbox

Evil Pair of Ducks v. Pair of Ducks: FIGHT
In a never-ending effort to facilitate the spread of war and destruction, the good folks at CCP have cooked up an Ally System for EVE Online's upcoming Inferno expansion -- a system that will enable players to put their services on hire or find a buddy to join them in a war. In a dev diary update today, the system was brought out into the light and displayed in detail.

Wars you're engaged in will show up in the Our Wars tab (under the Wars tab, under the Corporation tab in your Neocom), as will any wars that you're an ally in. If you're a CEO or Director, you can list yourself as Open For Allies and decide whether or not to accept offers for help -- which you should expect, naturally, to come at a price. Negotiation of prices can be carried out through normal communication channels, as the current UI allows you only to accept or decline the offer.

If trouble hasn't found you and you want to spice things up, the All Wars tab is the place for you: It's a list of, well, all active wars, with information like who's asking for an ally and wars with one or more allies. By default, the list shows the 50 most recent wars, but it's also searchable by corporation/alliance. There's an "Assitance requests only" box that you can check to speed up the sword-selling process. Once you've made an offer, possibly done some negotiating, and been accepted, you'll be counted as an ally, although you'll have to wait 24 hours to start fighting.

The purpose of this system is to give more options to defenders, introduce some risk for attackers, and provide ways for mercenaries to support themselves. There's a whole list of extra rules and explanation over on the blog proper, so be sure to check it out.

New DDO Menace of the Underdark video profiles Druid class

Filed under: Betas, Fantasy, Video, Dungeons and Dragons Online, Classes, Expansions, Game mechanics, MMO industry, News items, Free-to-play, Dev Diaries

Dungeons and Dragons Online - Druid wolf form
Turbine continues its Menace of the Underdark info blitz this morning with a new video centering on Dungeons and Dragons Online's maiden expansion. If you've been hiding in a troll cave for the last month, you may not be aware that the devs are taking players from Eberron to the Forgotten Realms starting on June 25th.

There's also a new Druid class, which is the focus of today's dev diary clip. Executive producer Fernando Paiz calls the Druid the single most requested feature by the DDO playerbase over the last six years. Click past the cut to learn more about the class and see if it measures up to your expectations.

[Source: Turbine press release]

WildStar Thursday brings the Metal Maw action

Filed under: Sci-fi, Video, News items, Dev Diaries, WildStar

WildStar Metal Maw
Metal Maw, the brain child of a live drawing session conceived at last year's Gamescom, is featured once again in this week's WildStar "Wednesday" -- and this time he's not just some concept art or a 3-D model but a fully animated death-bringer! Along with a test video featuring the big guy in action, this week's blog post has some information about the team's considerations in bringing him to life.

This destructive blue hulk is designed for about 15 level 6 players to fight at once and should give them about a three-minute battle. His abilities are designed so that things get steadily more interesting as the fight progresses. Now that the team's happy with the way he fights, Metal Maw's been put in a crate and shipped on over to the animation and effects team to get his final beauty polish before being totally ready for players in-game.

Skip below the cut to see the big guy in action!

World of Warplanes video diary details classes, roles

Filed under: Betas, Historical, Video, Classes, Game mechanics, MMO industry, New titles, News items, War, Free-to-play, Dev Diaries, World of Warplanes

World of Warplanes - dev diary title screen
Looking for the latest World of Warplanes news? Wargaming.net has you covered with part two of its developer diary video series.

The clip introduces us to some of the dev personalities working on the game as well as the three main aircraft classes (fighters, heavy fighters, and ground attack planes). "Fighters top the food chain," according to historical consultant Yuri Pasholok. "They are the most widespread, versatile, and -- pound for pound -- the deadliest class in the game."

In comparison, ground attack birds are "slow, clumsy, and very heavy." Pasholok says, "To imagine what flying a ground attack plane is like, think of flying a tank." Why would you want to fly a tank? Well, for the ridiculous amounts of destructive firepower, of course. Finally, heavy fighters are something of a middle ground between the previous two classes. They can take a beating better than their light fighter counterparts, but their main objective is defense and interception. Click past the cut to view the full video, and be sure to check out The Firing Line this Friday for an exclusive World of Warplanes producer interview.

TERA prepares for political machinations

Filed under: Fantasy, Events, in-game, News items, TERA, Dev Diaries

TERA
If you've thought that a bit of political campaigning and intrigue was all that was missing from your complete enjoyment of TERA, have we got good news for you. It's almost time for the vanarch election wheel to start a-turnin', so start polishing your speeches!

Players elected to the vanarch position will reign for three weeks over their province. Vanarchs get to turn their whimsy into mandate by setting and collecting taxes and choosing which specialty shops to open up. They'll also be accruing fame (or infamy) for themselves and their guilds. Of course, not just anyone is worthy to rule o'er the masses: In order to be eligible, candidates must be the leader of a level three guild with at least 20 members, must have reached at least level 50 on their character, and must pay a fee of 3,000 gold and 100 Catharnach Awards.

Sound like you? Registration for vanarch candidates opens up on Friday, May 18th, at 9:00 p.m. EDT and runs 'til Friday, May 25th, at 9:00 p.m. EDT. After registration week comes a week of voting, and then three weeks of sweet, sweet power. Registration for the following reign opens up in the second week of the on-going vanarch's office, so if you're interested in getting to the top and staying there, you don't have a lot of time to rest on your laurels.

If the mantle of power isn't made for your shoulders but you still want to flex your political muscle, be sure to vote! Each game account gets one vote per continent on a given server. Are your fingers itching for a ballot? Next week TERA's game guide will be updated with some more juicy details on the political system. Knowledge, after all, is power.

The Firing Line: 16th century fragging edition

Filed under: Betas, Fantasy, Sci-fi, Trailers, Video, Classes, Game mechanics, MMO industry, Patches, News items, Free-to-play, MMOFPS, Dev Diaries, The Firing Line

Image
What do War Thunder, World of Warplanes, Leonardo da Vinci, and Tribes: Ascend have in common? Not a whole lot aside from their respective appearances in this week's edition of The Firing Line.

Won't you join me after the cut for a rundown on some recent and notable online shooter news? If you're feeling particularly ornery, you can point and laugh at the fact that I'm still not in the War Thunder beta.

Fallen Earth trimming up the game experience for new players

Filed under: Sci-fi, Fallen Earth, Culture, Game mechanics, News items, Free-to-play, Post-Apocalyptic, Dev Diaries

Bit of a fixer-upper.
Fallen Earth isn't a cumbersome game, but it can be hard to approach at first. The game has a lot of complicated systems playing off one another, and as a result, trying to jump in can leave a new player confused about what to do next. Luckily, the development team is well aware of the problem, and a recent development blog outlines the steps being taken in the next patch to help streamline and improve the experience for new players.

The change that will have the biggest impact on everyone in the game will be the consolidation of several gear slots, meaning that players will no longer have to scrounge for corresponding pieces when starting out. The addition of sector chat and a beacon leading toward the nearest garage will help players find others and receive aid as needed. And the team is looking ahead to future improvements as well, all in the hopes that your first moments in Fallen Earth are fun enough to convince you to stay.

WildStar Wednesday discusses quality of life

Filed under: Sci-fi, Game mechanics, News items, Dev Diaries, WildStar

WildStar
Mobility is key when you're adventuring on an exciting frontier planet. Taking this to heart, WildStar developer Carbine Studios is building in some quality of life improvements to speed Settlers along their way.

All players traveling on roads in WildStar will benefit from a speed boost, whether they're on a noble steed or going afoot. Executive Producer Jeremy Gaffney mentions that, more than just cutting down on travel time, this allows developers to plan on players running into each other as they travel through the world as well as aiding in the design of exploration-driven content and proper timing of encounters. If players are really gung-ho about speed and being (profitable) good Samaritans, they'll have opportunities to add new taxi points to remote areas, pitch a vendor stall to sell mounts to lowbies, and set up speed-boosting machines at outposts, among other player-driven additions. Hopefully, this means that the more folks are in an area, the more luxuries are available -- or you can be the pilgrim running out into the wilds to spur on the advance of civilization.

Speaking of running out into the wilds, we know no one likes doing that only to get called in 15 minutes later to pick up a new quest. Players' communicators are a big part of the accessibility of the world in WildStar. Many quests can be picked up and turned in via comm call, freeing players from the drudgery of having to actually track people down. To sum up, Gaffney listed the goals of this design approach. "Focus on the fun parts of the game. Eliminate tedium. Keep the challenge in there for advanced gamers. Overall, let you play the way you want to play."

LotRO's Fornost 'joining the modern MMO world'

Filed under: Fantasy, Lord of the Rings Online, Patches, Previews, Free-to-play, Dev Diaries, Dungeons

LotRO
"Fornost was designed and built in a different era of MMO," Turbine's devs said about the newly revised dungeon. "It is time for Fornost to join the modern MMO world." With Fornost slated for a massive overhaul with Update 7, the team posted a developer diary to explain the history of the instance and its hopeful future.

The third instance ever created for Lord of the Rings Online will be chopped up from its current super-long state to four manageable dungeons. The devs said that it was designed from an EverQuest mindset of long dungeon crawls, but so much has changed over time and most players no longer have the time or effort to conquer it.

With Update 7, Fornost will turn into four element-themed six-person dungeons. Each of these dungeons should take well less than an hour to complete and scale from level 30 to 75 with two tiers of difficulty. The team's reworked positioning, bosses, and quests to reflect the upgraded experience. For those who might miss the old Fornost, the team says that playing all four instances back-to-back will replicate the grand tour that it used to be.

Mike O'Brien: Guild Wars 2's beta weekend 'overwhelming'

Filed under: Betas, Fantasy, Guild Wars 2, Dev Diaries

Mike O'Brien
Mike O'Brien said that the result of Guild Wars 2's initial public beta weekend was "overwhelming in more ways than one." ArenaNet's president took the time to write up a short blog post reflecting on the outcome of the past beta weekend and the reasoning behind this coming Monday's surprise stress test.

According to O'Brien, while the feedback from the event was quite positive, the team had to struggle with unexpected demand for the game. Even after the management temporarily turned off the ability for players' ability to pre-purchase the title through ArenaNet, the game's 48 servers couldn't contain the influx of testers and beta tourists.

It wasn't just a PR stunt, however. "This was definitely a real beta, designed to find problems, gather player input, and learn what work still needs to be done before we ship the game," O'Brien stated.

The team is anticipating a bigger crowd with the next beta weekend, which is why it's running a seven-hour stress test on May 14th to test new changes.

TERA writer discusses the labor of love behind game writing

Filed under: Fantasy, Lore, MMO industry, News items, TERA, Dev Diaries

You always hurt the ones you love, but it's usually not with a battleaxe.
There's a conception among some gamers that working with video games for a living entails more "video games" than "working." A new development diary by TERA's writing team manager David Noonan is quick to disabuse readers of that notion. He does see the job as a labor of love, but he also freely admits that every day brings the question of how much time will be "love" and how much time will be plain old "labor."

Noonan explains the way that he and his team look at bug reports relating to their department. Sometimes, the only thing that needs to be changed is a simple typo; other times, the dialogue of an entire quest chain will need to be rewritten from the start. But that doesn't negate the joy of filling in a story and creating a world, from the major quests down to the item names. If you have an interest in TERA's writing, game writing in general, or both, Noonan has some interesting insights to share.

[Thanks to Mike for the tip!]

Lord of the Rings Online explains Moria revamp

Filed under: Fantasy, Lord of the Rings Online, Patches, Previews, Free-to-play, Dev Diaries

LotRO
Since the word came down recently that Turbine is revamping much of Lord of the Rings Online's Moria, players have been buzzing about the merits and scope of such a project. Content Developer Lauren Salk posted an article on the official site explaining the reasoning behind the decision as well as the specific changes involved.

Salk said that Turbine wanted to respond to player complaints about the difficulty and pace of Moria's leveling experience. She admits that the quests did not always lead to the best places and resulted in a frustrating stint underground instead of an amazing journey. Salk confessed that the zone even frustrated her mother, who never made it all the way through.

With Update 7, LotRO will update half of Moria, while the latter half will come later on down the road. In addition to a smoother quest flow, additional quests, and an easier difficulty level, Turbine's adding tasks for all to enjoy.

Travel through Moria will become more pleasant, as the lighting will be adjusted, additional stable routes added, monsters moved out of the major pathways, and a no-reputation goat made available from the start.

WildStar to support and encourage addons

Filed under: Betas, Sci-fi, Game mechanics, Previews, Dev Diaries, WildStar

WildStar
While some fledgling MMOs may act coy or hesitant about including user-created addons for their game, WildStar is going the opposite route and embracing them full-on. Lead Client Engineer Jon Wiesman penned a dev blog explaining why Carbine is enthusiastically supporting addons for the game from launch.

Wiesman previously worked at EverQuest's Verant and is currently the driving force behind WildStar's UI engine. He reports that not only will players be able to change the look and layout of the UI from the get-go, but WildStar will support Lua to allow for addons and mods.

He assures potential players that creating such addons won't be a frustrating experience devoid of proper instruction and support: "If you can program at all, I promise you'll be able to make an addon for our game. Our commitment is to make sure the process is documented, clear, and accessible. Promise."

[Thanks to Bill for the tip!]

The Repopulation lets players customize outfits to their hearts' content

Filed under: Betas, Sci-fi, Video, Game mechanics, Previews, Dev Diaries, Sandbox

The Repopulation
As The Repopulation is free from conventional MMO leveling and hews to skill-based progression instead, dealing with player gear is substantially more difficult than it would be otherwise. The team posted a five-minute dev video explaining how items, repair, and what it calls "fittings" work in the game.

The long and the short of The Repopulation's gear system is that players will be able to pick the outfit (or "shells") that they like the best visually and then equip the stats they want on it. This is done through fittings, which is similar to socket systems found in other MMOs.

As outfits take damage, the conditions of the fittings can and do degrade, reducing the stats associated with it. If it gets too bad, the fittings will either need to be repaired or replaced.

You can check out The Repopulation's gear system after the break. The team is currently accepting signups for June's alpha testing.

[Thanks to Halldorr and J.C. for the tip!]

DUST 514 dev blog outlines dynamic battlefield mechanics

Filed under: Betas, Sci-fi, Game mechanics, MMO industry, New titles, News items, Free-to-play, DUST 514, Dev Diaries, Sandbox

DUST 514 - Battlefield long shot
Most FPS titles feature static mission areas, says CCP's CmdrWang. Over time, players memorize layouts, spawn locations, and objectives because nothing ever changes. Not so in DUST 514, the upcoming EVE Online-based MMOFPS.

CCP is bringing its sci-fi sandbox design chops to the shooter space, and the company has broken down its dynamic battlefield concept in a new DUST dev blog. Each DUST planet will be divided into separate districts, which are basically large territories that contain resources and infrastructure needed to control the world. While planetary landscapes remain static, these districts can vary quite a bit from one deployment to the next based on what has happened in previous engagements and based on player placement decisions in regard to battlefield equipment.

Memorizing the maps won't give you a huge advantage, CmdrWang says, because you may find a new choke point or structure clogging up your previous short-cut. Read more about DUST's emergent battlefield play at the official PlayStation blog.

Massively Features

Events Calendar

Name Date
Cataclysm Launch
Dec 7, 2010
DCUO Launch
Early 2011

Massively Staff

Name Title
Shawn Schuster
Editor-in-Chief
Brianna Royce
Senior Editor
Rubi Bayer Community Manager
Brendan Drain Contributing Editor
Eliot Lefebvre Contributing Editor
Jef Reahard Contributing Editor
Justin Olivetti Contributing Editor
Krystalle Voecks Contributing Editor
Larry Everett Contributing Editor
Beau Hindman Columnist
Edward Marshall Columnist
Greg Waller Columnist
Jeremy Stratton Columnist
Karen Bryan Columnist
MJ Guthrie Columnist
Patrick Mackey Columnist
Ryan Greene Columnist
Lisa Poisso Columnist
More about the Massively staff

Massively Podcast

New episodes every Tuesday. Now playing:
Episode 123, for Wednesday, November 10th, 2010.



Archive | RSS | iTunes | Zune

Featured Galleries

One Shots
CMA: City of Heroes
The Secret World - Press Beta (Templars)
Aion housing
Aion: Ascension
TERA PAX 2012
Neverwinter
LotRO - Update 6: Shores of the Great River
APB Reloaded new SWAT gear