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Filed under: PvE

Massively's Black Prophecy Q&A: Mission Systems

Filed under: Sci-fi, Game mechanics, Interviews, New titles, PvP, Quests, PvE, Massively Interviews, Black Prophecy


Massively has been following the development of the sci-fi MMO Black Prophecy very closely, and was pleased that the title's developer Reakktor Media wanted to do a series of focused Q&As with us on several aspects of the game. Our last such Q&A started at the beginning with character creation, but in our second installment of the Black Prophecy interview series we discussed the game's mission design. To that end, we posed some questions to Lorenz Dames, the Lead Game Designer on Black Prophecy.

Lorenz explained a great deal about how Reakktor is approaching solo content vs. group-oriented gameplay. He also told us how Reakktor Media is merging the completion of mission objectives with dogfighting your fellow players through PvP missions, where other players will try to counter your efforts to complete goals. Our interview should provide Black Prophecy fans with a solid overview of the game's mission design, which will be an essential aspect of the sci-fi MMO's gameplay.

Planet Risk podcast explains tactics for EVE's high level wormholes

Filed under: Sci-fi, Podcasts, EVE Online, Game mechanics, Tips and tricks, PvE

The EVE Online-focused Planet Risk Show returned this week after a planned holiday hiatus. For those who've never heard of Planet Risk, it's a live weekly Split Infinity Radio program that's also released as a podcast. Planet Risk differs from most EVE podcasts in that it's largely focused on wormhole colonization, which only became possible after the Apocrypha expansion was released, allowing players to pull back the curtain of known space and head into uncharted expanses. Hosts Luminus Aardokay and Quivering Palm spend most of their EVE time in wormhole space, so they're fast becoming experts on the subject. Indeed, they broadcast The Planet Risk Show from within their colonized wormhole system, which is a rather unique one in the game.

Their home is one of the most hostile types of wormholes in New Eden -- a Class 6 -- where the Sleeper NPCs are especially deadly. The ship setups and tactics used against the Sleepers in such a solar system differ greatly from how it's done in lower class wormholes. They explain some of the tricks that allow them to overcome the Sleepers in their Class 6 wormhole this week in Episode 13 -- right around the 1 hour 11 second mark. It's a good listen, particularly as there isn't a great deal of information available on such high level encounters in the game.

Anti-Aliased: Leadership tips from a former roleplaying raid officer

Filed under: Culture, Tips and tricks, PvE, Opinion, Anti-Aliased

"Roleplaying" and "raid" both in the same sentence? Blasphemy! Yet, that was my position back in World of Warcraft, and I certainly roleplayed while participating in PvP and massive PvE (almost akin to raids) in The Matrix Online before its demise. Before all of that, I was a roleplaying guild leader in Final Fantasy XI and Phantasy Star Online, so I've been around guilds for a long, long time.

If there has been any constant throughout my long string of positions as guild leader, linkshell leader, faction leader, and raid officer it has been thus -- leadership is tough. Sure you can surround yourself with raid guides, memorize every battle perfectly, and be wearing the most epic of epic gear, but if you don't learn how to work with others then you're most likely doomed to fail.

Raiding and multi-man content means working as a team, and that means someone's got to step up to the plate to take the reins. Leading a group or raid isn't easy, but I can tell you that it's well, well worth it. To that end, if you're just starting out on the path of leadership or are looking for a few tips to help out your raiding group, I think I might have some advice for you guys.

(Editor's Note: Sorry about the glitch! Part 2 is now available!)

EVE Evolved: When social and market values collide

Filed under: Sci-fi, EVE Online, Culture, Economy, PvP, Endgame, PvE, Academic, EVE Evolved

Research into the social sciences suggests that people interact with each other in two separate modes. One mode is governed by primarily social influences and the other by basic market forces. Which one we choose in any given interaction has a profound impact on the way we interact with each other. Perhaps nowhere in the gaming world are these forces played out as strongly as in EVE Online, with its lack of economic regulation and tight-knit social structures. EVE players routinely form social relationships with other pilots, their corporation leaders and corpmates. On the flip-side, we interact with hundreds of players we don't know using more selfish market-driven rules as we trade, haggle over prices or even just buy something from the market. But how do these two types of player-to-player interaction coexist in the same universe and what problems can arise when they collide?

In this complex and in-depth article, I examine the relationships we form with other players, why they're important and what can happen when we inadvertently cross the line from an implied social contract to a market-based business one.

EverQuest II goes down The Hole

Filed under: At a glance, Fantasy, EverQuest II, Game mechanics, Interviews, Lore, PvE

Ahhh, The Hole. Fond memories of losing our corpses in this zone, there are. Well, the infamous dungeon with the name of an adult movie is back and better than ever in EverQuest II, as the former city of Paineel will be re-introduced in the new Sentinel's Fate expansion pack.

The ancient city of Paineel is coming with a brand new swath of content, featuring over 30 bosses and 80 quests in the contested open world version of the city, as well as 3 new instanced areas for groups level 85+ to conquer.

The EverQuest II main site has just posted their interviews with Timetraveller and Gninja, two of the developers who worked hard on putting together the contested and instanced versions of The Hole. The interview covers their perspectives and thoughts in breathing new life into this old EverQuest area, and how the new fallen city will lure in the many adventurers of EverQuest II.

EVE Evolved: Five interesting combat tactics

Filed under: Sci-fi, EVE Online, Game mechanics, PvP, Tips and tricks, PvE, EVE Evolved

Although EVE Online's combat isn't twitch-based, the outcome is often swayed by strong tactical and strategic influences. Whether you're running missions, battling Sleeper AI in a wormhole site or engaging other players in PvP, chances are you've pulled off a few fancy tactical maneuvers. Over the years, we learn these little tricks and teach them to each other. From mundane ways to avoid damage from NPCs to the cat and mouse games we play with other players, tactical maneuvers are a big part of EVE's gameplay. In this short article, I look at a few of the tips and tactics players use to gain an edge in combat.

Angular velocity:
If you've ever used a turret-based ship and found yourself missing enemies a lot, there are a few tricks you can do to even the score. Open the overview settings menu and under "column" select "Angular Velocity". This shows the transverse velocity of enemy ships relative to your own in radians per second, which is the same measurement your turret tracking score uses. By checking the show-info pane on your guns, you can look up the maximum tracking speed of your guns. Ships with an angular velocity greater than your turret's tracking speed will be practically impossible to hit so having this information on-hand means you can avoid picking targets that will just waste your time and ammo. Another useful trick to do is to match your course and speed as closely as you can with an enemy ship rather than just approaching it. This will decrease their angular velocity relative to your ship, allowing you to hit some fast ships you otherwise wouldn't be able to.

Skip past the cut for four more interesting tactics and tips. Do you have a particularly useful tip or a clever tactical maneuver you use a lot? Leave a comment and let us know what it is.

EVE Evolved: Research: Five top tips

Filed under: Sci-fi, EVE Online, Economy, Guides, Crafting, Professions, Making money, Tips and tricks, PvE, Opinion, EVE Evolved

In the past three weeks, I've covered the ins and outs of research in EVE Online, from Tech 1 blueprints and the Tech 2 invention system to Tech 3 and reverse engineering. In my nearly six years of playing EVE, I've delved into every traditional profession and picked up some valuable tips and insights on each one. Having been involved in every aspect of the Tech 1, 2 and 3 industries, I've built up a fairly complete picture of how the research portion of any industry interacts with its production lines. In this final part to the EVE Evolved guide to research, I give five top tips that I consider invaluable for anyone getting into research and industry.

#5 - Chasing profit:
To keep your profit margins high in any business, you'll need to adjust your choice of products frequently to keep up with what's recently profitable. The most important tool you'll ever have in any industry is a spreadsheet or application to calculate build costs for you. By updating the prices on your spreadsheet regularly, you can quickly spot which items are profitable to build and stay ahead of the curve. This is important because in some areas, like the market for Tech 2 modules, it can take as little as a week for an item to go from high profit to making a loss. In EVE's highly competitive markets, it's the most agile players able to stay on top of market trends who make the most ISK. There are several freely available applications and websites that can help with practically every industry but I've always found it useful to make my own spreadsheets.

Skip past the cut for four other invaluable tips on reverse engineering chances, invention profit margins, predicting trends and more.

Free Realms: Evil snowmen are here to stay

Filed under: PvE, Free-to-play, Free Realms, Kids

Snowmen in the Snowhill area of Free Realms are nothing new, but lately they're a little different. While they've got the basics of snowman fashion down -- top hat, scarf, sticks for arms -- these days they don't look quite as jolly and friendly as one would expect a snowman to look.

They got a bit aggressive during the holidays, and began attacking adventurers on sight, providing a fun new challenge for Free Realms players. It seems to have been a hit with players, and it looks like their feisty new attitude is here to stay. A note on the Free Realms site yesterday informed players "No one knows who made the snowmen or who cast the magic spell that animated them, but they are here to stay."

So if you enjoyed duking it out with the snowmen, and think you'll want some frosty cool hunting grounds in the summer months, Snowhill might just be your new favorite place!

EVE Evolved: Research: Reverse Engineering and Tech 3

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Guides, Crafting, Professions, Making money, Tips and tricks, PvE, EVE Evolved

In the first two parts of this guide to Research in EVE Online, I covered the basics of Tech 1 blueprint research and the "Invention" system that allows players to make their own Tech 2 blueprint copies. The reverse engineering process used to make Tech 3 blueprints is a lot like invention except with a new set of materials, equipment and skills. Though the process used to create it will be familiar to inventors, the end product is a strange beast. Unlike Tech 2, Tech 3 isn't just a straight improvement over lower tech levels and doesn't use Tech 1 or 2 as a base. Instead, it's an entirely new technology used to make custom, modular ships. At the moment, the only Tech 3 products we have are the modular "Strategic Cruiser" class but more is planned for future patches. Tech 3 frigates are rumoured to be next on the development table and it's entirely possible that we'll see strange new Tech 3 modules thrown into the mix too at some point.

In today's part of this bumper guide to research, I look into EVE's newest addition to the researcher's repertoire as I examine Tech 3 and "Reverse Engineering". I'll look at how it all fits together to make a finished product, what's required to get involved and best practices for staying profitable in what has become a very competitive marketplace.

Changes and improvements to Epic Mission Arcs in EVE Online

Filed under: Sci-fi, EVE Online, Expansions, Game mechanics, PvE

When EVE Online players think of what's changed in the game with the recent Dominion expansion release, the game's PvE content may not be the first thing that comes to mind. (Although Dominion introduced Epic Mission Arcs -- branching storylines -- for both the Guristas and Angel Cartel pirate factions.) The Atlanta-based content team at CCP Games has put a lot of work into Epic Mission Arcs for this expansion, though, which is the subject of the latest EVE dev blog. Developer CCP Big Dumb Object walks readers through the changes in game mechanics with the Epic Arcs and gives a breakdown of their adjusted rewards (plus the introduction of faction standings rewards), while paying homage to Led Zeppelin throughout the blog.

New mission content is also beginning to reflect how player actions in factional warfare affect the game's setting, specifically the Caldari militia's overwhelming victory over the Gallente. CCP Big Dumb Object mentions two new Gallente storyline missions, adding that "each mission stems from the past year's Faction Warfare results, Heth's resultant sale of key Gallente systems to the Caldari megacorps, and the Federation's reaction."

EVE Evolved: Research: Invention and Tech 2

Filed under: Sci-fi, EVE Online, Game mechanics, Guides, Crafting, Professions, Making money, PvE, EVE Evolved

In last week's first part to this multi-part guide to research in EVE Online, I covered the basics of Tech 1 blueprint research. Tech 2 blueprints are an entirely different animal and the way players get their hands on them has changed vastly over the years. The first system put in place was an agent-based lottery system. Players would set up research contracts with the various NPC R&D agents in EVE, who would then generate a certain number of research points per day. Whenever new Tech 2 items were released into the game, original blueprints were passed out via these agents.

Each research point you had became a ticket in an on-going lottery and the prize was essentially a license to print money. After many player-run cartels, rampant price gouging and one incident of developer misconduct, CCP replaced the blueprint lottery with the "Invention" system. Although the invention system contains no way to get an original Tech 2 blueprint, it does allow players to upgrade Tech 1 blueprint copies into limited-run Tech 2 versions.

In this second part of my guide to research in EVE, I look into Tech 2 blueprints. I delve into the invention system, explain how to make your own Tech 2 blueprints and look at all the variables that could help you get an edge in a competitive marketplace.

Turbine releases new Siege of Mirkwood screenshots

Filed under: Fantasy, Screenshots, Lord of the Rings Online, News items, PvE

The new Lord of the Rings Online expansion, Siege of Mirkwood, has players enjoying a wealth of new content and improved mechanics, and with some ramped-up hardware on the way things are bound to get even better.

Tower raids are a part of Mirkwood that players have been enjoying, and how could they not? Attacking the tower, taking on Sauron's minions, and fighting a dragon -- what's not to love? Today Turbine released six new screenshots from a tower raid, and as usual they are gorgeous, giving a very nice overall look at the scenery both inside and out.

Lord of the Rings Online has got a lot going on over the next two weeks, but if you can tear yourself away from the beer fights for a bit, these screenshots should provide some incentive to check out a new area in Mirkwood (if you haven't already). Follow along after the jump for a look.

Anti-Aliased: Rogue rage

Filed under: Game mechanics, MMO industry, PvE, Opinion, Roleplaying, Anti-Aliased

There's always a rogue. Doesn't matter what setting you're really dealing with either. Medieval times? Rogues. Renaissance? Professional rogues. Great Depression? Organized crime. Modern day? Thieves. Sci-fi? Assassins. It's the one job that follows you no matter where you go.

Yet, I don't think we utilize our fine shadowy friends well. No, let me say it even stronger, we've sidestepped our shadowsteppers. Rogues use to be more than backstabbers and cutpurses, but since the traditional MMORPG model has taken over, our rogues have taken steps backwards.

No guys, this isn't just some rant thread about how the rogue classes needs uber l33t buffs. This is about how the class plays at its very core across all games. This is about taking advantage of a class's passive abilities and how just a few new tricks of the trade can aid social gameplay for everyone.

EVE Evolved: Research: Tech 1 blueprints

Filed under: Sci-fi, EVE Online, Game mechanics, Guides, Crafting, Professions, Making money, PvE, EVE Evolved

While it's most often lauded for its PvP, not everything in EVE Online is about shooting people. Research and manufacturing are two of EVE's most popular PvE professions because of the small time commitments they require. A lot of things in EVE are built from blueprints and through research, you can be one of the people supplying those blueprints. Whether you want to improve your own blueprints to increase manufacturing profit margins or make blueprint copies for sale, it's worth looking into doing your own research. Jobs can be set up to run for days on end, taking you as little as a few minutes per week to manage. This can augment your income from active sources like mining, trading or mission-running.

In this article, I look at the basics of tech 1 blueprint research, the skills required to make the most of your time and how you could run your own research labs in the relative safety of high security space.

New skirmish screenshots from Lord of the Rings Online

Filed under: Fantasy, Screenshots, Lord of the Rings Online, Expansions, PvE

Lord of the Rings Online: Siege of Mirkwood went live December first, just one week ago. One of the most highly-anticipated features in Siege of Mirkwood was the new skirmish system. Skirmishes are scalable, randomized instances that you and your party can enter after setting a few parameters such as the desired level. They're designed to be relatively brief and fit easily into gameplay time, as well as keeping things interesting with the random elements. As with any ambitious new project, the skirmish system has the normal allotment of bugs here and there, but Turbine seems to be on top of them, and overall player response has been very positive.

Today, Turbine released a new series of screenshots from the skirmish system in Siege of Mirkwood. The screenshots offer a sneak peek at several different foes you may encounter, as well as some familiar backgrounds. Enjoy them in the gallery after the jump, and if you haven't already, you can learn more about the skirmish system here.

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