Try saying "mega map" 10 times fast! This week's Around the Verse does indeed cover the heck out of Star Citizen's mega map. Lead Gameplay Programmer Rob Johnson says that the intent of the mega map is to eliminate -- or at least reduce -- the annoyance of loading screens.
"We load the Mega Map as we would a standard map. The Mega Map itself is empty, but once the Mega Map is loaded, we actually start to fill the Mega Map with content of various game modes, fire, and object containers. So, we would load the Mega Map, which is empty; load the front end, which is a set of object containers; [and] load the front-end game rules, which tells the game how to work in that game mode. The user would then pick a new game mode to play. At that point we throw away all the object containers. We throw away the game mode, [then] load in the Free Fly game mode and the Dying Star object containers, but we do that via streaming rather than a complete level load, so we are able to shave the vast majority of the load time down to a few seconds rather than long enough to warrant a load screen."
ATV also catches up with the LA studio's work on ship production, multifunction displays, the room system, and the "entity owner manager" -- critical for the persistent experience. Listen up below.
On Tuesday, NCsoft announced that it plans to introduce Statesman, from the long-sunsetted City of Heroes, as a playable character in its MOBA, Master x Master.
Complications ensued, as anyone familiar with the history of MMORPGs can probably imagine.
For this week's Overthinking, I asked our team of writers -- both those who loved CoH and those who never much played it -- what they think about the whole ordeal. Are gamers right to be angry? What exactly is NCsoft thinking? Have we seen the end of any hope of the game being resurrected or sold, or should we infer just the opposite?
Got your tix for EVE Online's
EVE Fanfest 2017? Ready to set aside your in-game enmity and play nice with your fellow gamers for a few days -- or not, depending on what sort of corp you're in? Decided cowering in your house watching streams is the wiser choice?
Good news for you then no matter which way you roll: CCP has released a detailed blog post today laying out the structure of this year's event. Expect the usual round of keynotes, panels, debates, and player presentations, plus beer, a check-in with the Project Discovery scientists, a 2v2 single elimination tourney, more beer, tours for people who got dragged along and want to see Iceland's beauty, and beer. But the best bit looks to be a genuinely cool live-action game called The YC119 Kyonoke Inquest:
That's no moon, it's a space station... that's mining the innards out of that moon.
It is, of course, one of EVE Online's "upwell structures," massive player-built facilities that float about in space and perform useful tasks. As last year's citadels and engineering structures have proved a hit, CCP is now working on a new type of upwell structure, refineries, for its next patch.
"Refineries will be the premiere structure for resource collection and processing, with bonuses to reprocessing and the exclusive ability to fit moon mining and reaction service modules," the studio wrote. "These structures will usher in completely new gameplay for moon mining and reactions, as well as linking into future resource collection gameplay."
Last week we were off to a great start as we listened to the first batch of player-voted favorite MMO themes. As I said then, the results of the voting, in which I asked players to nominate up to 10 of their favorite main themes from online games, were both predictable and surprising. Nostalgia and familiarity obviously play a strong role in many of these votes, but no one was asking for objectivity here!
Today we're going to continue our countdown to the top spot by looking at numbers 18 through 13 of your favorite MMO themes. I think there's a good mix here, perhaps with tunes that I would have placed a little higher, but overall it's gratifying to see each one of these make the list.
Enough jibber-jabber, let's get to it!
announced this afternoon that Star Trek Online
will drop the Reckoning update
on console players next month on April 18th -- that's a pretty quick clip for console players, who just got Agents of Yesterday mid-February
. Heck, PC players only just got Reckoning in January
. What's in it? A brand-new-to-you featured episode, the new crafting school, two Tzenkethi-themed space queues, and the new space battlezone.
"Season 12 – Reckoning centers around the new featured episode, Of Signs and Portents. Captains will join the Lukari on a mission to investigate weaponized use of protomatter in a new region of the Alpha Quadrant. Further evidence leads them to the Tzenkethi, a highly intelligent, militant species who plan on using the deadly substance to build a bomb capable of wiping out entire planets. Teaming up with legendary Klingon General Rodek (voiced by actor Tony Todd), the Alliance must find a way to stop the Tzenkethi from enacting a potentially cataclysmic attack. Season 12 also unlocks expansive new content for players to discover, including the Lukari Restoration Reputation, the new Kits and Modules Research School, a full space battlezone and two new space queues, Gravity Kills and The Tzenkethi Front."
Don't forget there's a double experience bonus event running this weekend!
When it comes to financial reports, there's always one word that every investor wants to see: growth. And for those that read Perfect World's 2016 annual report, that's exactly what they saw.
The international publisher, which operates titles as diverse as Dota 2 (in China) and Star Trek Online as well as other media properties, reported that it had a very good year, raking in 6.1 billion yuan over the course of 2016. Its gaming division was responsible for over two-thirds of this revenue and an impressive 25% growth compared to 2015.
What's interesting here is that while PC game sales remained relatively stable and flat, it was the mobile market that was the driving force behind this increase in Perfect World's income. This means that we can expect to see the company put an even higher priority on developing and publishing mobile titles in the future.
Last week, we covered CCP's
new plan to change EVE Online's
30-day sub currency, PLEX, by effectively breaking it into smaller chunks
and turning it into more of a cash shop currency that's more easily fungible and tradeable.
It was an announcement not without its detractors, as Massively OP's EVE columnist Brendan Drain explained over the weekend: Some players were miffed that PLEX will be transportable without the risk of ship-to-ship movement, while others grumbled about the short-term effect on the market and poor conversion rates for the secondary currency, Aurum, and the lack of conversion for players with fewer than 1000 Aurum. And as is common with such in-game economies, still others are up in arms over apparent market corruption, as it appears that players with insider information began trading ahead of the announcement to manipulate the economy -- as Brendan suggests, likely a CSM (player council) member privy to information ahead of the embargo lift.
Today, CCP posted an update meant to assuage some of the concerns about the new program.
Over the weekend, Cloud Imperium fielded questions from players on some of the more technical elements on display in Star Citizen's last Around the Verse. Turns out that some major DirectX changes are on the horizon.
"Years ago we stated our intention to support DX12, but since the introduction of Vulkan which has the same feature set and performance advantages this seemed a much more logical rendering API to use as it doesn't force our users to upgrade to Windows 10 and opens the door for a single graphics API that could be used on all Windows 7, 8, 10 & Linux," explains Director of Graphics Engineering Ali Brown. "As a result our current intention is to only support Vulkan and eventually drop support for DX11 as this shouldn't effect any of our backers. DX12 would only be considered if we found it gave us a specific and substantial advantage over Vulkan. The API's really aren't that different though, 95% of the work for these APIs is to change the paradigm of the rendering pipeline, which is the same for both APIs."
This week CCP Games
announced that some big changes are on the way for PLEX
in EVE Online
. The PLEX or "30-day Pilot's License EXtension" is a virtual item that represents 30 days of subscription time and can be bought for cash and then sold to other players for in-game ISK. This simple mechanic has proven to be one of the most important innovations in the subscription MMO business model over the years, allowing players with lots of in-game wealth to effectively play for free while permitting cash-rich players to buy in-game currency without funding dodgy farming operations that can disrupt the game world. Dozens of games now support some kind of player-mediated currency roughly like PLEX
The proposed changes are intended to simplify EVE's business model by merging PLEX with the microtransaction currency Aurum. Players will also be able to put their PLEX into invulnerable account-wide PLEX Vaults that are accessible at all times rather than having to move the valuable items manually by ship. There's been significant backlash from the EVE community over the newfound invulnerability of PLEX, plans to delete some microtransaction currency from the game without compensation, and the possibility that someone leaked the announcement to friends early in order to make a profit. So what's the deal with these PLEX changes, and why are some EVE players going nuts over them?
In this edition of EVE Evolved, I look at the upcoming changes to the safety of PLEX, the opportunities that more granular PLEX could have for EVE, and why players are up in arms over plans to delete Aurum from thousands of accounts.
Following what turned out to be an intriguing Ten for the Chairman earlier this week, Cloud Imperium has released a Star Citizen Around the Verse episode that -- our tipster summed it up perfectly -- represents a "decent barometer of where we currently are in Star Citizen." Design Director Todd Papy and Persistent Universe Lead Level Designer Andreas Johansson provide a behind-the-scenes look at the sci-fi MMO's level design, arguing that using traditional level design would have meant their four level designers would need "650 years" to build out the game.
"We do build our locations with a tile set, which is small pieces of walls and corners and doors that we put together into rooms, but this is still not fast enough," Johansson says. "We have to find a quicker way to do this. So, the way we can approach this is to looking into grouping these smaller tile sets into bigger entities, rooms. We have kitchens. We have toilets. We have locker rooms. We have lobbies."
A modular approach using seeds and flowcharts proved necessary, allowing a level designer to theoretically pushed out dozens of space stations every day, although of course the designers have to playtest each to make sure they're logical and consistent -- in other words, to make sure "we don't walk into a room and it's a door into space and everyone has a very bad day."
Last week, I asked the Massively OP readers whether World of Warcraft needed another class (I want the Bard, obviously). But one Facebook fan proposed something different entirely: Why not "retire a few classes" to "keep it fresh?"
I suspect that nearly everyone reading is recoiling in horror at the thought of deleting classes from MMOs, which is exactly why I wanted to stare the concept full in the face to sort out why. MMO developers seem to have few qualms about retooling classes -- your characters -- to be almost unrecognizable from their original versions, applying band-aid after band-aid to make them functional and keep them around. Would it really be so bad to nuke them entirely and start from scratch with something built from the ground up?
Yes, say thousands of Star Wars Galaxies Bio-Engineers and Creature Handlers. I hear you. But what if they'd done it more gracefully and replaced them more immediately with something, as the commenter put it, "fresh," as opposed to nuking them overnight and replacing them with nothing?
Should MMOs ever retire classes? Can you think of acceptable circumstances for such a thing?
announced this morning that it's overhauling PLEX
in EVE Online
. As the currency works now, players buy the 30-day sub token known as PLEX with cash and then either use it or sell it to other players in exchange for in-game currency, isk.
"We really like PLEX because it lets you players in the in-game market decide what trade-offs you want to make between time, isk, and real money," CCP Seagull explains in a new video today. "It also gives us at CCP a type of income that doesn't mess with the integrity of the game design." The overhaul won't impact that philosophy, but here's what is changing:
PLEX will be broken down into smaller chunks; one current PLEX, worth around $15 or 30 days of sub time, will now work out to 500 new PLEX, which is intended to allow players more flexibility in trade and allow CCP to effectively sell smaller sub lengths (although it has not announced its intention to do this) as well as smaller items in the cash shop using PLEX as currency.
Possibly of more interest to non-EVE players is the fact that the new PLEX Vault in the player inventory will allow players to move PLEX without actually putting it in their ships. No more wacky stories about people losing thousands of dollars' worth of PLEX while dragging them in ships across the galaxy!