Landmark’s huge hotfix supplements storytelling, adds save feature

    
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Landmark is still gearing up for launch, and last weekend’s hotfix was was pretty huge. Storytelling received some significant attention: Not only are story nodes smarter and easier to use, but a new reset node, a new “activate everything” event, and a new story-saving feature were introduced. The save feature will allow builders to resume their work wherever they left off when editing, regardless of what state players participating in the story left it in. The reset, on the other hand, lets the builder ensure that visiting players will get to experience the story fresh from the beginning by restoring the saved state of all props and creatures.

Additionally, there’s a new (harmless) training dummy prop that will beat on you, and builders with full permissions can now switch between play and edit modes on a friend’s build site. And let’s not overlook one super welcome fix: The prompt to interact with items will no longer appear unless creatures or items have active interaction links on them!

The changes don’t stop with storytelling! Props, building, Chaos Caverns, the UI, the Marketplace and Gallery, and goals also received attention. Read up on all the changes and fixes in the patch notes.

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MyNameIsIllegal
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MyNameIsIllegal

EQ Next or bust.

mysecretid
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mysecretid

carsont 
Part of me wonders if someone at Daybreak believes they can “crowdsource” Landmark into becoming some sort of ersatz EverQuest Next? “Give them enough tools and features over time, and they’ll effectively make the next EverQuest for us”?
I’m not saying I’m convinced that this is what’s happening — and I’m certainly not convinced it would succeed if it were happening — but it does cross my mind when I read articles like this one.

carsont
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carsont

What’s the point? I mean that in a genuine, sincere way not a baiting/trolling kind of way. You can make your… Stuff and then what?
Is it just the joy of making a structure, or is there more gameplay to it. I did try it long, LONG ago right when it first became available to others (in late alpha and early beta) and didn’t “get” it. I’ve never tried MineCraft either though – is this sort of the same thing conceptually?
The only time I’ve really commented on Landmark is when I’ve kind of ranted about EQ Next which seems silly/pointless now so I figured, since it’s here to stay, I’d ask about the basic premise. Thanks!

MJ Guthrie
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MJ Guthrie

Damonvile awwwww =(

Damonvile
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Damonvile

The word huge has been forever ruined for me. I can’t see it and not think….

yukonsam01
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yukonsam01

It looks like Landmark is shaping up to be a decent set of content creation tools. That’s actually very, very cool. But without the framework of a coherent virtual world to provide context, it’s creators creating for other creators. There’s nothing wrong with that, but it’s a very specific niche.
If Daybreak were seriously committed to this orphan title (and there’s not indication that they are), they might start by tossing out the current claim and island system and giving each person an island or multiple islands that they can customize to their own requirements and use to build not a single encounter or dungeon but an entire campaign or even world, retaining the current set-up as a nexus hub between different planes of reality. Allow teams of creators to link up their holdings, and you’ve got the foundation for a meta-game that could really revolutionize the industry.
Prospects of something like that actually happening: dismal. But maybe somebody else will see the potential and pick up on it.

MrPoolaty
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MrPoolaty

The shell of an unfun game just doesn’t seem fun!

DrZaius
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DrZaius

I just started messing with this game again – on the extreme end of casually – not too shabby.  I can play it now at a decent frame rate, but then again, I also just did a full overhaul on the nerdbox so I’m not quite sure if it was technical improvements to the game or not.