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Permalink | 3 commentsA few weeks back I discussed my feelings about Landmark and how the impression of a slow lack of progression was a bit of a turnoff. This week, I’m happy to note more information made available on the Landmark forums that points to their general plan of action for the next few months.
You can check out the whole roadmap on the forums, but I’d like to single out my favorite bits from the information presented, noting their planned implementation date as well as what users should expect.
Quality of Gaming Life Implementations
Set for the week of October 15, we have the keybinding polish. Tis is what you expect to be standard in most online games these days: the ability to choose what button does which action. Landmark is working towards ensuring we get that capability sooner rather than later.
Set for the week of October 29 is the arrival of a notification system, meant particularly to inform players of what’s happening during combat. Good to have ahead of any combat-related updates, for sure.
In-game voice chat (Vivox VoIP) is slated for the week of November 12, and should make building grand structures with friends a more easily-coordinated effort without requiring third party programs for voice chatting.
Item comparisons will be made available on the week of November 26. This will allow you to check the stats on items in your inventory versus what you’ve got on your person.
Builder Goodies
The ability to destroy props is slated for the week of October 15, though may be pushed to the week of October 29 instead. This should allow you to finally destroy anything when you want to.
The same week will also see free storage being made available for templates accepted into Player Studio or winners of competitions.
October 29 will bring modal building tools into the game. As Smokejumper describes it on the forums, once you’re ready to use a tool, “modal interfaces are created to show you all power shortcuts, as well as allowing you to interact directly.”
Refining will come on the week of Novermber 12, and is meant to allow users to mass produce ingots, boards, and other refined materials without needing to stay in front of the crafting table. The refining capability is meant to help enable additional features for later on.
Most importantly, caves are scheduled to arrive on December 10, which should mean more interesting crafting and gathering shenanigans for many players.
A Bit of Combat
Graveyards will go live presumbaly on the week of October 29, giving you a proper place to spawn if you die.
Exceptional Items are slated for the week of November 12, with Smokejumper noting that players should get “a whole slew of new weapons, armors and accessories.”
The week of November 26 shoiuld be quite impactful as well, as the game will introduce the Slaug and Chomper world monsters into the game world. Which makes needing graveyards all the more noticeable.
Lastly, they should also be introducing ways to increase a player’s health or energy through effort by December 10. Bigger health pool? More Slaug-slaying, I suppose?
Anyway, as you can see, the next few weeks should prove to be a bit interesting. Feel free to check out the Landmark forum post at the start of the piece, and let me know if there’s anything you’re excited for with this updated roadmap. Cheers!
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Permalink| 2 commentsFor those who havent been playing, or are interested in learning more about Landmarks last update, keep on reading, because there are some nice new improvements to note.
The Keyword System
Perhaps the most important addition to Landmark in the recent update is a keyword system for weapons, armor, and accessories. What this means is that items have particular properties associated with certain keywords, and by using a mix of weapon, armor, and accessory types with different keywords, you can forge your own playstyle in the games fighting mode.
Lets take for example the Mercenarys Staff weapon, which has a water keyword now. Using the staff weapon in your battle inventory with gear that augments water damage (Frost Coat) or enhances magical skills (Sigil of Piercing Cold) will make you a more gifted magical-styled fighter.
Consequently, you can also purposefully use things like the Cloak of Quickness - which decreases cooldowns by 30% but lowers offense by 15% to change up your playstyle and make you a rapid-firing water mage that slows people down a lot.
The repertoire of freely craftable (currently requiring no materials to make) battle items is small, but should add some variety if you ever decide to do PVP.
Claims, Flight and Holiday Props
Also of note in this update is the addition of more expansion claims to a users available space. With the upgrade, you can now have up to 8 expansion claims for your benefit.
Claim owners will also be happy to note that flight is now available in their respective claims, as well as in claims they have permissions in. You just need to build a Builders Bauble of Flight in the workshop and activate the item in your claim to get aerial.
One other nice addition to Landmark is the inclusion of Holiday-themed props bearing the red and green of Christmasy Norrathian weirdness. Aside from the candy canes and gifts, there are also seasonal candles and other props to make your Landmark homes more festive.
The props in this update also include under construction signs, for those who want to denote that they arent finished building their claim to its best look.
In any case, look forward to more Landmark goodness in the coming weeks. Thanks again to BuzWeaver for the shoutout on Twitter, and happy building (and spell-slinging in PVP) to all!
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Victor Barreiro Jr. / Victor Barreiro Jr. maintains the the Landmark/Everquest Next and Final Fantasy XIV: A Realm Reborn columns for MMORPG.com. He also writes for news website Rappler as a technology reporter. You can also find him on Twitter at @vbarreirojr.
The livestream was hosted by Director of Development Dave 'Smokejumper' Georgeson and Senior Producer Terry 'Fairan' Michaels, and they wasted no time in getting down to business. The first thing they stressed was that this update to the game is even bigger than the original Alpha launch, and it was clear they were prepared for potential issues, hence the relatively vague downtime window. However, Georgeson stated that they didn't intend to pull a 31-hour day like they had for the Alpha launch. If they were moving beyond a 12 or 15-hour day, they would call a halt and send people home and come tackle it the next day.
Getting into the nitty gritty, we were shown several different new armor sets. Much like the ones already in the game, they each were focused on a keyword and had stats based on those keywords. We were also told that the Achievement system would finally come into play. Unlike games with traditional quest-giving NPCs, Landmark intends to use Achievements as a means to lead players through content, like breadcrumbs through a monster-infested forest. For example, Georgeson and Michaels explained that a player might mine some minerals underground in a cave, and their first Achievement would then unlock the next Achievement that instructed them what to do with those minerals. They espoused a discarding of traditional tutorial experiences and intended to use Achievements as a means to teach players how to play.
Another new update to the game includes the long-awaited claim vendors that would allow players to hawk their character's wares, be it collected crafting materials, templates, or finished gear. The vendor would be accessible to anyone who visits the claim, but it wasn't clear what mechanism or currency would be used for transactions, although Station Cash seems like the easiest possibility due to how it's already used for Player Studio transactions. However, in-game currency is on the books for January, according to Dave Georgeson's Twitter feed.
Finally, the game will also have loot, loot, and even more loot. Armor items and weapons will drop with various stats assigned to them that will allow players to adapt to their preferred style of playing. If the armor doesn't drop with stats you like, you can salvage it and take the results to a crafter to have something new made (or craft it yourself!) Loot-dropped armor can never be crafted exactly as-is, but they will have an icon near their name called a Primal that drops modifiers if the item is salvaged, so players can endlessly modify their gear until they get a setup they like. Terry Michaels made a point of noting that collectability is going to be huge for this feature, and later in the stream, it was confirmed that there would also be a Personal Loot system in play. What this means is that if a group of players fought a monster, every player eligible for a loot drop would get their own personal loot. This will definitely cut down on the number of fights over who got what that many other games have with rolls, DKP, Master Looter, and other such complex systems in play to determine who receives an item. The cool thing about Landmark is that hardly anything is ever soulbound or even bind on equip, so players can trade their personal loot items willy-nilly. We were also told that in the new year, templates will also be a part of loot drops, and they too will be tradable just like nearly everything else in the game.
There are also going to be bug fixes in the new update, including one I wish had died in a fire many weeks ago: the sticky tooltips from hell that would never go away until you moused over the item again. Speaking of tooltips, an expanded version will be available on weapons and armor if one hits 'alt' while mousing over said item. Also, speaking of weapons, we were shown a trio of new weapon types going into the game: a pair of daggers for those of us who like to dual-wield, a wand for the caster sorts, and a big honking two-handed sword.
Unfortunately, they couldn't show us actual caves or any of the monsters in them, but we were treated to some spawned monsters that didn't have their pathing code turned on, so we could see how the Slaug and Chomper appeared compared to a player and some of their FX. Dave Georgeson commented offhand that monsters liked caves, and we were later told that they would both utilize specific spawn points and also some basic AI to congregate, and it seems the deeper one goes into the caves, the more monsters would be found, and also the more dangerous ones as well.
The entire world will get darker too, as nighttime in Landmark will not be the huge full-moon bright it has been since Alpha launch. This will allow for more shadows underneath objects, and also enforce more of a pitch-black setting within caves, which will make the use of Lightstones and the crafted Bottled Moonlight item very valuable in the new update.
Transportation from place to place in the game will also be changing. A ley-line system will be accessible in caves to allow players to jump between positions they've already discovered. Caves will also be limiting some of the options for Heroic Movement to ensure proper engagement with monsters. Also, Portal Shards will change a little bit, with a 10-minute cooldown if used to jump to a portal spire, and 30-minute cooldown if used to jump to one's alternate claim.
We were then shown a Fiery Fungus, one of the new cave-dwelling monsters. A vegetable masquerading as a proximity mine, getting too close to it is slightly dangerous to players. The cool thing is that with Landmark's destructible world, it will make a crater when it goes boom. We also found out that while monsters are tethered (they won't chase you all over the world after you aggro them until someone or something dies), each kind of monster will have its own different basic behavior. Some monsters will zerg rush you, others will chase for a bit and then give up, and still others will maneuver in ways unique to that monster. SOE's goal here, explained Terry Michaels, was to avoid having them all act the same. In answer to one of the questions asked in the chat, we were informed that monsters are not currently able to be captured, so no one's going to be plopping them on their claim to eat people during PVP. However, it was eventually on the books to allow that to happen, the capturing that is, not necessarily eating people, although the Chomper does give me flashbacks to Little Shop of Horrors. For now, however, monsters will not cross into claims and will, in fact, actively avoid them.
Going back to claims in general, the devs were asked which of the crafting stations would be the one that did salvaging, finally allowing us to reclaim materials from gear we don't need (such as the neverending supply of grappling hooks found in the treasure chests in caves). Terry Michaels couldn't tell us then, but no doubt all will be clear when the update goes live. Next up, the topic shifted to the claim vendors, and they will not be able to be used to auto-pay upkeep for a player. SOE's goal in this is the same as in their required monthly logins for All Access players in other games to claim their Station Cash grant: ensure players actually log in. While we know from previous editions of Landmark Live that players will be able to earn the ability to pay upkeep further into the future, Dave Georgeson pointed out that what they didn't want was absentee landlords, that nobody liked them. In the future, he added, a player whose upkeep expired would be able to reclaim their same location as long as no other player sauntered in and claimed it. The cool news he included was that when these ghost claims were reclaimed by the original player, they wouldn't have to go back and rebuild it and re-site all of their props, the game would just restore everything from the point the claim expired. Speaking of props, both Georgeson and Michaels showed off a plethora of new props, ranging from curtains, shutters, and we were told about tables and trap doors and the like.
The next topic that they went over had Dave Georgeson almost acting like a kid in a candy store. The linking and triggering systems he's alluded to in past Landmark Lives was finally revealed, and it's a very sweet thing. Basically, it allows a player to link an item such as the trap door in this screenshot to a light on the panel. When the trap door goes through a certain portion of its rotation, the light turns on and vice versa. These links and triggers can be used to create rather complex automations within the game. I asked Terry Michaels whether there were concerns that players would create infinite loops by linking the last object in a chain to the first object and in essence create perpetual motion machines and runaway processes. He said that was the first bug they found and fixed, but are hopeful that any further issues with the system will quickly be located by players so they can be resolved.
The final thing discussed was Vivox, the in-game voice chat. As many Landmark players know, it's a very keyboard and mouse-intensive game in terms of building and PVP (and now fighting PVE monsters). I've personally spent many a time ignoring a whisper for a few minutes while I'm placing a prop just so or working on a new template, and there aren't enough fingers on the planet to count the number of times other people have done the same to me. Voice chat will revolutionize the social aspect of the game. Of course, some people might be wary of having their real voices out there due to poor experiences in chat on other games or simply a perfectly natural shyness. However, the benefit of voice chat is overwhelming, particularly for builders. Dave Georgeson told us that by default, Vivox would be set to Push-To-Talk, because they didn't want a bunch of new players showing up and not realizing they were on the air, as it were. There will also be options for guild and group (party) chat, and they were also going to have proximity chat. The latter is currently only set for within a specific claim, but they were looking into possibly extending the range. A future plan for the voice chat would be the creation of custom channels, but no estimated date was set for that to go out.
There you have it, folks, the biggest update to Landmark since its initial launch with lots of new systems, updates to current systems, and plenty of new toys to play with. It's time for the game to put on its big kid pants and join the rest of the world. For the first time, players will truly get a glimpse into how EverQuest Next will also start to take shape. Not unexpectedly, we were told that after the new year, many of the devs currently working on Landmark will be shifting duties over to Next, so that can only mean that open beta is coming. Winter will be here sooner, but more players will start dying in Landmark than George R. R. Martin ever dreamed of. For those players who have been waiting for this, what are your thoughts? For those who wandered off, will this bring you back? And how about the folks who just want to build their magnificent creations in peace? What are your thoughts on the matter? We'd love to hear from all of you. We're also planning on streaming the new game content as soon as possible after the servers go live, so keep an eye on our Twitch channel or follow us on Twitch to get notifications as to when we go live. SOE will be hosting an Update Show edition of Landmark Live on their Twitch channel as well on Thursday, December 18th, at 10am Pacific. I'm sure the chat will be quite lively.
Article By: Jean Prior
Created On: December 17, 2014
Caves and Monsters and Salvaging, oh my! These details and SO MANY MORE were discussed on this episode of Landmark Live, which highlights some of the key parts of the biggest update in Landmark history! For this special Thursday episode, former show host Colette "Dexella" Murphy joined Dave "Smokejumper" Georgeson and Terry "Fairan" Michaels to go over the final update of 2014.Find out more on the Landmark site.
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Permalink | 14 commentsI've been reading a bunch of the threads here. Reactions are pretty understandable and predictable. We should have done a better job of preparing you for what you are seeing here.
These are the first steps into combat and dungeoneering right now. This is in no way the final shape of combat in Landmark *or* EverQuest Next.
You are seeing *basic* foundational elements here. Nobody on the design team likes circle-strafe as the core combat mechanic. That's just how the system works right now until we get more tuning and more AI into the system.
We had the option to wait until the new year (February sometime) to release what you have now, or we could release it now and listen to opinions and discussion over the holidays.
We chose the latter, of course, because we've always opted to listen to you and your feedback rather than work in a vacuum.
But this is *not* the final form of combat.
That being said, we are not returning to hard-locks either. The final form of combat and dungeoneering will be built on the bones you see today, but it's going to get a lot better, more tactical, and more fun.
Combat will improve just as the rest of the game has improved since Alpha. You'll see.
This is still Closed Beta and this game is still in development. More to come!
Read the community comments on the Landmark forum.
Not sure what the kerfuffle is about? Check out the combat video released by SOE below:
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The video also reveals that all of Daybreak teams will be streaming this week to talk to the community, the players and answer the burning questions about their favorite games.
Check the Daybreak Game Company Twitch channel for your favorite game and when the team will be on hand.
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Permalink | 65 commentsWe are not working with Storybricks any more. We made the decision that it was in the best interest of the game to take that work in-house.Check out the full live stream on the EverQuest Next / Landmark Twitch channel.
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Source: MassivelyOP
The EverQuest team was on hand last week to give players the thumbs up on continuing development for the game. Among other things, it was announced that seven player-created missions will be arriving in next month's anniversary update, as well as the new loot system. In addition, a progressive server is still very much at the forefront but without solid plans at the moment pending a possible survey of players to see how they would like it to manifest.
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The Landmark team posted a nice wrap up of last week's news with the fantastic news that copper used for maintaining one's ownership of a claim has been removed. The contention was made that it was never the intention to support the copper mining industry within the game. To replace "rent", players will need to log into the game at reasonable intervals to keep their claims active. As long as they do so, claims will remain 'as is' without reverting to available status.
You can read more about this new paradigm here.
The team also announced a new contest running through April 5th. Called the Qeynos Foundation competition, players are invited to create buildings that might be found in any sector of Qeynos. Builders can submit as many entries as wished prior to the end date.
Read more about the competition here and about the various building styles found in Qeynos here.
Find out more about the competition and other interesting Landmark news by watching the latest Workshop Show below.
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Permalink | 15 commentsTo facilitate ease in tracking achievements, and based on player feedback, several alterations will be implemented including:
In addition, players can expect to see alterations to the UI and an overhaul to the tutorial system.
- a more structured and focused look at overall achievement progress
- recipes will be tracked from within the Journal as opposed to a separate Recipe Tracker System
- all non-recipe achievements are tracked under one heading
- combat progression has been added with tons of new achievements
- non-progression vanity items can be earned through achievements
The blog gives out much, much more detail, so head to the Landmark forum to check it out and to read up on changes to Crafting & Harvesting as well.
New players coming to Landmark after the wipe will be granted one root claim and three attachment claims. Current players will be given the same but will be granted an additional root claim expansion slot and five attachment claim expansion slots. In essence, nothing here changes for existing players.
Of note, however, is the way that players will be able to exponentially expand root and attachment claims via the Marketplace.When you purchase a Root Claim Expansion Slot or an Attachment Claim Expansion Slot, youll get an item that you can consume to increase your maximum number of that particular type of claim (and also receive a corresponding claim flag to go with it). These items will also be tradable in case you want to surprise a friend with a gift.Pricing has yet to be determined.
The total number of claims you can have including all possible expansions are:
- Maximum number of root claims: 8
- Maximum number of attachment claims: 24
Read more, and the community reaction, on the Landmark forum.
When you purchase a Root Claim Expansion Slot or an Attachment Claim Expansion Slot, you’ll get an item that you can consume to increase your maximum number of that particular type of claim (and also receive a corresponding claim flag to go with it). These items will also be tradable in case you want to surprise a friend with a gift.Pricing has yet to be determined.
The total number of claims you can have including all possible expansions are:
- Maximum number of root claims: 8
- Maximum number of attachment claims: 24
Read more, and the community reaction, on the Landmark forum.
For every Builders Bag or Builders Chest you purchased of any of the now-free resources, youll receive an appropriate number of Orbs of Reclamation.Read the full details on the Landmark forum.
Youll also receive a Resource Reclamation Chest, which is a prop you can place on your claim, and which you can use to exchange Orbs of Reclaimed Energy for the tier 1 or tier 2 resource bundle (complete list of available resources is below) of your choose.
- 1 Builders Bag = 1 Orb of Reclaimed Energy
- 1 Builders Chest = 5 Orbs of Reclaimed Energy
- Orb of Reclaimed Energy = 1 Builders Bag
- 5 Orbs of Reclaimed Energy = 1 Builders Chest
We *absolutely* are! Essentially, as we develop tasks and systems that are in a state fit for Landmark, we will get them into the game with an update. We still want and need your feedback on what were making in order to make sure both Landmark and EverQuest Next are as amazing as we all want them to be. You can fully expect updates and hotfixes to Landmark as we continue with this development process; they are simply going to be on a less regular schedule than you guys have been accustomed to over the past year or so.Lastly, the letter indicates that the Workshop videos will continue at an unspecified date in the future.
Read the entire letter on the Landmark site.
Permalink | 31 CommentsAmong many other things, the new players will have a slightly easier introduction to the game.
Here's a list of a few of the changes:
You can read the full update notes on the Landmark forum.
- New players will automatically have a plot set aside on Pioneer Island and they will begin in that exact spot.
- Claim sites are increasing in size to 525 x 525 x 450 voxels.
- Adventures & recources will now be designated only as surface or underground rather than as they currently are over 5 different layers.
- Chaos Caverns will become "more fun" and give the player explorations, discoveries and dangerous activities to participate in.
In addition to this news, Daybreak Game Company also announced that Holly Longdale has been named as the Executive Producer for the title adding it to her duties with EverQuest and EverQuest II.To Our Loyal Landmark Community,You can read more on the Landmark site.
You read the title right: Landmark is LAUNCHING this spring and Im thrilled to be on this adventure with you!
For those of you who dont know me, Im Holly Windstalker Longdale. Im the executive producer of both EverQuest and EverQuest II. I care passionately about the EverQuest franchise and have been involved with it for much of my career now, starting out as a player and game designer. Why am I here? Im now the executive producer for Landmark and have been working with the amazing team for a few months!
As the community has grown and designs have flourished, we no longer view Landmark as just a building tool. Weve been toiling away making Landmark into a wonder unto itself. While the look of our world was inspired by what was intended to be the voxel world of EverQuest Next, Landmark has evolved into its own game with its own unique identity and purpose. If you missed the news on EverQuest Next theres a letter from Russell Shanks, Daybreak Games president, here.
The creativity of the Landmark community and the potential for telling stories in this digital world is beyond what we imagined. Our vision for Landmark is to provide a place where you can create ANYTHING, tell your own stories, and share your creativity with other players. We are wrapping up a HUGE game update for Landmark with LOTS of new additions and improvements, some of which youve already seen in sneak preview posts from Emily Domino Taylor on the forums. We are excited about whats to come for Landmark and we cant wait to see what you think.
The Landmark team has a lot to do before launch this spring and well continue to keep you informed! For starters, heres an FAQ if you have any questions after reading this letter.
Were grateful for your continued support and are looking forward to the coming weeks as we prepare to launch Landmark!
Holly Longdale
Executive Producer