20 actions limit, and yes, it's a godsend when using the smooth tool.
My only tip for using it is remember the one voxel buffer for any edge you want to smooth, (i.e. an extra, empty voxel in the selection tool for any surface you want to smooth) this also means that you can control which parts are smoothed by not having a buffer for any side you want to remain sharp.
Also, you have to make the most of smooth via using the selection tool and copy & pasting, sometimes you can only get what you are after by making something bigger along an axis than you need, and then selecting/copying/pasting the section of the result you want.
• We found and fixed a number of issues that would allow props to spawn on your claim. If you have any left, you should now be able to delete them by using the selection volume and hitting the delete key (they should no longer respawn). This also shouldn’t happen on any newly placed claims moving forward.
• The 12 new materials should now ACTUALLY be available to build with. Sorry for the confusion, the data gnomes took a break and didn’t let us know.
• We have increased the availability of a Sapphire, Ruby, Obsidian and Alabaster and also made sure that they will spawn more often on the surface to make them easier to find. Happy hunting!
• Aquamarine and Iron/Aquamarine veins no longer appear on Tier 3 islands, please look for them on Tier 2 islands from now on.
• Fixed the color of rubies and sapphires in the world!
• We’ve also fixed a number of potential causes for the rollbacks some players have seen when servers come down. We’ll continue to monitor this and address any new issues that we find.
NOTE: There are some categories of things that we are not including in this roadmap. Stuff like new materials, new props, new biomes, new recipes and design tweaks will be rolling out continuously and arent part of any single milestone. You should expect to see those changes like that coming in all the time.
ALSO NOTE: The Phases we describe below have almost nothing to do with whether were calling the game Alpha, Closed Beta, or Open Beta. Those label milestones will be determined almost entirely by how comfortable we are letting new groups of people into the game. So (for example), Closed Beta might arrive in the middle of Phase Two. (Again, thats just an example not a plan.
And of course, everything youre reading here is time approximate. Were aiming at the timelines, but software development is fraught with peril. It may take longer to get things done.
But as far as big stuff, heres the list.
What is Phase One?
Phase One is what were working to accomplish in the following four weeks or so.
Whats the purpose of Phase One? Its designed to do the following:
Let all you folks talk to each other easily. To form friends, groups, and above all to benefit from having other players around you.
To allow and support cooperative building.
To make building a better experience.
To make the world bigger.
Thats it. Doesnt sound that ambitious does it? But it is a LOT of stuff coming your way in the next few weeks. Stuff that you may not even realize youre missing until you see this list.
Phase One includes:
Better Communication
Claim Ratings : Bragging is fun. Getting comments and ratings from people that stop by your claim can also be fun. Having ratings lets us also add leaderboards and let the best of the creators in our community begin to surface. Theyre also critical for our Player Studio presentation later on.
Chat: Well be improving chat with better channels, customized tabs, and more. Why? Because if you cant communicate easily, you might as well be playing a single-player game.
----Were also adding the ability to add links in chat so that you can designate a waypoint on the map and have it show up in chat for other people to click and see.
Key configs: Yes, you need to be able to customize your key mappings. Duh, right? Its coming.
Voice over Internet : Yes, many folks use Teamspeak servers (or whatever is the flavor of the month). But not everyone has a server to join, and weve found that forcing people to use external voice servers often fragments the community severely. So thats getting added also.
Socialization
Groups & Group Harvesting Bonus: Right now, when you harvest, its a race for those resources against other people. Its almost a PvP-ish kind of feeling. We dont want that. So the systems are changing so that its advantageous to group together when harvesting.
Were also allowing groups so its easy to have a private chat channel and see each other on the map.
-----Friends: Self-explanatory, but you need a way to see who is online from the folks you know, as well as to be able to find their claims and see them on the map.
Twitch/Facebook/Twitter: Some of you will want to brag. Some of you want to stream. And to be honest, the more you folks do that, the bigger the game can become. So were trying to make it easy for you.
Moving around the world
In general, the dev team does not want to turn the game into instant travel. However, a large part of the game is oriented around being able to drop by and see someones claim and buildout. So were carefully adding some quick-travel options to make quick visits less onerous, but at the same time still encouraging exploration through the world so you get accidental discoveries as you go.
Plus, keep in mind that youll be digging deep now. Walking all the way back uphill to return to your claim may not be the joyous experience you think it might be.
Its almost certain that most of these options will be somewhat limited in usage by requiring either crafting of an item or requiring a certain amount of time to expire before reuse.
Teleport to Claim
Teleport to Hub
Teleport to Friend
Better Building
Unified Tools : We have way too many different ways to rotate, translate, and scale things. There should be a single system across all tools so that you can manipulate them all in the same ways, and those ways should be intuitive and easy to use.
New Smoothing Tool : The current smoothing tool is very powerful. Its also persnickety and it requires non-intuitive things like air buffers around a column to smooth it properly. We can make it better, so were doing that.
Claim Permissions: Building by yourself is fun. Building something grandiose with other players is even more so. Permissions allow you to cooperate together on your claims.
More Space
Caves : The surface world is cool, but its only the top layer of what we promised. So caves are coming. Lots of spaces to mine through and explore. Why add them now? Because the resource tiers are *supposed* to be spread down through the crust of the world, not segregated on separate islands and spawning on the surface. Youre not playing the intended game yet, and we need to move the game closer to the real end-goal now.
Attached Claims: Youll first be able to add a new claim onto any existing one (whether to the side, above, or below). This will be the first time we let you have more space to build.
Additional Claims : After Attached Claims are working well, and we have more server hardware in place, well also be letting you establish more claims in different locations. Its coming!
Claim Upkeep : Empty and abandoned claims are not cool. So were introducing Upkeep which is basically a small amount of in-game coin you have to spend to keep your claim from being repossessed into the world and made available to other players. (NOTE: If you dont pay your upkeep all you lose is your spot in the world. All your resources, props, crafted items, etc., are saved in your inventory and your buildout is templatized and saved for you.)
Phase Two
Phase Two is scheduled to be done the in the four weeks AFTER Phase One is complete. And it includes some really big systems that will have huge impact on the game.
NOTE: These systems are being developed during Phase One. You just wont *see* them until Phase Two because theyre too big to finish and test before March.
Socialization
Guilds: Bigger than a friends list, but essentially fulfilling the same role on a bigger scale. But now with a cool title and a few other perks.
SOEMote: You knew it was coming! Were adding this in now because Landmark is a beautiful stage for the folks that like to roleplay or machinma. SOEmote will be hugely useful for them. (And dont forget the voice shifting tech so you dont have to sound like you on VoiP!)
New Naming mechanism with account handle: Now you can be any name you want. No longer do we require unique names for your character. (No name reservations!)
Player Studio: You can finally submit your templates to the Player Studio (part of the overall Marketplace). This means that your creativity and work on your claims can be turned into real cash if other players will buy your creations. This system is extremely interesting and will merit its own document soon because its heavy on socialization elements. Its going to be fun.
Ley Lines & Movement
Think of these as mini-hubs on the Islands. They let you micro-jump between ley line positions, and then explore the area from that hub. (You still have to go to the main hub to transfer between islands and worlds.) There are several advantages to this, not all related to ease of travel. (For example: Real estate around these micro-hubs is more desirable, adding yet another type of claim to seek out.)
-----Ley Line use will require in-game coin or resources.
New movement methods: Methods of gliding, flying, etc. will be added to the game via items that you can craft and find.
Risk & Danger
Health: Yup you can die now. But you can actually increase your health by finding increase items while adventuring through the world.
Death Penalty: Yes, death will have teeth. Try not to die.
Revive: Standing up after you fall down is always useful.
Graveyards: When you die, youll need a place to respawn unless you Revive.
BASIC combat: This is the first of many steps that will lead us to the eventual combat style we want. This first step is extremely basic as we prototype systems. But things will try to kill you.
Buffs: If you can die, there need to be ways to avoid that damage and death. Youll be able to craft (or find) various mechanisms to make yourself tougher.
NOTE: For both combat and buffs, your combat abilities and defenses will all be tied to items and potions, so there will be much item and crafting progression involved in getting ready for those things. Future rollouts beyond this initial offering will make the whole system more robust and do so pretty rapidly.
New things to do
Plant harvesting: Expect great things. Nuff said for now.
Tree harvesting revamp: Again great things. More details as we get closer.
Water: The likely progression of water coming into the game will be:
-----Oceans: These are static bodies of water surrounding the islands. When oceans show up, we can start doing interesting things with our coastlines and real estate choices will be a lot more interesting.
-----Lakes: Lakes are different than oceans because they can appear at many altitudes. They are still static bodies of water, but again, they add more desirable real estate choices for claims.
-----Running (dynamic) water: This is the piece that will come in last. This is the rivers and waterfalls that everyone wants. It adds more real estate choices, but it also creates a lot of gameplay as you folks can start diverting water to do all kinds of interesting things on your claims.
-----NOTE: The dynamic nature of water is a big system that still has a lot of R&D to overcome before we can be absolutely certain of when it will arrive. Well keep you informed as we progress.
Journal: Theres a lot to keep track of in this game. All the crafting choices, your resources, and were going to be adding a lot more achievements (see below). When we do that, you need a mechanism to keep it all straight and to help you organize what *you* want to do. The Journal is a cool interface designed to let you do just that.
Achievements: Achievements are the quest-like equivalent within Landmark. Theres a ton of things to collect and do in the world, and the achievements system allows you to be recognized for that effort, as well as hinting at what you can do to become more powerful or capable.
Salvage: Remember all those picks you discarded on your way to Rubicite and beyond? Well you can reclaim part of those resources now. You can also remake a crafting result so that you dont have to be quite as disappointed that your brand new axe you finally got to make is Inferior.
Treasure Chests: This is a generic term to represent loot and surprises that you can find as you explore through the caves system below ground.
Unlocking recipes: Right now, all recipes are available at crafting tables as soon as you make them. When this system goes into the game, youll need to find those recipes before you can make them at the crafting tables.
Claim Chests: More storage! Your vault is stuffed to the gills and youre carrying as much as you can on your back. Time to make chests! Youll be able to craft chests and store them on various claims as supplemental storage.
Phase Three Everything after Phase Two
There are a LOT more systems to come after March. All the huge stuff like PvP, advanced combat, better AI, interesting physics features, plus a whole host of possibles and must haves that well narrow in on as we get more of Phase 1 & 2 complete.
However, well update the roadmap as we finish each of the Phases we list above, so youll always know whats coming and when.
"btw..players sent us a valentine this morning about sapphire and rubies. So we wrote one back. " - Dave Georgeson
I went to the Elder Scrolls Online beta forums last weekend and yikes.
So how long until Landmark launches?
Are you ever going to have any limited-use recipes?
I don't know that we'll ever go that direction, but one of the things we are doing is limited-use crafting stations. You can only make certain things at certain crafting stations in the world. Some of them you'll find out in the world, and when you find it and you use it, that crafting station may only be able to make five things. There could be recipes on those so that [for example] you can make five dragon altars, or something like that.
We definitely like the various ideas for achievements in the game.
Those are going to be tied throughout the entire game. It's an interesting difference in how you [can] give rewards to players. We're talking about the achievement system being one of the primary ways of giving rewards. In a lot of games, achievements are really just a side thing you can do, and you might get a reward every once in a while. We're looking at it as a central theme to the game, so that's the way in which you're engaging with a lot of activities is via your achievements.
Do you think eventually we can have claims inside lava or water?
I would expect that over time we're going to open up claim zones to everything. Now, the only question would be... if lava kills you, well then... maybe not [there]. The idea of underground ones, or even ones that are partially underwater... who knows, maybe we'll add in something so that you can breathe underwater, and then we could let you have a completely underwater one. Once water is in, we'll see! It's all about building whatever you want. Some people want to build underwater, some people want to build underground, some want to build in the sky... whatever it is they want to do, we want to try and make as many of these things possible as we can through this game.
They are letting the community vote on which concept for the pulverizer they go with.
https://forums.station.sony.com/eqn...he-pulverizer-new-harvesting-tool-vote.19261/
Go vote!
#3
Why do some things built in this look blocky as fuck, and stuff like that temple, the sphere and other things perfectly smooth?
Why do some things built in this look blocky as fuck, and stuff like that temple, the sphere and other things perfectly smooth?
Also, I hope the final MMO Next won't look as Minecraft-y as Landmark looks now :/
EQ Next won't have any of this building stuff, that's just in Landmark.
Been hard at work on building a corrupted temple the past couple of days... pics from end of 1st day and end of 2nd day. Still tons of work left to do on it!
A lot of time must be put in to make stuff look good. Basically. Also, some people are better at using the tools than others.
Been hard at work on building a corrupted temple the past couple of days... pics from end of 1st day and end of 2nd day. Still tons of work left to do on it!
A lot of the blockyness comes down to the tools being pretty poor right now and really hard to use. If you go to the Voxel farm site and blog you'd see pretty much everything he has is far more advanced than what SOE has implemented into EQN Landmark right now. The smoothing tool, especially.
Hopefully things improve a great deal before EQNext. Personally, I think a lot of the buildings I"ve seen are really ugly because of the blockyness. There are a number of gems, but the tools need a dramatic improvement.
The EQN tools are being updated, specifically the smoothing tool will be much better soonish.
Yeah, I read about the smoothing tool. I'm just hoping it can get to the level that voxel farm has it at now.
I do hope the terrain gets updated soon, too. Some of the videos on the voxel farm blog look incredible and varied. They don't need the photo realistic look the videos have, I like the art style in EQN, but less of a stretched look would be nice.
Been hard at work on building a corrupted temple the past couple of days... pics from end of 1st day and end of 2nd day. Still tons of work left to do on it!
Some people are complete and total amateurs (like myself)
Looks great - is that all marble?
You know, I'm really excited about the potential of this game to become a world.
Sure, it's still potential, there is a long way to go, but I can see a glimpse of something really big hiding in this. Hopefully I am not wrong, MMO needs a good shakeup.
Is this island concept only in for the early alpha/beta stages of the game? Are we eventually going to have each server be a massive world?
Just joined Alpha... staked my claim, played around with some of the tools.
Is there a good place for me to read up on the basics? Or is that pretty much the forums?
Is this island concept only in for the early alpha/beta stages of the game? Are we eventually going to have each server be a massive world?
That is absolutely amazing.
I couldn't even dream of making something like that.
Is there a trick to getting a better pick than green? I would like to eventually start making items, but would like a pick that can keep up. Right now burning all my resources on making picks, hah.