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Jeudi 22 mai 2014
 
Update Notes

Discovery Change

    We had a problem with Discovery: In a lot of cases, increasing the quality of a item wouldn’t increase the amount of Discovery found on it. For example, both Superior and Exceptional Keen Eye Bands always had 1 Discovery . To fix this, we’ve increased the amount of Discovery found on items. This change doesn’t alter the underlying percentages, so your chances of finding extra stuff is unchanged. We also weren’t happy with the way Discovery was working with trees, so the chances of Discovery triggering when harvesting a tree has been slightly increased.

Showcase

The following outfits have been added to the Showcase:

    Casual Victorian Apparel (Pink)
    Formal Victorian Wear (Green)
    Wandering Nomad’s Finery (Brown & Maroon)
    Wandering Nomad’s Finery (Grey & Blue)

Friends List

Polished up the Friends list UI with final art assets, as well as made a few quality of life improvements.

    Added a counter that tells you how many of your friends are actually online
    Added a Search box, allowing you to easily find the person you're looking for
    Friends list is now sorted alphabetically, with your offline friends at the bottom.
    Fixed an issue where the arrows to resize the Friends window were not aligned with the window itself.

Bug Fixes

    Collision on props are now disabled when they're in a paste preview.
    Worked Stone / Marble Obsidian / Alabaster / Amarathine now have the proper, unique icons.
    Typing the first letter will now populate all available tags in the Edit Claim window.
    Fixed an issue where the Claim Boundary button in the Claim Header would hold focus until you clicked somewhere else in the UI.
    Added a tooltip to the Tag button when it is grayed out, with a brief explanation. "A screenshot is required to tag your Claim. To screenshot your claim you must be standing within the Claims Boundary."
    Added icons to the Fireplace screen and toolset.
    Occasionally, Tweak Mode would cause a framerate drop. This should no longer occur.
    Fixed an issue where props that were in a paste volume or template would lose their positioning when mirrored.
    Sometimes if you were in a party you would see the FX and hear the audio of a party member who was nearby. Fixed!
    If you mailed an item that you currently had equipped in hand, it would still display on your character. This is resolved.
    Optimized the Recipe Window to resolve a framerate issue.
    Fixed an issue where the Gathering List would flicker anytime a quantity you were tracking would update.
    Removed the LODs from Character models to resolve an issue where your head would disappear at max camera range.
    Hitting the Delete key with a prop active should now return it to you inventory, instead of deleting it permanently.
    When refunding materials / items (example: undo) it will now dump the items in to the overflow if your regular inventory is full.
    Fix for the Selection Volume turning red when switching tools
    Fixed an issue where holding or pressing Alt would cause the client to freeze briefly
    Fixed an issue where the claimable areas of the map were showing as red, when your Video settings were set to low
 
 


Lundi 19 mai 2014
 
Hotfix Notes

Features & Bug Fixes

    The shaped blocks have been added back into the game. Please note that the math oddities on the blocks have not been fixed yet, but since many of you use them even in their current state, we re-instated them so you can get whatever mileage you can out of them, and we’ll fix them later.
    The “white screen” issue at character create that occurred when graphics were set to “Low” has been resolved. Those folks affected should be able to get into the game easily now.
    There was a major frame rate problem with the Element Tray that was occurring each time you gathered resources. That has been resolved, however, there are still another couple of similar, but minor issues with the Recipe Tracker and that will be addressed in our next update.

Marketplace

    A number of “convenience bundles” are now available in the marketplace for those that want it right now instead of taking a trip to the crafting tables. NOTE: These are existing, craftable items just put into bundles for convenience.

      Small Lantern Bundle (99 SC): 20 Small Lanterns
      Iron Chandelier Bundle (99 SC): 20 Iron Chandeliers
      Pillow Bundles (49 SC) : 10 round pillows plus 10 plus pillows. Any of the following colors: Black, Blue, Gold, Green, Pink, Purple, Red or White.
      Living Room Bundle (299 SC) : 2 Sofas, 4 chairs, 2 round rungs, 2 square rugs, 2 bookcases, 4 tables, and 4 candles.
      Candle Bundle (49 SC) : 10 candles, 5 medium candle groups, 5 large candle groups.
      1x1 Glass Window Bundle (49 SC) : 20 pieces
      2x1 Glass Window Bundle (79 SC) : 20 pieces
      >3x2 Glass Window Bundle (129 SC) : 20 pieces

    A pack of 10 Light Orbs in the marketplace has dropped in price from 100SC to 49SC.

SEARCH NOTES: You can always find the items created by SOE in the marketplace. Just search for the “SOE” tag and you’ll see a list of everything available. You can also use the Category pull-downs to narrow your focus. (Example: Just choose “Outfits” to see all character outfits available.) Color is also highly useful when searching.

 
 


Lundi 12 mai 2014
 
Update notes

Recipe Journal

    This is a journal that you can access from the Start Menu (Hotkey: L) that will allow you to browse all of the crafting station lists.
    This will allow you to see exactly what you need to gather to make that next pick or prop, even when you're out in the world, far away from a crafting station.
    Additionally, you can click the "Start Tracking" button on any item within this list, and a small Gathering List will appear on your HUD which allow you to track the resources needed for that item.

Gathering List

    We’ve added this window to allow you to keep track of what you want to gather while you’re out and about!
    New characters will start with a ‘claim flag’ in this window, to help guide them towards claiming a home of their own.
    Existing characters can add to this list using the Recipe Journal, as described above.
    The window will only appear if there is something in it.
    NOTE: currently, the gathering list does not save between sessions. If you log out, you will need to re-add items.
    To remove an item from the window, mouse over the icon of the item being tracked, and click the red X that will appear.

Element Tray

    The element tray functionality has been improved so that instead of auto-hiding, it now stays open unless closed by the user (X button). You now need to click on the material swatch to open the element tray, instead of it auto-opening.
    Shaped blocks have been removed from the Element Tray. They were not working as we intended, so they have been removed until they are working correctly, or until we determine they are not needed.

Help Menu

The DevTalk feature formerly accessed using F12 can now be toggled on and off using F1.
There is a new Help button beside the start menu in the lower left. Clicking on the gold ? button will bring up help and information to help newer players around the game. You can open these for reference any time. There are four areas:

    1. Getting Started

      This will automatically open for new characters and is intended to help give direction to the first hour of gameplay.

    2. Tech Tree

      This is a tree diagram that details the progression of crafting stations.

    3. Building Tips

      This page details the basics of the building tools and how to use them, along with any relevant hotkeys.

    4. Resources Guide

      This page explains all the mined and harvestable resources, and what kind of equipment it takes to harvest them.

First Time Events
(aka: making life friendlier for new players)

We’ve added a First Time Event system which allows us to give information or items when certain events happen for the first time. Normally this would only affect brand new characters, but since the system has just been added, on the first login after this patch ALL characters will be treated as new characters. If you are not a new character, you can ignore these or not as you prefer:

    Upon first login after the patch, all characters will see the Getting Started guide and have the Claim Flag recipe added to the new Gathering List.
    Upon first claim placement after the patch, all characters will experience the following changes:

      Building Tips help window will open automatically
      All Building Tools except Add Tool will be added to inventory (if you already have them, you can delete the duplicates)
      Additional changes related to this:

        Building Tools can no longer be crafted at any crafting stations
        Lost Building Tools can be retrieved by clicking on the Resupply Chest
        New characters will only receive the Add Tool with starting items
        You can now retrieve your Add Tool from the Resupply Chest at the hub if you happen to lose yours.

Props

Home decorators rejoice: several new furniture props have been added to the Tinkerer’s Workshop, to make your castle, lighthouse, ziggurat, or dungeon more cozy!

    Padded Sofa
    Padded Armchair
    Fireplace Screen
    Fireplace Tools
    Small Round Regal Table
    Round Pillow (Black)
    Round Pillow (Blue)
    Round Pillow (Gold)
    Round Pillow (Green)
    Round Pillow (Pink)
    Round Pillow (Purple)
    Round Pillow (White)
    Plush Pillow (Black)
    Plush Pillow (Blue)
    Plush Pillow (Gold)
    Plush Pillow (Green)
    Plush Pillow (Pink)
    Plush Pillow (Purple)
    Plush Pillow (White)

Keyboard shortcut changes

    F1 is now used for DevTalk rather than F12

Claim management

    You can now view and manage all your claims in the claim management window (U), regardless of which island you are on.

Bug Fixes

    There was an issue with the screen being all white for some people when they had graphics settings set to low. This should now be fixed.
    Grappling hook should now work better when the camera is zoomed far back
    Selecting the corner triangles of the selection tool should be more reliable now
    /bug now works without additional text at the end
    Plumthistle Builder’s Chest can now be purchased in the Exchange
    Placing a block in the water could cause a “hole” in the ocean. This has been fixed.
    A bug preventing selection of eye color for new female characters has been fixed.
    You can once again rotate your character in character create to see what the back of your hair looks like.

 
 


Mercredi 7 mai 2014
 
Table ronde - Une créativité encadrée pour préserver l'univers EQ Next

Les joueurs d'EverQuest Next doivent-ils profiter de la même liberté créatrice que ceux de Landmark ? Si Sony Online encourage la créativité, elle ne doit pas contrarier le gameplay et la cohérence de la licence EverQuest.

Ponctuellement, les équipes de développement du studio Sony Online consultent les joueurs sur l'avenir d'EverQuest Next (le MMORPG) et de Landmark (le MMO de construction) dans le cadre de Tables Rondes thématiques. La dernière en date interroge sur le degré de liberté qu'il convient de laisser aux joueurs dans l'univers d'EQ Next.
On le sait, dans Landmark, les joueurs sont libres de façonner l'univers de jeu comme ils l'entendent. On compte ainsi de nombreuses créations très impressionnantes, mais comme dans toute plateforme reposant sur la création de contenu par les joueurs, certains créateurs prennent aussi des libertés avec l'univers traditionnel de la licence EverQuest (certains imaginent des structures de science-fiction, d'inspiration western, d'autres y ont recréé le village des bisounours). Doit-on laisser la même liberté aux créateurs qui interviendront dans EQ Next ? Les joueurs sont partagés : les uns militent pour une grande liberté d'action, les autres souhaitent éviter les inévitables dérives et encadrer les constructions ou les limiter à certaines zones. C'est l'approche retenue par l'équipe de développement.



Selon Jeff Butler, le développeur est très impressionné et réellement enthousiasmé par la créativité des joueurs. Pour autant, on comprend qu'il convient à la fois de préserver la cohérence de l'univers d'EverQuest et d'assurer un gameplay efficace au MMORPG -- ce serait impossible si les joueurs pouvait construire tout et n'importe quoi, n'importe où.
À en croire le développeur, dans certaines zones, les joueurs auront une grande liberté d'action mais quelques restrictions leur seront imposées (pour « respecter le style graphique de la licence EQ »).
Jeff Butler imagine surtout des concours (sur le modèle de celui actuellement en cours dans Landmark) permettant d'identifier les joueurs les plus talentueux et dont l'enjeu serait l'acquisition d'un terrain emblématique dans le monde d'EverQuest Next, qu'ils pourraient façonner et sur lequel ils pourraient ériger des structures dans le ton du lieu. Une méthode permettant de donner libre cours à la créativité des joueurs dans le respect de la licence -- et qui aurait l'avantage de créer des mondes différents d'un serveur à l'autre et de doter chaque monde d'une réelle identité, mais aussi de faciliter le contrôle du développeur sur le contenu de son univers (évitant ainsi les contenus inappropriés, voire clairement illégaux).
Selon Jeff Butler, les joueurs restent l'une des principales sources d'inspiration des équipes de développement et le développeur entend poursuivre, dans le cadre d'EQ Next, la collaboration qui s'est instaurée dans Landmark.

 
 


Mercredi 7 mai 2014
 
Landmark - Update Notes

Water! (Oceans, Phase 1)

    Welcome to the first part of our water system, Phase 1 of Oceans!
    All islands are now surrounded by water.
    As this is the first phase, there are a few caveats:

      You cannot swim. Swimming as a system has multitudes of requirements: robust animations, swimming above and below water, drowning (which means health, a revive system, etc) and countless others. Instead of waiting until every system is in and fully functional, we'd rather get this first phase out to you now.
      Interacting with the oceans right now means you're simply walking on top of it. Let's just pretend everyone has Boots of Water Walking, okay?
      If you had a claim at the very edges of the Island, it's possible that your claim is now underwater!
      Since you cannot swim at the moment, that means the only way to access said claim is to use a Portal Shard and teleport to it.
      It's completely up to you if you want to leave your claim there, but realize that when you're underwater, it's not as if you're actually in a water volume - you're simply walking around at the bottom of the sea.
      In the current phase, water cannot be used in building. If you try to select it, you will be told that material is currently unavailable to build with.

Crafting / Harvesting Changes

We've made multiple balance changes to crafting and harvesting in this update - and will continue to do so as we proceed through Closed Beta.

    We've moved Item Upgrading to the Stone Forge, making it available at the hub. To compensate the loss of this exclusive feature from the Tech Forge, we're adding an inherent boost to the quality of all items the Tech Forge creates.
    The recipe costs for all picks and axes have been reduced. This is a balance change aimed at reducing the early game grind from tool to tool, and to make upgrading costs more palatable, as upgrade costs are directly proportional to the cost of the item being upgraded. Early tier tools received a larger cost reduction than later tier tools.
    Claim Flags are now crafted with copper ore and heartwood.
    The difference between Restored Talismans and Restored Idols was not significant enough to warrant keeping both of these item types, so we are retiring Idols and slightly buffing Talismans. This doesn’t mean we are removing Idols from the game, we just won’t be dropping Idol fragments anymore from any sources. Any existing Idol fragments you’ve already collected can still be restored and Restored Idols can still be used to upgrade items.
    Relics dropped from the world have been changed to Relic Fragments. Several fragments are now needed to make a single Restored Relic, however you no longer need additional components such as elemental resources or gems to craft Restored Relics. The drop rate of Relic Fragments from dirt, sand, and stone has also been increased, and sifted bags can now drop several relics (up to 6 per bag) instead of 1 or very rarely 2 relics per bag.
    Veins of Ancient Earth have been added to all tiers of islands. Ancient Earth is a large pocket of dark-brown soil that offers a chance to find relic fragments needed to upgrade your harvesting tools.

      On tier 1 islands, the veins can contain Talisman and Idol Fragments.
      On tier 2 islands, the veins can contain Talisman, Idol, and Rune Stone Fragments.
      On tier 3 islands and higher, the veins can contain Talisman, Idol, Rune Stone, and Artifact Fragments.

    Sifters can now sift stone, in addition to dirt and sand.
    Sifters can no longer be used to convert dirt, sand, or stone directly into ore, gems, or relics. Instead sifters now convert dirt, sand, or stone into a single bag that gives a random assortment of ore, gems, or relics up to the tier above the tier of the sifter. This means that a bag crafted at a tier 5 sifter would have a chance to drop tier 6 resources.
    The recipes used to create sifters have been modified.

      The Roughwork Sifter is now crafted with Tier 2 resources.
      The Tradesman’s Sifter is now crafted with Tier 3 resources.
      The Masterwork Sifter is now crafted with Tier 5 resources.

    Recipe Category sorting has been adjusted at the Outfitter’s Table and Tinkerer’s Workshop to make non-cosmetic items crafted at these stations more apparent.
    Several changes have been made to the crafting stations spawned at Hubs.

      The Basic Forge has been replaced with the Stone Forge.
      The Basic Workshop has been replaced with the Tinkerer’s Workshop.
      The Alchemy Station and Outfitter’s Table have both been added to all Hubs.

    The Tinkerer’s Workshop now has a new model! This model is not complete in terms of Animation and FX, but we wanted to get the new one out ASAP, since the previous one was using a Saw Table model (which led to a bit of confusion.)
    Stone Tools have been removed from the Basic Forge, but can now be retrieved from the Resupply Chest.
    The Silver Sickle is now using its originally intended cone-shaped targeting system. Note that harvestable plants will now only highlight while inside the targeting cone.
    The frequency of gem nodes has been slightly increased.
    Nodes that combine common gems and metals now have the gemstone at both the beginning of the vein and at the end. This should make the gem portion more visible. This affects copper/agate, iron/aquamarine, tungsten/amethyst, cobalt/sapphire, and mithril/ruby.

Cross World Parties

    You're now able to properly party with people who are across multiple worlds.

Menu Changes

    We've re-arranged some icons, and added a new "Help" icon to the bottom left Menu bar.

      The first icon of the spotlights is for the Showcase. This is where you can buy in-game items and resources, as well as access the Gallery to browse other player's claims.
      The next three remain unchanged - Templates, Inventory, and the Map.
      The Question Mark icon is new - this is the Help menu. Right now, this leads you to a "Getting Started" page that will provide some tips and tricks to newer players. This menu will expand in the future.

Props

    Several decorative sea shell props and a starfish prop has been added to the Tinkerer’s Workshop.

      Conch Shell
      Yellow Speckled Shell
      Red Speckled Shell
      Open Speckled Shell
      Starfish

    Also of Note: With our regular prop releases we’ve managed to publish quite a few props since the launch of alpha! However, this has made finding a particular prop rather difficult in our current crafting interface, which is why all prop recipes have now been sorted. Look for chests first, non interactive props second, animated props third, and light sources last.

Showcase

    Bundles of Cotton, Jute, Plumthistle, and Sunblossom are now available in the Showcase.

Rotate / Translate change

    We've moved the modal change of Rotate / Translate off of SHIFT + TAB, to Tilde (`). Changing the axis when in one of those modes is still TAB.
    To reiterate:

      With a prop or paste volume active, press Tilde (~) to change between Translate / Rotate / Scale.
      While in Translate or Rotate modes, press TAB to switch the axis.

Camera Change

    Increased the maximum distance the camera can be zoomed out from the character to make it easier to position and place large templates. For now, it will be possible to zoom the camera out to this new distance, however, we plan to limit this so it will only be possible to do so when placing a template or pasting large selections in the near future.

Claims

    Added a toggle to the Claim dropdown to switch your own Claim Boundaries on and off.
    The Claim Boundary graphic has been simplified a bit. Having the boundary on is quite useful when building, but previously it had too many things going on with it – decorative corners, bright blue walls that were hard to see through, etc. It’s now a very simple box. We’re still using the old Claim Boundary box on the map though!

Bug Fixes

    Pressing “R” after receiving a tell will automatically populate a reply to that person.
    When a selection volume extends past the bounds where it is allowed to be used, it will turn red just like all the other tools.
    Made it easier to select the faces on the Selection Volume when the volume is at its smallest size.
    You now receive the following error message when trying to delete a claim from another island: “Your claim cannot be deleted from here. To delete a claim, you must be on the same island as the claim.”
    Woven Cotton, Jute, Plumthistle and Sunblossom are no longer using placeholder icons.
    Sometimes you'd see a "0 Voxel" selection volume below the world. This should be resolved.
 
 


Mardi 6 mai 2014
 
Schéma de développement de Mai à Août

Le mmog sandbox Landmark développé par SOE continue son petit bonhomme de chemin dans son développement.
Voici quelques jours, son directeur de développement, David Gorgeson, a mis en ligne la trame chronologique espérée des fonctionnalités à venir pour les 4 prochains mois. En voici la traduction (condensée) !

Première quinzaine de Mai

    Océans

      Toutes les zones dépressives seront remplies d'océans créant ainsi des baies et des îles. Au départ il sera impossible d'y nager ou d'explorer les zones sous-marines.

    Cavernes

      Exploration de cavernes reliées à la surface, avec tout un réseau les reliant les unes aux autres et à découvrir. Toutes les ressources seront proposées dans les cavernes, sur chaque continent. Un système de Détection de Ressources permettra de connaitre la direction des ressources lorsque vous creuserez.

    Player studio

      Les templates des "oeuvres" créées par les joueurs seront disponibles à la vente sur le Player Studio.

    Aide aux nouveaux joueurs 

      Information sur les ressources à collecter en tout lieu (en dehors de la fenêtre des ateliers de fabrication).
      Un schéma de progression des améliorations des ateliers de fabrication (et ce qu'ils permettent de fabriquer).
      Des améliorations sur la fenêtre de chat.
      Obtention de tous les outils basiques de fabrication lors de la réclamation d'un territoire ; tous les ateliers de fabrication basiques seront disponibles au Hub.
      Amélioration du visuel des limites de votre territoire.

Deuxième quinzaine de Mai

Outils de Service Clients : tout est dans l'intitulé...

    Crafting 2.0

      De nombreuses choses, certaines seront peut-être disponibles qu'en Juin. Cela inclus le "Imbuing", "Refining", "Reinforcing" et le "Salvaging" qui complètent "l'Upgrading" introduit dernièrement.

    Chasse aux trésors

      Des récompenses apparaîtront dans les cavernes. A vous de les trouver !

    VoiP

      Un système de VoiP intégré directement dans Landmark, pour ceux n'utilisant pas Ventrillo/TeamSpeak.

    Fonctionnalités "sous-marines"

      Possibilité de nager, ajout d'effets sous-marins et de la flore sous-marine.

    Amélioration de la carte

      Vous pourrez y trouver les territoires des joueurs, définir des points de navigation, des tags, etc.

    Ajout d'une minimap

      De nombreuses infos indiquées dessus.

En Juin

    "My Store"

      Un espace personnel pour gérer votre Player Studio.

    Transparence

      Comme matériau de construction (en voxel).

    Amélioration de la personnalisation des personnages

      Plus de choix, plus de personnalisation pour votre personnage.

    Claims 2.0

      Ajout d'un bouton permettant de placer directement les templates (ceux à la taille de votre territoire), et vous autorisant aussi de sélectionner à la volée l'un de vos templates (selon l'humeur du jour) ; système de "cap" de territoires (plus vous jouez, plus le nombre de nouveaux territoires est élevé) et augmentation du nombres d'extensions de vos territoires (créant ainsi de véritables villages) ; changement sur le système de loyer des territoires (à la place du système de location actuel à 8 jours).

    L'Economie

      Echange des ressources contre de la monnaie (aussi bien pour payer les loyers des terrains que pour commercer avec les autres joueurs), et ajout des étales de boutiques situées au hub (vous permettant de vendre vos productions aux joueurs itinérants).

    Mort

      Système de santé et de dommages. Avec une mort contraignante, seront aussi ajoutées les "Shields", un système de défenses permettant de réduire les risques de mort.

    Encore plus de choses sur la carte

      Un "brouillard de guerre" sera ajouté sur la carte (tant que vous n'explorez pas la zone concernée, elle ne sera pas visible) ; vous pourrez voir les cartes des autres îles et continents (pour le moment, vous ne pouvez visualiser que la carte du continent courant). Cela vous permettra de trouver spécifiquement un biome voulu, ou bien les les zones non encore revendiquées.

    Recettes et Exploits

      Ajout d'un livre de recettes, vous permettant de collecter les recettes de fabrication lors de vos explorations et vous autorisant, seulement à partir du moment de leur découverte, la création des objets concernés (le système actuel où toutes les recettes sont disponibles est donc provisoire).
      Les Exploits ne permettront non seulement de vous récompenser d'avoir effectuer des actions spécifiques, mais aussi de pousser les joueurs à explorer le jeu quand ils le découvrent pour les toutes premières fois.

    Système sociable

      Un petit titre pour beaucoup de choses. Il s'agit du "Chat 2.0" (refonte du chat actuel, comme l'introduction des liens et du "Message du jour", nous permettant de vous communiquer des choses essentielles, la configuration et les options de canaux), ainsi que de la refonte du système de Groupe et l'ajout de la gestion des Guildes.

    Voxel Liquide

      L'eau devient un matériau utilisable [NdT : attention, il ne s'agit pas encore de l'eau dynamique !].

En Juillet

Forte propension à ce que ces fonctionnalités subissent des changements d'ici là ! 

    Système de pièces d'équipements

      Disparition du vêtement unique ! Désormais il y aura plusieurs pièces d'équipements ce qui permettra une personnalisation plus complète des personnages, mais sera aussi essentiel au système d'Armure, lui-même nécessaire pour les Combats !

    Combat

      Un seul mot pour définir plusieurs choses

        Pathing : un monde à base de voxels rend vraiment très compliqué la mise en place d'un système de pathing pour l'IA. Mais il devrait être opérationnel pour juillet. 
        Compétences: compétences que vous pouvez créer et apprendre. Et bien sûr, les compétences pour les Monstres...
        Système de physique : toujours lié à un monde fait de voxels. Les interactions nécessitent un système de physique.
        Ciblage : A la fois pour les joueurs et les monstres.
        Projectiles : les projectiles constituent un système totalement séparé de celui du corps-à-corps.
        Monstres et récompenses : il n'y pas de PvE sans ennemis, et aucune raison de prendre de risque sans récompense (une extension du système de Chasse aux trésors)

      Tout ceci n'est pas vraiment une façon attrayante pour décrire ce que cela apportera au jeu en terme de danger, d'adrénaline et de vie. 

    SOEmote

      Ajout de la fonctionnalité d'emotes basés sur les expressions faciales du joueur (via une webcam). Ajout aussi de la possibilité d'enregistrer vos propres emotes, et de changer le son de votre voix sur le VoiP (pour le RP ou l'anonymat).

    Etendues d'eaux en altitude

      Des étangs et des lacs à différentes altitudes.

En Août 

Avant le SOE Live de mi-août. Mais vu que les développeurs sont des humains et qu'ils ont besoin de repos, il n'est pas certain de voir ces fonctionnalités à ce moment là. Mais voici notre objectif :

    Amélioration des outils de construction

      Nous utilisions ces outils depuis mal de temps et nous savons jouer de leurs faiblesses, mais des faiblesses ils en ont et elles doivent être supprimées ! Nous collectons les retours sur tous les outils et apportons des améliorations. Quelque part en juillet ou en août, ces améliorations devraient arriver dans le jeu...

    Montures

      Yep ! Les chevaux sont le premier objectif.

    Eau dynamique

      De l'eau qui s'écoule et que vous pouvez manipuler et contrôler avec des sceaux, ou des barrages et des ponceaux.

Et pour la suite... 

C'est tout pour le moment. Bien entendu, d'autres choses sont prévus qui ne sont pas mentionnées ici (comme le PvP, et la création/gestion de donjons).

 
 


Lundi 5 mai 2014
 
Vers l'intégration officielle des premières créations de joueurs

Dans Landmark, les joueurs façonnent l'univers de jeu au gré de leurs créations. Les plus remarquables (selon les joueurs et les développeurs) seront pérennisées pour définir l'identité de chaque zone de Landmark.

On le sait, le studio Sony Online définit Landmark comme un « MMO social de construction » : le développeur fournit un lopin de terre et des outils de construction aux joueurs qui façonnent ensuite leur parcelle virtuelle et laissent libre cours à leur imagination.

Certains joueurs se montrent particulièrement créatifs (leurs réalisations se dévoilent en vidéo ci-dessous) et certaines de ces créations ont vocation à être « officialisées » pour être officiellement intégrées à l'univers de Landmark (voire d'EverQuest Next si la création est conforme à la trame du MMORPG).



Pour distinguer les meilleures créations de joueurs, Sony Online invitait récemment les architectes à participer à un concours créatif. Depuis le début du mois, les joueurs votent in-game pour saluer leurs créations préférées (générant un classement populaire strictement indicatif) et à partir du 7 mai prochain, les développeurs départageront officiellement les participants.
Celles retenues par l'équipe de SOE (les plus spectaculaires et créatives, les chefs d'oeuvres des créateurs) seront officiellement intégrées dans les « hubs » de Landmark, ces zones d'accueil des îles du jeu de construction. Les créations de joueurs auront ainsi vocation à définir l'identité de la zone (« comme la Tour Eiffel définit Paris ou le Golden Gate Bridge définit San Francisco ») et seront définitivement préservées, complétées d'une plaque commémorative mentionnant le nom des créateurs.
Pour l'instant, ces créations n'ont pas vocation à intégrer l'univers d'EverQuest Next, mais on imagine que des concours similaires pourraient être organisés pour commencer à façonner le contenu du prochain MMORPG de Sony Online -- sous réserve de respecter la trame et l'histoire de l'univers.

 
 


Lundi 5 mai 2014
 
Landmark - Update Notes

Competitions

    Our first competition is now live! Read more about the Submission process here: https://forums.station.sony.com/lan...-the-landmarks-of-landmark-competition.31960/
    In the new Template Inspect Window, there is a new button called "Competitions."
    From here, you can submit that template to any Competition that is active.
    To view submissions, use the Category pull down in the Gallery. This competition is called "Landmarks of Landmark."

Claim Feedback

    The Claim Feedback button is now active on other players claims! Have you ever visited an amazing claim, and wanted to leave the owner a note?
    Maybe you wanted to donate some materials so they could finish their project? Now you can!
    When on another players claim, you can send them Feedback by clicking the button in the drop-down claim header.
    This will open a Mail window and you can let them know how much you like their claim, and / or attach a gift or two!

Teleport to Claim from Gallery

    Did you find a really awesome claim in the Gallery that you want to see in person? Well now you can go there directly, assuming you've crafted some Portal Shards! (Portal Shards can be crafted at any Workshop.)
    Simply click the Teleport button in the gallery, and we'll whisk you away to that claim.
    Teleport to a Claim in the Gallery has a 30 minute cooldown. Also note that we've reduced the cooldown of Teleporting to your own claim from 60 minutes to 30 minutes.

Chat Improvements

    You can now split off multiple tabs of chat in to their own windows!
    Added an Options Button that opens the Options screen from the Game Options ESC menu
    Renamed "Default" to simply "Chat"
    These changes currently won’t save between sessions of the game, but we’ll be getting that in ASAP. We thought this would still be useful enough to everyone without it so we wanted to get it to you this week.

New Props

    New props can now be crafted on the Tinkerer’s Workshop!
    Small Round Rug
    Runner Rug
    Large Rectangular Rug
    Candle
    Medium Candle Group
    Large Candle Group
    Wooden Bed
    Wooden Bench
    Wooden Stool
    Wooden Crate
    Painted Wooden Chair
    Rustic Bookcase

Also of note: The Smelter Refining Station has a new model!

Bug Fixes

    Fixed an issue where items were disappearing from chests. If you return to the Island that has your Claim that had said chest, the items should spit out in to your Overflow Inventory.
    If you had lost items from your claim previously, even if not related to chests, there is a good chance they will also be restored to your Overflow Inventory when you return to your claim island!
    Fixed an issue where if you had the EXACT amount of materials required for an upgrade, it would fail.
    Sometimes the sifter counts in the recipe window would not update properly. Fixed.
    Addressed an issue where a Tree health bar would appear on the map if you started to harvest a tree and opened the map at the same time.
    Fixed an issue where a tooltip would remain on the screen if you pressed ESC while in the mailbox.
    /afk now has a default message.
    If you had just switched toolbars and then pressed SPACEBAR, it would switch to the next toolbar. Fixed.
    Sometimes the tabs in the chat would become unresponsive. This should be fixed.
    Party Member names should now display properly on the map.
    Clicking on "Add Friend" should now give that text box focus.
    Fixed an issue where other UI windows would be on a higher layer than the map, and could not be closed.
    Fixed an issue where sometimes the Inspect and Place button in the Template Window would require two clicks to activate.
    Sometimes you would receive a message that you needed to delete attachment claims before you could delete the root claim, even if you didn't have any attachment claims. This is fixed.
    The color of an outfit has been moved to the end of the outfit’s name to make it easier to sort outfits. For example, "Adventurer's Hiking Gear (Black)"
 
 


Vendredi 2 mai 2014
 
Landmark - Hotfix notes

Fixes

    Fixed an issue where Crafted items that had upgrade slots would lose their slots, if they were placed in a chest and the server was bounced. However, we're unable to fix the existing items that were broken because of this bug. Unfortunately, that data is not recoverable. We sincerely apologize for the inconvenience.
    Adjusted the Cooldowns on Teleports to make it easier to visit cool claims and see the world!

      Teleporting to another player’s claim via the Gallery no longer costs a Portal Shard, and now has an independent 2 minute cooldown.
      Teleporting to your own claim or the Spire still consumes a Portal Shard and has a shared cooldown, but this has been reduced from 30 minutes to 10 minutes.
      Teleport to friend remains unchanged, with a 30 minute cooldown.

    Some Competition entries were not showing in the Gallery if they had the max amount of tags (ten.) This is will now work appropriately.
 
 


Jeudi 1 mai 2014
 
Landmark - Update notes

Competitions

    Our first competition is now live! Read more about the Submission process here: https://forums.station.sony.com/lan...-the-landmarks-of-landmark-competition.31960/
    In the new Template Inspect Window, there is a new button called "Competitions."
    From here, you can submit that template to any Competition that is active.
    To view submissions, use the Category pull down in the Gallery. This competition is called "Landmarks of Landmark."

Claim Feedback

    The Claim Feedback button is now active on other players claims! Have you ever visited an amazing claim, and wanted to leave the owner a note?
    Maybe you wanted to donate some materials so they could finish their project? Now you can!
    When on another players claim, you can send them Feedback by clicking the button in the drop-down claim header.
    This will open a Mail window and you can let them know how much you like their claim, and / or attach a gift or two!

Teleport to Claim from Gallery

    Did you find a really awesome claim in the Gallery that you want to see in person? Well now you can go there directly, assuming you've crafted some Portal Shards! (Portal Shards can be crafted at any Workshop.)
    Simply click the Teleport button in the gallery, and we'll whisk you away to that claim.
    Teleport to a Claim in the Gallery has a 30 minute cooldown. Also note that we've reduced the cooldown of Teleporting to your own claim from 60 minutes to 30 minutes.

Chat Improvements

    You can now split off multiple tabs of chat in to their own windows!
    Added an Options Button that opens the Options screen from the Game Options ESC menu
    Renamed "Default" to simply "Chat"
    These changes currently won’t save between sessions of the game, but we’ll be getting that in ASAP. We thought this would still be useful enough to everyone without it so we wanted to get it to you this week.

New Props

    New props can now be crafted on the Tinkerer’s Workshop!
    Small Round Rug
    Runner Rug
    Large Rectangular Rug
    Candle
    Medium Candle Group
    Large Candle Group
    Wooden Bed
    Wooden Bench
    Wooden Stool
    Wooden Crate
    Painted Wooden Chair
    Rustic Bookcase

Also of note: The Smelter Refining Station has a new model!

Bug Fixes

    Fixed an issue where items were disappearing from chests. If you return to the Island that has your Claim that had said chest, the items should spit out in to your Overflow Inventory.
    If you had lost items from your claim previously, even if not related to chests, there is a good chance they will also be restored to your Overflow Inventory when you return to your claim island!
    Fixed an issue where if you had the EXACT amount of materials required for an upgrade, it would fail.
    Sometimes the sifter counts in the recipe window would not update properly. Fixed.
    Addressed an issue where a Tree health bar would appear on the map if you started to harvest a tree and opened the map at the same time.
    Fixed an issue where a tooltip would remain on the screen if you pressed ESC while in the mailbox.
    /afk now has a default message.
    If you had just switched toolbars and then pressed SPACEBAR, it would switch to the next toolbar. Fixed.
    Sometimes the tabs in the chat would become unresponsive. This should be fixed.
    Party Member names should now display properly on the map.
    Clicking on "Add Friend" should now give that text box focus.
    Fixed an issue where other UI windows would be on a higher layer than the map, and could not be closed.
    Fixed an issue where sometimes the Inspect and Place button in the Template Window would require two clicks to activate.
    Sometimes you would receive a message that you needed to delete attachment claims before you could delete the root claim, even if you didn't have any attachment claims. This is fixed.
    The color of an outfit has been moved to the end of the outfit’s name to make it easier to sort outfits. For example, "Adventurer's Hiking Gear (Black)"
 
 

 

 


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