flexibility

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  • Bonus Armor and the Flexibility of Gear Design

    by 
    Matthew Rossi
    Matthew Rossi
    05.08.2014

    One of the things I like to do is read up on how gear will be designed in the future and really consider how it will play out. We know that Warlords of Draenor will be a vastly different game in many respects, including gear design. One of the ways that's showcased for us is in how bonus armor will be applied as a tanking stat. Not only will bonus armor be a stat you only see on certain slots (rings, trinkets, necks and cloaks), not only will the stat itself be greyed out for non-tanks (so a DPS warrior or paladin wouldn't get bonus armor from an item with that state, while a tanking warrior or paladin would), but also, bonus armor items will have both strength and agility on them, and the one you get will be based on class (so a monk with a bonus armor ring would get agility, a death knight would get strength). This isn't just fascinating in and of itself, but in what it reveals about what is possible for gear going forward. If bonus armor items can have strength and agility, then it's feasible that all Warlords weapons could have strength, agility and intellect and only display the one that's useful for the class and spec using it - a 1h mace could have strength for a DK, agility for a shaman, and intellect for a priest. It's the flexibility of the potential design that's the most interesting, and obvious, departure from the original game.

  • The Mog Log: Final Fantasy XIV's buffet effect

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.29.2013

    A little under a year ago, I wrote a column about how Final Fantasy XIV needs to generate a wow factor. It needs to surprise people, have something unique and special to offer. There was a lot of stuff that felt distressingly rote, and that wasn't good. So what's changed since then? Well... not a huge amount, honestly. There are several features in the beta that feel like rehashes of things we've seen in other games, like FATEs and quests and instanced dungeons and so forth. Yet the game is clearly generating a wow factor, something that I'm happy about. This week, I want to throw that previous article out completely. Just kick it to the curb. As I've been playing the beta weekends and seeing what the game has to offer, I've realized that there was something I was completely failing to embrace and consider. It's the power of the buffet.

  • The Daily Grind: How versatile do you like your characters?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.16.2011

    Breadth of utility is one of those concepts that rarely gets brought up in MMO discussions, but we still think about it. In some games, such as City of Heroes, most of the individual character archetypes are pretty one-note -- for all the customization you can give him, your Blaster is still fundamentally capable of only one task (dealing mostly ranged damage). But we also have games such as Champions Online, in which you can build one character to do almost everything at the cost of pretty much taking the same powers as everyone else. Some players want to go with the Final Fantasy XI approach, creating one character who can learn to do pretty much everything in the game, given enough time. Others prefer a more focused approach a la World of Warcraft, a game in which a character does one thing and specializes in it heavily. What do you feel? How diverse do you want each individual character's ability pool to be, and are you willing to give up some flexibility if it means more unique skills for your particular focus? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Storyboard: All about the lore train, like it or not

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.22.2011

    In tabletop roleplaying, through all of the various supplements for a given game, there are usually overarching plots, which players could either interact with or ignore. This is the metaplot -- not the plot that necessarily concerns your game, but the plot that the designers are keeping an active hand in. Of course, if you wind up running smack-dab into the middle of the metaplot, your tabletop game has a distinct advantage over an MMO. If, for instance, the game has a story arc that involved a city's being destroyed within the metaplot, you can just ignore the metaplot or delay it slightly. Your story rules, and the metaplot just fills, in background information. This is not the case in MMOs. The game's lore is not a distant force; it's an oncoming freight train, and if you haven't gotten hit with it yet, you will. I touched on it briefly when I first talked about the strange relationship that roleplaying has to lore, but between patches and expansions, lately I know I've been feeling the pinch of the world changing around me. (Well, around my characters, at least.) So how do you adapt when a game's overarching plot derails a character arc or a group-wide story?

  • Champions Online previews the new Archetype system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.06.2010

    When Champions Online first announced that it was joining the ranks of other games offering a no-subscription option, it included a mention that free members would be locked into archetypes. Archetypes were described in broad strokes as a chance for players to develop along the lines of famous heroes from comics, with a locked progression path but the same basic power level. While the development team hasn't yet expounded on what the precise archetypes will be, it has put together a short description about the differences players can expect between the normal free-form heroes and the coming archetype heroes. As it turns out, archetypes will end up with slightly fewer overall powers than freeform heroes but with the same general power level. The preview explains the split as being one of versatility -- freeform heroes will be able to take many roles, but archetype heroes will perform one role well and that's it. If you're one of the players looking forward to trying Champions Online as free-to-play, or if you're just interested in the new build system, take a look at the full rundown and keep your eyes peeled for the coming details on the archetypes themselves.

  • Storyboard: To flow like water

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2010

    After having heard about a small explosion of RP drama earlier this week (not within my immediate sphere, but relayed to me anyway), I was initially going to make this week's post all about that most hated of all interactions. Then I found myself thinking about it a bit more, and I realized that really, most RP drama has an easily identifiable source that's easy to change if you actually want the change. And the solution is so simple it's almost insulting. Be flexible. Seriously, it's that simple. It's so fundamental that I put it into the very first column I wrote for this franchise, which should tell you something. But even though -- or maybe because -- it's so obvious, it's also stunningly easy to overlook our own inflexibilities. It's one of those things that we all know on a conscious level and ignore in practice, and if that's not rant-worthy, boy, I don't know what is.

  • Spotted: Popcorn box o' Xbox 360 peripherals

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    09.23.2009

    Click to jump in! Joystiq has obtained official box art for an apparent Xbox 360 peripheral bundle. Diving a hand into the "popcorn" box (warning: contents inedible), one looks to pull out the following: (1) Mini Universal Media Remote (the original Pro pack-in!) (1) Wireless Network Adapter (apparently not the 802.11n version) (1) Xbox Live 3-Month Gold Card (1) 800 Microsoft Points Card (0) No actual popcorn While pricing and release details have yet to surface (though box art has been created for various European territories), we expect this package of dusty inventory -- hey, it's called "flexibility" people! -- to coincide with the release of the remote-less, WiFi-less Elite Holiday Bundle in the coming months.%Gallery-73810%

  • Anti-Aliased: Microtransaction mayhem pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.31.2009

    Plus, it's not like this has never happened before Many complaints about this format seem to stem from the notion that this is a new practice. However, keen observers of the industry will note that this practice is absolutely nothing new. The first introduction of this format is, amazingly enough, World of Warcraft. Name changes, server transfers, character re-customizations, and the eventual faction transfers are all a part of their suite of premium services. Perhaps you never thought about it because Blizz never used the dreaded terminology, but these are microtransactions. You're paying extra to take advantage of a service, even though you're paying for a subscription. Over in another superhero fun land, NCsoft has been selling character costume packs, extra character slots, and other goodies all for premium prices in City of Heroes. Oddly enough, no one has rioted over the sale of wedding outfits and mystical armors, even when the magic pack comes with a brand new power that you otherwise can't get in-game. "Microtransaction is a loaded word in our culture -- it makes people think of unfair item shops and poorly formatted 'free to play' games.'" Lastly, the original subscription/microtransaction model -- Xbox Live. XBL offers all subscribers some pretty nifty services, like cross-network friends lists, cross-game communication, massive yearly updates, and the ability to play games online. But, it also pushes the sale of videos, music, game add-ons, and original games via the Xbox Live Marketplace. It may not seem like it, but this is the definition of the microtransaction model. You're paying a subscription to purchase more content.So why all the angry? Why Cryptic? Why Champions? Why does everyone lash out now?First off, people are angry because microtransactions are coming with the game's launch, and that makes them visible. CoH added their microtransactions years after the launch. Xbox Live was originally just playing games online, adding in microtransactions after a few years of service. World of Warcraft followed the same trend, adding their "premium services" well after launch. Cryptic hasn't slipped them in later, under people's noses. Another reason people are angry -- Cryptic called them microtransactions. WoW offers "services," XBL offers "content," and CoH offers "packs." Microtransaction is a loaded word in our culture -- it makes people think of unfair item shops and poorly formatted "free to play" games. That word alone has put many people off simply because it exists. I'll put money down and say that some of the naysayers didn't go on to do their homework regarding what Cryptic was offering. But Cryptic isn't offering anything new. It's a shop of "services" like name changes, costume changes, and other account level data changers coupled with some silly cosmetic options. Plus, Cryptic has stated that anything that has an in-game effect can still be acquired in-game. Don't want to pay for the costume change token? Earn one in game. Stop saying the sky is falling It's not. You don't like it, then don't buy from it. This isn't anything extremely experimental or surprising. It's not price gouging if you don't actually pay for it. And it's not like Champions is going to ship with huge swaths of content missing, forcing you to buy items from the Cryptic Store to progress through the game. It's simply an option, nothing more. Take advantage of the beauty of the system -- if you don't want it, don't pay for it. Colin Seraphina Brennan is the weekly writer of Anti-Aliased who is paying for sparkling angel wings, if they're available. When she's not writing here for Massively, she's rambling on her personal blog, The Experience Curve. If you want to message her, send her an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow her on Twitter through Massively, or through her personal feed, @sera_brennan.

  • Anti-Aliased: Microtransaction mayhem

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.31.2009

    You know, I would be quite amiss if I didn't take the time to weigh in on the microtransaction and subscription argument that has been going around town lately. It seems to be the buzz on everybody's lips.For those of you not in the know as to what I'm talking about, here's the deal. With the upcoming release of Champions Online, Cryptic is taking a double-edged approach to generating revenue. The game is going to run on a standard subscription package, but it will also let players have the option of buying extra "account options" and costume pieces via Cryptic Points.Now, some people feel as if this is a perfectly fine way to conduct business, while others find this system to be nothing more than price gouging and unnecessary. How do I feel? Well, jump the break and I'll give you my feelings on both sides of the argument.

  • Blizzard changes the description of the Death Knight talent trees

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.04.2008

    Curse has noticed a very intriguing change to the Death Knight information page. The descriptions of each of the talent trees has been changed. Here are the old descriptions: Blood: Talents in this tree focus on damage dealing abilities. Blood Presence increases damage output by a percentage. Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage. Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities. And now, the new descriptions: Blood: Talents in this tree focus on weapons, armor, and strikes. Frost: Talents in this tree focus on control, counters, and combos. Unholy: Talents in this tree focus on spells, summons, and diseases. This is quite a drastic change, but what could it mean? Let's look at the possibilities after the break.

  • Totem Talk: Three Classes In One?

    by 
    Matthew Rossi
    Matthew Rossi
    10.04.2007

    Totem Talk is the column for shamans, and Matthew Rossi has been obsessively trying to get his draenei shaman into outland this week. He's maddeningly close. He might have made it today if the Bark for the Barleybrew quest hadn't bugged out on him, but at least he got his Wolpertinger. No, this column won't be about Brewfest, but I had to show off my cute new pet or my wife would have been displeased with me.Like all true hybrids, Shamans are remarkably versatile. They can heal, they can melee, they can nuke. And like all true hybrids, they can only do one of these things, and then only if they properly gear and spec for it. While it is possible and worthwhile to really push the borders of the inherent multi-tasking of the class, most folks pick a role and stick with it, either because (as is my case) they don't have the gear to do anything more than their generally designated role or because they don't really want to. My resto shaman cannot DPS. Not even because of spec, but because he simply has not the gear for a DPS role and as a result there's no point in him attempting it. If I had good enough enhancement gear, I would probably try and DPS a lot more, but with the limitations of what he's carrying around in his bags it's simply not possible.Your spec is like an aptitude: it defines what your character will have the most options in. As a resto shaman, I have plenty of added punch to my healing, talents like Healing Way, Improved Chain Heal, Earth Shield and Nature's Blessing. But I'm lacking the offensive punch of the talents from Elemental for my spells, which means even if I had the gear, my shocks and lightning bolts are not going to match up to a shaman who has spent the points. I won't have Lightning Overload or Elemental Precision. And if I try and mix it up in melee, I lack the ability to Dual Wield, the enhanced weapon buffs of Elemental Weapons or the bite of Weapon Mastery. I still have the basics that Elemental and Enhancement shamans use in combat, of course, and they still have the basics of shaman healing, but there is always a noticeable drop in performance when doing something outside of your spec. Of course, some of you are probably saying "tell us something we don't know" while still others are ready to point out that even if an enhancement shaman can't heal as well as a resto shaman, he can still heal. And that's actually a good point. An enhancement shaman or an elemental shaman can, in fact, still heal. This leads to an often overlooked aspect of the class - basically, you bring a shaman along on a run because a shaman, in addition to whatever DPS or healing he or she can provide in a main role, can also provide what I like to call 'panic button' capacity.