playstyle

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  • SMITE previews Ao Kuang in detail

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.14.2014

    Turning into a dragon is always a viable strategy if you can manage it. Most people can't; you cannot respond to criticism from your boss by turning into a dragon, for example. Ao Kuang can do exactly that in SMITE, however, and that forms the core of his playstyle in the game. If he has a target with low enough health, he can turn into a dragon, destroy them, then fly to a new area with area damage and a recharged sword so that, hopefully, he can take out someone else by turning into a dragon. Ao Kuang's passive mechanic is a sword that carries charges that are auto-spent to buff his abilities, with a slow regeneration out of combat or a quick regeneration if, again, he turns into a dragon. He's a melee mage-type character, encouraging players to swing in, take out a target, and then move on to the next. You can get a clearer picture of how this will work in play on the official preview page. [Thanks to Sorenthaz for the tip!]

  • The Nexus Telegraph: Habits that WildStar should keep

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2014

    Last time around in this column, I talked about the stuff that WildStar desperately needs to get out of its system, and quickly. I'm pleased with it. With the scaling-back of the update pace and some changes that I expect to be coming, I'm hopeful on that front. (Incidentally, if someone has a link to an actual promise of monthly updates from Carbine Studios, pass that along, since I don't think anyone ever actually promised it so much as just wound up doing it.) So why am I still playing the game? Because it's got a lot to recommend it despite those failings. These are not bad habits that the game needs to kick but things that the development team should arguably double down on. They're arguably the best parts about the game and certain what makes it stand out the most. So in direct counterpoint to last week's article, here are the things that WildStar should keep doing.

  • A look at WildStar's customization options

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.29.2014

    How much do you like character customization? If you shrug and click the nearest "random" button when making a new character you probably don't care much. But if you like to carefully examine customization options before creating a character, and then even more carefully examine customization options after creating a character... well, WildStar's developers understand the way you work. They'd like to help, insofar as giving you a whole bunch more customization options could count as "helping." Customizing your character doesn't end at creation -- it extends to how you play your character, how your character's outfit looks, and even how your mount looks. Not to mention, of course, that there's the housing system. The game's latest DevSpeak video about customization is just past the cut, and we got a chance to talk a little more with the fine folks at Carbine Studios about tuning your character just right.

  • The Soapbox: There's nothing wrong with easy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2013

    The word "easy" gets a really bad reputation in gaming, an unfair reputation, at that, because there's absolutely nothing wrong with something's being easy. A while back, we hosted a great column about how we tend to call things easy when they really aren't. (Seriously, go read that.) That's all well and good, but that's also not what I'm talking about here. Gaming as a community seems to have decided that easy is just plain bad, that it's a horrible insult, and a game being easy is like saying that a game is worthless. But easy isn't bad. Playing a single-player game on easy difficulties isn't a mark of weakness, and having an MMO that's easy on a whole doesn't mean it's a bad game. Having easy content isn't just an acceptable thing; it's an outright good thing for a lot of player. There is absolutely nothing wrong with easy.

  • Vindictus cuts out a place for new character Vella

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.13.2012

    She slices, she dices, she eviscerates, and she's the newest character in Vindictus. Ladies and gentlemen, meet Vella and her dual blades. She's the star of the newest video from the game's team at Nexon, which shows off her penchant for quick maneuvers and swinging arcs of destruction. In the game's lore, Vella is a mariner renowned for her skill with blades and her agility. In play, she more than lives up to the reputation, possessing a variety of attacks that either help her close the range with her opponent (such as Typhoon Slash) or help her get out of range as necessary (such as the spinning attack Slipaway). While she's obviously a melee character, her ability to dart in and out of range and vent around larger opponents should help keep her versatile on the battlefield. But don't take our word for it -- check her out in action just past the break. [Source: Nexon press release]

  • Breakfast Topic: Has Mists changed your playstyle?

    by 
    Lisa Poisso
    Lisa Poisso
    10.23.2012

    In Mists of Pandaria, the design intention for World of Warcraft is clear: Blizzard wants you playing this game at level 90 (although what you do once you get there is up for grabs). For the first time, a meaty profile of endgame activities makes it truly possible to sustain a non-raiding playstyle at level 90. How long will that be possible? We'll have to wait and see -- but for now, it means your endgame options are more varied than raiding, repeating a handful of dungeons, moving into PvP, or leveling another alt. The whole thing comes as a great relief to me. Knowing that endgame players are smeared across the game world like grape jelly on the kitchen counter after an "I can do this myself, Mommy" sammich gives me permission to choose my own flavor of gameplay without turning my back on Mists' content and features. Case in point: Last week, when leveling my pandaren was feeling too much like an obligation, I ambled back to a guildless, early Cataclysm-era level 85 character with the idea of focusing on the story rather than opening up content and improving my character like a proper little goal-driven player. I'd made a good running start into Pandaria before it finally occurred to me: Why not relax even more and allow her to become a pseudo-pacifist? It's not like I had to go hardcore and limit my efforts to leveling solely through exploration, herbalism, and archaeology. There's other stuff to do -- new stuff! I could weave pet battles into the mix, and I could even get my farm started right away. Oh, and I'll need some farming togs for that. Before I knew it, I'd mixed up the perfect blend of activity for this little independent character. It's proving equally as captivating in 15-minutes bites at lunch as it is over a glass of wine and a wandering evening lost in exploration. So here I am, happily embracing an alternative character concept with a low-key playstyle -- and it's all a natural part of the current endgame. I won't be abandoning my more mainstream PvE characters or my roly-poly panda, but this is a pretty enjoyable way to kick back without recusing myself from the current era. I ... I think I'm hooked! Plenty of players are moving the opposite direction, of course, leaping into raiding for the first time or grouping in instances and scenarios more than ever before. Are you enjoying a new-to-you playstyle in Mists? Is it an alternative to your main character, or has the fresh approach become your new take on WoW?

  • SMITE rolls out a video for Ares

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.02.2012

    Interested in the deities of SMITE? You'll be quite happy to know that the game has put out a new video revealing one of the game's many heroes. In a stunning move that should shock nearly no one, one of the heroes available for play in this game of warring gods is Ares, the Greek god of war. And while almost any student of mythology could give you a brief rundown of who Ares represents (people who like war), the video goes into depth about Ares' abilities and combat roles. Ares in SMITE is meant as a melee magical tank. His abilities allow him to chain other gods for continual damage and increased movement speed, bolster the defenses of himself and nearby allies, and breathes fire from his shield to cut down high-health targets. At the apex of his power, Ares can pull several enemies together to him while dealing extensive damage. Take a look past the cut to see a full rundown of his skills as well as some demonstrations of their tactical execution.

  • The Daily Grind: Should players be rewarded for playing alts?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.24.2012

    Star Wars: The Old Republic is rolling out a big improvement to its Legacy system on Tuesday... at least, a big improvement if you play a lot of alts. If you generally stick to one character, most of the new perks won't actually help your gameplay in the slightest. Which is a bit disappointing if you're not really a fan of playing alts. Altaholics and their close kin will argue that most MMOs actively discourage alts, some with great vigor (Final Fantasy XI makes an alt almost wholly undesirable at every turn). Having some extra perks for those who like leveling alts is a welcome change. But at the same time, for players who dislike having dozens of characters, it's awful restrictive when you can only get some rewards by doing things you dislike. So what do you think? Should players be rewarded with some extra perks if they play a lot of alts? Or should playing an alt be its own reward, without any attendant in-game benefits? 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!

  • The Soapbox: Why solo players don't just play a single-player game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.05.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. When I play an MMO, I tend to play solo. This isn't because I outright dislike grouping -- I've said exactly the opposite before -- but when given the choice, I'll default to solo. I don't always have a reliable play schedule, I like having the freedom to start and stop projects at my whim, and most importantly, I like the option of just tuning out a bit and losing myself in a solitary romp every now and again. Some people get very bothered by this, though, and they really dislike the fact that there are solo players asking for more solo content. Sometimes it's rooted in a fear that solo content will interfere with group content, and sometimes it's because of the fear that no one will group if there's plenty to do solo, but the same argument gets brought up every time: "If you want to play solo, you should be playing a single-player game." Except they're not the same thing. Not by far. There are distinct benefits to playing in an MMO even if you prefer doing most content solo instead of in a group.

  • The Daily Grind: What game have you fallen back in love with most often?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.04.2012

    Some games you just can't quit. You might unsubscribe and head off for a time, but you always wind up back in-game before too long. And some games just give you new things to enjoy each time you log back in. Even if you're bored with one part of the game, you start playing a bit differently and suddenly it's like the first time. Put simply, you fall in love with the game all over again. Most of the games we play for long periods wind up in the catbird's seat more than once. But there are games that you fall back in love with, and then there are games that you keep falling back in love with all over again even if you'd prefer not to do so. So what game have you fallen back in love with most often? Is it a game that you think of as generally one of your favorite or one that you have sharply divided feelings about to start with? 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!

  • The Mog Log: Adventures equal battles

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.14.2012

    One of the big selling points of Final Fantasy XIV before launch was that there were many classes devoted to doing things other than fighting. The promise was made, more than once (if memory serves), that even non-combat classes would get to take part in the main story, and it was also stated that these classes would still be useful to an adventuring party even if not quite as good as another Disciple of War or Magic. At this point, of course, we can confidently say that part was a lie. A Botanist is about as useful in combat as an actual botanist in a fistfight. But Naoki Yoshida has gone on record that the former part is a lie as well -- that if you want to take part in the main storyline, you really do need to level a combat class. It wasn't something that was really highlighted, but it was still there, and it's worth unpacking as we look forward to another year of the game's ongoing development. If you came in expecting to only craft and gather, you're no longer going to have your run of the place.

  • The Daily Grind: Do you like having the freedom to play solo?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.13.2011

    MMOs are social experiences at their core, but there's still something about having freedom on your character of choice. At times, everyone likes to step away from being responsible for other people, and operating solo means that you get to take full credit for your own success and failure. But the quality of that operation depends on the game -- Final Fantasy XI characters were largely helpless solo past a certain point, while there's little in Star Trek Online that a solo player can't handle with some patience. Obviously, being able to get plenty done solo means that you can indulge your time in the game more freely and not have to worry too much about other availability. But it also does detract from the grouping experience, and it can lead to a rahter one-note game where every enemy has to fall prey to the same solo tactics. So do you think solo-friendly game are a good thing? Do you want your games to feature a fair amount of self-reliance, or do you miss the old days where parties were the default for content? 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!

  • Blood Sport: Finding your PVP playstyle in arena

    by 
    C. Christian Moore
    C. Christian Moore
    07.19.2011

    Want to crush your enemies, see them driven before you and hear the lamentation of their women? C. Christian Moore, multiple rank 1 Gladiator, examines the latest arena strategy, trends, compositions and more in Blood Sport. I've found one of the most common excuses for not having an arena team is conflicting playstyles with past teammates. While often times these excuses are not really the problem (far too many arena players are self-centered and unreceptive to criticism), playstyle differences can be a factor in not meshing well with certain players. I'd like to provide you with a few common playstyle differences, my take on which side of the spectrum is generally more popular, which side is generally better, and what I tend toward.

  • Wasteland Diaries: Playstyles

    by 
    Edward Marshall
    Edward Marshall
    07.01.2011

    Most MMOs have three playstyles. Well, that's incorrect; they actually have any number of play-styles with varying degrees of three types of play. PvE (player vs. environment) is the style of play in which the antagonists are a part of the gameworld itself. PvP (player vs. player) pits the players against each other. And RP (roleplaying) has the players vying for... whatever they decide they need to vie for. Most players engage Fallen Earth (or any MMO, for that matter) with a mix of the three. Fallen Earth is a great setting for the RPers. Its vastness and its interesting-looking locales make for a variety of backdrops. The interesting locales usually make for some great locations for open world PvP. And there are hundreds and hundreds of PvE missions here, there, and everywhere. All three types of players can get a lot out of Fallen Earth if they approach the game properly. The purpose of this post is to help you along with getting what you can out of the game with your preferred playstyle. So without any further ado, click past the cut and read on.

  • Blood Sport: How to make a new character for PvP, part 3

    by 
    C. Christian Moore
    C. Christian Moore
    05.10.2011

    Want to crush your enemies, see them driven before you and hear the lamentation of their women? C. Christian Moore, multiple rank 1 Gladiator, examines the latest arena strategy, trends, compositions and more in Blood Sport. Please check out the last two articles on how to make a new character for PvP, part 1 and part 2. Those articles discuss trying to narrow down which class is right for you before you play it at 85. We all have that friend who levels an alt up to max level expecting to play on it forever and ever, only to abandon it two weeks later. Don't be that guy! This week, we'll be discussing the most efficient and arguably logical ways of bringing you up to speed on a new character. Keybinds, leveling strategy, and gearing up are important aspects of any class and three of the major traps new altoholics can fall into, especially for PvP.

  • Blood Sport: How to start a new character for PvP, part 2

    by 
    C. Christian Moore
    C. Christian Moore
    05.03.2011

    Want to crush your enemies, see them driven before you and hear the lamentation of their women? C. Christian Moore, multiple rank 1 Gladiator, examines the latest arena strategy, trends, compositions and more in Blood Sport. Please check out last week's article on starting a new character for PvP; we discussed different ways to analyze your own playstyle and alluded to this week's subject of strengths and shortcomings. I asked four important questions about playstyle and gave my answers to the questions; however, because some seemed to be left wanting, here is a little more information on those questions.

  • Blood Sport: How to start a new character for PvP, part 1

    by 
    C. Christian Moore
    C. Christian Moore
    04.27.2011

    Want to crush your enemies, see them driven before you and hear the lamentation of their women? C. Christian Moore, multiple rank 1 Gladiator, examines the latest arena strategy, trends, compositions and more in Blood Sport. How do you know if your class is the right one for you in PvP? One of the best ways to find out if you really want to play the class is to analyze your playstyle. What are your tendencies as a player? Do you rush in and try to battle it up, even if you're a healer? You might want to try out a warrior or death knight. Do you stay back and try to play as defensively as possible? A mage or hunter might be more suited to your tastes. Perhaps you like to annoy opponents by jumping behind pillars when they switch targets to you -- an affliction warlock or holy paladin might be right up your alley. Arena has a flavor for almost everyone. I determined long ago that I love to rush in and play as offensively as possible. My first character I ever made in WoW was a retribution paladin! However, I shifted around a bit before discovering the power of warlocks. I stuck with warlock for the longest time because DoTs were incredibly overpowered and it felt like I couldn't die against seven monsters. Deciding to play a class because it was overpowered while leveling was probably not the best decision, and I wish I had thought about PvP more when deciding on a main character.

  • The Daily Grind: Does absence make the heart grow fonder?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.10.2011

    Single-player games have at least one distinct advantage over MMOs -- they don't go anywhere. You can spend months not playing one, and if you're behind at all, it's just a matter of not having bought all the DLC as it became available. Not so with online games, where a few months off can leave you behind the curve in both gear and incremental changes to your class of choice, making it almost easier to just start over. Even in a game like Guild Wars, where your character is never going anywhere and returning to the game just requires a login, losing some in-game time can leave you out in the cold. For some players, of course, this is what makes taking some time off attractive in the first place. The progression itself is enjoyable, not the end goal, and it's more fun to come back to World of Warcraft every few months to earn up new equipment rather than keep playing with the equipment you've got. So what about you? Are you more or less likely to return to a game as time passes? Do you get turned off by thinking of how much catching up you'll need to do, or is that the part of the game that really excites you anyway? 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!

  • The Daily Grind: What stereotypes get your goat within the MMO community?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.25.2011

    It's easy to paint every single MMO player with a broad stroke, but the fact of the matter is that we've all got our quirks and our preferences. Even within the larger community we tend to pigeonhole people by their playstyles and games of choice, even though we know those stereotypes aren't accurate. Not everyone who plays World of Warcraft is part of the mass of braying donkeys that passes for a community, not every Second Life player engages in work-unsafe activities while playing, and there are plenty of Darkfall players who would be hard-pressed to survive in a fair PvP matchup. But the stereotypes don't stop with the games you play. There's a long-held assumption that roleplayers can't play the game well, PvPers are antisocial and nasty, and PvE players are only concerned with shiny loot over challenge. We all know the preconceptions, but what ones really bothers you? Which assumptions do you feel are patently false, and which ones seem to hold true from your experience? 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: You are not a storyteller

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.21.2011

    I know that some of you are looking at that title in disbelief. Others are probably just reading already, figuring that in a few lines I'm going to set up what the central joke is and explain how I'm subverting the title -- you know, a nice eye-catching title that draws everyone in, then a paragraph or two where I explain how I'm not being serious. That's not what we're doing here. That title is one hundred percent accurate. If you are a roleplayer, you are not a storyteller. Close, maybe, even in the same basic food group, but you're not a storyteller. I've spent the better part of the last several months talking about how to work on telling a story, developing a character, all of that stuff. But it occurred to me that I was leaving out a very important part of the equation, something that I was aware of in the back of my mind -- and many of you likely are aware of, as well -- but I never said outright. I'm saying it right now. Roleplaying is not storytelling, and if you're trying to be a storyteller, something is not going right.