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  • The Daily Grind: How many skill options do you really need?

    by 
    Bree Royce
    Bree Royce
    07.30.2012

    Massively's own Justin Olivetti recently opined that Guild Wars 2's skill system struck him as more regressive than progressive; he's suggested the game is a reaction to older MMOs that went overboard loading players up with so many skills and hotbars and options that gamers got lost in the mess. Lord of the Rings Online has always had that effect on me whenever I return to it and find six hotbars stuffed with more skill buttons than anyone can possibly push in a single fight or even a single dungeon. Blizzard has been trying to address a similar problem in World of Warcraft for several years. Of course, those second-generation MMOs were fighting against the first-generation games, which were notorious for offering melee classes a grand total of one attack button to push. GW2 provides 10 skills at a time, two more skills per bar than in classic Guild Wars, but maybe the franchise is going too far in its attempt to simplify combat options for third-gen MMO players. What do you think? How many skill buttons do you really need available for every fight so that you feel as if you always have options... but not too many or too few? 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!

  • Star Wars: The Old Republic Q&A talks story, balance, and species experimentation

    by 
    Elisabeth
    Elisabeth
    07.06.2012

    Another installment of BioWare's weekly ritual of enlightening the masses is up! The first question of this week's community Q&A touched on the selection of races available in Star Wars: The Old Republic. If the future introduction of the Cathar is successful, the team would like to introduce a broader spectrum of species for player characters, balancing things out by adding "clear positives and negatives" for playable species. On the story side of things, lead writer Alex Freed addressed a question about the timing of storylines. Class stories have roughly the same timing across the board, but aren't completely in-step, while world stories are split up by faction and can have much more significant time differences. For the most part, it's best not to worry too much about ordering individual world events unless they actively reference one another--and if they contradict one another, you can assume that we won't be writing future stories that depend on one faction's participation at the exclusion of the other. Senior designer Austin Peckenpaugh tackled some class and skill questions. Recent patches have made some fairly substantial changes to the Marksmanship and Sharpshooter trees; Peckenpaugh says these tweaks are intended to bring the specs closer to the team's original vision and encourage playstyles better fit to the peculiarities of those trees. He also talked about the delicate balance of player control and kiting and anti-kiting in the game. He says that "given the amount of skills and abilities that break and cleanse roots and snares at the moment," the team is not "very concerned" about the possibility of chainable roots.

  • SpyParty selected as the Indie Showcase title for EVO 2012

    by 
    Mike Schramm
    Mike Schramm
    06.21.2012

    Remember Spy Party, that sniper vs. spy game Chris Hecker made and showed off at our E3 meetup last year? The game, originally designed as the ultimate test of deep gaming skill, is getting a spotlight on one of the biggest competitive gaming stages as the Indie Showcase title at EVO 2012.That means Spy Party will be playable at the event in Las Vegas in two weeks, and Hecker says he's hoping to have the demos hooked up to the Internet, letting attendees play some of the top players online. 50 beta invites are also being given away right now, so head over and sign up if you're interested. Spy Party was designed to test and highlight extreme player skill, so it's awesome to see it get placed in an event that brings in skilled gamers from all over the world.

  • The Summoner's Guidebook: Why last-hitting is important

    by 
    Patrick Mackey
    Patrick Mackey
    06.14.2012

    We've covered last-hitting quite a bit in previous editions of the Summoner's Guidebook. However, a lot of people new to the MOBA scene don't understand the importance of last-hitting. I don't mean that they don't understand the importance of the action within the game; I'm sure we all understand that getting gold is a good thing. But last-hitting is important from a design perspective too. I think League of Legends (and MOBA games in general) are better because last-hitting is a part of the game. I didn't always feel this way, of course. When I was a MOBA nooblet, I thought last-hitting was an unnecessary PvE element in a competitive PvP game, and it took away from the game's clear objective: taking enemy turrets. When I really sank my teeth into LoL, last-hitting finally clicked. It's a really critical element of the genre, and this week, I'll explain why.

  • New Firefall dev blog discusses raising the skill ceiling

    by 
    Matt Daniel
    Matt Daniel
    05.24.2012

    The other day we talked about Red 5 Studios' new development philosophy for its upcoming MMOFPS, Firefall, and its decision to take things in a direction that's more focused on player skill than levels or gear. Today, the studio has released a new dev diary that expounds on this philosophy by discussing how it plans to make the game "approachable and exciting to players of all skill levels," while ensuring that it remains rewarding to the truly hardcore. The post begins by taking a look at the game's core combat, which contains "a number of weapons and abilities that are lower-twitch and lower-skill," such as beam weapons, AoE abilities, and splash damage. The post goes on to discuss a number of potential solutions to these problems, such as changing the high-splash-damage plasma cannon into a gun that deals lower splash damage, but with devastating direct-hit damage. It's an interesting read for players who are looking for a bit more skill-based gameplay in their MMOs, and Firefall fans in general would do well to go check out the full post on the game's official site.

  • A Mild-Mannered Reporter: The obligations to the useless

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.08.2012

    I'm going to let all of you in on a secret. Actually, it might not be a secret; everyone might have figured this out by now independent of any admission on my part. But here it is, just the same. I'm not actually a very good City of Heroes player. I mean, I'm "good" in the sense that I play the game, enjoy it, think about it, try to improve my character appropriately... but I'm not actually very skilled at the game. My rotations look awkward, my slotting is usually sub-optimal, and my ability to recall important data is pretty paltry. I understand the mechanics just fine, but when it comes time to log into the game, somehow I wind up as the guy who just subtly makes the entire team worse. I'm not terribly skilled. And for all that I'm going to be playing the game for some time to come, I don't think that I'm ever going to reach the point that I say I'm really any good.

  • Drakensang announces 'massive content updates'

    by 
    Matt Daniel
    Matt Daniel
    12.12.2011

    Bigpoint Games has announced that its free-to-play hack-and-slash title Drakensang Online is receiving a "massive content update." Between now and December 25th, Drakensang players will be receiving a couple of large updates, plus a few smaller changes as well. The updates will introduce players to the Norlande, which will provide "a dozen new levels, numerous monsters and champions, new bosses, and new character items and equipment." To top it off, a player can experience all of this content as a new class, the agile Ranger. Rangers will also bring with them "a whole new skill system that makes skills easier and better to use, and significantly improves gameplay." To get in on the action, head on over to the game's official site. [Source: Bigpoint Games press release]

  • Leaderboard: Level-based vs. skill-based

    by 
    Justin Olivetti
    Justin Olivetti
    12.12.2011

    When you think about it, the concept of "levels" in MMOs is downright strange -- and contrary to how we live life. I mean, do you suddenly "ding" to a new, arbitrary level after gaining a whole bunch of generic XP for killing spiders because your spouse/roommate/sibling is too scared to do so? Or do you increase your skills and abilities separately through training, learning and practice? And yet level-based gameplay continues to dominate the MMORPG field, since along the way game designers thought we were too dumb to comprehend anything other than "Big number good. Small number bad." Although, to be fair, level-based gameplay has widespread recognition going for it, a quick and simple way to gauge your status versus an enemy's, and a long and storied tradition in video game history. Then again, there are a few MMOs that have said, no, we're going to give skill-based gameplay a try. These are the titles that allow you to focus on some abilities above others, deepening your character's growth at the cost of increased complexity (not to mention increased difficulty for devs to balance!). Whether it's accumulating a collection of skills or simply choosing which ones to improve, this type of system allows for more individual choice. Ultimately, the choice is yours as it is today. Which do you prefer: MMOs that go the level-based route or the skill-based one? Vote after the jump!

  • The Daily Grind: Should MMOs offer respecs?

    by 
    Bree Royce
    Bree Royce
    12.12.2011

    MMOs last for so long that you're almost guaranteed to get bored or make a mistake at some point during character development. Most games know this and allow you a do-over, be it through unlearning skills in sandboxes like Glitch and Ultima Online or respecing talent point choices in World of Warcraft. Lest your choices be trivialized, certain games insist on making respecs prohibitively expensive; City of Heroes and Champions Online even charge real money for respecs should you deplete your in-game allotment. But other MMOs simply provide no outlet for a do-over at all, like Star Wars: The Old Republic, which currently locks you into your advanced class choice at level 10, long before you're really capable of making that kind of decision. While the devs are still debating respecs as a post-launch addition, a surprising number of players are vehemently opposed to the entire concept on the grounds that it makes character choices irrelevant. What say you -- should all games have respecs, or are do-overs just another form of "easymode"? 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 Firing Line: Getting into Global Agenda

    by 
    Jef Reahard
    Jef Reahard
    12.02.2011

    OK, so you've heard about this whole Global Agenda thing, and you've talked yourself into giving it a shot. It's completely free-to-play from start to finish these days, and the Unreal graphics, sci-fi setting, and strange mixture of hyper-competitive PvP and ultra-accessible PvE have always held a certain appeal. You're not sure, but you think it's kind of an MMO, given that it has persistent territory control, lots of quests, and plenty of progression-based gameplay. Maybe you're a pro skillz baller, or maybe the extent of your shooter knowledge is which end of the gun gets pointed at the bad guys. Either way, you'll likely have a good time in Hi-Rez's spy-fi action title, and you'll have an even better time if you understand a few key points about the game prior to diving in.

  • New Dragon Nest videos show off Saint's Haven, new abilities

    by 
    Matt Daniel
    Matt Daniel
    09.26.2011

    Nexon's dungeon-crawling beat-'em-up MMO Dragon Nest is gearing up for its launch in just a couple of days, and the company has released a pair of videos to help pump up some excitement for the official release. The first trailer welcomes players to Saint's Haven, the new city to which players will be able to venture once the game officially goes live. The city provides players with a whopping 10 new dungeons as well as over 500 new quests. But what good are all those dungeons if you don't have the mad skills to clear 'em out? Don't worry, Nexon has you covered. Video number two focuses on all the fancy new abilities players will be granted when the game launches on the 28th. So whether you're a nimble Acrobat, a brutal Mercenary, or a zealous Paladin, you'll have plenty of new tricks up your sleeve to help turn the tide of battle. But less babble, more bashing, am I right? Head on past the cut for the full videos.

  • The Daily Grind: What is player skill, anyway?

    by 
    Matt Daniel
    Matt Daniel
    08.24.2011

    Today it's time to tackle the somewhat touchy subject of player skill in MMORPGs. With Guild Wars 2 touting its active dodging system and TERA just on the horizon with its action-based combat, many games seem to be attempting to force individual player skill to weigh more heavily in overall gameplay. Guild Wars 2's PvP takes it a step further, putting all players on an even playing field with equal gear and equal stats, leaving the only undecided factor to be the skill of each individual player. But what is player skill? Some people argue that twitch-based gameplay (such as GW2's dodging or TERA's movement and aiming system) isn't skill but rather is a matter of reflexes. Some argue that regardless of gear or character stats, a truly skilled player will always come out on top. Some argue that skill is a matter of knowledge -- knowing your class and the class of your opponent. So today we ask you, what is player skill? Is it the ability to aim a shot in such a way that you lead a player across the map and nail him in the head? Is it knowing to save your cooldowns for when a particular class lands a nasty CC ability on you? Does gear play a part, or does it simply impede a truly balanced experience? Perhaps it's some combination of the above. What does player skill mean to you? 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!

  • EVE Evolved: Learning to let go

    by 
    Brendan Drain
    Brendan Drain
    07.17.2011

    Bombarded by the epic stories emerging from EVE Online's colossal social sandbox, thousands of MMO addicts per month give in to temptation and pick up a free trial. Most drop the trial for one reason or another, but those who continue on to a full game subscription often fall into a common trap. Some enjoy the concept of the game enough to subscribe for a month, and a portion of those get invested enough in skill plans and the mission grind to stick about for two or three months. It's rare for a new or trial player to actually get into PvP or start creating the same epic sandbox stories that drew them to the game in the first place, but this is exactly what they should be doing right from day one. New players often spend their entire trial or first month of gameplay attempting to grapple with the enormity of EVE, absorbing as much information as they can in order to make informed decisions for themselves. It's easy to fall into the trap of thinking months of training skills and learning the basics of the game through reading or PvE will be required before you can PvP competitively or begin crafting your own epic story. I firmly believe that the real learning curve of EVE is in learning to let go of these ideas and to accept the loss of ships or items as part of the game. I believe new players need to discard their pre-conceived notions of death penalty, what skill points represent, and the idea of preparing for endgame. In this week's EVE Evolved, I look at how EVE is actually very forgiving for new players getting into PvP immediately, I challenge the learning curve myth, and I encourage new pilots to drop themselves into EVE at the deep end.

  • The Soapbox: Grinding skill instead of gear

    by 
    Patrick Mackey
    Patrick Mackey
    05.31.2011

    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. One of the most troubling things I see in gamers these days is their incessant pursuit of loot. If you happen to play World of Warcraft, you know that getting into a pick-up raid involves a lot of people waving around GearScore like it's an actual measurement of player ability. Ever tried to get into an Ultra-Max Security group in Global Agenda? I hope you've got top-quality token gear and are level 50 because the time you spent getting those things matters a lot more than actually having any sort of skills. As a tournament fighting-game player, I take offense to this. You don't need to have an epic'd-out Chun Li to win in Street Fighter. In online games, gear is important, but it isn't the first thing you should be pursuing.

  • Firefall dev blog talks skill vs. progression

    by 
    Jef Reahard
    Jef Reahard
    04.20.2011

    If you're a bit apprehensive about the balance between progression mechanics and skill-based gameplay in Red 5's upcoming Firefall title, you're not alone. You're also in luck since senior designer Dave Williams has just posted a new dev blog on that very topic. So what's the answer to this age-old design predicament? That's hard to pin down, and Williams spends quite a few words attempting to wrap our brains about the firm's plans for the game. In a nutshell, we can expect something called horizontal progression -- basically an "enlargement of your toolset" -- as opposed to the vertical progression in a typical RPG that often results in god-mode for players a couple of levels above their opponents. "At the end of the day we want your ability to place your crosshairs over your enemies and pull the trigger to matter," Williams explains. It's clear that Red 5 also wants to keep players engaged over the long-term, and how Firefall manages the delicate balancing act between grind and fun will be interesting to watch.

  • Choose My Adventure: Making the world (a better place?)

    by 
    MJ Guthrie
    MJ Guthrie
    03.30.2011

    Here we are, drawing closer to the end of our Choose My Adventure journey, and I feel like I have just barely gotten started in Xsyon! There is so much left to do; I haven't even scratched the surface of my goals yet. Since construction is a slow process and gathering resources is taking longer and longer each day (you should see the workout I get hauling logs!), my personal fortress is still just a few completed walls and one pillar. I also haven't managed to circumvent the lake, find any chalk, or convince anyone to let me be President/Supreme Ruler of the Lake. All right, maybe I haven't really tried hard at that last goal, but this week has seen your CMA correspondent meeting and greeting neighbors throughout the region, gathering resources, politely declining tribe invites (I will remain true to the vote throughout our adventures), and attempting to improve my skill in architecture. Also, I have enjoyed some relaxing fishing. As jaunts into the wilds for wood became longer each day, I kept watch over my shoulder with a touch of apprehension, always on the lookout for hostile folks and animals alike. There is always some question as to whether or not the elusive animals are in the game, but I have had a couple of run-ins with a mama and baby bear that ended poorly for me, so I try to never let my guard down. What else did I learn this week about life on the shores of Lake Tahoe? Hike past the break to take a look at this week's adventures in Xsyon and then vote on how we approach combat for our final installment of Choose My Adventure.

  • The Daily Grind: What's your least favorite sort of boss fight?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.16.2011

    If you study a fair bit of literary theory, you'll come across the idea that there are only a handful of different stories at the most basic level. The same is true of boss fights in most MMOs -- while there are variants, you can generally break a fight down to its component elements. DPS races, gear checks, endurance fights, add management, positioning battles... from World of Warcraft to Lord of the Rings Online to City of Heroes, there are going to be fights where you have to avoid standing in things while killing the boss gradually. Of course, each of these fights can bring different challenges, but not all of them are entirely welcome ones. So which set of mechanics do you find the least appealing? Do you find positioning fights irritating as they completely disregard character stats in favor of dancing? Do you dislike DPS races where everyone just brainlessly pounds on the keyboard? Are you sick of burning down non-entities in order to fight the actual boss? Or is there another mechanic altogether that gets your goat? 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!

  • Snowballs piling up in Hell: Faxion Online enters its second closed beta test

    by 
    Justin Olivetti
    Justin Olivetti
    02.25.2011

    "Free to pray, free to prey, free to play," the tagline goes. While Faxion Online continues to milk all of the religious-themed puns the team can think of (and it's hard not to add your own!), this afterlife MMO continues to charge ahead with the second phase of its beta process. UTV True Games announced that Faxion Online has entered its second closed beta test, which has been expanded to include new players and a number of improvements implemented after the first test. Faxion now has an improved starter tutorial that invites players to learn about heavenly living or hellish confluct, depending on the class chosen. Other improvements include class reballancing, new areas and teleportation stones that help warriors get to the conflicts even faster than before. UTV's Frank Lucero credits the players for shaping the game's development: "The responses to the first closed beta have been incredible in helping us determine updates for this second phase." You can check out this tongue-in-cheek PvP MMO by signing up for the beta test or by vicariously experiencing the spiritual planes in our Faxion Online first impressions.

  • Ask Massively: Massively is one of those multiple-robot Transformers edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.03.2011

    The technical term depends on how much of a fan you are and whether or not you want to be a jerk. The only term that has been officially used with any regularity is "combiner," which describes nicely what's going on but isn't terribly evocative. "Gestalt" is always a popular fan term, but it's also clearly the sort of term that bored 20-year-old psych student comes up with when talking about a cartoon online instead of doing homework. You know what? Let's just say we're a supergroup, like Asia. That's easier. So while you're queueing up "Heat of the Moment" and cursing me for getting that song stuck in your head for the next four days, it's time for Ask Massively, which this week features questions about the staff's opinions on games past, present, and future. Fun for everyone! And of course, you can send in your question to ask@massively.com, or you can just leave it in the comment field.

  • Final Fantasy XI details big experience and skill gain increases

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.01.2011

    While we still don't know exactly when February's mini-version update will fall, Final Fantasy XI players are going to have two very big things to look forward to when the change goes live. Previous updates had promised adjustments to skill gains and experience points, but without any hard numbers to back up those statements, some fans were quite reasonably skeptical. But the team has spoken, and now we have some idea of what to expect -- Even Match monsters will give roughly double their current experience, and skill gains are possible on Decent Challenge or higher enemies. The former could well mean that the amount of experience seen by players will be doubled across the board, or it could simply mean that the scaling will work a bit differently. Similarly, the skill gains will allow players to level up weapons far more easily, especially with the promise of larger numbers for each gain, easing the pain of finally getting a 0.1 increase after half an hour of work. Players will have to wait a little while longer to see the specifics at work, but the two adjustments should give Final Fantasy XI's players a much easier leveling experience, especially for neglected jobs or subjobs.