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  • Leaderboard: PvP power vs. PvP specialization

    by 
    Jef Reahard
    Jef Reahard
    02.04.2013

    One of an MMO designer's biggest challenges seems to be reconciling PvP and PvE in a game with gear progression. Another example of such comes courtesy of Red 5 Studios latest Firefall dev blog, where the team basically says that it's doing away with both PvP gear and tiers because of balance concerns. While the approach that Red 5 is taking is certainly valid, another alternative would be to parcel out PvP progression as a series of specialization choices instead of across-the-board power boosts. For today's Leaderboard, we'd like to know which of these paths you'd prefer, or if you think that MMO PvP is simply a lost cause. Vote after the cut! Ever wish that you could put to rest a long-standing MMO debate once and for all? Then welcome to the battle royal of Massively's Leaderboard, where two sides enter the pit o' judgment -- and only one leaves. Vote to make your opinion known, and see whether your choice tops the Leaderboard!

  • The Soapbox: Can we reward fun over persistence?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.22.2013

    MMOs are games of repetition. Advancing past a certain point is always a matter of doing the same thing over and over, whether it's repeating raids in World of Warcraft, playing the market in EVE Online, or taking part in the same event to clear daily achievements in Guild Wars 2. Whether or not you enjoy these repeat performances can make the difference between the grind from hell and a pleasant upward climb, but it's still a game of repetition. It's not exactly the ideal state of being. Nearly every new game seems to recognize this and advertise itself as free from grinding, which at best is true in a very narrow sense. You won't be grinding daily quests, but you'll be grinding events or PvP maps or dungeons. So why don't we have a game out there that rewards fun instead of persistence? Is it possible to create a game that's free of repetition and focused on enjoyable experiences?

  • EVE Evolved: Fitting Amarr cruisers for PvP in Retribution

    by 
    Brendan Drain
    Brendan Drain
    12.30.2012

    EVE Online's recent Retribution expansion overhauled many of the game's old PvP mechanics and rebalanced all of the tech 1 frigates and cruisers. These are the first ships new players get into when they start playing, and many found they just couldn't compete with more expensive ships in combat. In Retribution, the basic tech 1 cruisers have been buffed beyond all recognition and now stand a serious chance against battlecruisers and tech 2 ships. New players and veterans alike have found the updated tech 1 cruisers to be a lot more fun to fly and more effective in solo PvP and small fleet warfare. Two weeks ago, I started a new series of ship fitting guides with effective PvP setups for each of the four Gallente tech 1 cruisers. In between hilarious sessions of baiting gankers with my ECM Vexor, I've recently been been getting to grips with the updated Amarr cruisers. The Omen is now a fast tackler that can project damage over 25km, the Maller is a fantastic support DPS platform for fleet warfare, and the Arbitrator has become a great anti-frigate platform. Even the humble Augoror should now be a welcome sight in PvP fleets, repairing almost as much as a Guardian at only a fraction of the cost. In this week's EVE Evolved, I give new PvP ship setups for EVE's recently buffed Amarr tech 1 cruisers.

  • The Mog Log: Final Fantasy XIV's Armoury system, yesterday and tomorrow

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.22.2012

    Final Fantasy XIV has always sold its class system on the idea that you use it more as an a la carte buffet. Abilities you learn in one class are useful in another class, and as a result, your Gladiator is a mix of several different abilities in a single package. The idea at launch was that mixing abilities and inherent mechanics would produce very different characters based on the needs of circumstance and your personal playstyle. This is not what happened. Nor is it what happened following the large ability revamp, which actually wound up making cross-class skills less useful in many areas. When the game relaunches, odds are good that the current system will be largely intact, at least at a conceptual level. (You have your class abilities and then a selection of abilities from other classes that you've learned, in other words.) And it's my hope that on this third pass through the system, the development team gets things just right. But let's take a look at the first two versions first.

  • The Summoner's Guidebook: League of Legends' Season 3 imbalances -- good or bad?

    by 
    Patrick Mackey
    Patrick Mackey
    12.20.2012

    If you've played League of Legends for a while, you were probably shocked at the launch of all the new Season 3 changes. They're absolutely crazy! When I first saw them, I couldn't make heads or tails of them. What's the new best item builds? What's the best path to making them? I seriously had no idea. Things have settled down a little, but items are still a little chaotic, and MLG is already hosting Season 3 qualifiers. This can't be right! I've covered before why tossing around the metagame is bad, but hosting tournaments that will affect entry into the Season 3 Championships with the game in this state is outrageous. I'm sure LoL will recover and things will get iterated on, but what are things going to be like in the meantime?

  • EVE Evolved: Retribution is freaking awesome!

    by 
    Brendan Drain
    Brendan Drain
    12.09.2012

    Shortly after the Retribution expansion's deployment, a thread popped up on the EVE Online forums that proved to me that the expansion had been a massive success. In the thread titled So that's what victory in this game feels like, miner Tiberius StarGazer explained that he has always felt like he had no way to get back at people who wronged him. After losing millions of ISK in ships to pirate attacks, he was almost ready to give up on EVE. But when Retribution landed, he was able to sell his kill rights to the public so that every player vigilante who crossed his attacker's path could try to take him down without warning. After just a few hours, Tiberius got a notification that put a smile on his face: He had his first taste of revenge. He'd dealt more damage back to his attacker by clicking a button than had ever been done to him, and the attacker wasn't happy about it. He threatened to find Tiberius and kill him again, and that simple miner's reply said all I needed to know about how successful Retribution has been: "I have deep pockets. Every kill you make on me, I will add as a bounty on your corp; every kill right, I will sell. I can't fight you but others can and you will have to lose five times my loss for wronging me." Retribution has finally given industrialists a reliable way to get revenge and use their wealth as a weapon! In this week's EVE Evolved, I look at the PvP that's springing up in empire space, how the new flagging mechanics affect baiting, and what the ship revamp means for new players.

  • Guardians of Middle-Earth review: MOBA fête

    by 
    Mike Schramm
    Mike Schramm
    12.07.2012

    "Multiplayer Online Battle Arena," or MOBA, is the name given to the emerging genre of games initiated by Dota, and now led by games like League of Legends, Dota 2, Heroes of Newerth, Smite, and more. Because MOBA games come from a heritage of real-time strategy gameplay, they tend to have most of the qualities of that genre. They're complicated, high stakes affairs, with lots of controls and nuances, where one little move can sometimes turn the tide of battle completely. These are traditionally games meant for hotkeys and minimap clicking, mouse precision and a Ventrilo client, rather than the relatively imprecise triggers and joysticks on a console controller.Which makes it all the more impressive, then, that Monolith (a studio with a long shooter tradition that includes No One Lives Forever and the FEAR series) has chosen to take on Guardians of Middle Earth, a MOBA game designed from the ground up to recreate the traditionally PC-centric experience on consoles. Yes, games like Awesomenauts and Monday Night Combat have borrowed MOBA principles, but Monolith here goes full bore, all the way back to the top-down isometric view that began with the original Starcraft Aeon of Strife map at the genre's inception.In fact, given this task, the fact that Monolith's game also happens to use the Lord of the Rings license (right around the release of the new Hobbit film) is almost inconsequential. Tolkien nerds may want to see Sauron battling it out with Gandalf directly, but MOBA nerds should be even more excited to see what Monolith does with this emerging new form.%Gallery-157247%

  • Everything there is to know about EVE Online's Retribution expansion

    by 
    Brendan Drain
    Brendan Drain
    12.04.2012

    EVE Online's PvP-focused Retribution expansion went live today, adding new features and balance changes players have been anticipating for years. Retribution is EVE's 18th free expansion, and introduces some very interesting new bounty hunting and criminal justice systems. Players can now place bounties on any pilot or organisation, which are paid out in chunks to anyone who deals significant financial damage to them. If that isn't enough revenge for you, players will even be able to hunt down criminals with open kill rights on them and exact mob justice. The expansion also brings overhauls to countless EVE ships as part of an ongoing effort to remove ship tiers and give every ship its own role in fleet combat. A new destroyer-class ship for each races gives new players more combat options, and the ORE mining frigate lowers the barrier to entry for miners. PvE-focused players have a new salvage drone toy to play with and advanced NPC AI to counter, while PvP is set to be shaken up with ship rebalances and a new micro-jumpdrive module. Read on for a full roundup of everything there is to know about EVE Online's Retribution expansion.

  • Street Fighter X Tekken tags in big balance update Jan. 29

    by 
    David Hinkle
    David Hinkle
    11.16.2012

    You know that big update coming to Street Fighter X Tekken in mid-December? We hope you marked your calendar in pencil because producer Tomoaki Ayano says the patch has been pushed back to January 29, 2013.Word comes from the development blog, where Ayano addresses tweaks are coming to the throw system, gray-area life recovery speed and how quick combos work. Ayano doesn't go into specific details on how these systems will change, but he does say he'd like throws to be faster and may change how the life gauges shake when taking damage. Completely redefines the game!

  • EVE Online prepares to roll out Retribution ship rebalancing

    by 
    Justin Olivetti
    Justin Olivetti
    11.14.2012

    With EVE Online's newest expansion, Retribution, only a couple of weeks away, the devs are all abuzz over the features and changes coming with it. One of the biggest of these is a widespread effort to rebalance ships and put them in line with each other. CCP Fozzie reports that 40 new and existing spaceships are slated for the expansion overhaul, with more on the way after that. Even though change can be a scary prospect, Fozzie sees the rebalancing as a boon to the community: "Every time EVE's balance changes, it creates new opportunities for clever players to demonstrate their creativity and separate themselves from the pack. We know that our customers are amazingly creative with ship fittings and tactics and that if we give them a new set of tools they'll do things better than we could have imagined with them." The post goes on to detail the changes being made to frigates, destroyers, cruisers, weapons, and mods when Retribution goes live.

  • EVE Online maps out 2013 balance changes

    by 
    Justin Olivetti
    Justin Olivetti
    11.06.2012

    With changes to Retribution ships scheduled to land in EVE Online on December 4th, the dev team is already casting its sights to 2013 for additional tweaks to other tiers of ships. In a new dev blog, CCP lays out its detailed plans for ship balancing come the new year. According to the team, battlecruisers are next in line for adjustments, followed by battleships. While the devs have a lot of changes in mind for the former, they're largely happy with the state of the latter and plan only small shifts in their current role. The post includes a handy chart which shows how all of the tech 1 ships will relate to each other when these changes are finalized. The post also elaborates on new skill requirements when all of this is said and done, as well as eventual plans to tackle tier 2 and 3 ships.

  • Breakfast Topic: We all want to play the overpowered class, right?

    by 
    Lisa Poisso
    Lisa Poisso
    11.03.2012

    'Splain this one to me, breakfast crew: Do WoW players really want to play overpowered characters? I mean, we all joke about wanting to be the OP flavor of the month. And if you're trying to level quickly or you know you're going to be playing primarily on your own, sometimes you really do need a particularly sturdy character. It's one thing to have a toolkit that works especially effectively in certain situations. I consider that to be flavor, not a sign of OP-ness -- the dungeons with DoT-based encounters that simply cry out for strong HoTs, or the bosses that demand more interrupts than some melee classes can reliably produce. But some players seem to want characters that can bully their way through whatever the game can dish out. It's that kind of gameplay, in my mind, that turns what should be a glorious adventure into a one-note to-do list. But maybe that's not the way you see it. Maybe you think being OP feels more like a reliable, rewarding way to heroically master whatever the big bads can throw at you. Does being "overpowered" make you feel capable and satisfied with the game, or do you feel hungry for a real challenge after chewing through content with ease? Do you think most players really want to play an "overpowered" character that can manhandle most of the content without breaking a sweat? Do you? What is being "overpowered," and is it a good thing or not?

  • Shifting Perspectives: Druid leveling and talents in Pandaria

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    10.22.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we grind. Okay, I know this column is a little behind the Mists of Pandaria power curve. That said, if you happened to fall in love with another class (coughMonkcough) for leveling this time around, and you've just now leveling to 90...here's some tips. And yes, that's a moonkin on a mechanostrider by a fish. Why? Isn't it obvious? Before your arrival in Pandaria Well, that depends on what level your gear is at. If you didn't play significantly at endgame in Cataclysm, you'll find that the enemies get a lot stronger as soon as you hit ground in Jade Forest. You'll get pieces of 378 green gear as you proceed through the early quests, but if you're still rocking Mount Hyjal greens like some of my alts, you may want to look at picking up some Misthide crafted leather items from the auction house. If none are available, you can also ride to Dawn's Blossom and visit the gear vendor there for some starter pieces. You can skip this if you choose, but in that case expect the initial quests to be fairly difficult, and you won't have the item level to queue for dungeons right away.

  • Shifting Perspectives: The Heart of the Wild and Symbiosis hotfixes

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    10.14.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, we abandon our pretensions. I knew this was going to happen. I tweeted about it back in August, suggesting that Heart of the Wild was far too powerful for both balance and feral druids; when combined with a weapon swap, the damage potential was significant. Several others warned about it on release, but to no avail, Bosses fell, DPS meters were topped, and all the non-druids complained bitterly. The cry of "Nerf druids!" was heard throughout the land, though most of us were too busy playing PandaFarm to notice.

  • Armored Kill update inbound, rolls out tomorrow for PC, consoles

    by 
    Jessica Conditt
    Jessica Conditt
    10.10.2012

    Battlefield 3's 'Armored Kill' DLC is finally out across all platforms, meaning its finally ready to handle some updates. A server update will start taking effect tomorrow, October 11, at 4:30 a.m. ET, and should take roughly six hours to fully roll out worldwide. PC updates will hit within 24 hours. Battlefield 3 and Battlelog will be inaccessible on PC and consoles from 4 – 4:30 a.m. ET tomorrow for backend maintenance.The update adds a balance tweak to the gunship, adds an option to remove the minimap in Hardcore mode, fixes a bug that allowed only one knife takedown on a server at a time, improves server stability and more, as listed here.

  • RIM puts BlackBerry 10 on display: new alarm, Peek gesture and more

    by 
    Sarah Silbert
    Sarah Silbert
    09.25.2012

    At today's RIM event, the BlackBerry maker gave us a closer look at BB10, with CEO Thorsten Heins talking up the operating system as "all about getting things done" and coining the interface "BlackBerry Flow." He demoed a new Peek feature that lets users access the message notifications screen with a right angle gesture. The function can be used in any app: performing the swipe takes users to the BlackBerry Hub where they can view Tweets, messages and other notifications. There's also a new clock and alarm system, which works by the user holding their fingertip on the bezel and sliding it to the appropriate time to set an alarm. There's also the business-friendly Balance feature we already knew about, which will let users' IT departments access corporate email and perform remote wipe without affecting the rest of the phone. With Balance, BlackBerry phones essentially have two profiles, one secured for the work environment and one for personal use. It just so happens that we already got a hands-on look at the software running on a Dev Alpha B handset: take a look here.

  • ArenaNet talks Guild Wars 2 dungeon difficulty

    by 
    Elisabeth
    Elisabeth
    09.17.2012

    ArenaNet has already taken the stance of waiting for players to adjust to the current state of the game before making big changes to skills and overall balance in Guild Wars 2. That mindset, as laid out by Game Director Colin Johanson in a forum post, is also being applied to dungeon difficulty. Rather than rushing to adjust to initial player feedback, ArenaNet devs are taking the long view and waiting for players to get used to the game and its difficulty. They took a similar approach with the original Guild Wars' dungeons and elite areas, to eventual success. Johanson talked about player outcry when the Domain of Anguish was first introduced and how just months later, without real balance changes, "people viewed it as the most fun thing in the game." He went on to explain: We're actively monitoring every dungeon and working on balancing issues we encounter appropriately. We'll be keeping an eye on bosses we think don't have enough varied mechanics to warrant their large health pools and updating them over time to make them more varied/interesting fights. We'll be monitoring, and continually tweaking/adding to dungeon rewards over time and of course balancing where we see the need. And of course, we'll be looking at adding more dungeons as well! All of that being said, the game is VERY new for most of our players, and I can absolutely promise with more knowledge of the game and advanced player skill, the explorable dungeons can all be overcome by being skilled groups. We've seen many groups do it just fine in our internal alpha test once they had time to learn how to play the game well. Just like Domain of Anguish in [Guild Wars], it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and that's exactly the kind of players they are designed for.

  • ArenaNet addresses balance in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    09.14.2012

    It's a rule of any skill system that once you put it in the hands of millions of players for a lengthy period of time, they will absolutely break it in ways you never imagined. Even if they don't manage to create terrifyingly imbalanced builds, they'll find things that need patching up and tweaking. So, in keeping with time-honored tradition, ArenaNet has been putting out patches to fix bugs in the game and rectify balance flaws. The most recent game update notes hold not major changes but minor adjustments to functionality. ArenaNet is taking a "wait and see" approach to balancing, which Jon Peters explained a bit in a recent forum post. In the past we made balance updates fairly frequently. While we will continue to be responsive to serious issues, we also want to make sure that we let the basic meta-game stabilize before making too many changes. If you see something that is really strong please try and find counters to it before assuming it is overpowered. We have put a lot of hours into the game already and there are still many things we are learning about the depth of the combat and the balance. There are also finally enough players consistently playing that we can actually gather metrics on skills and make some more informed decisions about what is too weak/strong. Please don't hesitate to point out builds that look like they could use some balance work. We are constantly striving to make Guild Wars 2 the most balanced game it can be and appreciate all of your feedback. Peters proceeded to tell players that the devs are striving for quick turnaround on real issues, but that they would prefer to thoroughly test fixes for the long-term health of the game.

  • EVE's latest dev blog talks ship balancing for winter update

    by 
    MJ Guthrie
    MJ Guthrie
    09.11.2012

    Previous efforts to balance ships in EVE Online resulted in improvements to 19 different frigates and mining barges. However, that sum only represents 10% of all available EVE ships. With such a long ways to go, CCP wanted to pick up the pace for the upcoming winter expansion, according to the latest dev blog. And the company did just that: Eight destroyers, 16 frigates, and 16 cruisers are all getting various tweaks and upgrades to enhance specialization and increase utility. That's 40 more ships feeling the developer love! For specific details on the changes coming to each individual ship, check out the dev blog. You can also learn more about the winter expansion in EVE Evolved's spotlight.

  • Shifting Perspectives: 5.0.4 changes for feral and balance druids

    by 
    Chase Hasbrouck
    Chase Hasbrouck
    08.26.2012

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. Welcome to our DPS edition, brought to you by Chase Hasbrouck, aka Alaron of The Fluid Druid blog. This week, NUMBER 5 IS ALIVE! The patch is coming! The patch is coming! Run around screaming wildly! Right. Anyway, if you're just coming back to WoW, here's everything new you'll need to know to get your feral or balance druid up to speed. First I'll hit some of the overall druid changes before drilling down into the spec-specific stuff. Changes for druids Feral is no longer a tank/DPS specialization. Yes, bearcatting is officially dead for those who practiced it, though it lives on somewhat in one of our new talents. Feral is now solely melee DPS, and a new spec has been added for bear tanks, guardian. All the old talent trees are gone. You still pick a specialization at level 10, but instead of a 31-point tree, you now have six tiers of talent choices, with one choice out of three options every 15 levels. With the talent tree deletion came an ability shuffle; many druid abilities that were spec-specific, such as Force of Nature or Feral Charge, have been made into talents that can be used by any spec. For more, read my column on talent tiers 1 through 3 or tiers 4 through 6.