challenge

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  • Rosh Online update brings the pain via challenging endgame dungeons

    by 
    Jef Reahard
    Jef Reahard
    01.26.2012

    Free-to-play fantasy MMO Rosh Online is flush with its first major content update. The game's level cap is jumping from 55 to 65, and two new maps (Lupinel Chapel Catacomb and the first two floors of Sentryheil Tower) are now available to adventurers across the lands of Asmara. The new maps aren't for the faint of heart, as Ignited Games has populated them with "daunting quests and nightmarish boss monsters." Both dungeons are designed for endgame players, with the Catacombs targeted at level 56 and up, and the Tower providing something to do for players at 61 and above. The game's latest update also adds new enchantment items to help with the increased difficulty of the new content, and Ignited has expanded the item shop with "a host of new gear." [Source: Ignited Games press release]

  • The Light and How to Swing It: What happened to encounters that were interesting to tank?

    by 
    Matt Walsh
    Matt Walsh
    01.13.2012

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 24 other people, obsessing over his hair (a blood elf racial!), and maintaining the tankadin-focused blog Righteous Defense. Cataclysm has been a fairly, er, cataclysmic expansion when it comes to the status quo of tanking. For starters, threat was decimated with the introduction of Vengeance and nigh removed from the game with the recent buffs to threat generation. Likewise, variability in the number of tanks a fight required seemingly died along with Halfus Wyrmbreaker. And, perhaps most troubling of all, the profession of tanking has generally been made less and less interesting as far as encounter design is concerned. What makes a fight "interesting"? If you think back to some of the fights in previous tiers, the most interesting ones were always the most demanding ones -- the ones that required you to juggle multiple balls over the course of the encounter. These balls could be one of many mechanics. To name just a few: Picking up adds that are dynamically joining the fight Shepherding adds to a specific location Hitting cooldowns to counter a near-death attack Moving out of hazards constantly Taunt swapping boss on a debuff Combating the threat output of buffed DPS And countless other tropes that I've neglected to list. Reading any of these, you can think of a number of mechanics that Blizzard has constantly repeated that encompass them. It's a fairly limited bag of tricks, and Blizzard has done a bang-up job mixing and matching a handful of them and compiling the resulting smorgasbord into some of the fights we have known and loved.

  • Brooklyn filmmaker working on app to help prevent sexual assault

    by 
    Michael Rose
    Michael Rose
    12.16.2011

    When it comes to creating innovative apps to address municipal, environmental or social issues, the answer increasingly comes down to crowdsourcing. The public problem-solving site ChallengePost serves as a platform for innovative ideas from developers, working in areas as varied as the NYC subway system, the city's data feeds or the Surgeon General's Healthy Apps initiative. In a recent app challenge on the site, the US Department of Health and Human Services asked developers to address the issues of sexual assault and dating violence among college-age women. With nearly one in five women reporting a sexual assault while in college, effective intervention strategies are critical to make sure that young women can get out of potentially abusive situations -- and reach out for the help they need when they need it. The competition resulted in two winning apps, both of which are now moving into the development phase. OnWatch, the first winner, is a customized version of the existing subscription-based personal alerts app WatchMe 911. WatchMe 911 is free to download from the App Store and offers different pricing levels depending on the features you need. OnWatch/WatchMe puts a comprehensive set of assault prevention resources into one app. The app includes options to call friends, alert contacts to your location, send SMSes automatically if you don't cancel them at a predetermined time, and more. The app's design isn't obfuscated in any way, so someone watching your phone will know that you're calling for help (or broadcasting your location); this might serve as a deterrent. The other winning app, Circle of 6, takes a much simpler approach to the challenge of communication in a potentially dangerous situation. It asks you to select six trusted contacts that you could call on for assistance if you found yourself in trouble. Once they're in place, a tap on the center button gives three clear options: Car, Call or Chat. The car button means "come get me" -- it sends out an SMS with your location and a pickup request, asking for assistance getting home safely. The Call button also sends an SMS, but asking for a return call to interrupt a worsening encounter. The Chat button requests advice and information, which will also link to resources on sexual assault. Since Circle of 6 doesn't telegraph its function through its UI the way that OnWatch does, the app can be used surreptitiously even in situations where a potential assailant is keeping an eye on the phone. [In an unfortunate coincidence, the Circle of 6 app shares its name -- but not its subject matter -- with a book about the murder of an NYPD officer in the 1970s.] Circle of 6 is the work of a four-person team led by Brooklyn-based filmmaker Nancy Schwartzman, who screens her documentary The Line on college campuses and leads an initiative to help end sexual violence. The app project is looking for grant funding now, and the team hopes to have a working version up on the iOS App Store by February, with Android and other platforms to follow. For more information on the project, you can check out the Circle of 6 Facebook page. If you've spotted an app that you think addresses a social issue or point of concern in an innovative way, let us know in the comments or send in a tip. [via NY Daily News & the Bellingham Herald]

  • Diablo III game designers talk Inferno difficulty and twinking

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.05.2011

    Diablo III is not an MMO by any stretch of the imagination, but it certainly has some strong online elements like previous installments. It also has a lot of expectations to live up to, several of which are discussed in a recent PC Gamer interview with Wyatt Cheng and Andrew Chambers. Both designers discuss the challenge level of the new Inferno difficulty, which is aimed at max-level characters in good gear who have already completed the Hell difficulty level. They confirm that while it's meant to be brutal, it can be played and beaten solo -- although having a friend won't hurt. And speaking of getting by with a bit of help from one's friends, Cheng and Chambers both agree that twinking out new characters is a time-honored part of the game's tradition; their job as designers requires them to find ways to ensure that twinking is a fun process for players. It's the sort of interview that can leave fans wanting more of the game before it's released -- which ties in nicely to the fact that you can pre-order the Book of Cain (a collection of in-universe lore and artwork) on Amazon right now. And you can even take a look past the break to see what the book looks like.

  • The Daily Grind: Do you think MMOs should be harder?

    by 
    Bree Royce
    Bree Royce
    12.05.2011

    For every person I see cheering the rise of accessible games, I see another lamenting the "dumbing down" of MMOs. And while I've always liked a good challenge, it seems to me that "challenge" is usually conflated with "tedium" -- most MMO "challenges" test my patience, not my skill. I can understand not wanting a game to be a faceroll, but I'm also glad that we don't have to be professional e-sport champs to participate in this hobby. Still, there's plenty of room between those two extremes for upping the difficulty of combat and crafting without resurrecting obnoxious mechanics like corpse runs and experience loss. What do you think -- should MMOs be harder? 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!

  • DDO's Challenges tweaked, torqued, and tailored

    by 
    Justin Olivetti
    Justin Olivetti
    11.28.2011

    It's been a few weeks since Dungeons and Dragons Online came out with Update 12 and its newfangled Challenge system. No new system is perfect, of course, which is why Turbine has a slew of changes and fixes in testing as it prepares the first post-Update 12 patch for release. There's no one specific aspect of the Challenges that is receiving the most attention, but a variety of tweaks to make the feature more enjoyable (and functional) as a whole. The patch includes additional weapons at Challenge vendors, Challenge loot that can be used in crafting and upgraded, and the ability for players to repeat Star Challenges for XP. There's also the interesting inclusion of the ability to sell DDO Store-bought loot to in-game vendors for cash. Players are invited to check the changes out on the Lamannia test server or to peruse the patch notes at their leisure.

  • DDO's Vaults of the Artificers goes live

    by 
    Justin Olivetti
    Justin Olivetti
    11.09.2011

    For Dungeons and Dragons Online players, today is a special -- nay, hallowed day. It is Patch Day, and with it comes much leaping, dancing, spinning in circles, and singing at the top of one's lungs. Today Turbine has released Update 12: Vaults of the Artificers, a hefty patch that introduces a completely new system to the game: challenges. Challenges are repeatable quests that have unique objectives and time limits, and can be completed for shiny rewards. VIP players will get the challenge adventure pack for free, but free players aren't left out in the dark -- Turbine is giving everyone one free challenge every day. These can be picked up in House Cannith. DDO's Update 12 has plenty of other changes and fixes, including the introduction of store-purchasable rename tokens if you're dissatisfied with your hero's moniker and a shared platinum bank account. You can read up on Update 12 with the official patch notes or by checking out our hands-on impressions from last month! %Gallery-66255%

  • Verizon appeals net neutrality rules, let the legal wrangling begin

    by 
    Terrence O'Brien
    Terrence O'Brien
    09.30.2011

    We told you it was only a matter of time and, honestly, it took a bit longer than expected. Verizon has officially filed an appeal to the FCC's net neutrality rules, which are set to take effect on Novemeber 20th. It wasn't until the regulations were published in the Federal Register on September 23rd that they became fair game for legal challenges -- a technicality that resulted in Verizon's previous attempt to block the rules being tossed out by the US Court of Appeals in April. While Verizon senior vice president and deputy general counsel, Michael E. Glover, assures netizens that the company is "fully committed to an open Internet," it none-the-less takes issue with the FCC's attempt to institute new "broad" and "sweeping" regulations on the telecommunications industry. We're sure this is only the first of several cases that will be brought before the courts challenging the commission's authority. Stayed tuned to see if and when MetroPCS re-enters the fray, and to find out the ultimate fate of net neutrality here in the US. Check out the brief statement from Verizon after the break.

  • Behind the Mask: Elite doesn't mean casual

    by 
    Patrick Mackey
    Patrick Mackey
    09.29.2011

    Back in the early days of Champions Online, there was no difficulty slider. We got stuck playing the same stuff regardless of player or character ability, and often that meant high-skill players and their nigh-invincible god characters smashed through insignificant minions like freight trains. When Serpent Lantern launched, Cryptic added in difficulty settings, beginning at the base normal difficulty and ending at very hard. Later on, the devs added an Elite difficulty, touted to be even tougher than VH. Since then, high-powered heroes have had a way to challenge themselves... sort of. When Serpent Lantern first launched, doing it on VH was reasonably challenging due to the many annoyances (mostly pulson guns) placed in it by the dev team. When players rightfully complained that the pulson guns ripped through well-statted tanks, the devs nerfed the guns and the difficulty became mostly a joke. Normal difficulty is still mostly synonymous with "cakewalk," while Elite is more like "sorta dangerous, maybe."

  • Adobe and Sony create contest to put Air apps on Android tablets

    by 
    Terrence O'Brien
    Terrence O'Brien
    07.13.2011

    Normally, we don't cover contests, but this Air App Challenge from Sony and Adobe does deserve some special attention. Why? Well, for one, Air hasn't exactly taken off quite like the Flash makers had hoped -- especially in the mobile space. And two, that new S2 tablet is going to need some apps that are designed to take advantage of its dual screens. The $200,000 in cash prizes will be awarded to developers who whip up the best creations specifically for the forthcoming Sony Honeycomb devices, using Adobe's Flash-plus-browser environment. Challenges have proven successful in the past to spur interest in platforms from Android to New York City's vast databases of information. If the contest is successful it could turn that little folding Sony from a novel design into a unique and compelling product. If you really need to know more, full PR is after the break.

  • The Soapbox: Decent challenge

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.12.2011

    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. The ancestors of modern humans had a lot to contend with, but I'm willing to bet that the seeds of MMO gamers existed even in those days. There had to have been at least one person who looked at a wooly mammoth, a titantic mass of tree-trunk limbs and tusks and fur, and announced "I bet you get great loot for killing that thing!" And as it turned out, he was right, assuming "great loot" means "meat for food and fur for clothing." I'm exaggerating, naturally; everyone knows that ancient humanity spoke Norwegian, not English, and it's a well-known fact that the term "loot" was first coined in the Canterbury Tales along with "spawn camper." But that need for a challenge is still there, the central idea that in order to get something really awesome you have to overcome a big obstacle. Which is why challenge is such a thorny issue for MMOs and always has been, because one person's challenge is another person's irritation.

  • The Daily Grind: What challenges have you added to your game?

    by 
    Justin Olivetti
    Justin Olivetti
    07.11.2011

    I'm always fascinated with stories of players who deliberately add challenges to their MMO gameplay. Sometimes you hear about folks who try to get to the level cap without killing a single creature, or people who play with naked (unarmored) toons, or those who make it their mission to complete every single achievement and quest there is. I see self-created challenges as an attempt to add spice and flavor into games, usually after you've long since gotten bored of the most efficient leveling path. Some players think up these challenges to add a slice of sandbox-style goals into an otherwise theme park-oriented title. Right now, one of my characters in Lord of the Rings Online is attempting to do every single solo quest in each zone before going elsewhere. It's challenging to slow myself down and get over that desire to progress and go for the big XP rewards, but it's a ton of fun so far as well. So, big or small, what challenges have you added to your game? 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 rewards aren't worth the effort?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.10.2011

    A gauntlet of fiendish bosses. Horrible traps and puzzles solved in an instanced format, with no chance for other parties to help you. A collection of dangerous encounters and perilous chances with your characters, in which a single death would mean undoing hours of work. All of that work for... a cosmetic helm? While Final Fantasy XI has some brutally difficult bosses, they drop powerful rewards. But even then, sometimes you might look at the rewards they drop versus the slightly weaker rewards available elsewhere and decide that the effort is just too much. It's not that the rewards are bad; it's that the rewards don't match up to the strategy and careful play required to have a chance. So when have you run into rewards that don't feel like they're worth the effort it would take to obtain them? Is it a matter of too much time or too much challenge for too little benefit? 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: Somebody should do something about all the problems!

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.05.2011

    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. Bugs. They are the scourge of gaming, crawling and chittering their way through lines of code, turning what would have been a sure win into failure, making otherwise useful abilities worthless, crippling quests and destroying playtime. And so the clarion call goes out every time a new bug emerges that the developers should fix it -- a reasonable request, given that we are paying these people every month. (Or, on several occasions, we would be paying if the game weren't such a mess of bugs that they should be paying us.) Yet months roll by, and despite countless lovingly assembled bug reports, these issues do not get fixed. And it's not just bugs, either -- balance issues go untweaked, content goes unfinished, features get rolled back or sometimes removed altogether. What the heck are we paying for? Why in the world doesn't the development team just fix these problems?

  • Verizon and MetroPCS objections to FCC net neutrality rules dismissed in case of premature litigation

    by 
    Vlad Savov
    Vlad Savov
    04.04.2011

    The FCC wants to put new rules in place ensuring access to the web is, like justice, blind to where a person is coming from and indifferent to where on the web he is going to. Verizon's first reaction to these new directives was to publicly decry them as overreaching, and its second was to file a lawsuit, one that was swiftly echoed by MetroPCS. Only problem with their plans? The rules haven't yet been published in the Federal Register, which renders the legal challenges from the two eager mobile carriers "incurably" premature. Such was the determination of the US Court of Appeals, which refused to make a substantive ruling and just threw the cases out due to the technicality. Verizon isn't discouraged, however, and promises to bide its time until all the dominoes have fallen into place before launching another legal attack. Hey, whatever keeps those lawyers in their fancy suits.

  • The Daily Grind: What sort of challenges feel fair in an MMO?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.05.2011

    When I was younger (so much younger than today), I decided that it sounded like a fun jaunt to play through Devil May Cry on the hardest difficulty setting, appropriately named "Dante Must Die." For those who have never experienced this particular joy, playing the game at that level requires an insanely precise level of timing and movement, with several fights ending in instant death if you dodge left instead of right. The game's strategies weren't difficult, but the challenge was all in the execution. Of course, that sort of model can be problematic in an MMO, where a second of lag can turn a successful execution into brutal failure. MMOs have always used a wide variety of different challenges. Guild Wars asks players to make use of positioning and timing to overcome challenges, while Final Fantasy XI's endgame is much more focused on encouraging a good strategy and good team synergy. What sort of challenges do you think are best suited to the group environment of an MMO? Conversely, what sort of content design feels like an unfair challenge in context? 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!

  • A Mild-Mannered Reporter: Question chilled

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.03.2010

    We've had a fairly calm month since our last session, and really, I'm kind of relieved. I spent most of October expecting that City of Heroes was going to drop some sort of bomb along the lines of "game shutting down in December, releasing huge new game in January, have a pony." And I'm kind of glad that didn't happen, because I have nowhere to keep a pony in my home. With that awkward preamble out of the way, on with the questions! Jeromai asked: But think, the enemy code [developed for Going Rogue] might later be used for smarter AI for enemies that Incarnates face. A higher-level challenge. Gee, doesn't that sound like endgame content? Well, yes and no. Yes, it certainly sounds like a higher-level challenge, and if you ask a certain segment of the endgame population in any MMO, that's exactly what they want. But endgame content is frequently kept challenging solely through artificial barriers, and as bizarre as it sounds, we kind of want it that way, because the alternative is really, really annoying.

  • Age of Conan's Morrison on designing for challenge and accessibility

    by 
    Jef Reahard
    Jef Reahard
    11.01.2010

    Funcom executive producer Craig Morrison is drawing on his game journalist roots of late, via a series of in-depth postings on his personal blog. Morrison, a former IGN editor prior to his Funcom days, has a lot to say about gaming trends, which is great news for industry watchers and anyone interested in occasional glimpses into the thought process of an MMO developer. In his latest opus, the former Anarchy Online (and current Age of Conan) game director discusses the challenges in developing, well, challenge. In a followup post to his earlier discussion on progression, Morrison talks at length about the decisions developers face when it comes to providing players with a steady diet of dings and digital pats on the back, while simultaneously making it seem like something worthwhile is being accomplished. The post contains a number of interesting observations, among them the notion that most modern MMORPGs parcel out their challenging content in sideshows that are entirely optional (raids, dungeons, etc.) and, in many cases, tangential to the main event (questing and hunting). While it would seem to be a relatively simple matter to add occasional challenges to the leveling treadmill, Morrison cautions that care is needed to avoid alienating segments of your playerbase. "If you are going to be able to inject occasional challenge or difficulty spikes into the standard progression as well, you need to have thought about it to make sure that it won't become a bottleneck, and that it will survive a review," he says.

  • Lost Pages of Taborea: Is Runes of Magic too easy?

    by 
    Jeremy Stratton
    Jeremy Stratton
    11.01.2010

    It seems things are never quiet in regard to Runes of Magic these days. If it isn't holiday events or new world bosses, it's large-scale balancing issues. Players may still be plugging away at title achievements this Halloween, but the event has been going long enough for people to settle into a daily routine and get back to everyday affairs. In other words: it's something to do, but the shiny is starting to wear off. I took advantage of this lull and decided to do a Q&A on the overall difficulty of RoM. It's not a huge issue; it's more like a constant issue that creeps into other discussions on class balance or the memento system. And after the attempted change to a percentage-based mana cost, it's definitely worth consideration. Is RoM too easy? The question seems like it'd be a quick one-line answer, but there are many ways to view it that would yield different outcomes. What are players' goals? How can a change to one system affect the whole game? How will future updates affect any changes made today? Is there an answer to whether RoM is too easy or not? Well. Let's find out.

  • Global Agenda server coming down for 1.38 patch

    by 
    Jef Reahard
    Jef Reahard
    10.27.2010

    Ready to get your frag on with Massively's Global Agenda Halloween event? First make sure you patch up to the latest client build (version 1.38) which hits the live server today. Scheduled downtime is currently listed as 11:30 am to 5:00 pm Eastern, and the patch will be introducing a fairly large number of changes to Hi-Rez Studios' third person shooter MMO. Chief among the tweaks are new weapon loot drops, new achievements and associated rewards, a challenge function, and an inventory overhaul that sees most items shared across your account rather than specific to certain characters. The challenge mechanic enables pre-made 4-man teams to /challenge one another, and can be used for everything from impromptu shootouts to player-run tourneys and brackets. Hi-Rez has made the full patch notes available for your perusal, so head over to the official website and check them out.