chance

Latest

  • The Daily Grind: Do you randomize things during character creation?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.02.2013

    If a game has more than four options during character creation, it has the option for you to randomize everything. In a game like World of Warcraft, this can be somewhat manageable. Games like Champions Online or the departed City of Heroes will almost inevitably produce utter insanity, since you're drawing from a huge pool of random parts and colors. And that's not even discussing games that let you randomize your class or abilities, or doing so yourself through the time-honored art of clicking without looking. But this isn't a bad thing. Sometimes the easiest way to cut through a sea of options is to just roll the dice and get something you can work into looking better. Heck, sometimes your random nonsense becomes memorable in its own right (as evidenced by Javier Placeholder up above). So do you randomize things during character creation, or is each of your characters carefully sculpted with no room for randomness? 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!

  • Lord of the Rings Online reveals Riders of Rohan soundtrack

    by 
    Brendan Drain
    Brendan Drain
    10.09.2012

    Whether you play Lord of the Rings Online or not, there's no doubt that the game boasts stunning visuals and an impressive music score. With less than a week to go until the Riders of Rohan expansion is released, today Turbine teased players with a sample of the expansion's incredible soundtrack. To capture the sound of Rohan, composer Chance Thomas spent five years digging through the Lord of the Rings lore and pulling out every reference to sound or music for inspiration. The result is an orchestral soundtrack with an open and hopeful tone that captures the feel of the plains of Rohan. Chance's aim with the soundtrack is to really set the tone for each area and to evoke emotions from players that will enhance their game experiences. "Every part of Middle-earth has its own character," he explains, "and we've tried to give it its own voice." Read on to watch the Sound of Rohan preview video in HD or preview all 23 tracks in the iTunes store.

  • MMO Family: Games of chance vs. MMOs

    by 
    Karen Bryan
    Karen Bryan
    01.11.2012

    From childhood on, I've always been a gamer. But I grew up when computers were just emerging as something that didn't just belong in the bowels of the Defense Department. My games were primarily of the board game variety, with a smattering of classic card games, and my exposure to video games didn't begin until later on. Today, I see kids being raised on video games, and I see it as a good thing. "But board games are the good games," you might protest, and while they're still relevant today and I'm glad to see the recent revival in family board game night, a good portion of board games do not compare to what video games offer to children. This edition of MMO Family explains why!

  • Wings Over Atreia: Hit or myth?

    by 
    MJ Guthrie
    MJ Guthrie
    01.17.2011

    You know they are out there. You hear them -- sometimes whispered in reverence, sometimes shouted by a particularly spazzy groupmate. Whether treated as ancient wisdom or snickered at, they cannot be avoided. But how much do you believe in them? Superstitions. Superstitions (myths, legends, folklore) are not by definition bad or even incorrect. In fact, superstitions are another way for a community to bond; shared beliefs go a long way towards creating a cohesive group. Every culture has superstitions, and gaming -- a unique culture, but a culture nonetheless -- is no different. And each game has its own unique collection of folklore. Whether they consist of avoiding specific loot, crafting with a full DP bar, or something almost whimsical (such as turning around in a full circle before my second attempt at Miragent's leggings), Aion is full of little snippets specific to the world of Atreia. What superstitions are prevalent in Aion today and just how much truth do they hold? Knock on wood and cross over the break to check it out.

  • Phat Loot Phriday: Zod's Repeating Longbow

    by 
    Mike Schramm
    Mike Schramm
    12.18.2009

    Reader Matthias C. wrote in with a special request to see this item here, so here you go. Name: Zod's Repeating Longbow (Wowhead, Thottbot, Armory) Type: Epic Bow Damage/Speed: 541-887 / 2.80 (255 DPS) Attributes: +34 Agility, +51 Stamina On equip: Your ranged attacks have a 4% chance to cause you to instantly attack with this weapon for 50% weapon damage. This one's interesting -- the tooltip actually says the chance to hit. It's not the first time that's happened, but plenty of tooltips will say "a chance of" proccing rather than mentioning the actual percentage. %Gallery-33600%

  • Polling for Mr. Pinchy

    by 
    Mike Schramm
    Mike Schramm
    06.09.2009

    Blizzard EU Community Blue Ancilorn has posted a poll over on the EU forums asking players about one of the more prickly pieces of loot in the game: Mr. Pinchy. Usually with loot, Blizzard has been pretty good lately: if there's a piece that you want, there are usually a few different ways to get it, one of which usually requires grinding (i.e. picking up tons of Badges) rather than just getting really, really lucky. But with vanity stuff, it seems like they feel free to just put us at the will of the dice roll, and almost no other pet is more random than Mr. Pinchy. Not only do you need to level fishing (which, admittedly, is much less random than it used to be), and not only do you need to fish up a random item, but then, you need to hit a random choice of five different options. It's a slim chance on a rare chance on a nearly impossible chance.Which explains why even those who have been trying for him for so long (ahem, me -- as you've probably heard on our podcast) haven't picked him up yet. The biggest percentage in the poll (about 26% of respondents, as of this writing) says they've been trying a lot and haven't gotten him. But strangely enough, the lowest percentage says "an absolutely enormous amount" of effort went into getting him. Which suggests that the people who are getting him are underestimating the amount of time they're putting in -- just how much fishing is "a moderate amount"?At any rate, it seems like Ancilorn is just asking to be asking. Mr. Pinchy is definitely as much of a vanity item as they come, and there should at least be some items in the game that are very, very rare. It does seem at times that every time I suggest Blizzard won't move on something, they do, but I'd say in this case Mr. Pinchy will stay as rare as he is.

  • Anti-Aliased: Serious business guys, serious business pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.27.2009

    You might see where this is going now... This is a hard concept to explain, yet it's the concept that drives all social games, real-life based or online based. If you're taking the game so seriously that you're not having fun, then you've found the line where the problem begins. "Serious business" sounds like a joke, but all games have some degree of seriousness in them. The only ones that are truly unbound by this rule are the ones that are entirely luck based, like The Game of Life, Chutes and Ladders, or Trouble, where the dice determine the progress of game play. Players have no true input into the game, thus no true focus is required. "So are games getting too serious? Nope. They're doing the same things they've always been doing." Once decision making is introduced, strategies begin. Once strategies are introduced, players will formulate efficient ways to win and those winning methods will always win unless luck determines otherwise or a more efficient strategy is found. Regarding our MMO games, which require player movement, button presses, and (to some degree) luck, you will need players who are focused. If players aren't standing in the right places or if the right skills aren't being used, then loss will almost constantly occur. Players don't gather in raids to lose, they gather in raids to win. A football team and a raiding party are actually closer than one might think. Both get together to overcome a challenge presented to them, whether it be the Blue Mountain Eagles from the other side of the county or Patchwerk of Naxxramas. The fun comes from the work of overcoming the challenge; from "winning" the game. Sure, there might be rewards involved, like trophies or purple loot, but there is also going to be work involved. So are games getting too serious? Nope. They're doing the same things they've always been doing. So next time you're in that raid group, or next time you're on that PvP team, or in that corporation war, or sieging that city, remember that focusing is not being overly serious. It's about working to get the task done, not screaming at one another. It also means that perhaps you might want to save your list of jokes and gossip for another time. There's always more time to kid with friends. But right now is one of the few times you may be standing in front of Malygos. Colin Brennan is the weekly writer of Anti-Aliased who is still forced to make decisions he totally doesn't want to. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Spiritual Guidance: Too many Disc Priests?

    by 
    Matt Low
    Matt Low
    02.22.2009

    Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. Are there too many Disc Priests? Is it becoming overwhelming? The popularity of Discipline has started to spread. I don't believe it's been entirely adopted just yet. There's still a few hold outs who continue to think that Discipline is not able to hold it's own against the other specs and classes. By hold its own, I mean stand up and compare to. Now obviously other healing classes will believe that their class is superior and they should because we do have a certain loyalty to ourselves. I respect the capabilities of Paladins, Druids, and Shamans. I don't think they're inferior. But I'm still going to be a Priest for life. There can never be enough Disc Priests! I am proud to be a Discipline Priest. It is not just a style. It is not a simple technique. It is a way of life. I know that there are closet Discipline Priests out there. I get emails and messages from them often. There's always questions out about differences between a Holy Priest and a Disc Priest.

  • Some remarks on drop rates

    by 
    Eliah Hecht
    Eliah Hecht
    04.29.2008

    I'm going to keep this relatively short, because a full discussion of probability could fill several college semesters. However, there is one misconception that some WoW players have that has been bugging me lately. Let's say you read that Shattered Sun Supplies have a 10% chance to contain a Badge of Justice, and, excited, you go out and do enough dailies get 10 Shattered Sun Supplies. You open them all and find not a single Badge, or you find five badges. Do either of these outcomes mean the 10% drop rate is wrong? No! They do not! All a 10% drop rate means is that for each Supplies, there is a 10% chance that it contains a Badge. Random events have no memory, so no matter how many badges you get in the first nine Supplies, your chance to get a Badge in the tenth Supplies is still 10%. The traditional analogy is that if you flip a coin nine times and get heads each time, the chance of getting heads on the next flip is still 50%. Now it is true that you will probably get a Badge in ten Supplies if the drop rate is 10%. If you're interested in how likely it is, here's the calculation to do. The chance of not getting a Badge in one Supplies is (100% - 10%) = 90%, or 0.9. Raise that to the tenth power, for your ten independent Supplies-opening events, and you get the chance of, ten times out of ten, not getting a Badge: 0.9^10 = 0.349, about 35%. So in fact, out of ten Supplies, you will get a badge (100% - 35%) = 65% of the time, about two thirds. TL;DR version: A drop rate is a probability, not a guarantee.