difficulty-level

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  • The Daily Grind: Do you want adjustable difficulty levels in MMOs?

    by 
    Justin Olivetti
    Justin Olivetti
    07.16.2014

    There were a few of us sitting around the other day moaning about how a certain MMO (that will not be named because we're afraid of it just like Voldemort) was too difficult for a casual player who wanted to see the content without concern for rewards. That got us on the topic of adjustable difficulty levels, something that's quite common in most video games but not so much in MMOs. That doesn't mean difficulty levels are absent from the online gaming space. Dungeons and Dragons Online, for example, has expanded its difficulty options for instances that allow players to set it at anything from solo all the way up to tough-as-nails elite. RIFT also implemented chronicles to allow raid-shy players a way to see these fantastic setpieces and get the story without having to join that niche community. Do you want to see more adjustable difficulty levels in MMOs? What would that look like? 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 explains Moria revamp

    by 
    Justin Olivetti
    Justin Olivetti
    05.04.2012

    Since the word came down recently that Turbine is revamping much of Lord of the Rings Online's Moria, players have been buzzing about the merits and scope of such a project. Content Developer Lauren Salk posted an article on the official site explaining the reasoning behind the decision as well as the specific changes involved. Salk said that Turbine wanted to respond to player complaints about the difficulty and pace of Moria's leveling experience. She admits that the quests did not always lead to the best places and resulted in a frustrating stint underground instead of an amazing journey. Salk confessed that the zone even frustrated her mother, who never made it all the way through. With Update 7, LotRO will update half of Moria, while the latter half will come later on down the road. In addition to a smoother quest flow, additional quests, and an easier difficulty level, Turbine's adding tasks for all to enjoy. Travel through Moria will become more pleasant, as the lighting will be adjusted, additional stable routes added, monsters moved out of the major pathways, and a no-reputation goat made available from the start.

  • Behind the Mask: The separation of newbie and expert

    by 
    Patrick Mackey
    Patrick Mackey
    10.06.2011

    Last week on Behind the Mask, we got into a little discussion about why Champions Online's Elite difficulty needs to be buffed (and possibly also the very hard difficulty as well). This led to a discussion of whom Elite would be tailored for. I'm sure this is a big issue over at Cryptic right now. If Elite is increased in difficulty, whom should it be designed to suit? I was asked this burning question a few times, and I've made my opinion clear: that Elite should be for the top tier, the tip of the iceberg of player ability. Don't take that to mean Gold players only. There is a sharp divide between an expert Silver player and a poor Gold player. In fact, the poor Gold player is likely to be worse than a bad Silver player. How good is good enough? This week, we'll find out.

  • 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."

  • Wasteland Diaries: Hardcore mode

    by 
    Edward Marshall
    Edward Marshall
    01.14.2011

    So during your wait for Sector 4, have you conquered it all in Fallen Earth? You've overcome every obstacle and achieved every achievement? You've amassed wealth beyond dreams and have become a king among men in the wastes? Maybe not, but let's assume you have. What do you do now? Well, I've got some terrific news for you. Fallen Earth has a hardcore mode. It's a realism mod of sorts. But the catch is: Nothing is changed on the server side. All modifications will be made client-side (and they will be made legally). This mode will take a large amount of self-discipline. It will be very easy to cheat. Many of the rules that will be imposed on you will also be enforced by you. In order for it to be considered truly hardcore, apocalyptic-realism, you can't cheat. Even Fallout: New Vegas has a hardcore mode. Of course, I played it in hardcore mode and still found it too easy. I had to impose rules on myself to keep it challenging (like no V.A.T.S. allowed). I also found that the ability to save right before a big decision or fight also alleviates some of the difficulty. Of course, I could impose further restrictions on myself to make the game more difficult. With that in mind, after the cut, I'll show you how to do just that with Fallen Earth.

  • 15 Minutes of Fame: Psychologist and games researcher John Hopson

    by 
    Lisa Poisso
    Lisa Poisso
    07.27.2010

    From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame. What keeps gamers hooked on their game of choice? Chances are, it's an element of the gameplay that was teased out with the help of games researcher John Hopson. The experimental psychologist and beta program head for Microsoft Game Studios examines what makes gamers do the things they do and then designs ways to keep them happily doing just that -- most recently, in titles such as Shadow Complex, Halo 3: ODST and Halo: Reach. All that, and he's a WoW player to the core. "I mostly play in the two semi-official Microsoft WoW guilds, and lately I've been a hardcore player in a casual's body," he notes. "My wife and I had our first child a few months ago, so we've both dropped raiding and have been levelling alts instead since that doesn't require a fixed schedule. So far, we're both up to 5 level 80s apiece. :)" We thought it was time to turn the tables on Hopson, a loyal reader and occasional commenter at WoW.com, and ask him for his perspectives on WoW from the inside out.

  • Runes of Magic invites adventurers to delve into the Dungeon of Dalanis

    by 
    Justin Olivetti
    Justin Olivetti
    05.03.2010

    Runes of Magic players are in for a rich treat with a nugaty center this May, as Frogster is about to deliver its second expansion to the game: Chapter III: The Elder Kingdoms. Part of this exciting expansion is the fabled Dungeon of Dalanis, the first new six-person dungeon added since the game's release. The Dungeon of Dalanis is a place angels fear to tread. Not only is it a hidden jail for upper-class criminals, but a mad prince experiments on animals and creatures alike within its depths. Still, if players have the nerves of steel and -- more importantly -- 57 or more levels under their belt, they're welcome to try their hand at a little prison reform. Four bosses must be vanquished, including the enigmatic Experiment No. 203, before they can take a crack at Prince Maxim Erekat III. Oh Eerekat, what WON'T you do next? This dungeon is also offering a first in Runes of Magic history: the option of two difficulty levels. This is a good option for those who aren't quite on the cutting edge of leetdom, but still want to have a fun time. Head on over to the official site for the complete announcement.

  • The Daily Grind: How difficult do you like your crafting?

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.17.2009

    Once, long ago, when you wanted to craft in EverQuest, you had to know precisely what it was you wanted to put into your crafting box/bag/spit/etc. - or you could sit there swapping things in and out in combination for hours. Once you'd hit upon a combination that would create something, you then had the potential chance to lose your materials if you didn't manage to craft it. While this wasn't such a big deal when you were sitting around cranking out Batwing Crunchies, if you were making items that required hard to get materials, you can imagine the frustration when your combine whiffed. On the opposite side of things, we have the extreme ease of World of Warcraft, which allows you to pop to the auction house, buy everything if you have enough gold, and then craft piles and piles of items with those mats by pressing one button on a handy menu that shows you everything you can make. The crafting system there has no failures, nor does it have the chance of making a greater or lesser item; all of the items are exactly the same on the basic level. While many felt this was a great improvement, some others prefer at least some small risk for reward - making it more like a mini-game - and thus we still have at least marginally harder crafting scenarios in several MMOs. This morning we thought we'd ask you; do you feel that crafting should be easy, guaranteeing a successful combination every single time? Do you think there's something to be said for slightly harder crafting, where you may risk commonly-gathered materials, but not rare ones? Do you think we need a return to extremely hard crafting? Or do you just not really care, and would rather pay someone else gold to craft things for you?

  • Preview of new Guitar Hero II co-op mode

    by 
    Dan Choi
    Dan Choi
    05.08.2006

    In case you missed it on Friday, IGN posted a pre-E3 hands-on preview of Guitar Hero II's new co-op mode. It's a departure from the first game's multiplayer mode in that the two players have to depend on each other a lot more to pass each song and thereby make beautiful music together.While the old multiplayer option will still be around in the sequel, the new mode mixes distinct lead guitar and bass or rhythm parts where each player affects the other in various ways, whether by failing if either performance slips (as in DDR), sharing the same Rock Meter (with mistakes from either player resetting the score multiplier), and needing to both go vertical at the same time to activate the shared Star Power. Thankfully, different difficulty levels can be assigned to each player.The Joystiq team out in L.A. will probably find something to do until they get their sweaty paws on a guitar controller or two on the E3 show floor (maybe one of those wacky press conferences will help pass the time), but we're sure the wait to try the latest build of this rockin' series will be worth it. The seven songs available at E3 are listed below.[Thanks, murph]