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  • Star Wars: The Old Republic launches the Legacy of the Rakata

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.10.2014

    The Rakata are kind of a big deal in Star Wars: The Old Republic. Their influence is everywhere in both the leveling game and in the overall lore, and finding out what their deal is kind of trumps other priorities of the week. So the new Legacy of the Rakata flashpoint that's just been added to the game should be of particular interest to lore hounds, as well as anyone looking to the completion of the game's Forged Alliances storyline. The flashpoint sees players exploring the ruins of Rakata Prime, learning more about the Star Forge with Agent Theron Shan and Lord Lana Beniko, and exploring the ruins with smuggler Jakarro. It's a tactical flashpoint, as well, which makes it that much easier for players to explore and discover more of the story while leading into the next major expansion storyline. If you're interested in seeing what the Rakata left behind, you can log in now and try the flashpoint out.

  • Guild Wars 2's feature pack will improve dungeons and the crafting UI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.26.2014

    September is just around the corner, which means that the next major update for Guild Wars 2 -- the September feature pack -- isn't far behind. The pack aims to improve several parts of the game, starting by demolishing the concept of dungeon owners. Currently, the first player to zone into a dungeon is counted as the "owner" of the dungeon, which can lead to problems if that player disconnects; by contrast, after September there will be no dungeon owner, avoiding issues with progression if that owner leaves or gets kicked. The game's crafting UI is also receiving an overhaul, making it faster and easier to access crafting sub-components without navigating away from the main item that you want to craft. The update will also bring a number of performance improvements to make the game run faster and better on various bits of hardware. Take a look at the full update for a few more details as the feature pack release approaches.

  • Diablo III previews the Vault

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.18.2014

    There's nothing worse in Diablo III than seeing a treasure goblin waltz up and snatch a valuable item away from you whilst you're dealing with a pack of monsters. It's endlessly satisfying to catch the little monster and take it down. But what if you could head back to the goblins' base and start taking stuff from them for a change? That's the idea behind the Vault, a new area being added to Diablo III with patch 2.1. Whenever you take down a treasure goblin in 2.1, there's a chance that a portal to the Vault will spawn. Inside the Vault there's a ton of items pilfered by the treasure goblins, as you'd expect. There's also the Baroness Greed, who doesn't take kindly to having her space invaded and her pilfered goods re-pilfered by someone else. Still, it turns the game on its head; instead of being annoyed when a treasure goblin pinches your loot, now you'll have a chance to get something even better.

  • Gamescom 2014: WildStar reveals new dungeons and raid tweaks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.15.2014

    WildStar is on the ground at Gamescom 2014, and it's got something new for players to explore. Specifically, it's got the game's newest dungeons. The Protostar Academy and the Ultimate Protogames are intended for level 10 and level 50, respectively; the former is meant to help introduce players to mechanics found throughout group content, whilst the latter will provide a new top-level experience with heretofore unseen mechanics and content. And, of course, plenty of bosses that tested very well in marketing, because this is Protostar we're talking about. You can see the dungeon in action on this archived Twitch stream, starting at 4:45:00. But what about players looking into getting into the raiding scene? Will this help bridge the gap? According to the latest dispatch from the developers via the Nexus Report, while there are no content nerfs incoming, attunement processes are being eased. Silver medal requirements are being lowered to bronze, rune slots are being added as definite additions to both crafted and dungeon gear, and attunement item requirements are being tuned down as well to make life just a little bit easier. [Thanks to Syphaed for the tip!]

  • Archlord 2 increases level cap and adds 600 quests

    by 
    Justin Olivetti
    Justin Olivetti
    08.13.2014

    While still in open beta, Archlord 2 is nevertheless prepping its first major update to expand both the game's level cap and overall content offering. With the upcoming patch, the level cap in Archlord 2 will rise to 46. This will not only add more statistical power, but new weapon masteries and a higher tier of gear. But wait -- that's not all! With the acquisition of this fabulous patch package, you'll also get a pair of additional zones, 600 quests, a PvP contested area, and four new dungeons! Download soon, operators are standing by!

  • RIFT launches patch 2.8, Madness Wakes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2014

    It's not quite time for the next RIFT expansion, but it is time to prep for it. Patch 2.8: Madness Wakes adds a new series of quests to lead into the story of the next major version update, with players heading to Tempest Bay to confront some dark dreams. That pairs up with the addition of a new five-person level 60 dungeon, Nightmare Coast, with new items and quests to send players after a mysterious cult. Players also have access to a revamped auction house (which has caused some player consternation regarding its fees), major updates to the Pyromancer soul, and the ability to see the source of an item when inspecting another player. There are also various bugfixes, balance changes, and the like. Check out the full patch notes here, and if you're ready to start gearing up for the game's second expansion, log in and start getting crazy.

  • The Mog Log: Exploring Final Fantasy XIV's 2.3 dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.04.2014

    It's been just about a month since 2.3 went live in Final Fantasy XIV, and while we're still waiting for the arrival of our full personal housing and the addressing of the hot mess that is the Hunt, we do still have new dungeons. More than that, we have three really good dungeons. Since everyone knows I am an absolute glutton for dungeons, it's almost shocking that I haven't talked about these yet. Unlike the first two sets of added dungeons, this set doesn't really have a loser in the lot; even the worst dungeon is just kind of meh alongside its contemporaries, not actively bad. So whether you've just been waiting for me to talk about them or you've been Hunt-spamming for weeks and haven't even thought about any other form of content, let's talk about Stone Vigil, Tam-Tara, and Hullbreaker Isle long after I would normally yammer on about them.

  • TERA's Patch 27.02 hits North American servers

    by 
    Shawn Schuster
    Shawn Schuster
    07.08.2014

    TERA's Wounded World patch (Patch 27.02) has finally hit the North American servers after teasing us on the Korean servers for a time, and with it, we see some long-awaited additions to the game including new dungeons, a new boss gauge system, new gear, new master crafting rank, and more. Ghillieglade, Lakan's Prison, Abscess (normal and hard mode), and Rift's Edge (normal and hard mode) are the newest dungeon additions to the fantasy MMO while the dungeon bosses have been tweaked to allow more comprehensive information on which boss you're attacking and how close it is to kicking the bucket. Check out the complete patch notes at the official site for more information. [Thanks to Leiloni for the tip!]

  • The Mog Log: Final Fantasy XIV's 2.3 primer

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.07.2014

    Tomorrow, patch 2.3 will descend upon Final Fantasy XIV like a flight of angels. If you can't tell, I'm pretty excited. While I was by and large disappointed with 2.2, 2.3 is adding a lot of features I want, undoing some of the dumb features added in 2.2, and adding in a few more features that I didn't realize I wanted before but now know are immensely important to me. Kind of like the Challenge Log, except more. Unfortunately, the fact that it's landing tomorrow as of the time you're reading this means I have not yet actually played this patch. But I can still put a guide of some preliminaries together so that you can at least know what you're doing even if you haven't necessarily examined the patch notes with a fine-toothed comb just yet. So let's dive into it. When the patch goes live tomorrow, pick your destination, and go to it.

  • Elder Scrolls patch adds veteran dungeon, improved lighting, and more

    by 
    Jef Reahard
    Jef Reahard
    06.24.2014

    It's patch day in Tamriel, as ZeniMax has rolled out Elder Scrolls Online's 1.2.3 update. The main content addition is the veteran Crypt of Hearts dungeon. Additionally, there's now a field-of-view slider for first-person fans as well as improved interior lighting and a number of bug fixes. Full details are available via the patch notes. [Thanks Zjeven!]

  • The Nexus Telegraph: The first week in WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.09.2014

    Full launch for WildStar has come and gone, the servers have been up and running for a week, and I've been hacking away at various enemies of the Dominion like a good soldier. As I write this, my main is 23, although I'd probably be a fair bit higher by now if I hadn't stopped quite so many times for roleplaying and to decorate my house. (Not too much of that, though, I need to afford that spacious house once I get to a valid level.) It's safe to say that I'm enjoying the game a whole lot. Server loads seem to have largely stabilized, at least from my end, and the fullness of time has given me more opportunities to run more stuff and really enjoy a wider variety of what's in the game. There's some good stuff, some annoying stuff, and some things that kind of cut both ways at the same time. So let's just dive in, shall we?

  • Tamriel Infinium: Examining Elder Scrolls Online's first major update

    by 
    Larry Everett
    Larry Everett
    05.27.2014

    I've often wondered if my frustration with game creators should be taken out on the game itself. This goes for any game, not just Elder Scrolls Online. Perhaps I love the game, but I believe the creators have had missteps that drag down production, or maybe they set customer expectations to a certain level then didn't quite deliver.

  • WildStar raid dev: 'Our raids are the best blend of challenging and fun'

    by 
    Justin Olivetti
    Justin Olivetti
    05.14.2014

    Do you wonder what it takes to make the toughest PvE content in an MMO? Then you'll want to virtually meet WildStar Dungeon and Raid Lead Designer Brett Scheinert, who stars in a new "A Moment in the Life" video talking about his job. "The biggest thing to be excited about with our raids is that they're the best blend I've seen between being challenging and fun," Scheinert claims. He goes on in the video to talk about his past experience in the industry and how he thinks it's really cool to see his ideas become reality. The video is a three-minute interview with several glimpses into WildStar's raids, although we suspect that Scheinert was using GM codes to solo them. You can give it a watch after the jump.

  • Final Fantasy XIV's next live letter is on its way

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.09.2014

    Are you ready to take on the Lord of Levin, the primal Ramuh? To brave the depths of Stone Vigil and Tam-Tara Deepcroft in Hard mode? To see what the deal is with Hullbreaker Isle? Well, then, you're going to want to tune in to the next Final Fantasy XIV Letter from the Producer LIVE, currently scheduled for May 24th at 7 a.m. EDT. Because yes, the topic under discussion is the upcoming patch 2.3 and all that it entails. As always, a thread is available for players to ask questions for the live letter, and a translated transcript will be made available on the official forums. Aside from the aforementioned topics, the letter will also cover Item Desynthesis, Daily Hunts, and an interview with lead designer Takeo Suzuki regarding gear, monsters, emotes, and hairstyles. If you've got a burning question on any of these topics, you've got a chance to get it answered live when the next letter comes around.

  • WoW Archivist: Tier 0.5 and the birth of modern dungeons

    by 
    Scott Andrews
    Scott Andrews
    05.09.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? For a long time in classic WoW, nonraiders felt neglected. Dungeons were the only endgame PvE option for nonraiders. Back then, dungeons didn't have a 5-player limit. They could be "raided," even though they weren't considered raids. Blizzard added new raiding content on a regular basis, but the developers didn't release new dungeons after adding Dire Maul in patch 1.3, four months after the game's release. Until the launch of The Burning Crusade in early 2007, nonraiders ran the same dungeons for almost two years. Amidst a storm of complaints, Blizzard said they wanted to offer additional content for nonraiders. In patch 1.10, Blizzard delivered a new endgame quest line using existing dungeons. Comprised of 29 steps in all, this was one of the game's most elaborate -- and most punishing -- quest lines ever. Blizzard called it the "high-level armor set" quest line. Players called it Tier 0.5. To create it, Blizzard had to reimagine what WoW's dungeons should be. This quest line was removed, like many others, when Deathwing brought the Cataclysm. Let's walk through what once was, and explore how it gave rise to the modern dungeons we tackle today.

  • Could WoW have an expansion without raiding?

    by 
    Matthew Rossi
    Matthew Rossi
    04.29.2014

    I have raided in World of Warcraft since the beginning. Raiding has always been a big part of why I play the game. If not the reason I play, certainly a reason. So when I was sitting up last night and it occurred to me that I've never gone an entire expansion without raiding, I didn't initially think anything of it -- to me, raiding is what you do in WoW. But then I started really thinking about it. Because lots of people don't raid. Before the rise of LFR and flex, a lot of players -- the majority of players, really -- never set foot in a raid at all. They had 5-mans, and that was basically it for group content for them outside of PvP. So I started asking myself if it would be possible to release an expansion with little to no raiding content at all. Would players accept it? It's a cliche (and an overused one among the community) that Blizzard didn't do this or that 'because it would cost us a raid tier' but let's really consider -- what if we could have the expansion next month, but it wouldn't have any raids? Would that be an expansion people would be willing to play? One of the reasons I consider this a more controversial question that it would have been at the end of Wrath is because now, raiding is far, far more accessible than it was even then. With the advent of LFR and the recent development of flexible raiding, it's never been easier to raid than it is. While Warlords of Draenor is changing the raid game, those changes will only make mythic raiding in any way more restrictive -- the rest of raiding will remain very accessible.

  • Blizzard reviews World of Warcraft raiding history

    by 
    Justin Olivetti
    Justin Olivetti
    04.28.2014

    A new raiding game will be coming to World of Warcraft with this fall's Warlords of Draenor, and as part of this transition Blizzard is penning a series of dev blogs looking at the past and future of raiding design. The first one is up on the site, covering everything from launch through Wrath of the Lich King. "In many ways, that was the most challenging aspect of classic WoW raiding: the logistics of assembling and maintaining a sufficient roster with sufficient gear," the studio posted. Blizzard said that reducing the maximum size of raids in The Burning Crusade had two objectives: to improve the gameplay experience for members of raid groups and to make raiding more accessible in terms of requirements. But it was Wrath of the Lich King's many patches that really shaped the raiding scene into what it's become today, the studio said.

  • What's going wrong with tanking in five player content?

    by 
    Matthew Rossi
    Matthew Rossi
    04.21.2014

    Tanking is not always easy, mind you. But tanking can be an incredible amount of fun, and I hope that it'll make a real comeback in terms of popularity when Warlords of Draenor goes live. Right now, I feel like a few problems really keep tanking from being as universally popular as it could be. Difficult to get starting gear - For most people, it's hard to get started as a tank. Gearing is an issue, because some tanks (DKs, warriors and paladins) need specific tanking gear, while even the leather tanks still generally use different stats to some degree, different enchants, different weapons for tanking than DPS or (especially) healing. This is a problem the gearing changes in Warlords should really help with. Where can you learn it? - Tanking requires a different skill set from DPS or healing. While proving grounds exist, they don't really teach the most important part of being a tank - reacting to other players. It can be hard as a new tank to walk into a dungeon having never done it before. That leads into the third difficulty of picking up tanking. Dungeons don't provide any sort of experience right now - With the wildly disparate gear levels on people running random dungeons, you can have a tank in 450 gear trying to hold aggro off of players in 580 gear. While it can be nice to be the tank in 580 gear, even you might have trouble when groups don't cooperate, run ahead of you, pull mobs half way across the zone, and generally simply refuse to act like any kind of groups at all. This is something I'm hoping the gear squish and ten levels will do away with - we'll all basically be on the same page when Warlords dungeons are being run. While there are still a lot of places where tanking is both fun and rewarding - raiding (especially in a guild group, be it heroic, normal or flex), challenge modes, even in LFD or LFR if you get lucky - I do think it can be a lot to ask a new tank (whether or not she or he is a new player or just new to the role) to grow a thick skin fast enough to deal with the toxicity possible in the current random queue environment. Which is a real shame, because tanking is fun - it can be stressful, and oftentimes groups have an expectation of a tank doing the work of knowing how every fight works for them, but that's not always a negative.

  • The Mog Log: More time in Final Fantasy XIV's 2.2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2014

    I was pressed for time when Final Fantasy XIV patched at just the wrong time. I'm on a schedule, you know. My first impressions of the patch were far less comprehensive than I would have liked, although I did try to fill in the blanks as best I could down in the comments. But that was two weeks ago, and you doubtlessly expected that by now I would have gotten through the rest of the patch for more impressions. Honestly, I could probably spend quite a bit of time talking about all the various aspects of the game altered by this particular patch, but I'd prefer to narrow my focus slightly and zoom in on the most immediately relevant bits. So let's talk a little bit more about 2.2. Let's talk about the dungeons I didn't cover last time, the quest lines, the big battles (sometimes on a bridge), and a couple of problematic elements that have cropped up.

  • Warlords of Draenor: Eight level 100 dungeons at ship

    by 
    Adam Holisky
    Adam Holisky
    04.09.2014

    Warlords of Dreanor will ship with eight level 100 dungeons. These dungeons will be put into place in patch 6.0, which is currently in alpha testing at Blizzard. The clients that have been datamined are currently only showing six dungeons, however as Lead Game Designer Ion Hazzikostas points out, this is incorrect. Alpha clients are not final products, so there's a lot missing. The dungeons we know about are: Bloodmaul Slag Mines Blackrock Depot Auchindoun Arakkoa Spires Shadowmoon Burial Grounds Iron Barracks Upper Blackrock Spire (updated to a new layout and heroic difficulty) A lot of people got upset over only having six dungeons at release. It was said at BlizzCon that at least six dungeons would be added, and then when there was only six in the alpha client, it caused angst. It appears, as is often the case with datamining, that no one needed to get upset at all. Ion also noted that 7 out of the 8 dungeons are new.