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  • The Summoner's Guidebook: The best ways to ruin a gank in League of Legends

    by 
    Patrick Mackey
    Patrick Mackey
    03.28.2013

    In League of Legends' Classic mode, jungling is my second-most preferred role. I prefer ADC first, since it is very taxing on attention and raw skill matters more than strategy. However, as a jungler, I can impact the game more meaningfully. While being ADC allows me to usually win the game in spite of awful teammates, jungling helps me prevent those awful teammates from throwing the game away. When I'm going for a gank, there's nothing worse than someone mucking it up for me -- except when I screw it up myself. It's frustrating when I ping for a gank and my mid lane proceeds to engage and die to his opponent before I get there. It's even worse when I run through a place that I know is warded, attempt a gank anyway, and get jumped by three opponents. Sometimes a gank wasn't meant to be, but most of the time, we botched it all on our own.

  • The Summoner's Guidebook: Winning LoL games takes good decisions

    by 
    Patrick Mackey
    Patrick Mackey
    02.07.2013

    Decision-making is a broad topic, so I am a bit hesitant to cover it directly. It's the little things that contribute to victory in League of Legends, and decision-making is not a little thing. It's a big topic with a lot of ground to cover. As I've said many times in the past, experience is the best teacher, and I can only tell you what to look for. However, I wanted to bring the column back around to talking about what it takes to step up your game. By now, you've heard me talk at length about mechanical things -- things like last-hitting or aiming skillshots that you can sit down and practice. I've talked more on narrow things like how to make a good team composition or execute ganks. Now I'm going to begin to put everything together and talk about what things you should think about before you click to move on the minimap, place a ward, or ping your team to go for dragon. Good decisions win LoL games, and whether you're a pro or an amateur, you can improve on the choices you make.

  • The Summoner's Guidebook: The perfect LoL gank

    by 
    Patrick Mackey
    Patrick Mackey
    01.24.2013

    We've talked a lot about teamfighting lately, but that's not the only kind of engagement in League of Legends. In truth, a large number of kills in most non-professional games occur long before teams ever group up to take an objective. Even in a teamfight-focused gametype like Dominion, smaller skirmishes are frequent. The most successful skirmishes are those where one team outnumbers the other. In cases where the numbers advantage is only apparent after it's already too late, it's called a gank. Ganking is a critical part of LoL. You can put an enemy team out of commission long before the midgame starts by having many successful ganks. While it's common in Summoner's Rift to have the jungler be the ganking linchpin of a team, ganking is not confined to junglers. Roaming supports and mages are also quite effective, and in a gametype like Dominion, anyone who can approach undetected and deliver burst damage or CC can make an effective ganker. This week in the Summoner's Guidebook, we'll talk about setting up for ganks and some ways to make them pay off more effectively.

  • EVE Evolved: Hulk hunting in highsec

    by 
    Brendan Drain
    Brendan Drain
    06.03.2012

    As it's a sandbox game, a big part of what makes EVE Online special is the interesting things players make and do within the game world that developers didn't anticipate. It's ultimately the players who collectively shape the game world, in extreme cases even overturning some of the developed game mechanics. Most players think of high-security space as a safe place to mine and run missions, with CONCORD police keeping a watchful eye on players and destroying any ship that breaks the law. But in EVE you're never truly safe anywhere but inside a station. With the right ship setup, it's possible to kill a target in the few seconds before the police ships arrive to turn you into a smoking wreck. In 2008, GoonSwarm alliance launched its infamous JihadSwarm campaign aiming to suicide gank every mining barge in high-security space. The imaginary safety bubble that miners had lived in for years burst, and highsec mining temporarily became one of the game's most dangerous professions. When Helicity Boson later kicked off the first Hulkageddon event, pirates competed to see who could destroy the most mining barges, and miners in high-security space were prime targets. Hulkageddon went on to become a regular event, with achievements to be won and billions of ISK in sponsored prizes. Recently, Hulkageddon V took an interesting turn when Goonswarm Federation pledged to keep the event running permanently by paying players 100 million ISK for every 10 tech 2 mining barges they kill. In this week's EVE Evolved, I look at Hulkageddon from both sides of the fence, with tips on how to suicide gank mining barges and how to stay safe when mining.

  • The Game Archaeologist uncovers Shadowbane: The battle-scarred blogger

    by 
    Justin Olivetti
    Justin Olivetti
    08.09.2011

    I've long since enjoyed doing this column because, to me, it feels like the next best thing to having been there back in the day, playing these games. No one MMO player can occupy all titles at once, so experiences are bound to pass us by. Fortunately, the gamers who were there have long memories and are often more than willing to share a story or two if given half the chance. After last week's initial foray into our Shadowbane retrospective, I fished around for a hearty veteran of the minotaur wars who was willing to step up and answer a few questions without succumbing to post-traumatic stress disorder. Within a minute, my good friend Grimnir bit into the topic, and I reeled him in as he flopped and gasped for air. At some point, this metaphor got away from me, but no worries. Hit that jump and let's cast our nets down memory river and see what we can dredge up!

  • Gank like a pro with the Ganker's Kit 2.0

    by 
    Mathew McCurley
    Mathew McCurley
    01.20.2011

    WoW forums user Tantojutsu put together the great Ganker's Kit of Ganking 2.0, based off of an older and hilarious thread, detailing the wonderful items and abilities available to make stalking and killing player prey in game that much more fun. Rogues are already deadly and frightening, and when I hear that stealth sound, I immediately spin my head around looking for a sign of a shadowy attacker. Some of my favorite points on the list include a list of banners you can plant on your dead foes, the use of focusing lenses to quickly point toward a target, and using the 2010 Winter Veil MiniZep pet as air recon. Tantojutsu put together a great list, and all of you would-be gank artists should definitely check it out.

  • The Soapbox: Sandboxes and the cop-out of FFA PvP

    by 
    Bree Royce
    Bree Royce
    01.04.2011

    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. Last week, our own Jef Reahard mounted the Massively Soapbox with an article titled Sandboxes and the fear of FFA PvP. In it, he argued that open PvP was a natural and necessary part of any solid sandbox MMO. He also made waves by suggesting that FFA PvP is crucial to the roleplaying experience and that roleplayers should really face their "fears" and give it a try. I'm a sandbox gamer and a PvPer at heart. I played the early years of Ultima Online and lived the adrenaline rush of full and brutal PvP and thievery. Dark Age of Camelot's RvR sucked up another year of my life. Star Wars Galaxies remains my sandbox of choice, and I've braved a World of Warcraft PvP server since launch. I know this territory very well. I'll knock it, because I have more than tried it -- in several tasty flavors. And even though I'm an unabashed Jef-fangirl, I think there are a few debatable issues with his article. Hit the jump for some good old-fashioned counterpoints!

  • Era of suicide ganking in EVE Online coming to a close

    by 
    James Egan
    James Egan
    08.06.2008

    CCP Games has addressed the long-standing problem of suicide ganking in EVE Online in their latest dev blog, titled "Serious Security." CCP Fear stepped up to inform the player base that, yes, the devs do take the issue of suicide ganking seriously, and that they're going to take action. The proposed changes, outlined below, are not going into effect immediately, nor do they impact actions taken as part of Empire war declarations. However, they will be implemented with the next major update to EVE, which will be Empyrean Age 1.1, rolling out this Fall. The dev blog focuses on CONCORD improvements and the increased consequences of suicide ganks. CCP Fear states: "We have been looking at suicide ganking and overall security standing issues, and how these features affect the general landscape of EVE. We are not happy with the current ease of suicide ganking and the relative 'no hassle' it has become. In many cases, unsuspecting victims have no chance to escape, nor any help from CONCORD. We want to change this."

  • 'What If' Mechanics: Notoriety

    by 
    Akela Talamasca
    Akela Talamasca
    12.09.2007

    I got to thinking about the nature of quests in most MMOs, and how they're as generic as possible, to appeal to a specific class, or race, or faction. And then I was reading Kevin's Pirates of the Burning Sea post, and got to musing how cool it would be if there were a worldwide system in place to accumulate notoriety.By that I mean, what if your in-game exploits actually affected the way you're perceived? What if you were such a notorious ganker, for example, that the game suddenly put a reward on your head? What if you logged in one day and found that you were on the Public Enemies list, and other players could receive substantial coin for taking you out? Or the opposite: what if you were widely known for your altruism, and that affected other players' perception of you, to the point where they would see actual physical changes in your avatar, such as a halo of light around your head?MMOs are great for the shared social experience, but I'd like to see one's actions having a lasting effect in-game, where reputation affects more than your status among NPCs. Is this something that's already in place somewhere?