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  • Global Chat: Guild Wars 2's economy is broken

    by 
    Justin Olivetti
    Justin Olivetti
    01.20.2015

    Guild Wars 2's economy remains a hot-button issue even two-and-a-half years after its release. In this week's exploration of the blogosphere, one writer pulls out all the stops to let you know what's broken about this MMO's economy -- and how it can be fixed. In addition to this thoughtful read, Global Chat will hear some snark on silly hotbar icons, pontificate about poor MMO names, deliver The Repopulation first impressions, and invite you to participate in a grand MUD experiment. Let's get going!

  • The Daily Grind: What's your favorite instant skill?

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2014

    I am not always a patient man, especially when I'm in the middle of combat. If given a choice, I will avoid channeled and long-cast skills even if the payoff is massive, like shooting a pocket nuke down that mutant frog's throat. I want my skill and I want it now, not four seconds and a progress bar from now. So today let's praise and ponder the instant-cast skills, especially your favorite. In WildStar, I love how every class (at least that I've played) has an instant-stun ability that's incredibly useful to stop a big enemy attack in its tracks. I've also been a huge fan of instant-cast DoTs, which is kind of like channeling on the skill's own time instead of mine. What's yours? 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!

  • Landmark replaces its trading post with the showcase

    by 
    Justin Olivetti
    Justin Olivetti
    04.10.2014

    Say goodbye to Landmark's trading post; the closed beta sandbox has replaced the old TP for a new and improved showcase. The showcase will not only sell items, but will allow players to vote in item competitions and browse through claims. SOE has even made the showcase available outside of the game for you work slackers out there. Today's Landmark update also contains an expansion of the claim system. Players now have the ability to own two root and three attached claims. While you're claiming choice spots left and right, you can check out the new pink lumicite crafting material and swappable hotbars as well.

  • First Impressions of RuneScape 3 from a returning player

    by 
    Brendan Drain
    Brendan Drain
    08.14.2013

    Over a decade ago, two brothers working out of their parents' house in Nottingham set themselves the impossible task of building their own graphical multi-user dungeon, a genre that later evolved into the MMOs we know today. RuneScape launched to the public in 2001 as a low-res browser game with only a few hundred players and 2-D sprites for monsters, but several years later it boasted over a million paying monthly subscribers. The 2007 Sunday Times Rich List even estimated the Gower brothers' business empire to be worth over £113,000,000, due almost entirely to RuneScape. The secret behind RuneScape's success is that it's been continually updated throughout its lifetime, not just with regular infusions of new content but also with several major graphical and gameplay overhauls. The game was recently reincarnated as RuneScape 3, which is as far as it gets from the primitive game many of us grew up with. It now boasts a visually improved HTML 5 client with graphics acceleration, orchestral music, some voice-acted quests with cutscenes, and a fully customisable UI. This combines with last year's Evolution of Combat update and over a decade of new quests and zones to produce an MMO with more depth and character than many other AAA titles. In this hands-on opinion piece, I put RuneScape's three major versions side by side and look at how far RuneScape 3 has come since those early days of punching 2-D goblins and mining for fish.

  • City of Steam hits support goal, revamps hotbars

    by 
    Justin Olivetti
    Justin Olivetti
    12.11.2012

    The fanbase has rallied around City of Steam, sending its "Steam-o-Meter" shooting straight to the top. Mechanist Games announced that the community topped the meter with four million points, which means that the company is making good on its promise to include more content for the developing title. The new content that's coming to the game includes a Marshpuggle pet, a steampunk motorcycle, the Dwarf race, and an as-of-yet-unspecified way of shaming developers. There are pictures for several of these, including a couple teasing a special reward. The team also overhauled the game's hotbar, saying that while the old design was functional and aesthetically pleasing, the devs thought they could do better. The new hotbar not only has more of that gear-happy look but has a convenient button for emotes.

  • MMObility: How RuneScape's Evolution of Combat changed my game

    by 
    Beau Hindman
    Beau Hindman
    11.30.2012

    RuneScape has long been a favorite of mine, but I have to admit to being more of an explorer than anything. Combat was always sort of sluggish and tedious. It just wasn't very exciting. I see so many comments from players who AFK, watch television, or play a second game while simultaneously grinding in RuneScape. Luckily RuneScape is a living, breathing, open MMO that comes from the olden times of MMOs but still adds on new bits of design and updated systems. There aren't many other MMOs that are updated as often as RuneScape, and hardly any of them provides as much to do. Along comes The Evolution of Combat. Jagex has called it the biggest thing to happen to RuneScape, probably ever, and after playing with it for a few day, I tend to agree. What does it change, though, and why do I enjoy it so much? Let me tell you.

  • The Daily Grind: What's the worst thing a cash shop can try to sell you?

    by 
    Bree Royce
    Bree Royce
    11.09.2012

    MMO gamers, including our commenters and even some of our own writers, are in an uproar over the terms of Star Wars: The Old Republic's upcoming free-to-play transition. The game's F2P matrix seems to be hitting all the industry low points: lottery tickets, combat-affecting items, travel buffs, content caps, storage. Perhaps the worst of all is the quickbar unlocks. That's right -- if you want to play sublessly, you'll even have to pay to unlock extra hotkey bars. I've certainly played free-to-play MMOs that didn't try to milk me dry or annoy me into a subscription, so I know it's possible to design a hybrid pay model that doesn't generate the community's ire. Still, most every cash shop features at least one thing that gets under my skin. So today we're wondering, what's that one thing for you -- what's the worst thing a cash shop can try to sell you? 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: How many skill options do you really need?

    by 
    Bree Royce
    Bree Royce
    07.30.2012

    Massively's own Justin Olivetti recently opined that Guild Wars 2's skill system struck him as more regressive than progressive; he's suggested the game is a reaction to older MMOs that went overboard loading players up with so many skills and hotbars and options that gamers got lost in the mess. Lord of the Rings Online has always had that effect on me whenever I return to it and find six hotbars stuffed with more skill buttons than anyone can possibly push in a single fight or even a single dungeon. Blizzard has been trying to address a similar problem in World of Warcraft for several years. Of course, those second-generation MMOs were fighting against the first-generation games, which were notorious for offering melee classes a grand total of one attack button to push. GW2 provides 10 skills at a time, two more skills per bar than in classic Guild Wars, but maybe the franchise is going too far in its attempt to simplify combat options for third-gen MMO players. What do you think? How many skill buttons do you really need available for every fight so that you feel as if you always have options... but not too many or too few? 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!

  • MMObility: RuneScape dev details new combat, hotbars, and critical hits

    by 
    Beau Hindman
    Beau Hindman
    06.08.2012

    RuneScape's combat is pretty unique. If I were to introduce the game to someone who has played mostly client-based, mainstream MMOs, he would probably be a bit confused as to how combat worked in RuneScape. The truth is that there is a lot of depth to the combat system as it is now, but it is often hidden behind layered UI screens. A player needs to know where to go to find the best abilities. Don't get me wrong; this system is great for grinding out experience by killing monster after monster, but in higher-level combat or PvP, a player's "skill" is determined by how much she knows about the UI, rather than how much she knows about her enemy's weaknesses or which skills to use. This is all about to change, thanks to what is being called one of the largest updates in the entire decade-plus history of the browser-based giant. I sat down with an interview with Mark Ogilvie, lead designer from Jagex, to find out just how large the update will be and how it might affect players.

  • EverQuest cracks the door wider to peek in on Veil of Alaris concept art

    by 
    Justin Olivetti
    Justin Olivetti
    08.22.2011

    While November is still a ways off, EverQuest players have a lot to be excited for as the title's 18th expansion bakes in Sony Online Entertainment's creative ovens. Today, the company has released three new pieces of concept art -- along with a wireframe model -- to give us more of an idea of what to expect out of Veil of Alaris. The art shows off some of the structures of Alaris, including a costal town and various towers, as well as the mysterious inhabitants of the lands. Alaris will consist of 12 new zones, half of which are raid zones. In addition to Alaris itself, the expansion will feature a level cap increase to 95 and a welcome revamp of the guild hall system. There will also be more armor sets, a cultural armor tier, and the ability to resize hotbars. You can check out all of the concept art goodness in the gallery below! %Gallery-128419%

  • SWTOR's Daniel Erickson: 'The mix of anticipation and fear is huge'

    by 
    Justin Olivetti
    Justin Olivetti
    08.09.2011

    For most people, having the game you're working on break every pre-order record your parent company has ever seen would be enough to give you a breather and a sigh of relief. Not so with Star Wars: The Old Republic's Daniel Erickson, who admits to being on pins and needles nevertheless. Talking with Videogamer.com, Erickson says, "At least for myself, nothing short of shipping and actually being successful will alleviate that worry. I've watched this game grow since before day one and as with any creative project you pour your heart into, the mix of anticipation and fear is huge. We'll relax after the game is out, running beautifully and our fans are having a blast." In the interview, Erickson used the opportunity to clear the air over a misquote concerning SWTOR "lasting decades," explain why he doesn't fully trust outside industry analysts, and talk about why the dev team stayed with the tried-and-true hotbar for combat. Erickson also thinks that the subscription model isn't going anywhere, but will be applied mostly to "top tier" MMOs. "I expect to see a small group of games compete for the subscription dollar," he predicts, "and a larger group take on the F2P market with smaller, faster produced games that try to establish a core market then use the revenue streams created from that small market to improve and expand their game."

  • The Daily Grind: How many hotbars do you have?

    by 
    Jef Reahard
    Jef Reahard
    12.27.2010

    It's been argued that MMORPGs are being "dumbed down," and while there may be some truth to that in broad terms, one thing that is most certainly not being dumbed down is MMO combat. On the contrary, combat is getting more involved with each new release, whether it's a result of action titles like DC Universe Online or TERA (which require the player to have a certain amount of twitch skill and situational awareness), or more traditional fare like World of Warcraft, Aion, and RIFT, all of which are special-ability spamfests with a huge number of said abilities for each class. With such a plethora of attacks, defenses, buffs, and crowd-controlling maneuvers at the player's disposal, it's a wonder that the entire screen isn't covered with hotbars. Keybindings play a big role here, of course, but today's Daily Grind is all about your UI. How many hotbars do you have? How are they set up? Do you use a lot of keybindings and macro-enabling peripherals or are you a mouse-clicker? 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 Road to Mordor: Pippin's top five plugins

    by 
    Justin Olivetti
    Justin Olivetti
    09.17.2010

    This past week in LotRO's been a bit like riding river rapids: There's been a lot of rapid ups-and-downs, violent lurches to avoid dangerous objects, and a whole lot of noise that's drowning out the calmer waters ahead. For every piece of good news and positive word-of-mouth, there's been a lot of unfortunate bumps, such as server queues, dynamic layers, mouthy trolls and Codemaster's launch delay. However, I believe it's all going to settle down in a couple more weeks, and LotRO will emerge the better for it. So if this is your first week in Lord of the Rings Online, welcome! Find a great kinship, take time to smell the flowers, and hunt some orc for me. Today I'd like to take a look at one of the unsung heroes of the recent content patch -- the ability to create and use plugins (also called mods and addons) to enhance your user interface. While the system is still in beta and has a rough-around-the-edges feel to it, it's already shown great potential, particularly though the creativity that mod designers are pouring into it. While there are only a small number of plugins available as of right now and Turbine has yet to expand the scope of these Lua scripts beyond constrained limits, it's not too early to beef up your UI with these spiffy additions. Read on, free peoples of Middle-internet!