offline-leveling

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  • Put your Age of Wushu avatar to work while you're offline

    by 
    Jef Reahard
    Jef Reahard
    03.12.2013

    When you log off from your favorite MMO, does your avatar dream? Maybe, but when you log off from Age of Wushu, your character continues to be an active participant in the wuxia-drenched fantasy world. Many of the NPCs that you see milling about the game's cities and towns are in fact offline player characters going about their business. Your offline avatar can be a fire-breathing street performer, a cafe owner, a blacksmith, or one of several other professions depending on where you log out. There are both risks and rewards inherent in the the game's offline systems. The former include the ability to be kidnapped (and to subsequently log in to an unfamiliar location) while the latter allows you to collect money and items earned from various tasks. Read all about it at the official Age of Wushu website.

  • MMO Blender: Bree's big-budget sandbox

    by 
    Bree Royce
    Bree Royce
    07.27.2012

    Writing MMO Blender feels like getting three wishes from a magical lamp and having to think very, very carefully about what you ask for. You have to word it just right and ponder the consequences of each wish on the others because you just know that Genie's going to screw with you. If I were stronger, I'd reject the wishes (here, the 1000 words) outright, knowing they're a trap, but I just can't resist a turn at this column. I want a new sandbox. A good one, not one made by gank-obsessed fanboys on a shoestring budget. I don't think sandboxes are dead; I just know it takes money to make money, and modern indie sandboxes are forgetting that rule. Fortunately, I don't need money for this column. I'll take my MMO Blender wishes and build a sandbox that's more than just a pile of sand and an empty box.

  • The Daily Grind: Are you a fan of offline-leveling?

    by 
    Bree Royce
    Bree Royce
    07.02.2012

    By my count, EVE Online and Glitch have exactly two things in common: They're both sandboxes, and they both have offline-leveling. Yes, whether you're harvesting tears in EVE or milking butterflies in Glitch, your skills are all raised offline while you're sleeping, working, or playing some other game that actually requires your attention. I love offline-advancement systems, not because they themselves are so exciting but because they usually signify a game that's focused on letting you play a game rather than making you grind it out. Still, I know the system comes with a ripe crop of problems for newbies, who are often crippled in competitive games until they've spent enough time not-playing to effectively play. What about you -- are you a fan of offline-leveling? 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!

  • Rise and Shiny recap: Faxion Online

    by 
    Beau Hindman
    Beau Hindman
    06.05.2011

    I've been following Faxion Online for quite a while. Aww, I remember when it was just a cute little game in development, back when I visited the UTV True Games studio for a tour during GDC Online last year. The team was very passionate about its product, and there was obviously a lot of talent at work behind the scenes. One of the comments I made then (and that I will always remember) is that the devs all seemed like a bunch of gamers -- they appeared to have a love for what they were doing and truly seemed to believe in the game. They also talked about how a lot of MMO development took several years and the budget of a small country. I agreed with them on that. So they wanted to create their game in a much shorter time period yet have it still feature free-to-play accessibility along with old-school PvP. It was a tall order, especially considering the time frame they were looking at. Again, though, the team seemed capable of pulling it off. But did it? I spent half a week (I will explain later) in the game, and my impressions are right past the cut.

  • Darkfall activity report hints at game-changing expansion

    by 
    Jef Reahard
    Jef Reahard
    01.22.2011

    It's been pretty quiet in Darkfall land since the first of the year, and whether that's because the devs have been hunting wabbits or hard at work on the game's next patch is a question that is addressed in the latest Aventurine activity report. There's a new patch in the works, tentatively scheduled for sometime next week, and it's bringing "significant changes" to the offline leveling system that was introduced late last year. How significant? For starters, additional skills will be available for meditation and the overall gains will see a substantial increase according to Aventurine's Tasos Flambouras. Aside from the patch, the dev team continues to forge ahead with Darkfall's next expansion, and it is shaping up to be (quite literally) a world-changer. Flambouras outlines the team's high-level approach which "involves a complete overhaul and dramatic streamlining of the world and complete redistribution of all its features," as well as a "completely level playing field for all players." Details on these sweeping statements are vague at this point, but Darkfall will clearly be undergoing some huge changes when the expansion debuts in the second quarter of 2011. Finally, the activity report touches on long-standing issues like the grind, character progression, endgame content, and the alignment system. If that's not enough for you, there's also a hint about a drop rate increase on books, scrolls, and stat potions, leading us to conclude that big things are afoot in the world of Agon. Stay tuned.

  • Massively's first look at Faxion Online

    by 
    Beau Hindman
    Beau Hindman
    01.21.2011

    The worst thing about touring through a virtual world is not knowing exactly what to bring with you. Over the last several months I have slowly but surely tweaked my habits to make writing easier. Even then I am sometimes perplexed as to how to do it better and what tools would work best for me. Luckily, the greatest tool of all time does exist and is dirt cheap. It fits within my pocket and works with any operating system or peripheral. Yes, I'm talking about a stack of Post-Its. As I ran through the different areas of Faxion Online with one of the developers, I scribbled my notes down on the tiny notepad. Then I stuck the notes to my computer monitor for later reference. I also took screenshots (not the ones you see in this article -- these were supplied by UTV True Games, the developer behind Faxion) and later used them to try to remember how I felt during the walkthrough. While writing, I looked down at my Post-Its and saw three key words: optimization, stylized graphics, and gross fat guy. Click past the cut to see what else I might have jotted down.

  • Darkfall offline leveling goes live

    by 
    Jef Reahard
    Jef Reahard
    12.10.2010

    It's patch day in Agon, and Aventurine's servers are slowly coming back to life after some prolonged downtime earlier this morning. What has the new update wrought? The biggest change is the much-discussed offline leveling system. The Darkfall Epic Blog has the details, which basically amount to spending in-game gold to purchase meditation points. These points can then be distributed amongst skills that you've already purchased, and the journal interface displays how many meditation points are required to level the skills to 100. You can also view the time it will take to train if you start meditating. Aside from offline meditation, the patch notes indicate a few subtle tweaks such as ammo stacking, friend-specific system messages, and the addition of a dice rolling mechanic to the game's chat system.

  • New Darkfall blog talks optimizing interaction and offline leveling

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.12.2010

    Darkfall has always had a reputation for being a very hardcore game, but Aventurine has been hard at work trying to improve the in-game experience for all players -- both the well-known PvP audience and the more PvE-focused crowd. In the most recent official blog, Tasos Flambouras calls the team's focus "optimizing interaction," a convenient catch-all term for an overarching goal of making the game world and the interface easier to work with and more meaningful to players. Flambouras mentions the previously discussed offline skill leveling -- in short, you will pay gold to meditate on a skill to advance it while you're offline. The feature will be limited to a few skills when first implemented, but if it proves not to cause any balance issues, more skills will be added to the roster. There's a lot of information about where the Darkfall development team is placing its emphasis, so take a look at the full article for a peek inside the team members' head.

  • Darkfall prepping offline skill advancement

    by 
    Jef Reahard
    Jef Reahard
    10.31.2010

    Tired of the lengthy skill-grind in Darkfall, as well as the perception that it will take newer players many months to be competitive with veterans? Aventurine has heard your concerns and is currently in the process of implementing a form of offline skill advancement for the PvP sandbox MMORPG. In a recent activity report on the Darkfall forums, developer Tasos Flambouras clarified the plans for offline advancement and was quick to point out that Aventurine doesn't intend for the mechanic to be used as a substitute for skilling up. "We're not looking to upset the game's balance by adding a convenience feature and this is why I mentioned there's a lot of thought and balancing going into this. So on offline skilling, we'll start with a small amount of skills and gradually expand it, and obviously many skills won't be included," he writes. Offline skilling is nothing new in MMORPGs, as EVE Online has used the system for years, and even themepark games like Age of Conan have gotten into the act. Whether Darkfall implements a similar system or tries something completely new, Massively will be there to bring you the latest.

  • The Anvil of Crom: Offline leveling? It's about bloody time

    by 
    Jef Reahard
    Jef Reahard
    05.09.2010

    You'll forgive me if I don't devote this week's column to Rise of the Godslayer. Yes it's coming out in two days, and yes I've been playing (and enjoying) the hell out of the beta, but frankly I think I've contributed quite enough to that particular hype machine at this point. Instead, I'd like to highlight Age of Conan's offline advancement system, and in doing so, attempt to restrain my optimism over the fact that maybe, just maybe, a major MMORPG developer finally gets it. In a nutshell, Funcom has taken a page out of CCP's book by allowing progression to take place whether or not the player is logged in and chasing carrots. In addition to the free-level-every-four-days mechanic now available on the live servers, the Godslayer expansion will also make use of the system by giving players the option of leveling up their new Alternate Advancement trees over time, whether they're logged in or out (step away from the ledge, naysayers, it's a very slow process in the current beta build). Jump the cut to see why Funcom made the right decision.

  • Age of Conan unveils offline leveling

    by 
    Jef Reahard
    Jef Reahard
    04.27.2010

    Funcom has announced their new Age of Conan offline leveling mechanic, introduced in the 1.07.2 patch that hit the live servers today. Senior Community Manager Oliver 'Tarib' Kunz details the system in a post on the game's official forums. The new feature kicks off by giving each active account four levels which can distributed to any characters above level 30. Every four days, an additional level will be added to your offline leveling pool, again enabling you to bump up one of your post-30 avatars. The levels accrue regardless of whether you actually log into Age of Conan every four days provided you maintain an active subscription. if you've got a gaggle of level 80 characters sitting on your select screen, the additional levels will be waiting for any new character that you create and advance to 30 or higher. Finally, Tarib notes that levels are permanent once assigned, so choose wisely. "Customer Support would not be able to take that level away from your character and add it back to your pool. So please be careful when assigning these levels," he says. Check out the official announcement and stay with Massively for more details as well as Rise of the Godslayer info. [Thanks Inthracus!]