alignment

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  • Pathfinder's latest dev blog outlines reputation, alignment

    by 
    Jef Reahard
    Jef Reahard
    12.21.2013

    If you missed this week's Pathfinder dev blog, well, go read it! It features an update/intro penned by GoblinWorks CEO Ryan Dancey, while the meat and potatoes concerning the fantasy sandbox's alignment and reputation systems are brought to you by designer Lee Hammock. "Reputation is our system for measuring how a player behaves in game," Hammock writes. "We want to provide a means by which a player can judge the aggressiveness of other players at a glance." Pathfinder's rep "has no bearing on your interactions with NPCs, quests, escalation cycles, or other PvE content." Alignment features two components. One, the player's core alignment, is chosen at creation and "is the intended alignment of the character." Active alignment, on the other hand, "begins at core alignment values but changes based on player action." Specific examples and much more detail are available via the links below. [Thanks Chrysillis!]

  • Leaderboard: Good guys vs. bad guys in open PvP

    by 
    Jef Reahard
    Jef Reahard
    12.24.2012

    Age of Wushu has an abundance of interesting MMO mechanics, chief among them a PK penalty system that puts players in virtual jail if they're caught murdering their fellows. The mechanic is a crucial part of the game's PvP system, and as Massively columnist Patrick Mackey explained in his beta preview, it's a novel approach for preventing an open PvP world from devolving into a gank-fest. The system also allows for player alignment to actually mean something beyond a number on a character sheet or a statement in a bio, and in Age of Wushu you really can be a bad guy or a good guy and use your powers to affect your fellow gamers. That brings us to today's Leaderboard question. Assuming you play open PvP games, or games with meaningful alignment systems, how do you generally present yourself? Do you play the good guy? The bad guy? Do you stay neutral if the option exists? Vote after the cut! Ever wish that you could put to rest a long-standing MMO debate once and for all? Then welcome to the battle royal of Massively's Leaderboard, where two sides enter the pit o' judgment -- and only one leaves. Vote to make your opinion known, and see whether your choice tops the Leaderboard!

  • Breakfast Topic: Which playable race is most evil?

    by 
    Robin Torres
    Robin Torres
    04.29.2012

    I love to argue about the most evil race in WoW. My devotion to the Dark Lady has nothing to do with it (mostly). You see, I don't think the Forsaken are evil. They aren't responsible for what happened to them. They didn't choose to be undead. They were perfectly happy to remain living humans. Sylvanas didn't seek out her bansheeness. And all other races shun or just tolerate them. So the Forsaken culture is built around the condition forced upon them. Yes, Sylvanas has now taken to, uh, recruiting new members of her race, which most consider very Lich King-like. But how else is she going to expand her ever-decreasing population? Because the Forsaken are no longer living in the way that all other races are, they cannot value life in the same way. I believe this makes them amoral instead of immoral. They do what they can to survive and even flourish in the hostile world of Azeroth. Of course there are individuals who do despicable things, but you can't judge an entire race on the activities of a few bad eggs.

  • A WoW player's guide to The Old Republic

    by 
    Matt Daniel
    Matt Daniel
    01.20.2012

    Whether you're a longtime World of Warcraft player or someone who's just recently tried the game and fallen in love with it, you're probably aware that there are other MMORPGs out there. Recently, the game that's been getting the most press is Star Wars: The Old Republic. And if you've sat down and tried it out as a veteran on World of Warcraft, you probably had some idea of what was going on when you started playing, with the only initial speedbump being the lack of an auto-attack feature. But there's more to the game than combat and more things that might trip you up in the long run. So Eliot Lefebvre and Matt Daniel are here to help you out with a massive guide to coming into TOR when you're accustomed to the environment of WoW. Take a skip past the break to find out almost everything you'll need to know when converting from the world of Azeroth to the galaxy of Star Wars: The Old Republic.

  • Know Your Lore: The top 10 lore reveals of Cataclysm, part 1

    by 
    Matthew Rossi
    Matthew Rossi
    12.28.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Spoilers for every single Cataclysm raid and zone to be found here. On the whole, Cataclysm has revealed a great deal of lore for the Warcraft universe. We've been to all four of the elemental planes and destabilized two of them by destroying the elemental lords who were effectively the dictatorial forces of their respective elementals. As of this writing, only Therazane remains as undisputed master of her elemental plane. (Indeed, with the destruction of Deathwing, she's actually in a stronger place than she was.) We've seen the Twilight's Hammer cult rise to world-shaking prominence and played a role in setting them back by destroying Cho'gall. We've finally managed to balk them on the eve of their Old God masters' final triumph by destroying Deathwing just as he was about to unleash an even more destructive assault on Azeroth than his first. The Dragon Aspects lost their immortality just after we discovered that there were actually safeguards in place to appoint new ones. We discovered the secret land of Uldum and its Titanic ruins, and we prevented the activation of the Halls of Origination at Deathwing's behest and discovered the connection between the Qiraji and Uldum. We also saw the war between the Alliance and Horde begin lurching toward a new phase. We discovered the fate of Gilneas and the Gilneans, saw tantalizing hints as to the development of the goblin people and their mysterious kajamite, and even more. It's been an eventful expansion in terms of what it established. For the next couple of weeks, I'm going to talk about where Cataclysm took us and what we discovered.

  • The Daily Grind: Do you identify with your side?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.29.2011

    World of Warcraft wasn't the first game to introduce the idea of players being inextricably tied to a faction, but it was one of the first to create two groups in direct opposition to one another. And it's continued on since then, with the Guardians versus the Defiants in RIFT, the Sith and the Republic in Star Wars: The Old Republic, Order and Chaos in Warhammer Online. When you create a character, you are part of a group, like it or not. Of course, for some players, the side you're on is just the side that has the class and race you want to play, nothing more. For others, the side is almost more important than either of those details. So where do you fall? Do you identify as part of your faction, first and foremost? Or do you play both factions and not quite understand people who think that your choice of one side or the other makes a statement about you as a person? 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!

  • Stay on target: SWTOR's guilds begin to align with phase 2

    by 
    Justin Olivetti
    Justin Olivetti
    09.21.2011

    Star Wars: The Old Republic's release may feel like it's always going to be in a "galaxy far, far away," but at least BioWare is giving guilds something substantial to do in preparation for launch. Following up the first phase of guild formation, today the studio announced that guilds can now progress into the second phase: alignment. During this phase, guild leaders can establish up to three guilds as their Allies or Adversaries (depending on the target guild's faction). Not only will this help to cement friendships and rivalries, but BioWare says that these connections "will have the highest chance of being placed in the game together, allowing these guilds to coexist on the same server." This won't happen if the guilds have chosen different server rulesets, however. Another new feature that's come with this phase is the ability for leaders and officers to begin inviting people to the guild by email. The SWTOR website has a helpful FAQ for all three phases of guild preparations. The third phase, deployment, is scheduled to occur shortly before launch and will begin placing guilds on servers if these guilds have met certain criteria.

  • Darkfall patch brings major alignment tweaks

    by 
    Jef Reahard
    Jef Reahard
    05.11.2011

    Significant alignment tweaks are the order of the day in the latest Darkfall patch, and Aventurine has updated its website to help Agonian residents wrap their heads around the system proper. Today's patch divides the world into lawful and lawless sections, the latter of which boast no alignment penalties upon entry. Clan cities remain under the control of their owners when it comes to alignment decisions, so even if the area surrounding your fort has shifted due to the update, city visitors will still be subject to the prevailing clan interpretations regarding alignment and consequences for aggression. Today's patch also introduces a few smaller gameplay tweaks in addition to the alignment changes, chief among them an increase to loot drops while fishing and various changes to the fish box on player ships. The Darkfall Epic Blog has all the details.

  • Darkfall alignment changes incoming

    by 
    Jef Reahard
    Jef Reahard
    02.21.2011

    Alignment in Darkfall has long been a sore spot for the game's devoted playerbase. Aventurine's original implementation allowed for players to farm one another at will and basically offered no real penalty for doing so. According to a new activity report on the Darkfall Epic Blog, all that is about to change. Aventurine's Tasos Flambouras states that "alignment changes are going in. Enough with killing other players, this won't improve your alignment any more." So just how does a bad Agonian man (or Mahirim) lose that negative alignment? The devs are implementing a new mechanic centered around Chaos Churches where players can "repent their negative alignment away." Said churches are located in the game's neutral cities (i.e., those not aligned with any of the title's warring races). The activity report doesn't go into a whole lot of detail, but Tasos does indicate that there will be a spotlight feature dedicated to the new mechanic in the near future. Aside from alignment, this week's report also hints at fishing-related modifications, specifically those made to player ships to allow for scalable catches based on the safety of the waters, as well as additional protection against attacks from player swimmers. Finally, there's a bit more info about meditation tweaks and a mention of increased drop rates for books, scrolls, and attribute consumables.

  • Darkfall devs planning crafting, alignment revamps and more

    by 
    Jef Reahard
    Jef Reahard
    11.28.2010

    Curious as to whether Aventurine listens to user feedback relating to its Darkfall MMORPG (and if so, what it does with said feedback)? We were too, and as such we found the most recent activity report to be an interesting read. Aventurine's Tasos Flambouras gives us a bit of insight into the creative process, outlining a developer meeting that saw a good bit of discussion regarding GUI suggestions, alignment considerations, and newbie experience feedback. "This is a topic of great importance for us and we might call it the newbie experience but changes in this should improve the general player experience as well," he writes. Regarding alignment, Flambouras states that "we agree [with the playerbase] that as far as alignment goes, going red is too forgiving when it needs to be more of an active decision with implications for the player." He also touches on a potential auction house implementation, a significant crafting revamp, and quest and questing system enhancements. While none of these items is divulged in detail, the report is an interesting look at considerations currently on the table for Agon's near future.

  • City of Heroes offers a new developer diary on the alignment system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.25.2010

    City of Heroes players have been enjoying the newest expansion for just a little over a month now, bringing with it the long-awaited abilities for players to change their alignment. It seems like a natural extension of the game's comic book roots, after all -- you can hardly throw a rock in certain books without finding some major character who's a former villain. But with all that we've heard about the expansion's development, the subject of the alignment system has been fairly quiet, up until the most recent development diary by Shawn "Pit" Pitman. The diary goes into detail on the genesis of the alignment system from a concept into execution, as well as some of the larger changes put into place to facilitate the shift. For instance, one of the major shifts was that the alignment and tips missions would feature their own little gallery of recurring characters, rather than a steady set of existing major story NPCs such as Statesman. City of Heroes players curious about how the game bridged the gap between good and evil are encouraged to take a look at the full diary.

  • Exploring Eberron: Stromvauld's Mine and your character's alignment

    by 
    Rubi Bayer
    Rubi Bayer
    09.24.2010

    Last week I talked a bit about Beholders and why they hurt so much, and I promised a look at an offshoot of that conversation this week: alignment. If you weren't a PnP player before Dungeons and Dragons Online, alignment is probably something you didn't pay much attention to on your first character. The system of alignment has its roots in Dungeons and Dragons and can seem a little complicated at first, but it's not too difficult once you have the basics. Follow along after the jump to see what the big deal is and to see what Massively's DDO guild has been doing lately!

  • A Mild-Mannered Reporter: Both sides now

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.15.2010

    Back when Going Rogue was first released, I made a point that I wasn't going into detail on the alignment and tip system. As I saw it at the time, there were two major reasons not to go whole-hog into it, the first being that I was already writing an entire novel on the expansion, and the second being that Paragon Wiki was hard at work putting more details into place. Why try to reinvent the wheel in a weekly column? And there was also a third reason: I'd been spending more time in Praetoria than on my old characters. So I suppose in some way I ought to thank whichever designer gave my poor brute the chance to fight two elite bosses at the same time with three NPCs as backup in a single-player mission. It gave me plenty of incentive to spend more time with my higher-level characters. (Seriously, that mission is absurd.) That meant I started diving into the alignment system, and that means I'm going to spend more time detailing one of the centerpieces of City of Heroes gameplay at the moment: alignment.

  • A Mild-Mannered Reporter: Facefirst into Praetoria

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2010

    It's finally here, and I have to admit, it's a little weird to realize it. After I spent the better part of half a year focusing on Going Rogue, the expansion has been released and is totally playable. To have the game sitting in front of me (metaphorically) after it's become such a huge part of my professional life is almost too daunting. I almost didn't even want to fire up the launcher to... OK, yeah, that part isn't fooling anyone. Getting to play around a bit while it was in beta to see how it would play was nice, but I couldn't get myself into City of Heroes fast enough to start leveling a Loyalist and going to town on the new side of town. At the end of the day, I'm just a player like everyone reading this column, and the game I got to play on Monday evening made me very happy indeed. There's a lot to see and do, and I've tried to recap some of the disconnected thoughts in this week's column. And as a bonus, there's a sad announcement at the end! It's like a bonus, anyway.

  • A Mild-Mannered Reporter: A chicken in every pot, an answer for every question

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.07.2010

    It's the first Wednesday of the month, and like always that means we're going into the questions-and-answers for City of Heroes players. Before we delve into this week's column, I'd like to take a moment to thank everyone for the amount of discussion that took place about our last article extolling the virtues of the Loyalists. It brought a smile to my face to see all of the back and forth about the topic, something I haven't written the last word about. But that's next week's column, and right now it's time to see what other questions the community desperately needs answered. Superfan asked: "Why is the game so repetitive and lacking imagination?" On one level, I can't answer this question because I don't agree with the basic premise. I don't find the game terribly repetitive, and it's lacking in imagination in the same manner that Transformers: War for Cybertron is lacking in robots. But I've acknowledged before that there is a certain rinse-and-repeat feel to City of Heroes, even beyond the equally repetitive feeling in any given MMO. There's something about the game's layout that just gives players that feeling, and I'm not immune to it.

  • Darkfall developer talks specifics about game

    by 
    Akela Talamasca
    Akela Talamasca
    12.22.2007

    Darkfall is an up-and-coming MMO that we haven't given much time to on Massively, but reading over this recently-released 'Dev Journal' on the WarCry Network, it sounds like there's a lot there to sustain interest. Just from this latest Journal entry by Tasos Flambouras, I'm picking out intriguing details: No radar: meaning that it's possible to engage in guerilla tactics and not have retaliation easily track you out of line of sight Alignment matters: it sounds like the only thing a player should concern himself over is his alignment, even more than guild alliance. Your moral posture will determine the method of play Multirace guilds, or clans: this sounds similar to Horde vs. Alliance interplay, but with a little more complexity Real-time combat: body strike location, weapon range, friendly fire, multiple opponent strikes with a single swing ... sounds like the Age of Conan take on combat, but with just ... more Now, I'm not saying there aren't other games out there that offer these things and more, but these guys have the advantage of being in development and learning from other MMO mistakes. Read all about Darkfall on its website.