itemization

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  • Ol' Grumpy and the grimoire of gear inflation

    by 
    Matthew Rossi
    Matthew Rossi
    11.08.2011

    Hello again, everybody. I'm Ol' Grumpy. You might remember me from such posts as Ol' Grumpy and the Goblet of Firelands adjustments or Ol' Grumpy's guide to outdated content and you. This time, we're going to be talking about what gear inflation is, how it happens, and why something eventually has to be done about it. Gear inflation has actually been a concern of mine since about halfway through Wrath of the Lich King's expansion cycle. Back then, it was armor penetration that really set off my gear inflation warning bells, a stat that's since gone the way of the dodo. If you remember ArP, you remember that it start acting extremely weird at higher gear levels and often had to be adjusted and capped to keep it from doing things like reducing target armor into the negative. In essence, for a brief period after Ulduar dropped, ArP could actually cause your target to have negative armor values so that their damage taken was increased by a percentage instead of just reduced by a percentage. This was very wonky. It was quickly capped and the stat adjusted. But by ICC levels of gear, it was possible again to reach 100% ArP, and doing so was absolutely your best bet as a melee DPS. Now, let's be honest: Gear inflation is the inevitable by-product of a game where one increases in power via leveling and gaining new gear. It must happen. If you simply look at gear from original World of Warcraft's 1 to 60 game, you'll see that gear steadily increases in power and that raid gear from MC to BWL/AQ and to the now-vanished Naxxramas-40 steadily increases in power. Indeed, Naxx-40 gear was such an upgrade in power that it was roughly as strong as blue drops from level 70 instances. You could raid Karazhan in Naxx-40 gear. The Burning Crusade dealt with gear inflation differently than its successors did because it could.

  • Ultima Online producer's letter promises revitalization of classic content

    by 
    Bree Royce
    Bree Royce
    11.07.2011

    Did you wonder who was captaining Ultima Online since Calvin "Uriah" Crowner left his role as producer earlier this fall? Apparently, it's been none other than Jeff Skalski, who recently penned a producer's letter to introduce himself to the UO-faithful. In it, he explains that his goals for the grand-daddy of MMOs include heavily increasing the team's interaction with the community, implementing weekly Q&A sessions, squashing bugs, and "breathing life back into areas that have long been forgotten," i.e., revamping older content. In fact, some of that older content -- Shame, one of the original and iconic anti-virtue dungeons in classic Britannia -- is due for its revamp sooner rather than later. Publish 73, now on the test server, retools Shame with a truly massive itemization overhaul and difficulty scaling as players descend the dungeon's depths.

  • GDC Online 2011: KingsIsle's Sara Jensen Schubert talks RPG math

    by 
    Karen Bryan
    Karen Bryan
    10.12.2011

    I'm sure many of us have wondered how game developers decide upon item stats, experience amounts, damage per second, and all of the other numbers that we come across in our favorite games. Actually, it might sound more like, "Why the heck is my uber sword of uberness only doing X amount of damage?!" At GDC Online this week, Sara Jensen Schubert gave a rare glimpse into the math behind MMORPGs. She has worked on games like Shadowbane and DC Universe Online and is now a lead designer at KingsIsle Entertainment. Her background and focus is a traditional RPG viewpoint, and she builds from there to go through the process of designing and building stats, character attributes, experience rewards, the leveling curve, and itemization. While her talk is aimed at those in the industry, it offers a unique perspective into what goes into those stats behind our gear and why it takes us so long to level up. Read on for highlights from the presentation.

  • EverQuest II's GU61 going live today

    by 
    Jef Reahard
    Jef Reahard
    08.25.2011

    Those of you trying to log into EverQuest II this morning may have been greeted by a crashing launchpad or some variation on the standard "service offline" message. Fear not, as it's patch day, and the servers will be back sooner rather than later (we hope). Game Update 61 is in the offing, and EQ2Wire has an extensive breakdown of the patch notes for what is one of the more significant non-expansion updates in the history of the game. Aside from the alternate advancement tweaks, the most significant change is a complete loot and itemization revamp. This means that there's no reason to restrict yourself to the "Golden Path" when it comes to leveling your characters. Norrath is one of the largest and most diverse game worlds in existence, and you should now see level-appropriate loot no matter where in the world you adventure. Also of note are new dungeons that scale between levels 60 and 90 as well as the house rating system, a native video-capture and YouTube publishing feature, and the ability for your Fae and Arasai characters to fly at level 85 and up. Finally, the official EQII site has a lengthy new lore passage related to the update, and you can bone up on what's happening with the War of Zek while you're waiting for the servers to restart.

  • New LotRO dev diary outlines future itemization improvements

    by 
    Justin Olivetti
    Justin Olivetti
    07.28.2011

    Some days we feel like Paul Revere, riding our 120% mounts through towns and shouting announcements like "Rise of Isengard is coming! Rise of Isengard is coming!" It's OK, people probably prefer to get their news shouted at them by cyber equestrian newsies than any other method, right? And in the case of Lord of the Rings Online's latest expansion, it's good we do so, because a whole host of itemization improvements is coming to the game. In a new dev diary, the LotRO systems team lays out the path for itemization improvements, including where we've been in the game and where we're going with gear. Two of the biggest concerns that the team identified to fix were minute increments between gear upgrades and the inability to predict what combination of equipment players would use to hit the stat caps. Therefore, the caps will be removed and players should see more substantial gear upgrades with the expansion. The diary goes on to share how different segments of the player community will be able to access top-of-the-line gear in the future, including solo players, crafters, casual groupers, and raiders. Other interesting tidbits include desirable yellow gear, gear dropping in instance chests, and the addition of a non-gating stat called Finesse.

  • The Tattered Notebook: Exec. Producer Dave Georgeson on EverQuest II and EverQuest Next

    by 
    Karen Bryan
    Karen Bryan
    07.18.2011

    If there's one thing that came out of Fan Faire about EQ Next, it's that no one will talk about EQ Next. No matter who you talked to, any time the subject came up, the answer was always, "I can't talk about that." However, Executive Producer Dave "SmokeJumper" Georgeson sat down with Massively during Fan Faire to talk more about EverQuest II, and during that interview, he did give a tiny glimpse into what that game would be like. In this week's Tattered Notebook, Massively gets the scoop on Beastlords, the dungeon builder, Freeport's revamp, and much more.

  • The Tattered Notebook: Fan Faire knowns and unknowns

    by 
    Karen Bryan
    Karen Bryan
    06.27.2011

    As we inch closer to Fan Faire, speculation begins to mount about what news EverQuest II fans will finally get to hear. Last year, players were smarting from the announcement of EQII Extended, the free-to-play server, and it seemed to deflate the mood among EQII Fan Faire attendees. This year, EQII is full of knowns and unknowns, to borrow a phrase from former Defense Secretary Donald Rumsfeld. We have known knowns, which are things that we know we know. And then there are known unknowns, or things that we know but we actually don't know. Lastly, there are unknown unknowns, which are things that we don't know we don't know. That's where things are in EQII currently. Confused? Me too! This week's Tattered Notebook will look at what we know and what we hope to find out more about at this year's Fan Faire.

  • Enhancement shaman itemization and the end boss effect

    by 
    Matthew Rossi
    Matthew Rossi
    06.09.2011

    As you may or may not be aware, I've started gearing up my enhancement shaman and have been having a really good time playing him. I enjoy enhancement for a lot of reasons, including how different it feels from playing a warrior or feral druid, the other two melee classes I'm familiar with. However, finding weapons can be a bit of a pain. The best weapons for me outside of a raid are the two fist weapons in ZG, which drop from a randomly summoned boss. So you may not even get the boss who drops them, and the off-hand doesn't even drop from the same boss as the main-hand -- and in either case, it means I'm leveling archaeology on a fourth toon because half the time, no one can summon any of them. As annoying as this is, for raiding, it can get even worse. Getting a 2.6 speed agility main-hand weapon from raiding means killing Nefarian and praying that this week he drops your axe. (You can get an off-hand from trash, but you can't use it in your main hand, meaning you need at least one Neffy axe). Blizzard has come out and said it's fine with this for now.

  • APB Reloaded open beta coming May 18th

    by 
    Jef Reahard
    Jef Reahard
    05.03.2011

    Mark your calendars, APB fans. May 18th is a big day in the history of the resurrected title since it marks the official start of open beta. Bjorn Book-Larsson broke the good news yesterday on the APB Reloaded blog, and he had a few other interesting nuggets to discuss as well. GamersFirst's character restoration service should make its first appearance today around 4:00 p.m. PDT, and APB veterans from the Realtime Worlds days will be able to reclaim their old avatars and customizations. If you're unsure if you qualify, check your inbox as GamersFirst will be sending out email notices to everyone with an available reclaim. Book-Larsson also talks briefly about some of the company's plans for dealing with cheaters. No details are given, of course, but GamersFirst is apparently very aware of all the attempted aimbotting going on thus far in the beta. Finally, there's a blurb concerning new item rollouts in the coming days, as well as some info relating to the game's payment interface. Head to the official APB Reloaded blog for more.

  • The Tattered Notebook: Velious itemization and flying Gnomes

    by 
    Karen Bryan
    Karen Bryan
    02.14.2011

    With the launch of Destiny of Velious rapidly approaching, EverQuest II fans are starting to hear a lot more about what this expansion will bring. This past week was filled with new lore, new screenshots, and another live Webcast with Senior Producer Dave Georgeson, Lead Designer Rich Waters, and Itemization Developer Salim Grant. As in previous webcasts, the hosts talked about flying mounts, launch day events, and othmir, but the main topic they discussed was itemization and gear progression. There is no level cap increase with Destiny of Velious, and because of that, many players wondered what items would look like, especially since a lot of Sentinel's Fate gear was already loaded with procs, wards, and effects. In this week's Tattered Notebook, we'll look at how the developers tackled this difficult area and what changes players should expect to see with the arrival of Destiny of Velious.

  • Aion 2.1.0.5 update tweaks crafting difficulty

    by 
    Jef Reahard
    Jef Reahard
    01.21.2011

    Part two of the Aion 2.1 update is on the way to servers across Atreia, and the dev team has posted the official 2.1.0.5 patch notes to the game's website. The build debuted on the public test servers yesterday and is scheduled to take a bow on the live servers next Wednesday, January 26th. The second half of the 2.1 patch focuses on Aion's crafting, and many new recipes are included in the mix. NCsoft has also upped the drop rates for many crafting materials (including desirable Balaur components like hearts and balic items). Your chances of snagging a "greater" version of the resources farmed from harvesting nodes have also been increased, and many crafting quests will see reduced difficulty (including the wince-inducing expert crafting quests as well as the Miragent Holy Templar and Fenris Fangs quests). The 2.1.0.5 patch also brings a number of tweaks to instances, NPCs, and items, and you can see the full list of updates via the official website.

  • The lack of wands in Cataclysm

    by 
    Alex Ziebart
    Alex Ziebart
    01.05.2011

    Very recently, a reader by the name of Jasper submitted a question via our tip line: Why can't enchanters make wands beyond level 30? I don't have an answer to that question, beyond "because they make enough money as it is." However, it made me look into the wands available at level 85 and items for the ranged slot in general. There are no level 85, pre-heroic wands for classes that do not use spirit. There is only one ilevel 333 wand in the game, and it drops in Grim Batol. All other ranged slots have ilevel 333 (or ilevel 346) bind on equip items available. This puts casters at an obvious (though admittedly minor) disadvantage when trying to gear for heroics.

  • Bluehole Studio details new TERA itemization tweaks

    by 
    Jef Reahard
    Jef Reahard
    10.27.2010

    It's been awhile since we've heard any newsworthy tidbits from TERA's Korean testing phase, and TERAfans has come to the rescue with a new article translation detailing itemization and fusion enchantment tweaks. Mr. Blue, community manager for Bluehole Studio details a plethora of loot item additions, as well as a new equipment rank system (normal, rare, or legendary). In addition to providing players with a quick way to gauge the worth of a loot drop, the new system also adds extra stats to the more desirable pieces (one, two, and three extra stats for each successive rank). The article also touches on fusion enchantment, crafting tweaks, and visual equipment variation. Check out all the details, including renders and screen captures from the Korean client, at TERAfans.

  • Aion's 2.1 patch to increase drop rates

    by 
    Jef Reahard
    Jef Reahard
    10.06.2010

    NCsoft isn't resting on its winged laurels after last month's release of its Assault on Balaurea expansion. Aion's 2.1 patch is just around the corner, judging by its debut this week on the Korean test servers and the associated patch notes that have been posted to the North American PowerWiki. The update is brimming with the usual NPC, quest, and instance bug fixes, as well as a reduction on the prerequisites for the greater stigma quests. That said, the most interesting additions to the patch are the loot table tweaks. In a nutshell, it seems NCsoft is finally heeding the cries of players to do something about Aion's abyssmal loot drop rates. The patch notes indicate "greatly increased" drop rates on gear from instance and field bosses as well as regular mobs. There also appears to be an across-the-board hike in the drop rate of fluxes, skill manuals, and stigma stones. While this news might drive broker prices to new levels of ridiculousness over the next little while, Aion's economy will probably look a little different after 2.1 goes live and supply overtakes demand.

  • The Road to Mordor: Touring the fall's new content with Turbine (part two)

    by 
    Justin Olivetti
    Justin Olivetti
    07.09.2010

    Last week we began a tour through the upcoming content Turbine have planned for Lord of the Rings Online, including the new-player experience, instance scaling and the region of Enedwaith. By themselves, those features represent so much exciting content that we could've ended there and been satisfied, but that wasn't the half of it. Well, it was the half of it, actually. Here's the other half. Buckle up, it's gonna be a bumpy ride on the Buckleberry Ferry!

  • Redbana releases Mythos screens, relaunches website

    by 
    Jef Reahard
    Jef Reahard
    06.23.2010

    Redbana has let loose a little bit of new information regarding their upcoming Mythos MMORPG. Along with revamping the game's official website, the North American publisher has released five new screenshots of the title in action. The shots show everything from the user interface, to the in-game map, to dungeon and outdoor combat. Mythos, a Diablo-esque dungeon crawler, was originally produced at Flagship Studios before being acquired by HanbitSoft, and features a classic isometric perspective along with a deep itemization system. Check out the new screens that we've collected for you in the gallery below, and don't forget to stop by the game's new website. %Gallery-10781%

  • Breakfast Topic: A few of your favorite things

    by 
    Lisa Poisso
    Lisa Poisso
    06.07.2010

    This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com. Every once in a while, Blizzard truly raises the bar in designing a raid. My personal favorite is Ulduar from patch 3.1. The boss encounters required strategy, while still remaining unique, and the graphics in the zone are some of the coolest things in the game. However, one of the only things that a character can permanently keep from a raid is the loot.The legendary mace Val'anyr, Hammer of Ancient Kings and the Starshard Edge off Algalon the Observer are by far some of the coolest item graphics I've seen in this expansion. Even in Icecrown Citadel, few items can measure up to the epicness of these stellar designs. After all, one can only see so many bone-spiked maces before they begin to get old. While a few items like Bryntroll the Bone Arbiter are pretty exciting and unique, Blizzard didn't even create new item models for the climactic boss in the Lich King: only two of the 28 weapons (excluding heroic versions) that the final boss drops are unique, and one of those is repeated between 10- and 25-man. In my opinion, Blizzard could have taken a few more days to design some really exciting and unique weapon designs before releasing the Lich King. While I'm no hardcore raider, I would really love to sit in Dalaran exhibiting a one-of-a-kind weapon from the hardest boss in the expansion, just as the Ulduar raiders could back in 3.1. What do you think? Is there an item that sets the bar in graphic design? Do you think Blizzard should spend more time on item graphics so there aren't as many repeats for end-game encounters, or does a simple recoloring make the item cool enough for you? Have you ever wanted to write for WoW.com? Your chance may be right around the corner. Watch for our next call for submissions for articles via Seed, the Aol guest writer program that brings your words to WoW.com. The next byline you see here may be yours!

  • Wrath of the Lich King Retrospective: Naxxramas

    by 
    Matthew Rossi
    Matthew Rossi
    06.03.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in WotLK Retrospective. When people talk about raiding in Wrath of the Lich King, a lot of the complaints often boil down to Naxxramas. It was out too long before a new tier of raid content, the fights were too dumbed down from the original raid's difficulty and it was too easy. It was an unimaginative way for Blizzard to cut corners and save time developing Wrath. While I'm personally critical of Naxxramas as a raid instance in its current implementation, let's look at these points and discuss their validity. Naxxramas was out too long before a new tier of raid content. This one's pretty subjective, but we can consider two factors. First, Naxx went live with Wrath's release in November 2008, alongside Malygos (Eye of Eternity) and Sartharion (Obsidian Sanctum). Malygos' itemization was half a tier superior to that of Naxx itself, so that items that dropped in the 10-man version of Eye of Eternity were equivalent to those that dropped in 25-man Naxx. Malygos-25 drops were superior to anything that dropped in Naxxramas off anyone but Kel'Thuzad himself. So while we could say that this entire tier of raiding lasted from launch until the release of Ulduar in April 2009, it's unfair to single out Naxxramas as the sole offender. Furthermore, Trial of the Crusader launched in August 2009, meaning that Ulduar's duration as the top tier of raiding was only a month shorter than that of Naxxramas/EoE/OS. Are we really arguing that the 20 bosses of those combined three raids had so much less raiding potential that an extra month or so wasn't at least subjectively justifiable?

  • Totem Talk: Enhancement weapons

    by 
    Rich Maloy
    Rich Maloy
    05.24.2010

    Axes, maces, lightning, Windfury and wolves. It can mean only one thing: enhancement. Rich Maloy lives it and loves it. His main spec is enhance. His off spec is enhance. He blogs about the life and times of enhance at Big Hit Box, pens the enhance side of Totem Talk and leads the guild Big Crits (Week 3 now out!) as the enhancement shaman Stoneybaby. As a melee class, weapons are our most important items. Not surprisingly, good weapons (emphasis on "good") can't be bought with emblems and only drop off a select few bosses, with the best weapons dropping off the hardest bosses. While trinkets can be hard to acquire (Death's Choice/Verdict is a lie!), you can fill in the gaps with emblems or even some subpar trinket choices and not have as big an impact on overall damage as a good weapon. Nothing beats a big stick. Today we're looking at enhancement weapon options in dungeons, plus Trial of the Crusader and Icecrown Citadel in 10s and 25s, regular and heroic. I am skipping over Naxx, OS, EoE, Ulduar, and Ony because it seems to me that it's far easier to get in and gear up in a ToC/ToGC PuG these days than any other raid. There are some good weapon choice in those older raids, but even starting out as a fresh 80 you should find ToC-10 PuGs doable. Let's dive in to our weapon options.

  • TERA FGT2 gameplay feedback detailed

    by 
    Jef Reahard
    Jef Reahard
    05.11.2010

    TERA's official website has updated with the first in a series of 'postmortem' articles featuring player feedback and developer responses to the recently concluded second round of focus group testing. En Masse has collated a mountain of information from the 60-hour testing period and organized it into three broad categories (gameplay, Westernization, and technology), each of which will feature a postmortem article. The first article, focused on gameplay, expounds on everything from race/class combinations, to gear and itemization, to progression rewards. "Feedback regarding progression fell into four categories: equipment, items, skills, and gold acquisition. We asked testers whether they felt they received real and tangible rewards for their efforts, and feedback followed many of the same trends for each of the three categories. Gear was a hot topic: moving forward, TERA will feature more equipment items per level, new visuals for these items, and a wider assortment of item statistics. Gold seemed to be just about right, although testers noted that it was hard to tell for sure without a live, in-game economy," the article states. Check out the full write-up over at the official site.