leveling

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  • World of Warcraft player hits 100th level 100

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.22.2015

    Do you like playing World of Warcraft? Would you like to play a thousand levels of World of Warcraft? Because the player known as Watola did just that. Watola has 100 characters at level 100, a project that started during the exceptionally long twilight of Mists of Pandaria. With 20 characters already at the level cap back then, another 80 apparently seemed like a doable project, which started a cycle of very efficient leveling and copious use of recruit-a-friend tricks. The method outlined on the the forums involves essentially rotating through full rest state on various characters and having a set plan of attack, along with using tank characters via recruit-a-friend to ensure that queues for dungeons are more straightforward. If you'd like to do the same, it's still perfectly functional now, although you'll have to do so knowing full well that you can never have a world-first level 1,000. (That seems a fair nod for the achievement.)

  • Player gets 100 characters at level 100

    by 
    Elizabeth Harper
    Elizabeth Harper
    01.22.2015

    No, this feat isn't impossible. A WoW-player named Watola has managed to level 100 characters up to level 100, which has a nice symmetry to it. Watola started work on this project towards the end of Mists, working with two accounts (each account is limited to 50 characters, so this is a must) to level two characters at once with Recruit-a-Friend bonuses. Always leveling with one tank meant getting into dungeons and clearing them, even solo, was easy XP. Getting to 85 in this way took Watola 5-8 hours, depending on the class -- likely taking advantage of rested XP (easy to gain when leveling so many alts) and heirloom bonuses. At 85, an alt would be paired with a max-level hunter to farm Pandaria elites, which, if they were tagged by the alt before being killed by the hunter, the alt would get full experience for. This would earn a level every 20 or 30 minutes with full rested, and Watola would cycle through rested alts to maximize XP gain. At 90, Watola took his army of alts to Timeless Isle, gearing them up to an average ilvl of 507 to be ready for questing in Warlords.

  • The Mog Log: A tourist in Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.08.2014

    I don't write much about Final Fantasy XI in this column, but those with some knowledge of its history know that wasn't always the case. There are long stretches of the column that have focused on Final Fantasy XI's trials and tribulations. It's just that as I've said many times over, there's not a whole lot of point to talking about FFXI on a regular basis now. While Final Fantasy XIV keeps getting bigger and better, FFXI is slowly and quietly declining. But that doesn't mean you can't take a trip back. A few weeks back, my wife and a dear friend floated the idea that the three of us could try heading back to Final Fantasy XI, exploring the game from the start, completely fresh all over again. It would be very different from how it had been before. And true to form, it certainly has been. The game is very different now from the one I remember, and it's interesting to look at why, even from the perspective of someone just about to hit 20 for the first time on a single class.

  • The Daily Grind: Should all MMOs have a sidekick system?

    by 
    Justin Olivetti
    Justin Olivetti
    11.01.2014

    One of the best features of RIFT's recent Nightmare Tide expansion is, in my opinion, the sidekicking system. For a while now, the game's allowed you to artifically "mentor" down to a level, but with the expansion you can now artificially sidekick up to quest, run dungeons, or fight rifts with friends. After trying this out to my delight the other night and remembering how much I liked it in City of Heroes, I have to really wonder why more level-based MMOs don't include such a system. Do you think this should be a standard feature? To me, it seems to solve so many problems when it comes to level-heavy games that separate friends from each other. Instead, sidekicking allows for people to play together whenever they want while still preserving the progression that comes with leveling and XP. What do you think? 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!

  • Guns of Icarus Online overhauls progression and matching

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.21.2014

    The latest patch for Guns of Icarus Online is going to make it a great deal easier for characters to get better. The game's progression system has been completely overhauled, with level now tied to experience earned via matches rather than to achievements. This is accompanied by a reorganization of stats and traits and a bump in the level cap to 45, which will also bump existing characters and give them more levels to play around with. Said patch also improves the game's matchmaking system, which helps get players into the action more quickly while also providing a more balanced system for everyone. A new tutorial to introduce new players to the game and a spectator system that makes it easier to watch games unfold have also been added, giving players new and old alike plenty to enjoy. Check out the full patch notes or just steal a glance at the video showing off these new features past the break.

  • Star Trek Online: Delta Rising is live today

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.14.2014

    It's time to start boldly going all over again. Star Trek Online's second expansion, Delta Rising, is live today. That means that players can find their way into the Delta Quadrant, explore an expanded level cap, and take flight in a new set of starships as they take on familiar and yet novel enemies. The expansion also brings in several veteran Star Trek actors to reprise their roles: Robert Picardo (The Doctor), Garrett Wang (Harry Kim), Jeri Ryan (Seven of Nine), Tim Russ (Tuvok), and Ethan Phillips (Neelix). Delta Rising introduces captain specializations for leveling past the previous cap of 50, allowing players to reach the ranks of Fleet Admiral and Dahar Master while exploring new specialization trees and unlocking passive and active benefits. But there's no need to take our word for it, as the expansion is live now. Log in, patch up, and head out into the Delta Quadrant.

  • How will Warlords affect low-level characters?

    by 
    Matthew Rossi
    Matthew Rossi
    09.22.2014

    It's something that's fairly easy to forget in all the talk of item squishes and character boosts, but Warlords of Draenor is going to make a lot of significant changes to how it feels to play a low level character and level up. That's why forum threads like this one interest me so much, because it's important to get that low level balance right. Yes, we have the boost, we have things like heirlooms, but in the end the game has to function at low levels for people without them. If it doesn't or can't, then people who try the game on trial or who decide to start an alt after using the boost are going to end up feeling lost, and that's a feeling that leads to people not playing at all. So I decided to roll a low level character and level him without heirlooms on the beta, just to try it out for myself. And so far, I feel like they've made pretty decent strides in balancing things out - I'm at level 7 now after a half hour and I could probably get to ten after another 20 minutes. I am, however, concerned with what Kalyeatrish says about the level 8-9 relative weak spot in leveling. If players can't get stuff done at those levels, it'll be a hard slog to get to 10. And most people who try out WoW don't get past 10 - that's a barrier to entry you don't want to imbalance when you make game changes. Hopefully it's something Blizzard keeps watching, and I hope everyone in the beta manages to find time to roll a character and test it out at low levels - it may seem like a waste of time, but it's actually incredibly important for the game long term.

  • Flameseeker Chronicles: Why I'm a fan of Guild Wars 2's new player experience

    by 
    Anatoli Ingram
    Anatoli Ingram
    09.16.2014

    Guild Wars 2's second feature pack dropped last week, bringing balance changes, new collection achievements, a rework of the trading post, and upgrades to the new player experience. Reactions to the last have been mixed, to say the least: Some of us like them, some of us are neutral on the subject, and some of us think ArenaNet made a terrible mistake. For my own part, I'm really enjoying the changes. If you happen to be in the "terrible mistake" camp, hold on to your assorted fruit-based projectiles until the end of the article and I'll explain why.

  • Captain's Log: Star Trek Online's expansion and communication

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2014

    So we finally know what the next expansion is going to be for Star Trek Online, and my speculation regarding the Xindi and points related turned out to be way off. Nope, we're heading into the Delta Quadrant, which is less interesting to me than the Gamma Quadrant, but I suspect the powers that be are exploring all the angles of existing content first. It's coming with a level cap increase, a new tier of ships, a bunch of new tricks, and apparently some bonus communication misses. Delta Rising is really on track to be a pretty divisive expansion anyway. It was inevitable, really; raising the level cap now was going to lead to problems no matter how it was handled. Unfortunately, Cryptic Studios hasn't done a great job communicating what's in the works for players, nor have the first few things that we've heard exactly countered some early suspicions. It was a minefield that's thus far been navigated largely with a push and a blindfold.

  • Guild Wars 2 is revamping the new player experience

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2014

    If you've been playing Guild Wars 2 since launch, you're probably intimately familiar with the ins and outs of the game's mechanics. Unfortunately, this doesn't necessarily translate for new players, who can find themselves overwhelmed in the early parts of the game with a wide array of statistics, abilities, game modes, and the like. Along with all of the other improvements the game is making in the September 2014 feature pack, the new player experience is receiving an overhaul. Players will now receive a clear reward window indicating what is unlocked at each level, with features such as PvP and WvW initially locked away until higher levels so that players can familiarize themselves with the game systems first. Veteran players can still navigate to these features via the map at lower levels. The personal story is now tied into the story journal, major rewards have been reworked, and the interface will serve to more efficiently guide players to points of interest. Check out the full posting to see how leveling in Guild Wars 2 will get just a bit more friendly with the next major patch.

  • The Road to Mordor: Has LotRO grown too big for its own good?

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2014

    Jumping into an MMO that's been out for several years -- let's call it "more than five" -- lends itself to several blessings and curses. While the game has more content, stability, and a playerbase that isn't drunk on launch drama, it can be overwhelming and even lonely to the latecomer who is just trying to figure out the basic ropes while everyone else is milling around at the Level Cap Country Club. Often I see people asking whether it's "too late" to join an MMO, wondering if they're getting into a game that everyone else is getting out of, not to mention considering how long it might take to do meaningful content with those who have been around longer. Lord of the Rings Online is now most assuredly in that zone. It's been out for seven years, adding along the way numerous updates and systems, a free-to-play conversion, two classes, 50 more levels, a class overhaul, and five expansions. A game that used to occupy a relatively small swath of Middle-earth is now an empire that stretches from the icy bays of the far north to the shoreline of southern Gondor. It's absolutely huge when you step back to consider it, which is what both a new player and a reroller must do. My question this week is this: Is LotRO getting to be too big and too long for a player to start from scratch these days? Is it suffering from a case of too much of a good thing?

  • The Think Tank: Building an MMO without levels

    by 
    Bree Royce
    Bree Royce
    07.31.2014

    Welcome back to another Think Tank! This week, I charged the Massively team with a single task: Elevator-pitch an MMO without levels. What should an MMO without levels look like? Can it even be done in this modern MMO era? Here's what we came up with -- we'd love to hear your take too.

  • The Daily Grind: Have you ever come back to a game for the double XP?

    by 
    Jef Reahard
    Jef Reahard
    06.22.2014

    I logged into Star Wars: The Old Republic this weekend and came to a sad realization. I really don't want to play it any more. I'm a huge Star Wars fan, so I usually find something to like about the game even though themepark mechanics and eternal gear grinds aren't my first choice. Lately I lack the desire to keep leveling, though, which is unfortunately at odds with my goal of seeing all the cutscenes for all eight class stories (again, Star Wars fan, completionist, can't help it). Fortunately for me, there's a double XP week starting July 1st, at which point I will be blasting through levels like a man possessed on as many characters as I can! I feel a sense of urgency because I doubt I'll be leveling again in SWTOR until its next double XP event. And really I'd love to just check the game off my MMO to-do list and uninstall as soon as I've viewed the stories and taken a few screenshots. What about you, Massively readers? Have you ever come back to a game specifically for the double XP, or am I sailing alone across my own personal ocean of crazy? 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 Queue: Leveling in Warlords, QQ, and more

    by 
    Alex Ziebart
    Alex Ziebart
    06.18.2014

    Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. Let's all agree to lay off of Wildstar today, eh? @crusaderesper asked: Is the leveling in WoD filled with rares and events like the Timeless Isle?

  • Warlords of Draenor: High level characters vs. lower level content

    by 
    Matthew Rossi
    Matthew Rossi
    06.13.2014

    In the new theorycrafting sticky on the Warlords of Draenor Alpha forums, there's a big post by Celestalon that explains how we're going to be able to solo old raids and such with the item squish making us proportionately less powerful in those raids. It's worth breaking down here, for those of us (like me) who enjoy that sort of thing for either fun or transmog. First up, all players will gain a damage reduction factors when attacked by creatures that are lower level, starting at Cataclysm content and heading down from there. Creatures from Mists of Pandaria and, presumably Warlords of Draenor will not be affected by this. So once a creature from Cataclysm content or below (Wrath, BC and Vanilla) attacks a character that outlevels them, there will be a formula that determines how little damage the character takes. Celestalon presented it as such. LevelDiff = PlayerLevel - CreatureLevel if (CreatureExpansion < Pandaria) then // 10% DR per level diff, with a floor of 10% DamageTakenFactor = max(1.0 - 0.1 * LevelDiff, 0.1) else DamageTakenFactor = 1.0 end What this means is that, when your level 100 character goes inside a level 80 Wrath raid, they'll have a very large reduction in how much damage they take.

  • Albion Online redefines character progression through the Destiny Board

    by 
    Shawn Schuster
    Shawn Schuster
    06.04.2014

    Albion Online is ditching the traditional level grind mechanic for something they call the Destiny Board that allows for more control and specialization for characters. The Destiny board was molded entirely by the feedback of players who were unhappy with the previous version that saw progression they felt was too linear. Now, instead of completing tasks and quickly moving on to the next one, players can choose to dive deeper into any aspect of their character, from combat strategies and tactics to a specific craft or trade. You can try the sandbox MMO out for yourself soon by signing up for the upcoming closed beta. [Source: Sandbox Interactive press release]

  • The Daily Grind: Have you ever been put off by double XP?

    by 
    Jef Reahard
    Jef Reahard
    05.04.2014

    Marvel Heroes features a bunch of firsts for me. It's my first prolonged exposure to the Marvel universe. It's the first ARPG I've enjoyed, and it's the first game that's kind of annoyed me with its promotional XP bonuses. Let me explain. I hate leveling in MMOs. I don't play MMOs for leveling or progression and 99 percent of the time these tropes act as timesinks that get in the way of what I actually want to do in a virtual world. So, normally I love, love, love double XP. Well, last week in Marvel Heroes I was blowing through the levels so fast that I ended up way ahead of the story in terms of level-specific areas. I want to play through the story once, enjoy it, and then go about speed leveling, trying all the other characters, etc. But that was almost impossible to do since I couldn't log in without levels and loot bags hitting my character in the face! Anyway, it's my own fault for starting the game during a promotional period, and I'm not really complaining as much as I'm looking to start a discussion topic. So, how about it, Massively readers? Do XP bonuses ever seem counterproductive or annoying, or is it just me? 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!

  • Neverwinter offers doubled experience until May 5th

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.02.2014

    Are you ready for the imminent release of Neverwinter's next major patch? Oh, you're not. You aren't nearly ready. This is going to be a problem, isn't it? Quick, maybe you can catch up this weekend before it comes out. Helping you in that catch-up goal is the fact that the game is offering doubled experience from now until May 5th, 1:00 p.m. EDT. So what's doubled? Oh, just experience from killing creatures, clearing quests, professions, invocations, Foundry missions... you know, pretty much everything you could possibly be doing in the game. And even if you've already hit the level cap, Companions will still gain the increased experience, although those Companions will not get the upgrade from Sword Coast Adventures. So if you're looking to race up to the level cap before the next patch hits, you've got a weekend full of play ahead of you.

  • Flameseeker Chronicles: Guild Wars 2's post-feature pack experience

    by 
    Anatoli Ingram
    Anatoli Ingram
    04.22.2014

    On April 15th Guild Wars 2 got its first feature pack, as packed with features as advertised. After the first day or so of trying to figure out where our town clothes disappeared to, it's becoming clear how much has changed: There's a lot more to take in and adjust to than might be immediately apparent. The experience for new GW2 characters has changed so much that I rolled up yet another alt post-patch to try it out. That was my plan all along, and I didn't do it because I just bought another character slot and didn't have an Asura yet. I chose a profession that's known for being less fun without traits, so I could see what it's like to not have them before level 30. It was not because I wanted another Engineer and already have two Necromancers, two Guardians, and two Mesmers. It was also necessary to use a total makeover kit for legitimate data-gathering purposes. Aww, look how cute he is! I can use all of my unlocked dyes on him, and dress him up in outfits, and -- right, down to business.

  • The Daily Grind: Do you feel pressured to level faster?

    by 
    Jef Reahard
    Jef Reahard
    04.14.2014

    I've been playing Elder Scrolls Online pretty much daily since early release, but I just now dinged level 25 on my main character. I'd probably be a bit further along if I hadn't been consumed with altitis and some early-game decisional paralysis, not to mention I've spent a significant chunk of time crafting. I'm seeing a bunch of level 50s, though, and even though ESO is one of those rare themeparks that offers incentives for exploration and things to do off of the beaten paths, I'm feeling somewhat envious of all these higher-level folk. What about you, Massively readers? Do you feel any pressure -- either from yourself or from others -- to speed up your leveling process? 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!