alternate-advancement-system

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  • Age of Conan's Alternate Advancement demystified

    by 
    Krystalle Voecks
    Krystalle Voecks
    02.24.2010

    In an effort to bring interesting new ideas into Age of Conan for players in the higher levels, Funcom has decided to add in an Alternate Advancement system as part of the upcoming Rise of the Godslayer expansion. The idea is that rather than just giving players new levels to play through, they'd like to give people the chance to develop their characters more than ever before. With that said, as with any new system added to an MMO, there is the question of how precisely the new mechanics are going to work when it comes down to it. Thankfully, the Funcom staff have written up an excellent post about the Alternate Advancement system in Age of Conan for players from levels 20 to 80. The full post over on MMORPG.com offers a solid breakdown of what players can expect -- from the use of Prowess, Mastery and Expertise on down to offline achievement points that should keep more casual players in the earning loop. For adventurers who like to call the wild lands of Hyboria home, this is a must-read dev blog, so be sure to pop over there and give it a look.

  • Ways of designing social into virtual spaces

    by 
    Kyle Horner
    Kyle Horner
    01.29.2009

    One of the strongest glues between a person and their favorite MMO is friendship and community. However, those two things don't come without strong socialization, which in turn is something that doesn't happen in an MMO entirely by accident. A recent blog post by Raph Koster discusses the many ways of making virtual spaces more social by thoughtful design, a subject that we here at Massively take a lot of interest in, strangely enough.While the first two chunks of Raph's post are arguments for actionable design to encourage socialization, it's the last piece of the post where the fleshy part resides. While there are numerous good suggestions for designing better social opportunities, the ones that strike us as our most desirable for MMOs are gifting, mentors, looking for conversation tools and alternate advancement systems for social elements. Those four items are certainly something that more titles could use -- especially as more and more games integrate web tools similar to Facebook.It's hard to say whether or not we'll actually see any of these taken to heart in many MMOs, but it's nice to wish for things -- and maybe if we pester developers hard enough they'll figure it out sooner rather than later.

  • Programmer Jason Weimann discusses his work on Vanguard

    by 
    William Dobson
    William Dobson
    01.29.2009

    Further to their chat with Lead Designer Salim "Silius" Grant last week, Allakhazam has posted an interview with another Vanguard staffer. This time it's Jason "Ikik" Weimann, a programmer that joined the team in April of 2007, long after what we'll tactfully refer to as a very unfortunate launch period. Fans of Vanguard will happily tell you how much better things are nowadays, and Weimann has had a part to play in these improvements, both in things that the players can see, and in behind-the-scenes refinements that have helped other members of the development team in performing their roles.One of Weimann's most noticeable contributions to the game is the current iteration of the riftway teleportation system, which he had found to be unsatisfactory before he flew in and tidied things up. Some of the things he's working on right now were in fact mentioned by Salim Grant in his interview, such as the alternate advancement and item enhancement systems that will go live in the coming months. His dream project for Vanguard would be a little different though; he'd love to design and code a brand new class for the game. May we put in a request for some kind of pirate/ninja/zombie combination? No? Why not?