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  • Forge developer diary discusses the state of the game and what comes next

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.05.2013

    Forge isn't your typical MMO, set up as a straightforward PvP arena without niggling little issues like outside quests to get in the way. The development team behind the game has been looking at its current state, and in the newest address to the players they state what the game is doing wrong and how to fix it. The diary makes it clear that while the number of people playing Forge is down, they believe a lot of that has to do with the steep learning curve new players experience. To fix this, there are plans for a new starter area in which players can practice against bots to get accustomed to the combat and the game mechanics. The team also plans to improve the tutorial and the UI so that what an ability does is more transparent. For players already at the higher end, this is still good news -- the matchmaking system will be updated, visual customization will be improved, and you'll be able to respec at any time to ensure that you aren't stuck with poor choices forever. Check out all the details in the latest development diary.

  • The Daily Grind: If your favorite game relaunched, what one thing would you fix?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.06.2012

    When Final Fantasy XIV relaunches, my greatest wish is that tanking will actually feel fun. I've done my best to enjoy tanking, but the way the game expects you to tank isn't what I'd call a fun ride. Even if everything else stayed exactly the same, I'd declare the relaunch a screaming success if that changed. A lot of games don't relaunch -- the majority, even, unless you count now-ubiquitous free-to-play conversions. But those that do so change a lot about the game, some of it good, some of it bad. Today, we're not asking for all of the things you'd change if you had the choice; today, we want to pick a single element of a game that you like. A lone thing that bothers you that you would want changed. Maybe you'd like to enhance the game's crafting. Maybe you'd like to improve the storytelling. Maybe you even would just add in a few more travel options around a particularly annoying point. If your favorite game was relaunching, what's the one thing that you would want to see fixed in the new version? 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 Daily Grind: What game do you feel has changed too much for you to return?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.13.2012

    We've all got games that we like, but sometimes even the games you want to play have to be placed on the back burner for a while. In the old days, it could be a matter of not being able to pay a subscription fee for a couple of months. That's less of an issue with free-to-play becoming ubiquitous, but there are still times when other projects, heavy workloads, or simple burnout necessitate putting a game down for a while with the intention of returning later. Unfortunately, sometimes later comes around and you don't recognize the game any longer. Obviously, no game will freeze in place as we take care of other issues; updates will happen and the game will change. But sometimes you turn to go back to an old favorite and find out that the game's entire progression method has been redesigned, stats have been altered, and your favorite classes or skills are nearly unrecognizable. You no longer see the game you want to return to, and you don't want to start the game all over. So what game do you feel has changed too much for you to ever go back, even if you might be tempted? 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 Mog Log: Reacting to FFXIV's relaunch information

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.06.2012

    Not so long ago I was getting upset at a lack of hard information on Final Fantasy XIV's relaunch. (All right, I was getting upset at a lack of hard information on stuff to make people currently long gone care about the game, but that was tied into a lack of hard information.) Over the last two weeks, we've received a lot of hard information on the relaunch. Well played, Naoki Yoshida. Well played. Metacommentary aside, we've actually gotten some useful bits, chiefly in the form of a fully translated Letter from the Producer LIVE and an update on what's happening with items and money when the relaunch happens. There's a lot of information to hit there, so I'm just going to take it piece by piece and cover what I see as the highlights. I wouldn't say that this information really fixes some of the communication concerns I've had, but it certainly mollifies me for the moment.

  • The Mog Log: It's the countdown

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.15.2012

    On November 1st, it's the end of the world as we know it. I'll let you know then how I'm feeling. All right, the game will still be online for another week or so, but November 1st is the last day that any progress is getting saved. You can go ahead and ignore Final Fantasy XIV after that last server photograph, unless you had an urge to spend all of your gil on airship rides but couldn't bear the thought of being broke. Not that you'll even need to worry about that after September 29th if you're not currently subscribed, as that's the last chance for people to come back even if it's just for a short period of time. It's hard to avoid looking forward to the end of the game as it stands, and the fact that we have a precise timeframe only exacerbates the problem. We've got 45 days until the ending hits, and while I've already talked about what to do with the time you have left, there are questions that need to be asked as we look at the numbers.

  • The Mog Log: Getting up to speed on Final Fantasy XIV as it is

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.08.2012

    If you're just joining us after a rousing session of Final Fantasy XIV, this column may not exactly be for you because this week isn't about speculation; it's about discussing the many things that people don't like about Final Fantasy XIV which either no longer exist or are known to be removed in version 2.0. This might seem like it's kind of silly, but honestly, I think there's a lot of stuff that people not actively following FFXIV don't know about. The game's biggest burst of visibility happened when it launched, just like every other game in the history of anything ever. While the game isn't for everyone now any more than it was a year ago, the development staff has taken pains to address gaps in the structure and improve the play experience for everyone. So here's an article about just that. And while you might already know the content of the article, the next time you know someone worried about something in the game that's long since been excised, you can point him back here.

  • Facebook speaks out on the big app rebuild

    by 
    Mike Schramm
    Mike Schramm
    08.24.2012

    We posted about the Facebook app update the other day, and if you haven't updated your app yet, you really should. The app is a prime example of why native development is almost always better than trying to do things with cross-platform web connections, and why it's so important, even for an online service like Facebook, to make sure an app performs well on a given platform. If you're interested in reading more about the process, Facebook has posted a substantial article over on its own Facebook page, walking through why this change was made and exactly how it was done. It's very interesting to read behind the technical scenes of how this update was created. The app essentially works in the same way that the previous version does, but it was built from the ground up in iOS' native Objective-C. The changes were all core to the process of running the app rather than UI developments, and if you have any development experience, it's wild to see the giant Facebook deal with the same issues that other iOS developers face. Of course, the drawback for all of this is that while the original HTML 5 app was relatively easy to update, this new app requires a little more code tweaking to change even basic things in the app. Facebook has done its best to build things as modular as possible (the new app even uses some of the code from the standalone Facebook Messenger app), but going forward, a more solid foundation may mean we have to wait longer for changes.

  • New developer diary explores Minstrel improvements for Lord of the Rings Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.16.2012

    You might think that bringing a lute to a swordfight sounds ridiculous, but any Lord of the Rings Online player knows better than to downplay the importance of a Minstrel. Unlike some of the other classes whose changes have been previewed for the upcoming Riders of Rohan expansion, Minstrels aren't receiving any sweeping changes, but they still are getting an update pass. The latest development diary on the official site covers these improvements, all of which should help Minstrels be more effective and fun to play. Small changes rule the day here, with improvements to buffs and a new area attack mimicking a single-target debuff. A few mechanical shifts, such as ensuring that Minstrel attacks which apply buffs to allies will always apply those buffs even if the attack itself is unsuccessful, should also help the class. Players looking for all the details on how their instrument-playing life is going to get just a little bit easier should look at the full diary for the fine details.

  • Breakfast Topic: Will you miss your class as it is now?

    by 
    Robin Torres
    Robin Torres
    06.25.2012

    No matter what class you play, it's going to change in Mists of Pandaria. The talent system alone is so different that you're going to have to reassess some basic ideas about your spec. Some classes are changing more than others, and this fact is making people dump their mains once the expansion launches. Cynwise at Cynwise's Warcraft Manual is playing his warlock. He writes I want to enjoy playing a Warlock as they are now, flawed yet challenging, before they go away. I can understand this sentiment. For many, it's like their classes are changing so much that it's not the same class. Even if the changes are for the better, it can be hard to accept so many differences from the character you know and love. Personally, I'm impatient. Now that I've seen what's up in the MoP beta, I want it. I want it now. I love my red panda and mistweaver monk, and I don't want to play anything else. I think that my attitude is unfortunate; however, as I'm not taking advantage of the game I'm paying for as much as I should. Are you savoring the now-ness of your main? Will you miss your class as it is? Or are you anxious for the changes that will come in Mists of Pandaria?

  • Breakfast Topic: Back in my day

    by 
    Robin Torres
    Robin Torres
    05.27.2012

    With the Mists of Pandaria expansion comes many quality of life improvements. All expansions add little details to improve our experience in some way. Players who have only played since the latest expansion take these changes for granted. And veterans cringe every time newbies complain about something that is so much better than how it was when we began playing. For example, MoP has AoE looting: just one right-click and all the nearby corpses are relieved of their valuables (or organs as the case may be). I have seen some people in general chat confused by this change. "I can only loot one body!" But once this change goes live, all new players will consider AoE looting the norm.

  • New Virgin Canada Smartphone plans give you six of one thing, take half a dozen of another

    by 
    James Trew
    James Trew
    05.08.2012

    It looks like Virgin Mobile Canada could be rolling out a new set of tariffs, which seem to take as much as they give. According to the blurry promo materials received by Mobile Syrup the new Smartphone plans offer slightly fewer minutes, in exchange for an extra hour's slice of "evening" time. The current $50 per month plan gives 200 anytime minutes, with unlimited weekends and early evenings from 6pm. Under the new scheme, you'd only get 150 minutes, with the evenings rolling in at 5pm instead. The $60 plan gets the same loss in minutes in exchange for the extra daily hour, plus a 500 MB data allowance bump. A new $55 option has also been created for those that still want a nice round 200 minutes. The plans are said to arrive tomorrow, so if you think you prefer things as they were, better get on it.

  • The alt deficiency

    by 
    Matthew Rossi
    Matthew Rossi
    04.18.2012

    Do alts even count as alts when half of them are the same class as your main and the other half are rarely played? I have a troubling relationship with the concept of playing an alt. First off, I don't really get alts. I know people who have four or six or even eight level 85 characters, geared and kitted out for raiding or Arena/RBG play. One woman I know has completely filled up two servers with level 85 characters (full character window, a server she plays Horde on and a server she plays Alliance on) that can at least run a random Hour of Twilight heroic. I accept that this exists, but I can't imagine doing it. See, I'm middling at best about my achievements in game, but there are things I've done that you can't do anymore. I mean, every time I ran the 5-man Zul'Gurub, I kept thinking about how I'm a hero of the Zandalar tribe. Shouldn't they at least try and talk me out of killing them? Shouldn't I at least have the option to say, "Hey, guys, it's me, can we chill out on this?" and then we could express our sorrow at having to come to blows? I can't do that on an alt. Well, OK, I can do it on the other two warriors who are also heroes of the Zandalar tribe, but you get my point. An alt's not going to have all those titles I barely realized I was earning, or my Mimiron's Head, or a Sulfuras in the bank laughing at me every time I got to the trasmogrification ethereal and get a hit of sweet, sweet gear changery.

  • The Mog Log: Ain't what she used to be

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2012

    Final Fantasy XIV has changed a lot since launch. That's kind of the thing you say about every game, but usually you can see most of the telltale signs of where the game had been. That's not quite the case with the huge, sweeping changes that Eorzea has undergone. You can see some of the comparisons, but a lot of mechanics have been widely overhauled and altered so that it barely even feels like the same game. This, of course, is not stuff you catch as a casual observer. Heck, there are things I don't notice because I'm knee-deep in Final Fantasy XIV and have gotten more accustomed to the changed version over the new version. So I thought this would be a good week to try taking a step back and looking at all of the things that have changed in the game since launch... or at least the major points that you might not have caught.

  • Ji Firepaw's beta dialog gets a rewrite

    by 
    Michael Gray
    Michael Gray
    04.12.2012

    Folks closely following the Mists of Pandaria beta may recall that Ji Firepaw had some problematic interactions with player characters. Without getting too deep into the controversy, Ji praised male characters for their strength but praised female characters for their appearance. Sharp-eyed Alewen reports that interaction has been changed. Ji now simply greets characters by saying, "You seem poised and ready. I can tell we are going to be good friends." This means Ji is no longer concerned about physical attractiveness; Ji remarks only on all characters' readiness for battle.

  • Finding small changes in Mountain Lion developer preview

    by 
    Mike Schramm
    Mike Schramm
    02.23.2012

    You've probably heard about the biggest features of the new OS X, Mountain Lion, by now: Apple's implementing some popular iOS features like Notifications, Game Center, and Reminders on the desktop OS. But unless you've actually played with the OS for a little while (which would mean you're a developer with access to the beta), you might not know about all of the other little updates, smaller features that make a big difference overall, but haven't been talked about much just yet. Fortunately, GigaOm has found quite a few of these little features, and written them up for the rest of us to drool over. Turns out the resemblance to iOS won't stop at the list of apps installed on the device: Finder file transfers now show off an iOS-style progress bar, and toolbars are simpler and more tactile, borrowing a lot of the button looks from Apple's official iOS applications. There are just some new cool features as well, like Safari tabs simply splitting the distance on their bar instead of squeezed into one corner, and some new updates in System Preferences, including options for screen savers. It all sounds great, and a list like this shows that Apple isn't just interested in copying iOS' best features on OS X; it's still thinking about how to make the desktop system better on its own as well. Mountain Lion's due out sometime this summer, and as far as we're concerned, sooner the better.

  • Asheron's Call readies radical February revamp

    by 
    Jef Reahard
    Jef Reahard
    02.07.2012

    When you have an MMORPG that's well into its second decade, there's got to be a strong temptation to simply keep the servers on and let it ride. The community is probably pretty hardcore -- and they're certainly faithful -- and throwing a bunch of changes at them could be a dicey proposition. Turbine is taking that gamble with its venerable Asheron's Call sandbox, though, as the title's February update is bringing sweeping changes to the world of Auberean. New skills and new systems are the order of the day, and whether you're talking about the removal of racial skills or the ability to have six additional specialization skills, there's probably going to be an adjustment period after the patch. Head to official AC boards for all the details. [Thanks to Rehlik for the tip!]

  • The Mog Log: Eye of the earthquake

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.24.2011

    This has not been a normal year. Not for me, certainly -- I certainly didn't expect back in January that I'd be facing a week without power later in the year -- but not for Final Fantasy XI or Final Fantasy XIV either. None of us was expecting both games to be shut down for a while in response to a horrible earthquake hitting Japan, for example. But barring something truly bizarre happening over the next week, the year is finally winding down to a close, so we can look back on what's taken place with analytical minds. Even without the earthquake, though, this hasn't been a usual year for either game. Admittedly, Final Fantasy XIV hasn't had a "usual" year to use as a baseline, but it was certainly a tumultuous one for players and developers. And Final Fantasy XI... well, it's had an unusual year more in terms of what didn't happen. Take a look past the break as I take a look down memory lane.

  • The Mog Log: Non-reactive

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.22.2011

    As pretty much everyone reading this column knows, there was a big bombshell dropped on the community on Friday of last week. As at least a few people reading this column also know, this column is written on Thursday. This isn't the first time that this has been relevant to the discussion, but what might seem a bit unusual is that last week's column did not discuss 2.0 or the billing cycle at all. It just continued on with my impressions of 1.19. To be quite honest, my actual Friday was spent at the local casino for dinner and some shopping. I could have, of course, written a new column for last week by virtue of that breaking news. Certainly it was big. But as it stands, I looked at it, considered it, and realized that I didn't actually have a strong reaction to what had been announced. I was vaguely excited about 2.0, of course, but for the most part all of the big sweeping announcements about the future of Final Fantasy XIV didn't make nearly the impression that one might think. And there's a good reason for that, I believe -- it's because these announcements weren't as sudden or shocking as they look at face value.

  • Storyboard: Rubicons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.21.2011

    It was a great time for a character to die. The problem is that roleplaying isn't a novel. Ms. Lady's character had just had one of her eyes put out, had been left to die by the people she had been working for, and was blubbering for her life to another woman who had every reason to take that life. That other woman, D, had been betrayed twice over by the newly minted cyclops. She was a spy, and she had every reason to tie up a loose end by killing Ms. Lady's character. But she wouldn't do it without permission out-of-character. And Ms. Lady turned to me and asked, "So... should I let her die?" It's not always a matter of death. But your characters will face their own rubicons, moments when their lives will be changed irrevocably if they step forward. The question is, when do you take that step? When do you march forward into a permanent change, and when do you take a step back and let the opportunity pass?

  • Gold Capped: Epic gems in patch 4.3

    by 
    Basil Berntsen
    Basil Berntsen
    09.23.2011

    Every week, WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen and Fox Van Allen aim to show you how to make money on the Auction House. Email Basil with your questions, comments, or hate mail! Epic gems will come in patch 4.3. They'll not be prospectable from Pyrite or anything else -- instead they will drop from geodes on raid bosses. This may not be the final design, but it's what Blizzard has decided so far. The people who need the gems most are going to be the source for the uncut gems, and the quantity available will be very low. Every time I've talked about this before, I've hedged my bets that Blizzard might drastically change the design for epic gems compared to the last expansion. As things turn out, it did, and we're going back to a design reminiscent of epic gems in The Burning Crusade, which were mostly available to raiders. Everyone who stockpiled Pyrite now has to decide what to do with it.