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  • Champions Online offers temporary free premium archetypes

    by 
    Bree Royce
    Bree Royce
    10.13.2011

    If you're a Silver-tier Champions Online player who's always wanted to play a premium archetype but can't quite scrounge up the coin, furbish up your superhero tights and get ready to roll a new character. Cryptic Studios has today announced a limited-time promotion that allows free players to test out selected pay archetypes for the grand total of absolutely nothing. The Savage archetype is first up; he's accessible for seven days starting today, followed by a week each for the Void, the Master, the Inventor, the Tempest, and the Devastator. If you roll a character to try out the weekly premium archetype, you can either retrain him as the next trial archetype (or any other free or previously purchased archetype) or pony up for the premium one after you've tested him out in person. As an added bonus, Cryptic is offering all players a free character slot -- just log in between October 14th and November 3rd and claim yours through the C-Store's "bonus" tab.

  • The Daily Grind: Do you like optimizing your character?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.19.2011

    In some ways, a character in an MMO is like a car. Some people are going to have one that's just plain bad, because they don't care about it and just want the bare minimum of functionality. Others will take care of it to an extent, helping it blend into the great sea of average. But just like with cars, there are people who will spend days and weeks tuning a character to the absolute limits of performance, working hours on end just to eke out another fraction of a percent of stat bonuses. Either way, you're pushing the limits of what the engine can manage. Of course, to some people, optimizing your character is the only way to play. To others, it's searingly tedious when all you want is to just log in and have fun. So what do you think? Do you like trying to tune your character to be the best? Or would you much prefer to just play the game and take a more casual approach? Are there certain things you have to be the best at and others you don't care about? 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: Do you re-roll when you come back?

    by 
    Justin Olivetti
    Justin Olivetti
    08.17.2011

    Coming back to an MMO after an extended leave of absence can be a trial in and of itself. Unlike the first time, when everything is fresh and new and straight-forward, a return means that you have to unravel all of the messy threads that you left behind when you bugged out after a rage quit (I'm just generalizing, here). All at once you have to remember your passwords, get reacquainted with your characters, relearn your skill rotations, puzzle out your entire quest log, and catch up on the (presumably) many changes that have happened to the game since you left. Consequently, the temptation can be strong to simply wipe the slate clean and re-roll a completely new character. A brand-new character can help you relearn the game without overwhelming you with too many details at once, which is hugely appealing. On the other hand, it might seem like a waste not to continue an old character that you invested so much of your time and effort into building. So do you re-roll when you come back to an MMO, or do you pick up where you left off? This Daily Grind will self-destruct in five minutes or after a hundred comments, whichever comes first. 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!

  • Officers' Quarters: Raiding without characters

    by 
    Scott Andrews
    Scott Andrews
    08.01.2011

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press. A question for the readership: How important is it to you that the players you raid with are interesting and engaging people? Is it essential, or merely a bonus? This week, a raid leader complains that his guildmates are boring -- to the point that he's considering leaving the guild altogether. He wants to know what he can do to inject some much-needed personality into the guild. Hi Scott I read your column regularly and find it very insightful. I have implemented various pieces of advice within my guild to varying degrees of success so thank you for this. Now however its my turn to pose a question. How do you create a guild with character? Let me explain this a bit with some history. I have been raid leader for my guild for the last 7-8 months and in the last 2 I inherited the GM tag as he didn't have much time to play. I was practically doing all the work anyway so this wasn't an issue. My issue is two fold, firstly I don't think I really like anyone in the guild apart from one person. And secondly it seems like I play with a bunch of automatons. This isn't to say I dislike anyone but its just they all seem to lack any sort of character and wouldn't say boo to a goose!

  • WoW Armory now displaying mounts and pets

    by 
    Mathew McCurley
    Mathew McCurley
    07.08.2011

    The World of Warcraft Armory/community site has been updated with a useful new feature showing players the mounts and companion pets they have collected so far. You'll be able to see where each pet or mount comes from or who drops them, a picture of each, and even a listing of not-yet-collected pets and mounts, making it easier to be an achievement hunter or collector. The armory has changed drastically from its original interpretation and implementation, adding features over time that give players a more cohesive out-of-game experience. What is most interesting are the potential tie-ins later on with the previously announced WoW APIs coming down the pipe in the near future; we are still unsure of the amount of data that developers will be able to access from the WoW armory. I would not be surprised to see collected pet and mount data also being part of that package. We've got a pretty full-featured armory at this point. What other types of data do you think the armory could or should provide? Perhaps next we'll see a tabard and title tab, showing players' collected tabards and a scroll list of titles earned. The sky is the limit, apparently.

  • Breakfast Topic: Guild achievements and you

    by 
    Alex Ziebart
    Alex Ziebart
    06.15.2011

    This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages. We are now a good 6 months into guild achievements. As a guild leader, I think the concept, as executed, is great. Although we're casual and we run all content, trying to get certain achievements has provided us with incentives to level toons, level professions and to work together. Every week, I post to the guild web site, a tally of what we're working on and how far along we are in finishing an achievement. Doing all the Burning Crusade heroic 5-mans made people run the regulars to get enough honor to get their keys. People went into instances they didn't know existed. Attendance at our retro raid nights spiked when we announced that we needed this run for the guild achievement. We're small so the 25-man achievements will probably elude us, but people take a look at what still needs to be done and they help make it happen.

  • Storyboard: Motivational seekers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.03.2011

    Every character has a reason for adventuring. Call it what you will, depending on setting, but there's always a reason you're out in the midst of danger rather than sitting back at home with a nice cup of tea, even if that reason is "home isn't an option any longer." Motivation is one of the big elements informing the entire archetype discussion series of columns -- it's all about why a given character would do one thing and not another. Of course, the game itself doesn't have any way of integrating that motivation. Much like the issues with lore, the problems of reconciling a game's stated motivation with your character's actual motivation can be pretty thorny. Especially in this day and age of quest hubs and heavy storylines, it can sometimes feel like all the efforts to draw you into the game world are pretty severely curtailing your ability to enjoy it. After all, you've envisioned a set of reasons for your character's actions already, and by all accounts she shouldn't even be talking to a questgiver -- except that said questgiver is the only way she's going to keep advancing in the game.

  • Storyboard: In your own words

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.29.2011

    I really should have learned by now to not promise anything for a given week's column other than the fact that it will be there, as I got halfway through the original draft of this particular new featurette before deciding that I hated it. So while I still want to delve a bit deeper into specific game lore and backstory, that bit is going to have to wait for just a little bit while I wrestle with the concept a little more thoroughly. (It'll be worth the wait.) Instead, this week I'm going to focus on an aspect of roleplaying that I've discussed before in passing but never in any real depth: finding a character's voice. That's more than just consistent characterization, although that's a part of it. Strong characters have distinct voices and behaviors, unique outlooks, and hangups, things that help an individual stand out from the crowd. It's the trick of finding that voice and having a distinct tone from other characters that makes starting a new character at once engaging and mildly horrifying.

  • Storyboard: Archetype discussion -- the recursion

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.25.2011

    There are a lot of reasons a character would head off on the road to adventure. Sometimes it's out of a sense of duty, to a nation or to morality or even just duty itself. Other times it's a quest for knowledge, or acceptance, or cold hard cash. You might not want to be there, you might be seeking one profound goal, or you might just be along for the ride while everyone screws up around you. We've talked about each of these roles in turn, as archetypes for characters to fit into. But an archetype is not a character. An archetype is the idea of a character, boiled down and stripped of everything but the skeleton. You need more to make a character that isn't one-dimensional. I've spent the better part of the past several months discussing how the various archetypes work, but now I want to talk a little more about making them work together beyond just a character overview. (We still have at least one more installment of archetypes proper, but I wanted to write this up first.) So once you have the seed, what do you do from there?

  • Not happy with your EVE portrait? Add a few tattoos and scars

    by 
    Brendan Drain
    Brendan Drain
    03.20.2011

    As part of EVE Online's Incursion expansion, developer CCP Games delivered a powerful new character creator. Players have used the new system to create some fantastic new avatars, which will be walking around when Incarna is finally released. Until then, our avatars are limited to tiny posed passport photos. Understandably, players have requested the ability to re-take these character photos or change things about their appearance. In a new devblog, CCP Flying Scotsman has answered those requests for recustomisation. In a future update, character recustomisation will be added to the services tab of space stations everywhere. We won't be able to change anything fundamental to how our characters look, such as race, gender or bloodline. Sculpting and skin options will also be disabled to ensure our characters look like the same person before and after the recustomisation. The list of things we will be able to change includes hair styles, make-up options, clothing, lighting and posing in the final passport photo. Players will also be pleased to learn that new tattoo, piercing and scar features will be added to the recustomisation screen. The lack of small details like these was one of the biggest complaints players had with the new character creator, and it's good to know CCP is taking steps to resolve that. Players can recustomise their characters as many times as they want, and the system will not cost anything to use. Read the latest EVE devblog for the full details.

  • Storyboard: Another chance

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.18.2011

    Character regrets are a tricky thing. To be sure, they're a tricky thing that we've already discussed when it comes to making characters, but that's hardly the end. Then you have to bring your character out of the controlled environment of the character creator and into the madness of actual open play. And if you haven't created a regretful character... odds are you've still seen the problem. Even when you've crafted a character with a dark past and a lot of regrets without falling into maudlin traps... none of that means anything if other players don't know about it. You fall into the trap of telling people you've met not half an hour before about your character's full life history and all her mistakes, and then people get bored and quite possibly wander off. I focus a lot on character creation, but all of the best backstory in the world won't help you if you don't know how to weave it into actual play. So today I'm going to talk about how to take your character's backstory of mistakes and poor choices and bring it into actual play without sounding like you'll confess your innermost secrets to random passersby.

  • Storyboard: Archetype discussion -- the Defiant

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.11.2011

    If you were born around the same time that I was, then the odds are good you have the plucky princess seared into your brain by means both dark and Disneyean. You know the one I'm talking about: the girl possessed of a fair bit of good sense and independent thought who doesn't want to be a stay-in-court princess, despite her father's insistence that she'll get attacked by a bear within five seconds of leaving. So within 15 minutes she leaves anyway, and lo and behold, the next two hours of the film are devoted to the variety of bear-related mishaps that ensue. But there's more to this than a line of somewhat nauseating merchandise for young girls. There's an archetype here, one for people of both genders who kick convention to the curb and opt for something just a bit more stimulating and challenging -- even though they're not always well-suited to those challenges. So let's take a look at the Defiant archetype past the cut. (And you can go ahead and hum Part of your World while you do so, if necessary. It's OK.)

  • EVE Evolved: Making a better avatar

    by 
    Brendan Drain
    Brendan Drain
    02.20.2011

    Since the game's release in 2003, EVE Online's character creation has served a very limited role in the game. Customisation was limited to a head and pair of shoulders, and the final output was nothing but a small passport photo to go next to our names in chat and our posts on the official forums. Despite this, our avatars have always had a big impact on the way we formed communities and interacted with each other. On the rare occasion that the portrait image server went down, the forums turned from a discussion amongst acquaintances into a sea of faceless and emotionally anonymous posters. There's a lot of personality in those little icons, and they produce an instant recognisability that a name on its own just doesn't accomplish. I'm a firm believer in the idea that seeing the icons next to someone's name in the in-game chat channels helps to form closer associations between players. After seven years of EVE, however, those portraits were beginning to look a little outdated. With the Incursion expansion, we finally got our hands on a new, powerful, full-body character creator. Characters can be created in minute detail by manually deforming areas of the face and body, not just by dragging slider bars. The resulting avatar is still currently used to create a portrait, but when the Incarna expansion hits, each avatar will be walking around inside stations in all its full-bodied glory. In this week's EVE Evolved, I give a run-down of the new character creation process and share a few personal tips I've picked up on making a better-looking character.

  • Breakfast Topic: How does your character react to quest storylines?

    by 
    Alex Ziebart
    Alex Ziebart
    01.22.2011

    This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages. Imagine this scenario: You play on a non-RP PvE or PvP server. You come across a quest such as The Art of Persuasion that brings out some sort of reaction in you. A while later, you're leveling a different character and come across the same quest. Is your reaction the same, or does the toon you're playing affect your reaction? Do you react at all? For me, my character colors my reactions to the quest. The Art of Persuasion made me cringe on my druid, hunter and paladin, but I absolutely reveled in it on my warlock and death knight. The Nesingwary quests, D.E.H.T.A. quests, and even whole zones can make me elated or squirm. Now that Cataclysm has hit, it has only gotten worse. I could barely stay in my seat questing in Hyjal, I was so involved in the quests. I made snarky comments in /say to NPCs, I refused some quests I found distasteful, and I reacted like I think my druid would have to the events around me. Even at the end, after the final quest, I felt like I have many times at the end of a large campaign in a traditional tabletop RPG: I felt accomplished. My character had done something. Granted, I come from a long background of roleplaying. From tabletop games to LARPs, I've played one character or another for over a decade, so it's second nature to create and act out a new persona. I don't play on an RP realm because I generally don't agree with where many WoW RPers take things, but I do enjoy getting to know my character as more than just my avatar in Azeroth. No matter how hard I try to keep him quiet, my character will eventually get a few words in. Does RP get into your gaming, no matter what? Can you withstand a character's call to live and not just be?

  • EVE Online player creativity -- Ship fitting edition

    by 
    Brendan Drain
    Brendan Drain
    01.07.2011

    Two months ago, CCP started a new series of monthly EVE Online devblogs showcasing the game community's creative efforts. The EVE community is known for its artwork and incredible fan-made videos, but through CCP Fallout's monthly blog series, we've come to see some of the community's other creative endeavours. In previous editions, Fallout looked at in-game news and politics website EVE News 24, question and answer site Skill Training Complete, an impressive minecraft video of a scale Gallente shuttle, and a collection of EVE podcasts. In the latest issue, CCP looks at some of the latest developments that have drawn attention during December. There's an impressive video showing off the new EVE character creator that will be going live with Incursion 1.1 later this month. The video shows off both male and female avatars. Also covered is the Python Fitting Assistant, a cross-platform offline ship fitting tool similar to the very popular EVE Fitting Tool. The highlight of this month's blog has to be LOLFITS, a website where players can post some of the monumentally bad ship setups they've seen players use. If you think your ship setups are poor, I guarantee they're spectacular compared to some of the hilarious setups on LOLFITS.

  • Last chance to capture your EVE character's portrait

    by 
    Brendan Drain
    Brendan Drain
    01.06.2011

    It's been a long time coming, but a major part of EVE Online's highly anticipated Incarna expansion is now just around the corner. Later this month with the implementation of the Incursion 1.1 patch, the existing character creator will be replaced by a shiny new Incarna character creator. We'll finally get to design an entire avatar, complete with arms and legs, rather than being limited to just a head and a pair of shoulders. Upon logging in after the Incursion 1.1 deployment, players will be prompted to re-create their characters using the new character renderer. In just a few short weeks, those characters we've grown accustomed to over the years will be gone. Now is your last chance to capture your character's portrait. If you'd like to preserve a portrait for posterity, be sure to log in and capture it in high detail before January 18th. In a new devblog, CCP Lopi explains some of the challenges associated with the new character creator. When we look at a character's info in-game or click on his name in a chat channel, the EVE client currently downloads information on the character from the EVE server and then renders a small passport photo. With the added complexity and higher-resolution textures used in the new character creator, rendering portraits on-the-fly in this manner would take an unacceptably long time. To get around this issue, portrait rendering will be done ahead of time, and the mug-shots we see in-game will be stored on a central webserver. The game will then retrieve the user's image directly from the webserver instead of rendering it. As a result, we should no longer get the short burst of lag associated with rendering a character's portrait, and server load should be decreased.

  • A better sidekick than Robin for sure: DCUO reveals Ms. Harley Quinn

    by 
    Justin Olivetti
    Justin Olivetti
    12.23.2010

    Who's more terrifying than The Joker? For our money, it's the woman who's become so infatuated with him that she's turned to a life of insane crime just to win his approval. Initially, The Joker's psychiatrist, Dr. Harleen Quinzel, fell hard for the clown prince and hasn't looked back since. A new jester-themed wardrobe, a punny take on her name, and the rest became history. While we've seen the villain Harley Quinn in some of DC Universe Online's screenshots already, it's great to hear the official announcement of this fan favorite in the game. From her pictures, it seems as though Harley's favorite weapon is a giant carnival mallet, a combination of the cartoonish and deadly. Villain characters will have the opportunity to assist Harley Quinn in her nefarious schemes once DCUO launches next month.

  • Storyboard: Archetype discussion - the Rogue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.26.2010

    A disproportionate number of roleplaying characters are heroes. Well, "heroes" might be a bit too strong of a term -- said characters may or may not have actually done anything heroic -- but given the opportunity, they prefer to be on the noble and self-sacrificing side of a conflict. There's nothing wrong with that, to be sure, but there is something to be said for playing someone whose ethics are a bit less grounded in an abstract idea of right or wrong. Most fantasy games have a class either named as a rogue or some variant thereof, and even when the class doesn't exist, the hallmarks are there. Stealthy and sneaky, usually aimed at quick bursts of damage -- all of those elements speak to how rogues work. But they don't actually define a true rogue any more than a hammer defines a carpenter. So feel free to cue up some appropriate music (at your discretion) as we dive into the second archetype study, taking a good hard look at the most underhanded archetype around.

  • Breakfast Topic: What prompted your class choice?

    by 
    Alex Ziebart
    Alex Ziebart
    10.30.2010

    This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages. You're sitting at your character creation screen, starting a brand new game, maybe with no previous gaming experience at all. Or perhaps you're well-versed in the realms of MMOs, and you have a favorite character archetype already. No matter which applies, we all started at that screen, wondering: What class should I pick? What does class choice even mean? What are tanks? How come this class's armor is so hideous? What on earth is a paladin? For me, I was devouring the manual that came with vanilla WoW as it installed, trying to find a class I'd like. When I stumbled upon druids and the fact that they could turn into bears and kitties (and moonkin, although I didn't know that yet), I was instantly hooked. Later, in the 40-49 bracket of Warsong Gulch, after getting wrecked over and over by warlock DoTs, I thought, "Hey! Warlocks seem OP! I should make one!" And thus, the warlock was born. A guildmate of mine chose a rogue because she'd watch her husband play and he would always exclaim how annoying they were and how much he hated rogues. His anger amused her, so rogue she went! What influenced you? Death Grip looked awesome? You wanted to dispel Hunter's Mark because you hated that graphic (my priest!)? You wanted to shoot huge balls of fire at people? Tell us about it!

  • Microsoft executives get their own public avatars, may never age

    by 
    Darren Murph
    Darren Murph
    10.29.2010

    Ever wondered what your favorite Microsoft executive would look like if transformed into an Xbox Live avatar? Wonder no more, as the aforementioned company has done the honors for you. Joey B. definitely looks like his real-world counterpart, but Steve's just looks... doctored. Why give the man forehead lines when he's still so young and vivacious? Hit the source link for lots more where these came from.