difficulty

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  • The Mog Log: The trial of Chains of Promathia, part one

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.05.2010

    When the news first came out about the removal of the level cap in several Chains of Promathia areas, Sera and I had a bit of a disagreement on the news. Or, more accurately, we had a bit of a disagreement regarding the expansion as a whole. Sera was of the opinion that it was quite possibly the best expansion in the game's history. I, as has been stated before, feel somewhat less positive about it -- which is to say that I've usually regarded it as one of the worst. The comment thread to that news showed that this divide was not unique to the two of us. Comments were sharply divided between those who would happily blacklist Chains of Promathia and forget it existed, and those who were heartbroken at something so wonderful being toned down. So I decided to go ahead and take another look at the expansion as an aggregate, both the good and the bad. Out of all the Final Fantasy XI expansions, this one was the most unique. Was it a good experiment, or was it a failure?

  • Star Trek Online's Season One gets a booster shot

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.30.2010

    It's been three months since the launch of Star Trek Online, and the developers haven't been sitting on their hands in the interim. With the large Season 1 patch still fresh in player's minds, the team has made a quick turnaround on the followup Season 1.1 patch. While not boasting the wide-reaching expansions that the prior patch did, this patch addresses several quality of life issues, including death penalties, mission difficulty, and the dreaded "commodity missions" receiving an overhaul. Players will have three difficulty options for battles -- Normal, Advanced, and Elite. Normal is unchanged from the present, while Advanced and Elite get progressively harder, incorporating the game's death penalties and strengthening enemies in exchange for more drops of higher quality. As a boon to players who prefer the current difficulty, Normal challenges are still free of any penalties for death. There are also improved spoils from badge vendors, and a buff to the reward and procedures of missions asking you to ferry supplies. With an extensive list of bug fixes, balance tweaks, and small improvements, any Star Trek Online player is sure to get some benefits out of the latest patch.

  • Red Dead Redemption adds 'Casual' and 'Expert' difficulties

    by 
    Andrew Yoon
    Andrew Yoon
    04.16.2010

    Was Grand Theft Auto IV mind-numbingly easy for you? Or controller-throwingly frustrating? Rockstar is attempting to scale the difficulty of its next open-world game, Red Dead Redemption, to accommodate players of all abilities. "We've implemented levels of difficulty into the game that employ different types of auto-aiming," a new Rockstar Games blog post explains. "Casual mode gives you a full auto-aim system (and faster regenerating health). Normal mode features snap-to-target with precise aiming using the right stick. Expert mode implements free aim with no lock-on at all." According to the post, this is actually the first time Rockstar has implemented multiple difficulty settings in its open world games. It's certainly an interesting approach to take: changing the actual method of gameplay, versus simply scaling enemy and player health. Will it be successful, though? Even Rockstar seems uncertain: "We will be interested to see what people think having played with each option."

  • Breakfast Topic: A random topic

    by 
    Anne Stickney
    Anne Stickney
    02.26.2010

    a·chieve·ment - n. 1. The act of accomplishing or finishing. 2. Something accomplished successfully, especially by means of exertion, skill, practice, or perseverance. The achievement system was introduced back just before the launch of Wrath of the Lich King. There wasn't really any purpose to the achievement system, although some achievements give pets, items, or titles -- the main purpose of an achievement seems to be just... something to do when you've got nothing else in mind. Personally, I love the achievement system. I like being able to plug away at something tedious and somewhat mind numbing every now and again, regardless of the fact that those points really don't mean anything. What bothers me though, and has bothered me since the first cries of an achievement being too difficult to complete is the little voice in the back of my mind that wonders if people realize what an achievement is supposed to be.

  • Dungeon Fighter Online begins the Dawn of Retribution

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.19.2009

    It's the holidays, and the elder spirits of Dungeon Fighter Online are in a giving mood! The first major update to the game, the Dawn of Retribution, fixes three main areas that have been giving players some trouble with the game. If you felt things were going a bit slow, then worry no longer as the leveling curve has been reduced, speeding up your progress through the advancement tree. Less grinding, more punching monsters into the dirt where they belong! For the newer players entering the game, the lower level dungeons have been made easier and the tutorial has been revamped. So not only are the starting instructions clearer, but the starting dungeons won't beat you as hard as they use to. There's also the usual holiday event added to the mix, where snow will fall on the ground once per day for an hour. If you're there when it's snowing, you'll be enjoying a 20% experience boost during your adventures! There's also loot to steal off of Chrismas goblins and the special notorious monster, Snowblin. So get out there and get dungeoneering!

  • The Daily Grind: How easy is too easy?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.24.2009

    Difficulty in games is a contentious issue at any point. Brian "Psychochild" Green recently had a musing on the topic of difficulty as it applies to most games, but even that discussion stops shy of discussing MMOs, where multiple difficulty levels are rarely an option. Designers can make harder events, but if the rewards are the same as something easier, no one will bother making life harder on themselves. That makes the "hard mode" more than just an increased challenge, and sets up a hardwired and sometimes arbitrary challenge-to-reward ratio. On the flip side... well, it's not fun to have the game just hand everything to you. We want to feel as if we're accomplishing something when we play. So today, we ask you, what's too far in either direction? What sort of penalties or challenges make something so ridiculously hard it's not worth bothering? By the same token, how simple does something have to be before you're annoyed at the ease of it all? What levels of difficulty can be tinkered with without making the game unpleasant, and what elements of gameplay are best kept at a set level?

  • The Daily Grind: Punish or protect?

    by 
    Seraphina Brennan
    Seraphina Brennan
    11.16.2009

    Ah, this morning we have a true opinion question for you. One that many players are very divided on. In your honest opinion, dear readers, do you think games should punish players for missteps, or do you believe the game should protect you against loss and minimize it at all possible places? In the old days of MMO gaming, death was a ruthless beast that could steal hours of your playtime away from you, setting you further away from your goal than you'd be comfortable to admit. But, as we've progressed in our designs, death is no more threatening to our adventures than the gentle breeze of the hills. Death penalties have been reduced, experience loss has been removed, and dropping items has become a dropped practice. So what's your opinion? Drop it in the box, and let it ring loud and clear!

  • Icecrown raid difficulty to be set on a per-boss basis

    by 
    Adam Holisky
    Adam Holisky
    11.04.2009

    Blizzard is once again changing the way in which we trigger heroic modes of encounters. First there was Sarth, where you left up mini-bosses. Then there was Ulduar, where you (sometimes) triggered a particular event by defeating or leaving up particular bosses or objects. Then in the Trial of the Crusader you had four different raids to do depending on your difficulty setting. Now in Icecrown Citadel, Blizzard has appeared to reach a final solution of sorts -- potentially even going back and changing the way hard modes in Trial of the Crusader are triggered. Difficulty (hard mode on/hard mode off) of the upcoming Icecrown Citadel raid in patch 3.3 will be set on a per-boss basis. The full statement after the break.

  • Champions Online's Bill Roper talks retcons, powers and more

    by 
    Kyle Horner
    Kyle Horner
    09.21.2009

    We've been having a lot of fun with Champions Online here at Massively, but with the launch of any MMO there are always questions of how current issues will be handled and what's coming in the near future. So, we spoke with the game's Design Director Bill Roper on several subjects ranging from powers balancing to the upcoming free content update Blood Moon and the reinforcement system.

  • The Digital Continuum: Champions Online launch edition

    by 
    Kyle Horner
    Kyle Horner
    09.14.2009

    It's been about a couple weeks since Champions Online launched, and I've been enjoying the game through the good and the bad. Yes, there have been some rough patches – particularly for early start players whose characters were designed before the big launch-day patch. So let's talk about a few of the issues some people are having with the game. Namely, I want to address the difficulty complaints that some people have been voicing, because they're not entirely wrong.

  • Crusaders' Coliseum difficulty is a test for Blizzard

    by 
    Mike Schramm
    Mike Schramm
    07.23.2009

    I've suspected this on the podcast, and I'm sure many people have figured this before, but Crygil makes it absolutely clear: the four difficulty levels set up on the Crusaders' Coliseum is just a test for Blizzard. This isn't at all the standard, it's just something different they're trying with this format of dungeon, and they'll be watching to see how players respond. As Crygil says, it definitely doesn't mean that they'll be going back and revamping the old dungeons to reflect the new layout (where 10 and 25-man raids each have their own Heroic modes), and the corollary is that it doesn't necessarily mean that Icecrown will be like this, either. They're giving this a shot, and if there are issues with it, they'll go back to the old way or consider something else.Will it work? My guess is that it will. Besides the fact that players will always run the heck out of the game's latest raid (and Blizzard can definitely use that as justification that it's a popular way to do things), I think any move that gives players more options will be received well. Some guilds will try to run all four modes all the time, and will get sick of the instance way before any new content shows up, but I think most folks will just choose one or two difficulties to run every week (say, 25-man Heroic with their guild, and 10-man Heroic with a PuG), and get their gear from there. Whether we'll see this again in Icecrown, however, I'm not sure -- this seems like a setup for a lower-tier instance that everyone gets to run, not an expansion-ending, top-of-the-line raid. Blizzard may go back to the normal 10 and 25-man setup for Icecrown, and then bring this scheme back for instances in the next expansion, whatever that may be.Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

  • The opposite of Heroics

    by 
    Mike Schramm
    Mike Schramm
    06.11.2009

    Reader Malos on Nagrand sent me an interesting idea that I thought was worth some discussion. For a long time now, I've been a big fan of the idea of turning the old instances into Heroic versions -- I think it would be really fun to play Deadmines as a level 80, or roll through Scarlet Monastery for badges. But obviously the problem there is that Blizzard already has enough to do -- they're focused on creating new content, not revamping old instances that people have already played.So Malos has a solution: instead of tweaking the instances to us, how about tweaking us to the instances? He suggests a set of gear, much like the Heirloom gear, that matches your character to whatever instance you happen to step into -- if you enter Deadmines, it powers down your level 80 character to an appropriate power and level for the instance. That way, all Blizzard has to do is make one set of gear per class (that could even scale upwards, so they never have to make it again), and boom, every instance could be played at the standard difficulty by any character any time.Will it happen? Probably not. But I really like the idea of tweaking the players, not the instances, and I think there's a lot of possibility there for Blizzard. They've had such a tough time trying to balance out content for all kinds of players (including all of the hard modes and extra gameplay in Ulduar), that it might be interesting to try and measure the difficulty by going the other way -- balancing players out for all kinds of content.

  • Breakfast Topic: Which role is the hardest?

    by 
    Eliah Hecht
    Eliah Hecht
    05.31.2009

    This is a pretty old post, and it's a question that's been asked before, but it's still an interesting one: what's the hardest role in a raid? Ghostcrawler says he doesn't find one of the three roles (tanking, healing, and DPS) to be "hands down harder" than the others, although he does call tanking and healing "probably more stressful." As someone who's done all three in raids a fair bit, I feel pretty confident saying DPSing is hands-down easier than the other two roles. Of course, it varies fight-by-fight, but typically the most that's asked of DPS is "don't stand in the fire" and sometimes "switch DPS to X." It does take some research and work to get the optimal rotation down, and some classes (like Death Knights) have it harder than others (cough Ret Pallies), but the raid just doesn't rely on your split-second reflexes the way it does for tanks and healers. Heck, last night I caused a wipe by just saying the wrong thing while tanking.

  • Eliss releases version 1.1

    by 
    Mike Schramm
    Mike Schramm
    05.07.2009

    Unfortunately, I missed Eliss the first time around, but I won't make the same mistake this time. It's a game designed by a French and Portugese graphic designer named Steph Thirion, and it's sort of an abstract multitouch puzzler -- you can pull and push together differently colored planets all floating around in a sort of space-like environment, with some groovy synth sound effects and music cuts to back up the gameplay. The game got nominated for an IGF award, and for anyone interested in fun puzzlers (not to mention the possibilities of multitouch in gaming), it's a must-see.I say "the first time around," because it's been on the App Store for a while now, but the game just got updated to version 1.1, and the main tweak is in the difficulty -- there are now 25 levels instead of 20, and the curve has been adjusted to make moving through the stages a little smoother. And the game got a price drop, too -- you can pick it up for a mere $3.00. As I said, definitely worth it to get a little multitouch practice in for what might be the future of gaming.

  • The Daily Grind: What's your preference of difficulty?

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.22.2009

    Some people like it when the game challenges them for months on end, stopping them at the same battle over and over again until a group comes together and cooperates in a way that yields progression.Other people like to be able to sit down at a game, play it for a few hours, and feel like they've made some progress and accomplishments. They enjoy feeling rewarded after a small play session, instead of dedicating hours of work and thinking to their games.And still others would rather find extreme progress in less than an hour, being highly rewarded for very little challenge. It's not fun if it's hard, right?So today's grind question is as follows: what is your preference of difficulty? Are you the person who likes to be stumped for weeks on end, or are you more of the type who wants to get the maximum reward for the smallest effort? Speak forth into thy comment box, and let thy voice be heard! And hopefully you won't use a silly accent like us, but you can if you'd like to.

  • The Daily Grind: MMORPG or MMOSPG?

    by 
    Krystalle Voecks
    Krystalle Voecks
    04.06.2009

    Over the years I've played in MMOs, I've seen a lot of the social structure changing. I don't think it's entirely just my perception as an old fart - it's more a process of the games changing as well. In EverQuest for example, getting to endgame (at least without lots of death runs) involved grouping. In contrast, you can solo from 1-80 in World of Warcraft without ever having to group up once. While this has opened the genre up to lots of new players who normally wouldn't likely have played MMOGs, some might say it's also taken something away. This morning we wanted to ask you if you felt it was better to have what we'll call a 'classic' MMORPG experience - one where grouping, at least for some small measure of time - is a required mechanic before you hit endgame, or experience all that the game has to offer? Or do you prefer the current MMOSPG (massively multiplayer online single-person game) feel of "in the world with others, but just soloing and chatting" that is seemingly becoming more common? Do you find that games designed for MMOSPG experiences turn you off since nobody will group? Alternately, do you find MMO games that require grouping annoy you?

  • The Daily Grind: How difficult do you like your crafting?

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.17.2009

    Once, long ago, when you wanted to craft in EverQuest, you had to know precisely what it was you wanted to put into your crafting box/bag/spit/etc. - or you could sit there swapping things in and out in combination for hours. Once you'd hit upon a combination that would create something, you then had the potential chance to lose your materials if you didn't manage to craft it. While this wasn't such a big deal when you were sitting around cranking out Batwing Crunchies, if you were making items that required hard to get materials, you can imagine the frustration when your combine whiffed. On the opposite side of things, we have the extreme ease of World of Warcraft, which allows you to pop to the auction house, buy everything if you have enough gold, and then craft piles and piles of items with those mats by pressing one button on a handy menu that shows you everything you can make. The crafting system there has no failures, nor does it have the chance of making a greater or lesser item; all of the items are exactly the same on the basic level. While many felt this was a great improvement, some others prefer at least some small risk for reward - making it more like a mini-game - and thus we still have at least marginally harder crafting scenarios in several MMOs. This morning we thought we'd ask you; do you feel that crafting should be easy, guaranteeing a successful combination every single time? Do you think there's something to be said for slightly harder crafting, where you may risk commonly-gathered materials, but not rare ones? Do you think we need a return to extremely hard crafting? Or do you just not really care, and would rather pay someone else gold to craft things for you?

  • Top five toughest and easiest raid bosses

    by 
    Mike Schramm
    Mike Schramm
    02.19.2009

    Jinzuku over on Hyjal has a fun idea: list your top five toughest and easiest raid bosses. C'thun, M'uru, Kil'jaeden and Sarth 3D are appearing on most of the lists -- the old Four Horsemen and even C'thun's trash are also getting called out by Bornakk. Personally, I haven't raided much of the hardest content, but on the hard side, I'd have to say that General Rajaxx gave my guild a rough time, Ragnaros didn't go down easy, and Twin Emps didn't play well with us (or a lot of other guilds, either).Easiest? Chess (duh), I always found Baron Geddon to be pretty easy (though no less fun), Attumen the Huntsman, and Venoxis was a knockover, too. But as you can see from the thread, people are all over the place -- some of the hardest bosses in the game for some were simple for others. And while some guilds fly through content, others can bump their heads on bosses for quite a while. I wouldn't put him on the hard list, but I know a few guilds I've run with had quite a bit of trouble with Moroes while they were first starting out.And it's no surprise that most of the hardest bosses in the game came near the end of expansion cycles -- AQ40, Naxx, and Sunwell. A few people in the thread predict that we'll eventually see the Lich King on these lists, and given that Blizzard goes tough when you get a couple content patches into an expansion, that wouldn't be a surprise at all.

  • World of Warcraft: So easy, a caveman can do it

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.17.2009

    If it feels like World of Warcraft may be losing its luster for your, then chances are that you feel the game has become too easy. Since the launch of Wrath of the Lich King, a large chunk of the game population has hit 80, done the heroic dungeons, and even entered into the raids with ease. Has the game become too easy?GameSpy editor Gerald Villoria has dedicated one of his columns to just some of the ways that Warcraft might have become too easy for everyone. While he points his finger at both the player community and the developers, his main point comes from the newly introduced heirloom items that come from the endgame emblem vendors. With enough emblems lying around to fill a bathtub, Gerald was able to equip a new rogue with three heirloom items and effectively outclass almost everything in the lower levels including blue item drops.At this point, it seems that any higher class player, or any player who enters the game through the recruit-a-friend program, can develop a character that can completely skip through low-end content without giving it a thought. You don't need to get excited about rare drops in early dungeons, or even really pay attention to the item drop system anymore. Has the game become so easy that it's no longer fun?

  • Ulduar will be 64 harder

    by 
    Mike Schramm
    Mike Schramm
    02.06.2009

    Pushed by players to answer just how hard Ulduar really is, EU CM Wyrxian has an answer: 64. Apparently, the instance will be 64 harder than the current Wrath instances. In other news, the recent patch 3.1 changes will make playing the game about 75 more fun, and the ammunition change alone will put Hunters 23 higher than they've been in the past. More news as we get it.Joking aside, obviously Wryxian says Ulduar will be harder, but it's not easy to put a number on difficulty. He says "it has to be experienced to understand." Blizzard has already said that they want to change things like mana regeneration to be less frantic and more strategic, so it'll be interesting to see just what kinds of mechanics appear in Ulduar -- odds are the difficulty probably won't be of the "Bosses that hit really, really hard" variety, but rather that we'll see more situations where the raid's attention is divided x number of ways. Maybe 64?At any rate, the PTR should be up soon, if not tonight considering all of the reveals Blizzard has done this week, and then we'll have a better idea of what the next raid has in store for us.