endgame

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  • The Daily Grind: What dungeons do you hate in games you love?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.07.2013

    Not every game has dungeons. It would be kind of silly to imagine a group of EVE Online starships traveling through moldy corridors and slaughtering orcs (but also kind of awesome). But the idea of having an area with paced enemy encounters and big bosses certainly isn't novel. World of Warcraft calls them dungeons, Star Wars: The Old Republic calls them flashpoints, Dungeons & Dragons Online calls them lots of different things, and they're all a chance for players to group up and enjoy some content. Sometimes it's not really enjoyable, though. The mechanics don't work or aren't fun. The fights require a lot more luck than skill. You don't have visual cues that are pretty much necessary to understand what's happening. If a game has dungeon, it always has some that aren't as good as the others. So what dungeons do you hate in a game that you otherwise love? Are they agreed by the community to be horrible, or are they usually beloved dungeons that you just can't stand personally? 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!

  • A look at the current endgame for Blade & Soul

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.07.2013

    If you're looking forward to playing Blade & Soul when it finally comes to this side of the pond, you probably want to know what to expect from the endgame mechanics. Fortunately for you, the game has just released its newest endgame dungeon, and a preview is available of the final boss fight within that dungeon as well as the process for gaining and powering up loot from bosses. Which is... ornate, for lack of a better term. The short version is that everyone present for the kill gets a loot box containing a weapon. You can either pay money to ensure that the weapon is right for your class, or you can buy an ordinary key and take your chances. Once you've gotten the right weapon (with the right stats) after however many trips, you can start leveling it up... but in order to really advance it, you'll need to get two more weapons and level those up. Take a look at the full preview for details on boss mechanics and the weapon upgrade process. [Thanks to Steparu for the tip!]

  • Lord of the Rings Online answers 20 questions about Big Battles

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2013

    As Lord of the Rings Online's storyline moves to Helm's Deep, the designers faced a problem. None of the game's existing models for content really fit the scale of the battle, and it just didn't feel right to have a large-scale war shoehorned in to skirmishes or raids. As a result, the team put together a new sort of content, tentatively named Big Battles, and has answered 20 questions about how this new format will play. Players will be able to participate in the content solo or in several group sizes, with each experience tailored for the specific group size rather than simply scaling health values for enemies. Rather than focusing on specific boss encounters, players are going to be part of a larger tactical environment, working toward a large objective instead of pursuing small ones independently. As this style will be replacing traditional instance progression, veteran Lord of the Rings Online players will want to take a close look at what the system entails and how they can work within it.

  • The Nexus Telegraph: What WildStar isn't revealing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.29.2013

    We now know about the last two races coming to WildStar. We don't yet know about the last two classes, but that's pretty much assured for release in the near future. (I'm betting on PAX Prime, based on nothing more than speculation.) In fact, we're getting plenty of interesting and deep reveals... as well as a few things that the developers aren't talking about, things that are mentioned in passing and then allowed to just go unaddressed. Some of this doesn't really matter one way or the other, but there are some places where these unreveals are pretty worrisome. I'm not sure how much of this comes down to limited time for reveals and how much is actually shady, but in lieu of more information, I think some questions should be asked about why we've heard nothing regarding some stuff that, logically, should have gotten its own day in the revelation sunlight.

  • The Daily Grind: What do you do when you're out of content for a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.20.2013

    I've subscribed to Star Wars: The Old Republic since launch, but right at this moment I'm running a little low on things to do. I've got almost every class story completed; my high-level characters have explored all the content I care about. There are still a few more things here and there, but the newest patch can't come soon enough. And that raises the question of what you do when you just don't have as much to do any longer. Some people switch to exclusively roleplaying. Some people farm. Some people log in to chat with guildmates, and some just don't log in any more at all. What about you? What do you do when you're out of content for a game? Do you want to explore all the content first, or do you just explore the bits that interest you and then decide you've seen enough? And when that happens, does it mean it's time for a break or time for you to leave? 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!

  • Explore the Cyclops Depths on Planet Calypso

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.02.2013

    At times it might seem that Planet Calypso is all about massive cash transactions, but that's not the case. There's also a planet to explore, a planet that's gotten a little bigger with the introduction of the new Cyclops Depths. Located beneath the eponymous Cyclops Volcano, the Depths are home to a variety of creatures including the species that originally inhabited the planet... a species that's not entirely happy to find out that an entirely new species has decided to colonize its home. The Mind Reavers had locked themselves away to wait out ecological disaster, but now they're coming back up. So high-level groups of players will need to go down there and negotiate, which means fighting through a large number of mutants and Mind Reavers. New players are welcome to enter as well, but the area is primarily meant for veterans well-equipped for the process of clearing out the depths. [Source: Entropia Universe press release]

  • Director's letter for Age of Conan talks loot, merges, and dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.01.2013

    If you've not been happy with loot rewards in Age of Conan, you can take some succor in the fact that the designers aren't happy with them either. The latest director's letter discusses the problem of rewards in the first Dragon's Spine dungeon and explains that the team is trying to create interesting loot without creating a huge power imbalance between new and veteran characters at the cap. While the next few dungeons will fill out the loot sets that have been established, the team is actively working on long-term solutions. Beyond that, the game remains on-track for server merges in the summer, with older unplayed characters moving into "archival" status to make database merges less onerous. The tradeskill revamp and further dungeons are also in the works; Coils of Ubah Khan is nearing launch as the next dungeon. For more details on the updates and discussion of achievements, take a look at the full letter.

  • EverQuest II shares details about update 67, Darkness Dawns

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.24.2013

    Are you ready for another update to EverQuest II? Especially one that dusts off some old content, offers some new ways to access existing content, and streamlines the benefits from clearing all of the new content? All of the above is coming in the next major update, Darkness Dawns, slated for release on July 30th. The update will be updating four dungeons from the very first expansion with high-level items and challenges, letting veterans experience old favorites and new players take on a whole new challenge. The update will also add three new Contested Avatars and the Arena of the Gods, which allows players to pit themselves against Avatars at will for slightly weaker rewards. Players can also start enjoying the new Character Advancement Templates, allowing characters to select pre-built templates for Alternate Advancement and Prestige Abilities or save custom layouts, with the added advantage that these can be swapped without any respec fees. July 30th probably seems like a far-away date, but considering the size of the patch, we're betting it'll be worth it. [Thanks to Timmy for the tip!]

  • Neverwinter to launch with alchemy profession

    by 
    Mike Foster
    Mike Foster
    06.18.2013

    Neverwinter formally launches in just two days, but it appears as though the folks at Cryptic aren't quite done adding features to the game. The company has just announced that an entirely new profession, alchemy, will go live at the same time as the game's official launch. This brings the total number of professions in Neverwinter up to six. Alchemy works in the way you might expect: You use resources gathered from the environment to make potions that enhance your abilities or restore your health. There are also unstable concoctions that provide random buff or debuff effects depending on your luck. Alchemists will be able to create dyes that can be used for color customization. Alchemy joins endgame PvE and PvP dungeon Gauntlgrym as day-one new content for Neverwinter players. Neverwinter is set for officially official release on June 20th.

  • The Nexus Telegraph: Raiding in WildStar is its own creature

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.10.2013

    When WildStar comes out, it is going to have raiding. It's going to have the sort of raiding and group content that is meant to be challenging. No facerolls intended here; you'd better bring your A-game on raid night, or you will be facedown in the dirt so often that people will think you're doing a performance piece on the Kennedy family tree. I am not a lover of raiding. This is not difficult to find evidence of on this site because I've talked about the issues with group-only endgame antics on more than one occasion. Heck, I wrote about how raiding turns you into a horrible person. So you would think I'd look at what we know about WildStar's endgame and start facepalming, possibly whilst shaking my head and muttering obscenities. But I'm not. I'm totally cool with what we've been told so far about the endgame because there's much more than just the raiding aspect in the game, and I'm intrigued by how it's working out.

  • The Daily Grind: What's your ideal group size?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.08.2013

    World of Warcraft is introducing flexible raids soon, allowing you to experience major content with any size of group that you want. Assuming, of course, that you want to experience that content with at least nine other people. The flexibility is nice, but it doesn't allow you to run with any group size that you want. But maybe that isn't an issue for you in the slightest. Maybe your ideal group size is a dozen people. Perhaps you'd prefer five people along with you, or seven, or just two. City of Heroes scaled most content to group size no matter what, asking players to bring as many people along as they liked and not worry about having too many or too few. So let's throw the question over to you, dear readers. What's your ideal group size? Are you happiest in small groups, pairs, large groups, or massive onslaughts whose numbers block out the sun? 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!

  • WildStar's Jeremy Gaffney on progression, tradeskills, and endgame

    by 
    Gavin Townsley
    Gavin Townsley
    05.22.2013

    In the first part of our interview with Carbine Studios executive producer Jeremy Gaffney, we discussed everything we could about the Settler path. In this followup interview, he divulges the beautiful details on essential parts of the game: progression, tradeskills, and the elder game. WildStar has been setting a fun tone with each new video that's released. As it turns out, that same philosophy extends to nearly every corner of the game.

  • Massively surveys WildStar's Scientist and Settler paths, the Esper class, and the crazy things Jeremy Gaffney says

    by 
    Bree Royce
    Bree Royce
    05.22.2013

    So who wants to hear some cool stuff about WildStar? Thought so! Massively's Gavin Townsley recently attended a WildStar media event in San Francisco, at which he was treated to a hands-on look at the upcoming sci-fantasy MMORPG's Scientist path and Esper class. He also chatted with Carbine Studios executive producer Jeremy Gaffney, who pulls a Gaffney (I'm coining that) and can't resist leaking a bit of new info about tradeskills while filling Gavin in on how endgame will work, why we should play the Settler path, and whether talent trees are passé. If you think making 10 pairs of cotton space pants sounds boring, then yeah -- you're going to like what he's got to say. Enjoy all three articles plus the brand-new path videos we've embedded past the cut! Hands-on with WildStar's Scientist path and Esper class There is something exciting about taking your first steps into the mysteries of a new planet. I was anxious to mingle with the locals, analyze artifacts, and even pick a few plants -- that is, until I saw a flower burst from the ground as a giant vine-like beast. WildStar's Jeremy Gaffney on the Settler path WildStar's Settlers don't just build bonfires for sappy Explorers to sing around; these titans of construction will save you time in dungeons, establish bigger outposts, and open up new realms of quests for everyone. WildStar's Jeremy Gaffney on progression, tradeskills, and endgame Jeremy Gaffney divulges the beautiful details on essential parts of the game: character progression, tradeskills that don't suck, and life in the elder game.

  • Chaos Theory: Opinions, facts, and open flames

    by 
    MJ Guthrie
    MJ Guthrie
    05.20.2013

    It's not often that my writings take a ranty slant, In fact, I don't believe I have ever expressed anything along those lines here in Chaos Theory -- although I have a time or two elsewhere. Blue moons come and go much more frequently than I don my Massively-standard-issue flame-retardant garb and venture forth. But right here, right now looks to be one of those times, and I'm already suiting up. So what about The Secret World has me riled up enough to flex my woefully underused ranting muscle? Nothing. Seriously, I can't call to mind a single thing in the game deserving of a rant. Sure, TSW isn't perfect; there are flaws and there are things that could use improving, things that are certainly worth discussing. But rant-inducing? Nope. Too bad the same can't be said for people. It doesn't matter how many times I've witnessed it: It never ceases to amaze me when folks trumpet their own opinions as fact while insisting dissenting opinions can't possibly exist. It's like they board the crazy train where the lines between opinion and fact are swirled together like coffee and creamer, where reality and logic are tossed right out the window. So as a public service, I'm going to derail that train.

  • Marvel Heroes prepares for the end at the beginning

    by 
    Justin Olivetti
    Justin Olivetti
    05.16.2013

    With early access to Marvel Heroes coming on May 28th and the actual launch a few days later on June 4th, the Gazillion team is on super-high alert. CEO David Brevik talked with us about the final additions that the team is putting in place, saying that most of the features are complete at this point. Brevik most wanted to talk about Marvel Heroes' endgame. Interestingly enough, the main PvE story will take your character only about halfway to the level 60 cap. After that, Gazillion expects players to fully rely on a robust endgame to finish the journey. The endgame is made up of three primary PvE activities (in addition to PvP): daily missions, group challenges, and survival challenges. Daily missions, which can be soloed or done in a group, are unlocked in a chain. The five-man group challenges only have a single entry at this point, although there are several variations on that challenge. Then the survival challenges can take groups of 10 to 15 players and pit them against waves of increasingly difficult foes. Difficulty for these wave battles can be lowered by grabbing shards and defeating enemies, and depending on how well your team performs, the boss could be a pushover or insanely tough. Gazillion is placing a premium on randomness and variety to keep things fresh, so don't expect all similar-looking mobs to actually be the same! Read on for all of the last-minute changes that players will encounter when they take on their superhero personae next month!

  • The Daily Grind: Are there games you would play if you could skip to the end?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.04.2013

    Most of the time I can't really recommend starting new in Final Fantasy XI, which is a shame. It's not that the game is bad, nor is it lacking in things to do once you're at the level cap. No, it's just painful to get to the level cap. If you could somehow skip months of tedious leveling and just get straight to the broad and varied endgame, you would be set. Which sounds dangerously close to an endorsement for leveling services, but that's not the point. We all have games that we like, but not enough to fully commit to in terms of leveling. Some of these are games that are great at the cap, but we'll never see them. Of course, some would argue that if you're not willing to put in the work to level, you're not going to be willing to play the game at the top either. So are there games you would play if you could skip straight to the end of the leveling game? Or would that defeat some of your attraction to MMOs? 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!

  • A Mild-Mannered Reporter: DC Universe Online's crisis of origins

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2013

    DC comics has always had a history of patch jobs. It's inevitable, really, since DC is both older than Marvel and replete with characters inherited from other publishers or characters originally designed to work in a vacuum. The fact that we've had multiple multiverse-spanning events that completely rewrite the fabric of the universe within the comics makes it clear that this is not a franchise afraid to retroactively remake an entire character only to change said character back in another remake four months later. It sometimes makes DC rather painful to read even without the mess that the New 52 became, but that's a different article on a different site. Right now we're talking about DC Universe Online getting in on the whole parallel reality game. Why the preamble? Because this was always pretty much inevitable given the franchise. That having been said, there's some interesting stuff within the upcoming Origin Crisis DLC that bears discussion, so let's talk about the upcoming DLC and how it ties into the game as a whole both thematically and mechanically.

  • The Daily Grind: How important is endgame progression to you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2013

    For some players, the real meat of an MMORPG begins when you don't have any more pesky levels to worry about. Leveling is training, but using all that training to clear through the hardest content in the game is what you signed up for. Whether it's in World of Warcraft or Guild Wars 2, these players feel that the real push is to have the best possible gear and optimize your character specialties. For other players, the endgame is just an addition, sometimes even an unwelcome one. Having the best gear or the best build is nice, but it's not worth pursuing at the detriment of your enjoyment. Far better to just do dailies in Star Wars: The Old Republic or level a new character in Champions Online. These players can be just as dedicated to the game, but they just don't care for the endgame push. So which category do you lean toward? Is the progression track at the top what you live for, or is it just a distraction? How important is endgame progression to you? 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!

  • New reputation in Star Trek Online takes the fight to the Tholians

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2013

    Nukara Prime is not a pleasant place in Star Trek Online. It's covered in Tholians, for starters, and it's got all of the charming amenities of a warzone. Then it gets even worse when you realize it's a Class Y or "Demon" planet, and you don't get a nickname like "Demon" for being ideal beachfront property. So naturally players will be expected to head there when Legacy of Romulus launches in May, and they'll have plenty of extra incentive with the new Nukara Strikeforce reputation. The new reputation will work much like other reputations in the game, giving players a variety of new ground and space item sets to earn in exchange for Nukara Marks. Players can also look forward to existing endgame activities involving Tholians to start giving out Nukara Marks, and they'll have the opportunity to exchange old rewards for large piles of marks as well. So your bridge crew probably won't be happy that shore leave is on Nukara Prime, but your captain will have plenty of new rewards to pick up.

  • The Guild Counsel: Jumping from casual to endgame

    by 
    Karen Bryan
    Karen Bryan
    04.11.2013

    It's a classic scenario that's all too common: A guild builds up a solid roster, with enthusiastic members, and decides to make the leap from casual to hardcore. But that leap can sometimes become a free-fall spiral and a potential guild-breaker. How does a guild shift gears and go from easygoing to endgame? Let's look at a few ways to make it work and avoid the growing pains in the process.