experience

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  • Final Fantasy XI launches the February update

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.14.2011

    It's a lucky day for Final Fantasy XI players all around, as the awaited February version update has gone live. While Square-Enix has been calling it a mini-update due to the lack of a major content push accompanying the patch, it's still packed with some pretty substantial improvements. Experience and skill gains have both been buffed significantly -- experience gains have been substantially improved outside of Abyssea, and skill gains will happen in larger amounts against weaker targets. Several other improvements to quality of life have also been brought live, including the option to reclaim lost items from the completion of Treasures of Aht Urhgan. Porter moogles are also expanding their lists of retained items, giving players a chance to free up more of their precious inventory spots. Final Fantasy XI might not have added a great deal of new content with this update, but the full list of changes makes it clear that a lot of older content has been vastly improved.

  • The Mog Log: Let's talk about EXP, baby

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.12.2011

    If there was one thing I always hated about Final Fantasy XI, it was the leveling process. Not the grouping for levels, which was fun and often a good distraction from the monotony of camping and grinding. (It was obnoxious trying to level Dragoon, sure, but that was excellent motivation to spend more time as a healer.) No, it was something much simpler -- the actual speed of the level-to-level process, or more accurately, the earth-shattering lag between levels that only increased as you got higher. Both Final Fantasy XIV and Final Fantasy XI are on the horns of an experience change, with the former having happened and the latter still to be seen as of this writing (I'm working fairly far ahead, so watch the patch drop this week). Seeing as how leveling is kind of a big deal until you've reached the level cap in everything, the changes are worth examining for what they add to the game and for whether or not the changes are actually worthwhile and useful.

  • Storyboard: Archetype discussion - the Mentor

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.11.2011

    I keep expecting to run out of ideas for the various archetypes that I've been discussing, but more of them keep coming to me. The past six columns have all highlighted characters who are distinct from one another yet at the same time make compelling centers to their own stories. For roleplaying purposes, they move to the forefront of the ensemble cast when needed and slip to the middle the rest of the time. But not everyone whose name is in the credits is necessarily going to be The Hero. Today's archetype probably won't be remembered as the one who accomplished any great deeds, unless you look at it by association. But she's still a vital character to any group, someone who provides an emotional and moral center amidst a horde of conflicting personalities -- even if no one might remember it. Today we're taking a look at the Mentor and all of the things that she brings to the table even from a more subtle role.

  • Final Fantasy XI details big experience and skill gain increases

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.01.2011

    While we still don't know exactly when February's mini-version update will fall, Final Fantasy XI players are going to have two very big things to look forward to when the change goes live. Previous updates had promised adjustments to skill gains and experience points, but without any hard numbers to back up those statements, some fans were quite reasonably skeptical. But the team has spoken, and now we have some idea of what to expect -- Even Match monsters will give roughly double their current experience, and skill gains are possible on Decent Challenge or higher enemies. The former could well mean that the amount of experience seen by players will be doubled across the board, or it could simply mean that the scaling will work a bit differently. Similarly, the skill gains will allow players to level up weapons far more easily, especially with the promise of larger numbers for each gain, easing the pain of finally getting a 0.1 increase after half an hour of work. Players will have to wait a little while longer to see the specifics at work, but the two adjustments should give Final Fantasy XI's players a much easier leveling experience, especially for neglected jobs or subjobs.

  • Another batch of Final Fantasy XI answers for players

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.31.2011

    The times in Final Fantasy XI are changing, it seems, with the advent of an early February mini-patch serving as a sign of same. That's hardly the only thing players have questions about, but the most recent dispatch from the development team focuses primarily upon what the mini-patch will bring. Still, the improved communication goes across the board, discussing details of future updates and other system changes as well as some requested features that will have to remain omitted. New auto-translate phrases, for instance, are something that the team would like to implement but can't due to PS2 hardware limitations. The pattern for version update files, however, is being changed to better accommodate the same hardware limitations, saving the machine from having to download the full update and then apply the files one by one. Perhaps most heartening to veteran players, experience gains will be adjusted outside of Abyssea to try to ease the gap between the add-on scenarios and the rest of the world. Final Fantasy XI players can take a look at the full list of questions and get ready for the version update in early February.

  • The Road to Mordor: The final ding

    by 
    Justin Olivetti
    Justin Olivetti
    01.28.2011

    It happened far sooner than I'd hoped. I tried to put it off, to ignore the creeping bar, to spend my days in frivolous activities instead of fighting evil -- but to no avail. It was a simple quest turn-in somewhere deep in Mirkwood, and with only two elves to witness the event, a stream of white light erupted from my head. I was level 65. For me, it's always been extremely disconcerting to hit endgame in any MMO, which is probably why Lord of the Rings Online marks only the fourth game of my MMO career in which this has happened. I like the feeling of leveling up, gaining experience, going on a mostly solo journey through the lands. But once I ding that final level, the XP gains go away and the questions arise. What do I do now? Should I become concerned with raiding? I wasn't before! Is there a purpose to keep on questing at this point without XP? Am I going to avoid fighting mobs unless I absolutely have to do so? What is there to do? Will I get bored? Who replaced my wallet with a ketchup packet before I sat down? Join me after the jump as I take you through these questions and more on my journey to discover a life after the final ding.

  • TUAW's Daily App: Hunters' Moon

    by 
    Mike Schramm
    Mike Schramm
    01.18.2011

    Hunters' Moon is more of an experience than anything. It's a very beautiful app in a lot of ways, and it does have some game elements, but really it's a chance to sit and enjoy a piece of software that evokes a mood and an atmosphere. It was more or less inspired by a talk given by Brandon Boyer at last year's IndieCade conference; I did go to that show, but I didn't see Boyer's talk, unfortunately. Hunters' Moon is a great example of how personal and how simply beautiful video games can be. As the app's description says, it's "an interactive illustration and a drawing that shares an idea through game mechanics. It is best heard with headphones and played patiently." We get so caught up in the give and take of the business of software and the functionality of what we download and use that sometimes we neglect to see how powerful just sitting and enjoying these games can be. Give Hunters' Moon a try if that sounds intriguing. This iPad-only game is US$1.99 on the App Store.

  • The Daily Grind: Do we level too fast?

    by 
    Justin Olivetti
    Justin Olivetti
    12.14.2010

    The old timer shifted the toothpick from one side of his mouth to the other before launching a wad of foul blackness into a nearby spittoon. "Leveling?" he cackled. "Is that what you kids today call it? This fancy-pantsy autobahn of progression from zero to infinity in under a week? Why, back in my day, leveling came at a snail's pace -- no, with snails; you could actually see their progress. We strained forward, fighting for every millimeter of experience bar. Of course, if we got ourselves killed, the game'd just kick us on our backs, leer into our losery faces, and take a good chunk of that experience away." His eyes grew distant and haunted as he dredged up the memories. "Of course..." His voice faltered. "Of course, that was nothing compared to Hell Levels. We lost many good souls during Hell Levels, minds broken by the drudgery. Now take me back inside -- it's time for Jeopardy!" Hey you! Internet person! What do you think -- do we level too fast in MMOs these days? Is leveling just a joke now, a minor speedbump on the way to the "real" game? Or do you appreciate the faster pace? 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!

  • Wings Over Atreia: Going steady with Kromede's Trial

    by 
    MJ Guthrie
    MJ Guthrie
    12.13.2010

    Last week, I bared my soul and shared my first date with my favorite mid-level Aion instance, Kromede's Trial. OK, so maybe it is the only mid-level solo instance, but that doesn't diminish the fact that I enjoyed it immensely -- enough to return over and over and over again. Not even the lure of rifting changes could pull me away... although the second I hit level 45 and cannot enter the instance, I am off to Morheim! Until that moment, I am enjoying a combination of full-clears for armor and XP and quick runs just for the weapon. So what about this instance hooked me enough to manage four different runs in one day during the reactivation celebration (while the lockout timer was reduced to four hours)? A steadily filled experience bar, a consistently filled cube, and the promise of a gold weapon after completing one repeatable quest 20 times, not to mention a growing collection of corrupt judge's armor pieces and a chance at Kaliga's key for a fabled weapon are why I simply can't say no. All this without having to deal with the inconvenience of forming a group, and all my other Aion goals can be met while the instance is on cool-down. What more could a girl want? Peek past the cut to watch this love affair unfold as I continue to court Kromede's Trial. Enjoy a screenshot gallery as well!

  • Storyboard: Archetype discussion - the Scholar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.10.2010

    It's time for our third archetype discussion, with the previous two being the Soldier and the Rogue. I've been pleased with the positive response I've seen so far, especially since the archetypes seem to help highlight the difference between a class and the character. There are classes that suggest a more roguelike approach (not a Roguelike approach; that's different), but people play them as soldiers, undertaking missions and killing based on exterior orders rather than any sort of malice or desire. And that's great -- the power of archetypes is that you can have almost any class or combination of abilities backing them up. Such is the case with today's archetype, one that is often seen as being limited to spellcasters but which can really cover almost any set of skills. James Joyce wrote that when you think about things, you can understand them, and that's the bread and butter of the scholar. Queue up some appropriate music, and let's take a look at someone who just wants to know more.

  • Wrath experience needed to level reduced by 20%

    by 
    Mathew McCurley
    Mathew McCurley
    11.18.2010

    Blizzard has just announced that the leveling experience from 71 to 80 has just gotten a bit quicker -- 20 percent quicker, to be exact. As with The Burning Crusade and Wrath of the Lich King, Cataclysm will reduce the amount of experience needed to progress through the previous expansion's content by 20 percent. Good news for all of you who were dreading the slog through Northrend one more time on your new patch 4.0.3a race/class combos! 4.0.3a: What is in it, what is not. Good thread, Sammew. Aside from content, also included in the upcoming patch are several class balance changes and bug fixes. Due to several talent revisions for select classes, druids, paladins, priests, and shaman will have their talent trees reset. Experience required to gain levels 71 through 80 is being reduced by 20%. You'll also get the Cataclysm introductory cinematic and new login screen. source World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.

  • Double your pleasure with Aion double XP

    by 
    Jef Reahard
    Jef Reahard
    11.18.2010

    Thinking of dusting off one of your Daevas? If you've got a long-neglected alt, if your main has stalled on the cusp of level 55, or if you've just been away from the world of Atreia altogether, you'll probably want to take advantage of Aion's upcoming double experience weekends. From December 3rd through December 6th (beginning and ending at 12:00 p.m. PST on both days), you can double your pleasure with double XP on both mobs and quests. If that's not enough, you can also enjoy 99% off soul healing costs from December 4th to December 5th (12:00 a.m. PST - 11:59 p.m. PST) as well as December 11th to December 12th (at the same time slot). Check out the official Aion site for all the details.

  • Bad apps mar the experience, according to survey

    by 
    Mike Schramm
    Mike Schramm
    11.11.2010

    Here's an interesting reason why so many (around 9 percent, according to the most recent data) iPad and iPhone owners don't use apps as often as you might think: one bad experience usually ruins the whole setup for them. That's according to a new survey done by Harris Interactive, which found that 38 percent of mobile app using adults polled were actually dissatisfied with "most" of the apps they'd used. And 69 percent said that using an app they didn't like actually colored their perception of that brand entirely. Thirteen percent said that any bad app hindered them from even downloading other apps. You can probably imagine a user pulling up a fart app recommended by a friend, realizing how dumb it is, and then dismissing the App Store entirely. Of course, this survey doesn't seem to specifically cover the App Store (and it only surveyed 781 people, though we'll hope Harris chose those people as a representative sample), so these people could have been using non-iPhone mobile apps -- typically a far cry from what's available in terms of selection and quality on the App Store right now. It is interesting to hear some reasons why people aren't downloading and using apps. It's weird to think that people would use a terrible app and have it color their perception of some of the great apps we love, but as new as this platform still is, mass market users are still forming their opinions about the concept of applications on their phones.

  • The Daily Grind: Are you in for the long haul or just for the fun times?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.11.2010

    Some people are MMO dilettantes. They arrive when something new has been released for the game, play for a while, and then scamper off once they get bored. By their argument, they're getting maximum enjoyment out of the game at no real loss, and all they're losing are interminable endgame events they'd rather avoid to begin with. Why should they stick around if the game isn't satisfying them at that moment? Other players are dedicated. Sure, there's a slump every so often -- stretches with no new content or content that is new but horrendously boring. But the important thing is to power through and remain stable, so that when the awesome stuff comes out you can enjoy it to the fullest. Unlike the dabblers, they get to see what they consider the best of the game, and they get the full range of accomplishments coming from having been there all the while. So where do you find yourself? Do you flit from game to game as something new strikes your fancy, with no real commitments beyond what you find fun at the time? Or do you pick a game and stick it out through thick and thin? 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 turn off XP?

    by 
    Jef Reahard
    Jef Reahard
    11.03.2010

    Craig Morrison's latest blog post got me to thinking about MMORPG design, progression, and the sweet nectar of the gods known as XP. When you get right down to it, XP is a huge part of why we play these games, whether it be the simple pleasures inherent in watching the bar move, or the fact that we're hell-bent on a particular plateau that will allow us to equip the one-shotting batarang of WtFpwned!!11! +1. There are some among us that do the unthinkable, though, or would if their game of choice gave them the option. Yes, a few hearty souls turn off XP gain. I know, right? The horror! What could possibly motivate such a bold and rebellious act? Is it to avoid out-leveling a compatriot? A desire to continue questing in a particularly awesome section of the game world? Even the wisest cannot tell why you'd want to disable the almighty XP, so today's question is a bit simpler (but feel free to expound on it if you wish): Do you turn off your XP? 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!

  • IndieCade 2010: Spirits preview

    by 
    Mike Schramm
    Mike Schramm
    10.13.2010

    This past weekend at IndieCade 2010 in Los Angeles, I bumped into our old buddy Steph Thirion. He's the creator of the great Eliss iPhone app and a title that he's still working on called Faraway, which despite still being in development, was actually chosen as an IndieCade finalist this year. He introduced me to a developer named Marek Plichta, whose German company, Spaces of Play, was showing off another iPhone finalist called Spirits. I asked for a quick demo and got to check out the game in progress. Spirits will instantly be intriguing to anyone who's a fan of the old Lemmings title (which hasn't officially made it to the App Store yet, though there are a few games like it). Spirits' basic gameplay is the same as Lemmings'. A set of creatures slowly enters an environment, and it's your job to guide those creatures (or at least some number of them) to an exit by using certain abilities that they have. Where Spirits really innovates is in its look and feel. Rather than little cartoony, pixelated creatures, you feel like you're controlling beautiful little beings. When the wind physics start to do their thing, the experience is pretty magical.

  • IndieCade 2010: Superbrothers' Sword and Sworcery EP preview

    by 
    Mike Schramm
    Mike Schramm
    10.12.2010

    I first saw Superbrothers' Sword and Sworcery in person back at GDC earlier this year. This past weekend, developer Capy's Nathan Vella met up with me at the IndieCade festival in Culver City, California to show off the latest build of the game. It's much farther along in development these days. While the GDC demo was more of a working prototype, Vella said the title is basically content-complete, and the creators are just polishing out the kinks at this point. What they've created is one heck of an experience. The concentrated story that I saw at GDC has grown into a gorgeous, expanded universe for your Superbrothers-style warrior to explore and interact with, and the game plays like an interactive piece of art, with mystery and magic around every turn. It's a game that's hard to categorize; there's not much text, and what's there is pretty incoherent, with phrases like "she knew whence we had come," and a quest for a book called the Megatome. When I asked Vella what genre he considered the game to be, he said it was "inspired by old-school adventure gaming, but we call it an exploration and experience." The basic mechanic is this: touch. Almost everything you touch in the world reacts in some way -- if you touch plants or animals, they will shake or run and hide. You can drag to move your character, or double-tap to send him around the screens. The general theme is exploration -- find caves, meet people, and learn about the world you exist in.

  • Storyboard: Brother from another series

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2010

    Some players and characters are nice enough to point out to you right away that they're not actually from around here. You know the ones -- the elves with long flowing blonde hair and names that imply some variation on legs and the non-presence of same are certainly a long-standing example. Of course, the people in question are rarely roleplaying, but that doesn't change the number of elven marksmen who are all the best in the world at hitting a target, never mind the "miss" result that pops up every so often when they nock their arrows. In fiction, they're called expys, short for exported characters. They're guest stars from elsewhere, and while most roleplayers have a name that's a bit more original than some variant on Legolas, they're no less common. After all, if you're inspired by a particularly good character and want to try playing him in a given environment, why wouldn't you just pick him up and transplant him? But there are good ways to do it and bad ways, just like there are far more ways to make dull and unlikable characters than interesting ones. So follow on past the break for a look at how to make your expy fall into the "interesting homage" camp rather than the "xx_Legolas_xx" camp.

  • Devil in the details for Final Fantasy XIV's fatigue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.26.2010

    When the news broke yesterday regarding the fatigue system in Final Fantasy XIV, it made virtually no one happy. Even the system's defenders generally had an attitude of "it's not all that bad," and most players were up in arms over the very idea. But a day can make a lot of difference, and as it turns out, we didn't quite have the clear picture of the fatigue system that we thought we did. The official translation from Square-Enix covers most of the same ground, but adds several important facts. The two most salient points are the fact that the limiting factors are not time-based but value-based, and the fact that the "cooldown" on fatigue sets in as soon as a player starts doing something that won't grant skill or experience points. There's no word on whether or not this will be the case during time spent logged off, but it means that the much-loathed figures about how much time would be productive are not altogether correct. Take a look at the official translation, which should provide a much-needed balm for several angry Final Fantasy XIV fans. [Thanks to John for the tip!]

  • Final Fantasy XIV fatigue format fully put forward

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2010

    Ever since the beginning of the third beta phase, "fatigue" has been a hot topic among Final Fantasy XIV fans. In a move familiar to longtime Square-Enix players, the system was put into place without a great deal of description, with players left to speculate as to how the system worked. But a very uncharacteristic move comes from director Nobuaki Komoto with an open statement on what the system is, how it works, and what it's meant to do. Many answers are given, albeit not the answers that all players would want. The short version is that for each class and character, you will get normal experience for eight hours, followed by a slow drop-off over the next seven hours that ends at no experience gain. This goes for both class levels and physical levels, which means that after 16 hours of play your character's physical level cannot advance further until a week has passed from the start of leveling. Komoto mentions the reasoning behind the system in the full letter, as well as the several ways that the team is working to adjust it. Although it's nice to have the system spelled out in full, "you can only level so much" won't sit well with a large part of Final Fantasy XIV's expected playerbase.