group-mechanics

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  • The Elder Scrolls Online shows off group content in a new video

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.22.2014

    There are ways to interact with other players in MMOs other than via group content, but part of the fun is being able to gather up with your friends and go stomp some monsters for a bit. The Elder Scrolls Online has a new video out with the developers exploring just a fraction of the group content available in the game, ranging from bosses roaming the world to dark cultist rituals, while also offering commentary on the design goals of the various encounters. As the video states very early on, one of the major goals of the game is not to force players to group, but to provide positive incentives to encourage group play. Some of the game's quick-travel mechanisms work on this principle -- rather than simply allowing quick travel to waypoints, players can also teleport to their nearest party members, allowing a group to gather and get moving quickly. Take a look at the full video just past the break.

  • The Daily Grind: Would you prefer to level quickly or level 'right'?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.21.2013

    There is almost always a method to speed your character along to the level cap. Sometimes it's just slightly faster than the path you're supposed to take; sometimes it's orders of magnitude quicker. It almost always does not involve actually challenging content. Instead, you grind something repetitive with good rewards (FATE parties in Final Fantasy XIV, rifts in RIFT, and so forth) until you can happily say that you're at the level cap and ready to take part in the endgame. Of course, you frequently aren't ready to participate in that endgame, as the past however many levels didn't really teach you how to play the game except for efficiency. For some people, learning at that point is easier than learning as they go. For others, it's better to take a little longer to hit the cap on the condition that you'll know how to play the game better when you get there. So which do you prefer? Learning along the way or just learning when you're at the top? 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!

  • Look forward to MechWarrior Online updates through April

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.03.2013

    If you thought that April would bring an overhaul of MechWarrior Online that turned the game into a robust farming simulator... well, no. Why would you even think that? But it will bring a whole lot of other updates to the game as outlined in a new letter from the game's creative director, starting with improved team functionality and UI improvements. That goes along nicely with the addition of air strike and artillery consumables, allowing players (especially scouts) to bring down a little extra firepower in a match. The development team is also introducing a new class of special 'Mech, the Champions, which are custom configurations that sport a permanent 5% experience boost. That's in addition to improvements to the game's overall performance and more community events for MechWarrior Online players the world over. So that's a no on farming, but a yes on several improvements that should make your days of stomping around in an enormous walking tank more enjoyable.

  • The Soapbox: The trinity isn't so bad

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.27.2012

    The role trinity in MMOs has gotten a pretty hard drubbing over the last two years or so. Ask a lot of people with knee-jerk responses and they'll tell you that it's what's killing MMOs. Well, unless they tell you that tab-targeting is killing MMOs. Or themeparks. Or free-to-play. Or World of Warcraft or Star Wars: The Old Republic or subscription fees or lack of housing, or... All right, so there are people quick to announce the death of MMOs based on pretty much any feature that the announcer dislikes. But the trinity has still been falling out of vogue with players. Guild Wars 2 even made a selling point out of the fact that it didn't have a proper trinity, instead having a series of roles that no one seems entirely clear on. There's a very consistent idea floating around that a game based on the standard trifecta is in some way flawed or not trying hard enough. Except that the trinity isn't a bad thing. Tank, healer, and DPS is not a model that's lacking in some crucial area. And it deserves a bit more appreciation than it gets.

  • Final Fantasy XIV expands details on the battle system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.07.2010

    While Final Fantasy XIV doesn't go out of its way to be massively accessible, Square-Enix is clearly making a conscious effort to avoid confusion wherever possible. The official player site has been steadily receiving updates about how game systems work and what's going on behind the scenes, with the newest update discussing Battle Regimens and incapacitating body parts in combat. The systems had never been discussed in-depth before, but they now offer players a chance to understand exactly what each system entails. Battle Regimens are distantly similar in theory to the skillchains that ruled Final Fantasy XI's combat, but they have many differences in practice. Rather than being a chained deployment of specific skills, chains of general ability types will both buff the party and debuff the enemy party. Body parts, meanwhile, are targeted and damaged by certain weaponskills, with a helpful chart explaining what skills target what and which types of monsters can be affected. While it doesn't reveal the full details of Final Fantasy XIV's combat, it should provide players with an excellent place to start understanding the system.

  • Party like a rock star in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.30.2010

    There are players out there who might be dreading parties in Final Fantasy XIV. Well, not precisely; they might well be dreading that the mechanics will be similar to the parties from Final Fantasy XI, where some classes could seemingly wait for ages without a trace of a group. Mercifully, the fine bilingual team at FFXIVCore has continued its apparent tradition of translating information to coincide with the new beta testing, with the newest translation being a guide to getting a working group in the game. Guildleves are the game's core leveling mechanics, but new ones can only be accepted every so often, and they can be hard to complete on higher settings alone. By grouping up, players gain access to more guildleves from other players and more support in tackling the game's bigger challenges. The full translation has information on everything from the interface to form a party to the game's battle regiments, the equivalent of Final Fantasy XI's skillchains. (We're guessing they meant regimens, but that's the challenge of translation.) Final Fantasy XIV fans are advised to take a look at the article to start gearing up for the game's release in two months.