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  • Patch 1.7 to grace TR some time next week

    by 
    Chris Chester
    Chris Chester
    04.04.2008

    The Tabula Rasa community team sent out another bulletin this Friday, specifically concerning the changes that should be coming to the public test server some time between now and next week. Among the tweaks they mentioned for patch 1.7 are tweaks to the way enemy spawns and high-level AI is handled. In the Palisades, Torden Incline, and the Plains, they're looking to smooth out enemy spawn patterns, in addition to alleviating some of the tougher spots in Divide and Wilderness, where enemies that you just finished killing will often pop right back in and shoot you in the back.They also mentioned some exciting changes the group mechanics, including the clan owned CPs (finally!) and some a new LFG system that should make the quest to find a group considerably less arduous, or so we hope. Tabula Rasa still strikes us as a solo-centric game, so we'd like to see group play pushed to the forefront, even if it means they have to beat us over the head with it.Also, one final announcement for the especially dense among us: the Skitterin hybrid class was an April Fools' joke!

  • Breakfast Topic: Meeting WoW folks

    by 
    Amanda Dean
    Amanda Dean
    02.23.2008

    I've met some really cool people playing World of Warcraft. With the exception of a small handful of my RL friends, most of them are just friendly voices on Ventrilo. I had the opportunity to hang out with a guildie last spring. It was an awesome time. We had been running lowbies on a new server. We had a Warrior, a Rogue, a Warlock and a Shaman that we were leveling together. All but the Warlock player live in Las Vegas. decided to spend part of his spring break with us. I went to pick him up at the airport holding a sign with his character name on it- probably not the strangest thing you'll ever see at McCarran International Airport. With the exception of a couple dinners out, we spent the entire weekend playing WoW. No casinos, no strip, no shows, no clubs- just WoW. I wouldn't have had it any other way.

  • GDC08: All Points Bulletin info and eye candy

    by 
    Barb Dybwad
    Barb Dybwad
    02.22.2008

    What word is perhaps most synonymous with the current MMO playing field? Grind. Realtime Worlds' Dave Jones (no relation?) is setting out to change that with the studio's first massively multiplayer title All Points Bulletin we've been following eagerly. He's hoping the formula Crackdown + MMO = crack will be proven true with variables like infinite, professional-looking character and vehicle customization, contemporary setting, integration with last.fm and dynamic, variable team-sized missions hidden in the equation. Hit up our symbiotic other selves at Joystiq for the complete overview of APB.%Gallery-16668%

  • How to find a fellow AFS soldier

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.19.2008

    In keeping with today's P.U.G. theme, we stumbled across another article today about how to find and enjoy the community in Tabula Rasa. Given the brouhaha over TR yesterday, we thought shinning a spotlight on this fun MMO would be beneficial.This helpful article (found on Tabula Blogger) provides an entire footlocker full of chat commands (i.e., "/whisper" sends a message to specific a player, "/group" or "/party" sends a message to your party, "/shout" or "/yell" sends a message to the map you're on) and suggestions on how to go about finding fellow AFS soldiers in the fight against the vile Bane. I've been playing this game since beta (and apparently have a far better outlook on TR than other people), yet I have never used the LFG (Looking For Group) Tab. Heck, I forgot it's there to be quite honest. But then, I'm not usually looking for groups (which is a whole other post I'm working on). However, if you are then it's where you need to be to find a group quick and easy like.

  • WoW Rookie: Lowbie instance guide

    by 
    Amanda Dean
    Amanda Dean
    02.18.2008

    Dungeons, known as instances, are special zones where players group together to fight tougher monsters than the outside environment. They are called instances because each group who enters them is given a separate copy of the dungeon and will not interact with other players of either faction when inside. Higher quality loot is available in instances than the environment, in addition to excellent quest experience and rewards. Today's WoW Rookie gives you a guide to the dungeons may enter in your first forty levels or so. Instances are known in most cases by their initials. Notable exceptions will be listed below. This guide also gives suggested levels for completing the dungeons. Entering at a lower level will usually prove difficult and, at times, painful. If you do an instance at a higher level than recommended will garner little experience and rewards that do not benefit your current level.

  • MMOGology: Group dynamics

    by 
    Marc Nottke
    Marc Nottke
    01.28.2008

    Leading a group in a dungeon instance can often feel like herding cats, especially if you're playing with a pick-up-group (PUG). Unlike a guild group you don't have the luxury of knowing the strengths and weaknesses of the other players. PUGs also tend to have more members with less experience running the instance. Many instances I've run in World of Warcraft have involved at least one of the following situations: The huntard claims he must be the official puller and then won't shed the aggro to let the main tank do his job. The healer blows all his mana on the soft targets that shouldn't have aggro. The priest or warlock freaks out and fears off the mobs who flee to their comrades in waiting, join forces, and eat the reckless noobs stumbling through their dungeon. No matter how good a player you are personally, you can't save a group from the four other morons that make up your party. Maybe once or twice you'll get off a group saving heal, or manage to get the aggro back onto yourself if you're a tank. Nine times out of ten, though, when the same craziness happens on the next pull, it's a wipe. So imagine my surprise when I joined up a with a group of total noobs to run the Blackrock Depths instance in WoW, and managed to finish most of my quests and take down nearly all the bosses with only one wipe. This was a group of extremely inexperienced players. Besides myself, only one other person there had even run the instance before. Because we were both on alts that hadn't seen this content in a long time, neither of us really remembered the details. So how can a group succeed when it doesn't have experience? How could this be possible when I'd run the same instance with veterans and higher level characters with less success?

  • "Lurting" and how not to do it

    by 
    Mike Schramm
    Mike Schramm
    01.22.2008

    Nibuca from Mystic Chicanery gets credit for coining this one, but I don't disagree: Lurting is bad-- don't do it.Lurting, as you can see in the video above, is a made-up term for looting during battle. Sometimes, we can't help it (yes, I'm a sometime lurter, too, I'm sorry to say)-- the thrill of seeing shiny sparkles on a foe is just too much. But while it seems like it won't matter, odds are that that's when things will go wrong-- looting not only distracts you from the fighting, but also can cause exactly what happens in this video. If a loot window pops up while you're trying to keep the main tank healed. And it's a distraction that could cost the whole group.In short, no looting during combat: no lurting allowed. That loot ain't going anywhere, and it's got your name all over it. Wait until all the sheeps are dead, and all the targets are down, and then right click away and claim your goodies.

  • Breakfast Topic: When did you get hooked?

    by 
    Mike Schramm
    Mike Schramm
    01.22.2008

    Straycat's story of "getting it" reminded me of when I first realized this game was something special. I'd played MMOs before, and I'm a longtime gamer, so I always knew that I'd get into it. But it was during my first group, right around level 7, where three people I'd never met and I did a few quests together, and traveled all over the Night Elf starting area (yeah, yeah) All of us kind of figured out just how great this game was-- even at that early point, we realized how different our classes where, and how much this game really had to offer.So the question for today is: was there an exact time at which you "got it" too? Lots of WoW players are first-time gamers (at least first-time serious gamers), and there were probably a lot of surprises out there when it was discovered that video games really could be as fun as they say. Was there one point at which you "got it"?

  • The Digital Continuum: Solo(ly) killing social

    by 
    Kyle Horner
    Kyle Horner
    01.12.2008

    People! That's right, I'm talking to you people about, well, you people. To be more clear, what I'm talking about is the social interaction people experience (or don't) in massively games and the discussion that's been going on about it. Ethic at Kill Ten Rats has a very good write-up about his thoughts on the matter, as does Tobold in response to Ethic's post. After reading both of them and the comments within, I can't help but throw my hat into the ring of discourse. Part of the problem is player attitude, but we all know John Gabriel's Greater Internet F@$!wad Theory. There isn't much that can be done about that issue, so the best solution is to find the core of the problem within the games themselves.At the core, the issue is about soloing and how it has become the de facto design focus for most developers. One of the few development teams who seem to be focusing on new group experiences and powerful guild tools is EA Mythic. A point Ethic makes in his post is that developers should be focusing on giving people reasons to really want to group together. I fully agree with that sentiment, but don't get me wrong when it comes to solo play. The solo experience is important as well, but it is not the essence of a massively multiplayer game.

  • Adventures From the Back Row: the Specialist and her tools

    by 
    Michael Zenke
    Michael Zenke
    11.26.2007

    Given that Tabula Rasa is still so new, I'm going to focus for the time being on getting my fellow healbots up to speed. Unlike other games that have dedicated class systems, the tiered system in TR requires that you 'want it'; you have to choose the right class and specifically allocate skill points in order to keep your fellow soldiers on their feet. Today we'll start slow, by going over the basics of the Specialist class. We'll talk about her tools of the trade, and begin running down some of the particular challenges of being a healer in Tabula Rasa. If you're an AFS healer, speak up in the comments, because I want to know: how the heck do you keep your teammates targetted?

  • Rise of Kunark dungeon xp raised

    by 
    Michael Zenke
    Michael Zenke
    11.21.2007

    There's been a lot of back and forth in the EverQuest II community about the xp gain via grouping in Rise of Kunark dungeons. Fingers were pointed, and we gave Scott Hartsman (EQ2's Senior Producer) a chance to rebut. Said Mr. Hartsman, in our discussion piece from last week: EverQuest II is not a game about sitting in one place and grinding. You find the activity that defines the core of your game, then you make sure it's the part you polish the most, then you make damn sure it's rewarding. That activity is questing. Tipa's response to Mr. Hartsman's statement clarified the issue from a segment of the player population:EQ2 was always about two things: Dungeon crawls and getting loot. Quests were just things you could do to make the effort more rewarding ... Most of the quests in my journal I never get around to doing, unless they result in an upgrade for my character. I don't think I'm alone in this.Apparently, she's not. Today, the word on the official forums from Mr. Hartsman is that dungeon XP is going to be increased, at least through this holiday weekend. He is clear about the reason: bringing parity to quest xp gain for dungeon grouping.We've been keeping an eye on both the objective, globally recorded experience data from the first week of Kunark being live, as well as the subjective feedback regarding Kunark experience grants, through the many styles that people play. Many of you have pointed out that the exp given from dungeonning feels too low. In the live environment, we agree that is the case. The data backs this up as well. In making the reality more aligned with the overall goal, Kunark dungeon experience gains have just been boosted on all of the live servers. We'll keep up with this ongoing balance issue as the developers and players work this out.

  • Ask WoW Insider: Who pulls?

    by 
    Barb Dybwad
    Barb Dybwad
    11.16.2007

    Welcome everyone to Ask WoW Insider, where your questions get answers every week. Last week we looked at whether there are really people without alts, and this week we turn our attention to group strategy. David wants to settle the matter about who should be doing the pulling in groups: Now, this may just be me, or does it seem strange when people talk about hunter or mage pulls? I understand that in certain cases there is a need to have a hunter pull, especially with Misdirect, but when it comes down to it, any time I run something I never get to pull (Hunter here). Not that it's much of a complaint, more of a curiousity. For the most part Warriors will have a ranged weapon, Bears will use Faerie Fire, and Pallies will go with Avenging Shield. I just usually find it more complicated to pull with a hunter and then have the tank grab the aggro, when they all have ranged capabilities for pulls. I might also have been spoiled with all my tanks, as it has been months since I've PuGed a tank and we never seem to use CC in any instances anyways. Thought this may be a viable question, or maybe I'm the only Hunter out there that has been spoiled like this? What say you folks -- should hunters or any one class be doing the pulling in instances or in groups? Are there classes that should never pull? Should warlocks have "Wait for sunders!" mandatorily tattooed on their virtual eyelids? Who should pull -- let's hear it! Think of the glory and fame that could await you here on Ask WoW Insider -- your name up in lights! If you'd like us to link to your guild site or personal blog, we are happy to promote you if we choose your question. So send 'em in to ask AT wowinsider DOT com!

  • EQ2's producer responds to expansion grouping concerns

    by 
    Michael Zenke
    Michael Zenke
    11.16.2007

    One of the greatest things about Massively Multiplayer Games is that the dialogue about them isn't a one-way street. With most games, fans wait for the word from on high, and discussion about single-player games tends towards fighting over scraps. With MMOGs, the considered commentary of players make for interesting reading in and of itself. That's the case we find ourselves in today, just a few days after the release of Sony Online Entertainment's Rise of Kunark expansion. Mostly the buzz seems to be positive, but a pair of bloggers have given voice to players feeling a bit put out by the pack's core leveling mechanic: questing. Yesterday Tipa (of the West Karana blog) and Kendricke (currently writing at the Clockwork Gamer site) took issue with the fact that group grinding isn't as profitable as it has been in previous expansions.Specifically they're raising this objection as it relates to the famed Karnor's Castle, a bastion of EverQuest Live lore and newly revised for SOE's new vision of Kunark. Tipa sums their issue up on her site: "Just doing quests and killing in a risk-free, outdoor zone, beats hunting in a semi-risky dungeon. How is that even possible. Dungeons are supposed to give you superior benefits for the trouble of grouping - better experience, better loot. Somehow that got lost ... When word of this gets around, KC will become a ghost town. People will do the Kylong Plains/Teren's Grasp quest lines, then move to the Fens and just skip Karnor's. SOE, it's not too early to consider tuning this zone. Grouping in KC should be more rewarding than questing outside."Scott Hartsman, the senior producer of EverQuest 2, took a few minutes today to answer their concerns for us. Read on to see further discussion from the player's POV and Mr. Hartsman's response.

  • Breakfast Topic: Downtime games

    by 
    Dan O'Halloran
    Dan O'Halloran
    09.03.2007

    Last night, a warrior guildmate trying to score her Dungeon chest armor piece had her entire group drop before the final mob fight in Arcatraz. Four of us responded to her call for replacements and together we took down the giant cockroach from the planet Xenon, but we lost the priest in the final moments. The key to Arcatraz doesn't work from the inside and the priest didn't have the key. While the keyed rogue hearthed out and headed back to the zone entrance, the rest of us had to kill the time before we looted.First, we used the joke emote and commented on the lame repetitive jokes the human females have. Then we brought out the illusions (furbolg, druid bear form dancing, shrinking). Then came the pets (sleepy willy, sprite darter; etc.) Finally, the conversation turned to mat gathering for epic recipes. This would have been a perfect time for a mini-game. Eventually, the rest of our group arrived and, to the warrior's delight, her chestplate dropped. A happy dance later and we were off to return to whatever we were doing before.But this led me to wonder: what do you do during enforced downtime?

  • Why aren't solo instances coming to WoW?

    by 
    Dan O'Halloran
    Dan O'Halloran
    08.23.2007

    Eldiron of the Silvermane server thought he heard a rumor that the dev team was considering implementing solo instances. Many players chimed in with their wish list for what could be accomplished in that: traps for rogues to detect and disarm; loot tailored to your class; making the instances accessible once daily. Other players pointed out that many classes can already solo old world instances like Blackrock Depths.Finally, Community Manager Nathaera chimed in that there were no current plans for implementing solo instances in Warcraft. They consider instances as they place for group content and leave the solo content for the outdoor areas. Another blue explained in an earlier thread why designing this kind of content isn't a good use of developer time. But what if they did consider this idea? What would you like to see in a solo instance?

  • Who needs CC anyway, amirite!?

    by 
    Mike Schramm
    Mike Schramm
    05.01.2007

    Crowd control is definitely helpful, that I'll agree. It's much easier to do a Shadow Labs run with two mages who know how to sheep. But I also have to agree with sydney over at WoW Ladies: CC is far from necessary. You can have a great group and still fight all of the mobs all of the time.Gear, of course, makes a big difference. If your shaman has a few epics on him, chances are he can take a few hits before the tank has a chance to grab a mob off. And a group with tons of DPS can do really well at tearing down a mob as they pull them-- I've played in groups where we never once bothered with sheeping. We just had so much DPS that when we pulled something off of the tank, we killed it before it could hit anyone.Not to mention that even if you have a group without CC, there are plenty of abilities that you can use as CC. During my Heroic Slave Pens run this past weekend, we had me (a resto shaman), a prot warrior and a holy priest, a moonkin druid, and a warlock. Whoops, no sheeping or traps, right? Nope, but we did have cyclone, chain fear, my elemental pets, and mind control. Ok, well, my elemental pets did drop pretty quick (it was heroic, after all), but incredibly (even though we were a little undergeared for the instance), we made it far enough to pick up two Badges each. Yeah, the mind controller gave us a little trouble, but it was getting late anyway, so we called it.CC helps, and you do kind of need the basics (tank, healer, and DPS, although it's true that even with those, you can make some subs that don't seem possible), but the truth is that the limit of your group is the limit of the players in it. All of the classes have some ability to keep mobs out of play (or just keep them busy for a little bit until you're ready to fight them). It's just up to players to think of creative ways to do so.

  • Unwanted BoE Epics on the black market

    by 
    Mike Schramm
    Mike Schramm
    04.17.2007

    Here is, as she says, an interesting "moral quandary" from jumpingjessflash. She was making her way through Maraudon (one of my favorite instances) with a few guildies, and the BoE epic Icemail Jerkin dropped. At first, she thought it was an upgrade for her Hunter, so rolled Need and took it she asked for Need, but then eventually won it with Greed (see note below). But on second thought, she didn't like only +5 Agility-- turns out it wasn't the Jerkin for her.So she's left with a choice: wear it anyway, or auction it and risk suffering the wrath of her guildies.I've been in (almost*) the same position, but (especially with guildies), if I'm not sure whether I'll use something or not, I'll usually let everyone else in the group know that it's iffy for me-- usually they'll let me take it anyway, to keep as a sidegrade or a piece of a different set. If I want to be really nice, I'll sometimes let them reroll on it if I decide I don't want it, and then send it away to the winner. Another option is to sell it, and then split the gold.Of course, you could also go the other way and send it to an unguilded alt to sell it anonymously. That way, you get the cash and no one is the wiser. Like I said, usually I don't care, but I'll admit that sometimes I'm a stickler-- if someone happens to roll Need on a BoE that I think is a questionable call, I have in the past asked them to put it on so I can see them wearing it via /inspect (I haven't ever done that to guildies, but in a PUG everything is fair game as far as I'm concerned).Still, I don't have a problem with selling a piece picked up accidentally, if someone thought it was a good piece and then had second thoughts. If you did that and then put it on the AH, no one would accuse you of being a ninja-- would they?*Update: As a few people have pointed out (including the livejournal poster), it seems like I did misunderstand her original post. She wasn't ninja-ing at all-- she asked for Need, but eventually won it rolling greed. Her concern was that someone may have passed because she asked for Need, not because she rolled Need and then decided she didn't need it. Because she rolled greed and won it, the piece was hers.Anyway, I still think the issue of second guessing something that you roll Need on is an interesting one. That's not what the original post was talking about, but it's what I am talking about in this story, and I think it's worth a discussion.

  • More the merrier on quest kills

    by 
    Mike Schramm
    Mike Schramm
    02.06.2007

    I have to admit that the spawn camping has slowed down a lot since the expansion's release (mostly because I'm still hanging out around 66 when all the crazy people have made their way up to 70), but if I could send one message to all my fellow Hordies out there, it's this: if you're after a named kill (like Grillok 'Darkeye' here), and you see me or someone else sitting on the spawn point waiting with you, please, please, please invite us to group up and get the kill together.There's no reason we should fight on this one. On a collecting quest, where there are so many boar's jaws to go around, I understand it's every Orc for himself-- in that case, I'll usually move on to greener pastures. But if we're both here for just the kill, why would you refuse a member of your own faction? This one's in Mystic Worlds' helpful Outland tips, too: if you're both camping the same named, group up.Of course, this only goes for factions. I'll steal a kill from any Alliance I see out there, and I just expect those smarmy Night Elves to do the same to me (and I'll take them out when they're halfway down for doing it, too). But if members of the same faction are going after the same kill (or kills) for a quest reward, people, let's just all get along.

  • A Shaman Primer for new players

    by 
    Paul Sherrard
    Paul Sherrard
    02.05.2007

    The following document was created to help Shaman, specifically Draenei Shaman, as they find themselves as the new class in the Alliance. It's also useful for those who are about to group with a Shaman (or two or three), to understand what role a shammy will play in your group or raid. Finally, it's definitely a good read for anyone who's just picking up the Shaman class, to give you a bit of a jump on your fellow players in knowing your place in groups and raids. As with most of my shaman info, the credit here definitely goes to Skew, my leveling buddy who is now on his 3rd level 60 Shaman. He swore that if Shaman were ever given to the Alliance, he'd play one, and he has. His knowledge and support and love of the class have been instrumental in encouraging the same in me. The bulk of the primer is posted after the break, so be sure to read and chime in with your thoughts on the role of a shaman.

  • How to make friends (and influence orcs)

    by 
    Mike Schramm
    Mike Schramm
    09.21.2006

    Ravven at MBAzeroth has a post up about being "solo by nature." She says she leveled to 60 without putting together even one PUG, and except for her guild, she doesn't really chat with anyone else, and definitely hasn't made any friends that she regularly groups with ingame.My first reaction was that WoW is a social game, and so of course I figured I must have made some friends along the way to 60. But when I think back on it, the only people I really talk to in game or know in any way are my own guildies. I did PUGs pretty often (because I love running instances), but beyond "thanks for the run" I never really had any extra relationship with those people. Even the folks I added to my friends list never seemed to come across my radar again.Ravven wonders if she's the only one so shy (is shy the word?) while playing what's really a social game, and she wonders what to do about it. I know of noone better to ask than you, dear readers, so what do you think? Do you play the game as if it's a solo RPG, or have you made real ingame friends that you've grouped with regularly? And while I (and Ravven) consider being a guild a different relationship dynamic, is it? What does it take to make friends in game, or should you even bother at all?