item-decay

Latest

  • H1Z1's senior designer on item degradation, crafting, and more

    by 
    Jef Reahard
    Jef Reahard
    10.03.2014

    SOE has released a new H1Z1 dev spotlight video. The dev in question is one Paul Carrico, senior game designer on the open world survival sandbox. Carrico spends the vid's four-minute running time fielding fan-generated questions, one of which pertains to crafting. "Crafting can get really deep," he says, before giving an example of makeshift weapon fabrication. Carrico also mentions ammo variation, though he says that flaming, exploding, and poison-tipped arrows will have to wait until after H1Z1's early access goes live. Finally, Carrico talks about item degradation, which will affect everything from weapons to structures to tools. Click past the cut to watch the full clip.

  • Stick and Rudder: Star Citizen is standing on the shoulders of genre giants

    by 
    Jef Reahard
    Jef Reahard
    08.24.2014

    It's confession time, folks. My Star Citizen fandom has been on the fritz. It's not that I'm less enamored with Cloud Imperium's sci-fi sandbox opus; it's just that the interminable waiting coupled with a pretty severe case of themepark MMO burnout (help me, ArcheAge, you're my only hope) has conspired to foul my gaming mood of late. Fortunately, CIG read my mind and pulled me back in with its gangbusters Gamescom reveals.

  • Some Assembly Required: Pre-NGE SWG's proper sandbox PvP

    by 
    Jef Reahard
    Jef Reahard
    01.17.2014

    A few weeks ago I ranted at indie sandbox devs who continue pumping out poorly conceived FFA PvP games. I didn't have any wordcount left at the end of that novella to propose any solutions, so I'm going to do that today. And hey, it's pretty simple, at least conceptually. All a dev team needs to do is iterate on Star Wars: Galaxies' pre-NGE PvP system.

  • Pathfinder Online asks what's in your backpack

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.01.2013

    Are you the sort of player whose inventory is forever overflowing with items of indeterminate source? You'll want to break that habit before Pathfinder Online is released, because you'll have more to worry about than just the upper limit on items in your inventory. The latest development blog on the official site explains the Encumbrance system, another limit on how many items you can carry due to a combination of size and weight. Hauling around a lot of large and awkward items is going to mean less ability to carry everything else, while lots of little things like herbs will be more easily carried up to the inventory limit. The blog also has more details on what happens to your inventory when you die -- some of your items are instantly destroyed, and only those items specifically bound to you will be exempt from looting. The game is also implementing an item decay system, ensuring that nothing you have is all that permanent, although with the encumbrance system in place that might be something of a blessing in disguise at times.

  • Some Assembly Required: On MMOs and loss aversion

    by 
    Jef Reahard
    Jef Reahard
    07.05.2013

    I've been reading a book called Scorecasting lately. It's basically an academic exercise in statistics and human behavioral analysis as it relates to the decisions made in both individual and team sports. One of the chapters touches on a theory called loss aversion, which is a psychological phenomenon first attributed to Daniel Kahneman and Amos Tversky. The theory is generally understood to mean that humans fear potential losses much more than they enjoy actual gains, and thus they often act in statistically irrational fashion to avoid said losses. We can also see principles of loss aversion at work in MMOs. In fact, I'd go so far as to posit that loss aversion is a large, if indirect, reason why many people play MMOs in the first place. It's also a major reason why sandboxes, virtual worlds, and games that feature some sort of tangible risk/reward mechanic have been in such dire straits since MMOs went mainstream. Follow me past the cut and see if you agree.

  • WildStar economy post talks item decay, Raph Koster, and more

    by 
    Jef Reahard
    Jef Reahard
    05.31.2013

    What do hyperinflation and Raph Koster's A Theory of Fun for Game Design have to do with WildStar? Well, they're both mentioned in the game's latest dev blog. As you may have guessed, it's all about the title's economy, and Senior Systems Designer Charles "Bull" Durham expends quite a bit of virtual ink talking about things like resource sinks, resource fonts, and Carbine's interpretation of "fun" as it relates to resource reallocation. Durham also mentions item decay in passing, though it's not clear whether or not the game will make use of the mechanic in some form or fashion. "We also want to make sure that when you have to make a choice, it is based on what you, the player, feels is most important. Therefore, the choices cannot be too obvious or too enmeshed in critical needs," he writes. "Item repair, for example, doesn't offer much in the way of choice, so it shouldn't be an impactful, painful thing. We will get into this particular money sink later, but it is a very handy and fair money sink to have."

  • The Daily Grind: Should MMOs embrace item decay?

    by 
    Bree Royce
    Bree Royce
    09.08.2012

    If you grew up on themeparks like World of Warcraft, the very idea of item decay is probably foreign to you. Just go to the vendor and click the repair button and everything's just as it was the day you looted it, right? Well, no. In older games and especially in sandboxes, you'd need a player to repair your gear, and sometimes not even that would help. Sometimes the gear was irreparable, meaning that once it ran out of juice, it was gone forever. Decaying items are really not all that different from items with charges that deplete (consider Guild Wars 2's and Glitch's crafting tools), but modern gamers freak out at the idea that they might lose their gear to wear, and I don't blame them since many themeparks turn gear acquisition into a huge grind. But even sandboxes like Ultima Online have hedged their original item decay systems, allowing players to repair many artifacts indefinitely. It might take a fundamental change in game design, but what do you think -- should MMOs bring back item decay? 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!

  • Exclusive: Grimlands dev talks post-apocalyptic PvP, item decay, and more

    by 
    Jef Reahard
    Jef Reahard
    07.02.2012

    During last month's E3 and earlier this year at GDC, we got a chance to lay our hands on Grimlands, a new sandbox-shooter hybrid from gamigo. Given the game's post-apocalyptic setting and our fondness for open-world, off-the-rails titles, we were quite excited to take it for a spin. We also had plenty of questions for the devs, and fortunately product manager Bjoern Cahnbley was able to answer a few of them. Head past the cut to find out about PvP flagging, item decay, vehicles, and a lot more.

  • Some Assembly Required: How to screw up your sandbox

    by 
    Jef Reahard
    Jef Reahard
    09.30.2011

    Between bouts of Global Agenda, Age of Conan, and a stack of single-player games, I've been taking my own advice lately and looking for a new sandbox. The end of Star Wars Galaxies is forcing my hand, and I figured I'd better start now if I don't want to be stuck with nothing to play on December 16th. While there is a veritable ton of different sandboxes to choose from, I must admit to being a bit frustrated with nearly all of them. If it's not one thing, it's another, and most are such glaring deficiencies that I can't help but wonder what was going through the minds of the development teams during the construction process. Join me after the cut for a few things you should consider if you're making an MMORPG sandbox.

  • Massively Exclusive: ArcheAge's Jake Song on consensual PvP, inflation, and more

    by 
    Jef Reahard
    Jef Reahard
    09.21.2011

    ArcheAge news has been a bit sporadic of late, and it's also been quite some time since we talked to the devs or took a spin through one of the game's closed beta phases. Like many of you, we're dying to know more about XL Games' forthcoming fantasy sandpark, so we went straight to the source to see if we could drum up anything new. Lead designer Jake Song was kind enough to field a few of our burning questions, and we're pleased to present you with another Massively ArcheAge exclusive that touches on everything from localization and story to consensual PvP and item decay. Join us after the break for that and more.

  • Wasteland Diaries: What's on the horizon?

    by 
    Edward Marshall
    Edward Marshall
    04.16.2010

    Fallen Earth's Patch 1.4 was originally going to include the Deadfall area, item fatigue, pets and new mounts, item overcharging, dueling, New Gallows revision, and raising of the level cap to 50. That, in itself, is already worth the price of admission. But now we are getting even more! The 1.5 patch was originally slated to have the PvP enhancements, such as clan warfare and arena PvP. We will be getting it all in the upcoming 1.4 patch. The release date is Q2, but that's better than "when it's done" if you ask me. Luckily for us, with the Public Test Server, we can check some of this stuff out early. So if you simply can't wait, jump onto the server and take a gander at some of it, at least. The test server has copies of your characters as they existed on February 25, 2010. If you are a new subscriber, you may have to make new characters. There are also special development tools available to you, so that jumping in and testing this stuff is much easier.

  • Fallen Earth opens test server, details upcoming content

    by 
    Jef Reahard
    Jef Reahard
    03.24.2010

    Icarus Studios has just announced the formation of a Public Test System for their post-apocalyptic sci-fi MMORPG Fallen Earth. Interested players can download the test server client and "let the devs know what you like and what sucks!" Specifically, you'll get early looks at forthcoming game updates including item overcharging/decay, revisions to the conflict town of New Gallows, a new dueling system, and a new companion pet for those lonely wasteland nights. In addition to content sneak previews and the ability to make your voice heard, players will be able to "play alongside the developers...or kick their asses!" Check out the full announcement as well as the client download. Stay with Massively over the next few days as we'll be meeting up with the Fallen Earth team at PAX East in order to bring you all the juicy details.

  • Behind the Curtain: Gone for good?

    by 
    Craig Withers
    Craig Withers
    07.17.2008

    I've been thinking recently about loss. Having been incredibly lucky with my own brush with the possibility of losing my World of Warcraft characters, I got to thinking. Not only about what I would have done if things hadn't worked out for me, but about how loss works in MMOs today.Last week, Gabriel wrote a fantastic column about item decay in games past, present and future. I've been playing Diablo 2 again lately, for obvious reasons, and I had found myself thinking on the similarities and differences between the durability system in Diablo and WoW. I've said before that my MMO career started with Star Wars Galaxies, so I don't have the long-term experience many of the other writers here at Massively do. I've never had to worry about making corpse runs in Everquest, or had to concern myself with losing my items in Ultima Online. While Galaxies did have item decay, it wasn't set to a punishing degree – items did wear out eventually, but at a reasonable rate. When an item eventually gave out, you crafted yourself a replacement, or you picked one up from another player. By doing so, you knew you were contributing to the economy, so if you tried hard you could convince yourself that you were actually helping the game.