levels

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  • Ask Massively: Mind tricks are the lazy way of doing things edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.01.2011

    Recently, I've become enamored of the Bavarian Fire Drill. For those who don't want to click on that link (it's work-safe in the sense that it contains no cursing and not work-safe in the sense that you'll be clicking for hours), it's the art of infiltrating a building by carrying a clipboard and acting like you're supposed to be there. Sure, you could just wave your hand and tell people that these aren't the droids they're looking for, but wouldn't you rather have the chutzpah to just walk around like it wasn't a thing? That leads very naturally to this week's installment of Ask Massively, in which we discuss whether or not leveling mechanics have worn our their collective welcomes in MMOs. As always, if you've got an urgent question for a future week, feel free to leave it in the comments or mail it along to ask@massively.com. Questions may be edited slightly for clarity and/or brevity.

  • Pocket Legends launches the Mount Fang expansion

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.14.2011

    It's time for another update for one of the first MMOs on the go, Pocket Legends. Mount Fang, the latest expansion, brings with it an increase in the level cap to 66 as well as a reduction in the experience curve across the board. If you're at the level cap, you can shoot for the next tier, but the reduction in the curve ensures that players at any level can benefit from the update. There's more to the update than just leveling, however; players will be given access to a new free campaign, Mount Fang, that starts at level 59 and provides new monsters, quests, and rewards. And of course, there are new vanity items in the cash shop as well as a special set of cosmetic armor for players who hit 66 before the next cap adjustment. If you've been enjoying the game on your mobile device of choice, download the expansion and get into the mix.

  • The Mog Log: Five zero

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2011

    The march to the level cap in Final Fantasy XIV is nothing like that of its predecessor, but it's still an undertaking. The fact of the matter is that leveling shouldn't have taken me nearly as long as it did. The game has been out for over a year, after all. But between my usual inability to pick a class and stick with it, natural disasters, and various other circumstances, it was only a couple of weeks ago that I finally hit level 50 on my Gladiator. Receiving the full red cobalt set a level earlier did mean that the level was a bit anticlimactic at the end, but it all balances out. But now that I'm here at max level, I can look back on the path as a whole and have a different perspective on several parts of the game's structure, both the good and the bad. Especially since it's the first time around that really matters.

  • The Road to Mordor: Ten up, ten down

    by 
    Justin Olivetti
    Justin Olivetti
    10.08.2011

    Levels in MMOs are best when accepted as a traditional aspect of the game that blends into the background. It's weird when you hold them up to scrutiny because it's very hard to mesh these arbitrary numbers with the pretend "reality" of the game world. I've always thought it was weird that I could get high enough in levels to return to old fortresses of evil and be basically invincible. Plus, how can there be bats and goats that are both level 5 and level 75? Is there an animal commando school somewhere I haven't seen? In any case, while I enjoy the ding as much as anyone else, levels have lost their luster to me. The fact that Rise of Isengard added 10 new ones versus, say, five or none, doesn't really mean much in the long run. There isn't a lot tied to these new levels other than a small handful of mostly recycled skills and the typical increase in stats, so for me there's really no rush to climb through them. However, as with any first week or two out of release, leveling seems to be a huge area of focus for many players as they seek to hit that end cap once again and re-establish the status quo. Still, it's important to some, and our kinship has spent a good amount of time chewing over these new levels, how to get them, and whether or not they're worth a hill of beans in this crazy, messed-up world. Today in our laser-focused Lord of the Rings Online column, I'm going to sort those beans. I may even eat one or two; beans are great for protein and fiber.

  • Storyboard: The leveling effect

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.07.2011

    A couple of weeks ago, I took a look at some of the issues that crop up when you start considering in-game details in the context of roleplaying. Today, I'm doing something very similar but in the opposite direction. Instead of fitting verisimilitude into the game world, I'm trying to fit game mechanics into the game world. And if you've ever tried to explain in-character what level you are, you should understand that this is an arduous task to say the least. Of course, to some people, the very idea is ridiculous. There's a reason why gameplay and story generally remain in two different baskets: When you start trying to mix them too closely, everything gets dicey. The problem, of course, is that level isn't just a mechanical concept; it's tied to almost everything in the game world. And that begets all sorts of questions, the same sort that you start asking when you ask yourself about time, but from a different angle.

  • Newest version update lands for Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.19.2011

    It's time for players to advance once again in the latest update to Final Fantasy XI. Another increase to the game's level cap has gone live with this patch, with the new cap set to 95, just a stone's throw away from the promised height of 99. But the addition of the newer cap and all that it entails isn't the only thing of note with this update, which includes new battlefields, the next installment in the Voidwatch battles, and of course a plethora of new items and balance tweaks. Along with those major changes comes a host of smaller updates, including a long list of items that can be sent through the mail to other characters on the same account and the addition of Grounds of Valor tomes to several areas previously lacking them. Dynamis has also received another pass of updates, up to and including the option for players to resell any timeless hourglasses they no longer have a use for. It's a good day to be a Final Fantasy XI player, even if waiting for the update to download might feel like an eternity.

  • The Mog Log: Point by point

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.10.2011

    Physical levels are leaving Final Fantasy XIV. We've all known that for a while, to the point that I even wrote a column speculating, in part, about what will happen to the whole bonus point system once that change goes live. As it turns out, what will happen for the time being is that it will be abandoned altogether, with character development going automated until at least 1.20. No more allocation of points to attributes any longer, and no word on what this will mean for the many traits designed to muck about with attribute distribution. This is going to result in a bit of a downgrade for some players (if you're physical 40 and leveling something at rank 10, for instance), but by and large it's also going to help correct a longstanding issue that the game has had. We've got a lot more options for playing around with attributes and abilities when it comes to FFXIV than we did in Final Fantasy XI, but the downside of the breadth has been the simple problem that no one knows what the attrbute values actually mean. You know the number, but the number itself is pretty much meaningless.

  • How Godzilab created levels for iBlast Moki 2

    by 
    Mike Schramm
    Mike Schramm
    08.31.2011

    I really loved iBlast Moki 2, and I feel like since it hit the App Store, the app hasn't quite gotten the recognition it's deserved. If you enjoy a good puzzle game, this one has you covered -- it's a really complex and interesting title that's wrapped up in a cute and easy-to-understand skin. On the latest company blog, Godzilab walks through the level creation process for the game, showing how they arrived at the best way of putting together levels for these cute little Moki creatures to wander through. The first three months of the game's development were apparently all spent on just the level editor. There was one included with the first title, but it was only used for user-created content, not to build the standard game. But for the sequel, the editor was of paramount importance, and the hard work that went into putting it together paid off big time. Godzilab also talks about some of the user-created content they've seen for the second game, which I agree has been very impressive -- some of the levels people have made, all accessible in the title, are pretty mind-blowing. iBlast Moki 2 is a really amazing title -- if you haven't checked it out yet, don't miss it.

  • LEGO Universe update adds progression system

    by 
    Jef Reahard
    Jef Reahard
    08.08.2011

    LEGO Universe has the creative aspects of MMOs and online gaming down pat. After all, we're talking LEGOs (edit: LEGO BRICKS OMG, LEGO BRICKS) here, and if there's one word that's synonymous with the long-running Danish toy line, that word is build. What's there to do in LEGO Universe when your creativity runs dry, though? Thanks to the game's latest content update, traditional MMO character-building is now a viable option. Player minifigures may progress through 40 levels of content, unlocking points, achievements, and equipment along the way. That's not all, as the latest LEGO Universe patch also features four new faction kits (Specialized Adventurer, Shinobi, Inventor, and Space Ranger), each of them aligned with one of the game's four Nexus Force factions and each offering players the opportunity to rank up and explore "new gear, powers, and abilities." Last but not least, the new LEGO Universe update brings a new instance challenge in the form of the Avant Gardens, and a big nasty known as the Spider Queen awaits players who are creative enough to make it through to the final battle.

  • Double XP coming to EverQuest II this weekend

    by 
    Jef Reahard
    Jef Reahard
    07.27.2011

    Citizens of Norrath, mark your calendars! Bonus experience is coming to EverQuest II this weekend and you'll want to be sure to avail yourself of what the EQII website calls a "true double XP promotion (+100% XP)." The bonus applies to adventure, tradeskill, and alternate advancement experience, so don't leave your crafter alts or level-locked and AA-starved characters out in the cold. Double XP starts at 12:01 a.m. PDT on Friday, July 29th and runs through 11:59 p.m. PDT on Sunday, July 31st. It's also good across all the game servers including the free-to-play EQII Extended shard and French, German, and Japanese realms.

  • The Mog Log: Proof of concept

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.23.2011

    Final Fantasy XIV's last major patch was back in March, when 1.16 brought out the first iteration of the game's quests. Sure, we've had updates since then, but even 1.17 didn't really have the appeal and the energy that you'd expect from a major patch. And 1.16 was something of a disappointment at the time -- not bad, but not nearly what the game needed. There was an awful lot missing there, stuff that seemed basic. I wasn't happy, in other words. Well, here we are now, at 1.18. Any better? In a word, yes. A lot of the stuff that needed to be fixed has been, and a lot of the improvements the game has needed have come through. I've unfortunately only had a little time to play around with the update, but what I've played has been pretty uniformly positive. Positive except for the notable issues that the game was having with the login server right after the patch, but who actually expects patch day to go smoothly? (Other than me, I mean.)

  • The Perfect Ten: Why a Harry Potter MMO makes sense

    by 
    Justin Olivetti
    Justin Olivetti
    05.05.2011

    The idea of a Harry Potter MMO is hardly a new one at this point -- we've even speculated on it around Massively for years now. Rumors and wishful thinking have brought up this hypothetical MMO time and again, and for good reason: It simply makes sense. In fact, the more you think about it, the more surprising it is that we haven't heard official word of a Harry Potter MMO by now. After doing some poking around, the most likely suspects to take on this project would either be Warner Bros. (which owns the rights to the franchise) or Electronic Arts (which purchased a license from WB to make the movie video games). Both companies have MMO studios at their command -- Turbine, BioWare, Mythic -- and both have the resources to make it happen. So why does Harry Potter make perfect sense for MMO-adaptation? Hit the jump and I'll run you down the top 10 reasons! And if you post a positive comment after this column, I'll add five points to the house of your choice (go Hufflepuff!).

  • Road ahead mapped out for Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.08.2011

    It seems that Final Fantasy XI's development team is revealing all of its major plans in one large rush -- and what a rush it is. Yesterday saw the unveiling of the team's plans for the anniversary of the game, and today has seen the posting of the roadmap for the game over the next year. Among the biggest and most surprising reveals are the plans for a public test server, a feature that's been long-requested but heretofore unseen in practice. Slated for release between July and September of this year, the test server will mark a change in the version update release cycle as well as the rate of content releases. As for actual content, while no expansions or addons were unveiled, the current plan includes a new battle system dubbed "Voidwatch," which is meant to help breathe life back into older areas of the game. The final level cap increases to 99 are also on the table for the next year, along with several job adjustments, two new battle systems with only preliminary names, and the cryptic but enticing promise of "new adventurer growth elements." Final Fantasy XI fans have a lot to look forward to over the next year, and while the game is getting a bit older, it's got plenty of life left in it.

  • Zentia pushes patch 1.2 live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.14.2011

    If you've been looking forward to the big expansion patch for Zentia, you're in luck. The patch has recently gone live, giving players a chance to enjoy a plethora of content -- including the marriage system, a rather apropos addition that allows players to have both a ceremony and a reception to commemorate the happiest in-game day of their characters' lives. And if you're not quite feeling in the spirit of Valentine's Day, the newly increased level cap should still offer you plenty to work toward. East Island, a level 70-80 zone, has also been added to the game, complete with mounts and pets to locate. There's also a new Discipline system in place to allow players to focus on new class-based combat skills, helping to distinguish characters and focus specialization. Between that and a variety of new items (including some additions to the cash shop, as could be expected), Zentia players have more ways than ever to enhance a character and plenty of new content to enjoy.

  • Iris Online expansion slated for the 26th

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.24.2011

    If you've been enjoying the gypsy-themed MMO Iris Online, you probably want more of the game to enjoy. That coincides nicely with the fact that the game is getting a major update Wednesday. The game's first expansion (in the usual free-to-play model of a large patch) will be released on January 26th, bringing along a new dungeon, new monsters, and four new maps to accompany a boost in the level cap to level 60. The update also contains several bug fixes and mechanical tweaks, including the removal of the "Force" mechanic to help balance Battlefield encounters. All of the new areas to explore will contain monsters between levels 50-62, with the new dungeon Wood Garden limited to players at level 40 or higher. There's also a new PvP zone dubbed Spirit's Shelter, featuring a field boss for players to spar against as well as wandering cactus monsters. Iris Online players will luckily not have to wait too long for the game's additions, but the new visual additions to the gallery below will help tide players over until the patch drops. %Gallery-104882%

  • City of Heroes launching the Strike Pack in February

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.20.2011

    City of Heroes has been firing on all cylinders for this month's announcements, promising a great deal to come in the next few months. One of those promises was an addition to Issue 19's list of feature in a smaller update, and now that's been both dated and expanded upon. The Strike Pack is due out in early February, and it promises to give players both a chance to improve Incarnate abilities even further and more opportunities to gather the all-important materials for same. According to Black Scorpion, starting with the launch of the Strike Pack, a single co-op Task Force (or a Strike Force and a Task Force) will be designated as a Weekly Strike Target, with characters earning double merits and a special Incarnate item for the first completion in a week. The Incarnate item is the key to unlocking the upper tiers of the Alpha Slot, which apply an effective level shift to your character, allowing said character to count as level 51 for purposes of hitting, missing, dodging, and so forth. Special badges are also promised for running the Weekly Strike Target multiple times, which should help keep City of Heroes active for everyone.

  • TUAW's Daily App: Burn the Rope

    by 
    Mike Schramm
    Mike Schramm
    12.28.2010

    This isn't an iOS port of the great Flash game You Have To Burn the Rope, though an upgraded version of that would be nice to have. Instead, this one is a pretty inventive puzzle title by a company called Big Blue Bubble. The idea is that you touch anywhere along a rope to start up a flame, and then you have to keep that flame burning by tilting your iPhone so that the fire always burns up. It works really well as a physics puzzle game, and each level has certain percentage goals of the rope to burn (and later there are enemies to burn through as well), and whenever your flame splits off at different intersections, you need to watch each side of the flame and make sure it has vertical room to grow. Getting through the levels is not that hard, but burning everything on the screen is both challenging and fun (when you can actually do it). It's a really inventive game. Something only possible on the iPhone, it takes a nice different angle and just iterates on it, similar to popular games like Angry Birds and Cut the Rope. That iteration lasts over 80 levels, and the developers promise even more to come. There's no Game Center integration, unfortunately, but there is a silly theme song, and all of those levels make for quite a bit of game. As of this writing, the game is on sale for a buck, but I think it's worth it even for a few bucks. It's too bad there's no lite version to try out, because the concept really is original. But if you like puzzlers like Cut the Rope and Zen Bound, this one will probably scratch that same itch.

  • The Daily Grind: What's your longest journey to the level cap?

    by 
    Jef Reahard
    Jef Reahard
    12.22.2010

    So I recently hit the level cap (again) in Age of Conan, and it got me to thinking about how rare an occasion that really is. While I've played a huge number of MMORPGs over the years, I can count the number of times I've managed to reach the mythical endgame on one hand. I came close on a couple of occasions (notably in Aion and Lord of the Rings Online) only to have an expansion come out and bump the cap beyond the reach of an unrepentant game-hopper. Recently I've returned to Atreia for a bit of dabbling, and given the stately pace of NCsoft's updates, it looks like I might possibly max out at 55 in the near future. If and when that momentous occasion occurs, my Sorcerer will be well over a year in the making. Conversely, I'm about to ding 50 on my first Global Agenda character even though I only started playing the game in October. These two titles sit at opposite ends of the MMO progression spectrum. One has been watered down from its grindy roots but still boasts a disheartening 50-to-55 summit, while the other is expressly designed for lighting-fast progression (made even faster by boosts from Hi-Rez's store). Today's Daily Grind is all about leveling speed. What's yours? What is the longest time frame you've ever spent maxing out a character? 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 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!

  • Final Fantasy XIV sends the November update live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.26.2010

    Everyone in the US got to spend the day gorging on turkey and pie, but Final Fantasy XIV players got to gorge themselves on something else -- a large patch. The far-reaching November version update has gone live as of yesterday evening, bringing with it a host of updates and improvements to help bring the game up to speed in both content and accessibility. While the patch notes focus on enhancing the play experience, the improvements should be well-received by many players. Among the more significant gameplay changes are the movement of skill points to an end-of-combat reward in the same manner as experience points and the reduction of points needed for ranks 11 through 31. The UI response time has been improved, and the widgets of the interface have been changed around to make the game more accessible and responsive. Synthesis materials have been altered, inventory space has increased, and the high-quality drops that once clogged inventories are being streamlined. All of the details can be found in the patch notes, a veritable feast of good news for Final Fantasy XIV players from a very appropriate day.