mechanics

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  • MMO Blender: Beau's portable, accessible, and casually immersive mashup

    by 
    Beau Hindman
    Beau Hindman
    07.13.2012

    I've been pretty excited to take my turn at the MMO Blender wheel. Sure, we all have ideas about how we would build our dream MMOs by mixing up different parts from favorite games, but honestly, I wanted to use my time here to make a point: MMO gaming needs to climb outside of the box, soon. Since there is more and more emphasis on mobile and casual gaming, my game will take that in into consideration. But games have to be fun too, right? I think they can be fun, immersive, and casual all at the same time. I'm hoping that my examples will show how other developers have combined the three such that players can access the game from anywhere. It's also important to me that my game be simple to play and accessible for players with disabilities, so let's just say that I have included all of the proper features like adjustable colors for the color-blind, resizable text, and maybe even audio cues to help those with sight issues. I've been given a budget of one million-billion internet bucks, so let's get to it... this game is not going to build itself!

  • Firefall video gives a sneak peek at Assault changes

    by 
    Elisabeth
    Elisabeth
    07.12.2012

    Firefall's Assault battleframe will be evolving this summer. The dev team has a stated goal of increasing the skill ceiling of all the battleframes, so Assault will be oriented more to precise attacks and positioning. With fewer hitpoints and increased speed, Assault will be one of the quickest battleframes in the game. This puts more focus on mobility and agile short- and mid-range gameplay. The battleframe's AoE will also be toned down, meaning more abilities will require aiming and include less splash damage to put more emphasis, again, on skillful play. These changes will come as part of what's being touted as "the biggest patch in Firefall history," which players are told to expect "later this summer." Skip below the cut to see the new and improved Assault battleframe in action!

  • New MechWarrior Online Q&A focuses on weapons and environments

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.09.2012

    Piranha Games has answered another round of community questions about MechWarrior Online, and as with previous answer sessions, the new information focuses on some of the fine details of the game's design. Perhaps the most saddening one is the confirmation that 'Mechs will react to destruction simply by collapsing or possibly suffering several small internal explosions rather than the enormous fireballs of death seen in some of the other games in the franchise. There is, however, confirmation that some of the structural aspects of your 'Mech will come into play during battles. 'Mechs with higher-mounted weapons will be able to shoot over certain environmental obstacles that others cannot, while those with higher viewports will be able to see more easily through larger environments. This may come into particular relevance in urban environments, a long-time staple of the MechWarrior franchise -- and it's confirmed that there will be appropriately huge and sprawling cities. Take a look at the full answers for more details as well as some clarifications on the workings of pulse lasers.

  • MMO Blender: Eliot's self-made legend

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.29.2012

    I like games that make your characters feel legendary, but sometimes I think they've gotten the whole formula wrong. The problem is that the only thing important about your character is what he or she has done, not what he or she is. World of Warcraft has a lot of quests and raids that seem to imply your character is a big deal, but how big a deal can you really be if you're learning all of your tricks at the local trainer? What about a game where your personal history has as much to do with your future development as anything else? A game where your accomplishments aren't just backstory but an integral part of your character's abilities? A game where every new encounter is a chance for your character to learn something unique? I'd love to see a game where your accomplishments are not a list of things that you've killed but a clear litany of skills learned and scars accumulated -- a game where the path to power isn't necessarily clearly marked.

  • Eric Flannum talks Guild Wars 2 mechanics

    by 
    Elisabeth
    Elisabeth
    06.28.2012

    We know you Guild Wars 2 fans are over the moon about the recently announced release date, but the news doesn't stop there! Eric Flannum, the game's lead designer, has just tackled some questions from Guild Wars 2 Junkies. The interview took a good hard look at World vs World. To begin with, Flannum addresses concerns about people not being able to play WvW on busy servers during peak hours, saying that there's a queue for the center WvW map that players can enter while playing PvE or any of the Borderlands home maps. Additionally, for a short while around the game's launch, players will be able to transfer servers at a reduced fee, which will hopefully aid in the even spread of players across servers and help people find the WvW server that suits their style. He states that the current looting system for WvW is under review, with the goal of keeping WvW looting similar to that in PvE. In response to concerns about the travel time around WvW maps, Flannum points out that captured keeps can be upgraded with waypoints for quicker travel. He also highlights WvW-specific armor, achievements, and titles as character advancement options for WvW players. A few other aspects of the game were covered as well. The question of allowing players to choose their starting weapons in character creation was brought up; Flannum says that's actually a part of the game at one point, but it was discarded once it was clear it gave newer players a disadvantage. He explains that some of the animation issues players complained about are due to bugs that will be fixed, while others are due to the fact that while transition animations are in place for switching directions, characters actually start moving immediately in the new direction as opposed to transitioning from one movement to another. For all the little details, be sure to catch the full interview, complete with a teasing non-answer about whether or not we'll see the Sylvari or Asura in the last beta weekend.

  • The Daily Grind: Should players be rewarded for playing alts?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.24.2012

    Star Wars: The Old Republic is rolling out a big improvement to its Legacy system on Tuesday... at least, a big improvement if you play a lot of alts. If you generally stick to one character, most of the new perks won't actually help your gameplay in the slightest. Which is a bit disappointing if you're not really a fan of playing alts. Altaholics and their close kin will argue that most MMOs actively discourage alts, some with great vigor (Final Fantasy XI makes an alt almost wholly undesirable at every turn). Having some extra perks for those who like leveling alts is a welcome change. But at the same time, for players who dislike having dozens of characters, it's awful restrictive when you can only get some rewards by doing things you dislike. So what do you think? Should players be rewarded with some extra perks if they play a lot of alts? Or should playing an alt be its own reward, without any attendant in-game benefits? 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!

  • MMO Blender: Jeremy's unholy MMO concoction

    by 
    Jeremy Stratton
    Jeremy Stratton
    06.22.2012

    Have you ever wished MMO developers could put away their checkbooks, pluck out the best bits of their respective MMOs, and weld them together to construct the megalopolis of MMOs? We do too! So today, we're launching a brand-new opinion column, MMO Blender, in which the Massively writers will mix and match their favorite features from existing MMOs for your amusement. But do our choices create a perfectly honed machine or a lumbering, speechless frankenstein of an MMO that deserves to be put out of its misery? First up: Livestreamer extraordinaire and Contributing Editor Jeremy Stratton with a potent, sandboxy blend of Fallen Earth, EVE Online, Lord of the Rings Online, and more. Wet your whistle after the break and look for more MMO Blenders from the rest of our staff in the coming weeks!

  • The Daily Grind: How do you prefer to get your money in-game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.17.2012

    No matter what game you're playing, you need money. Luckily, pretty much every game on the market also has multiple options to earn that money. There are things to beat up and quests to be done, but usually there are other options beyond that. Playing the auction house in World of Warcraft, running teleportation services in Final Fantasy XI, or any number of business ventures in EVE Online allow you to make your money however you see fit. Some players find that manipulating auction house prices and playing a virtual stockbroker is the most fun path to riches. Others prefer to just make their money through quests, and if they wind up a bit poorer for it, so be it. So how do you like to make money when you're playing a game? Is it more on the intricate market manipulation side of things, or is it a fairly straightforward practice of just clearing content? 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!

  • Star Wars: The Old Republic explains mechanical questions in a new Q&A

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.16.2012

    The latest community question-and-answer session for Star Wars: The Old Republic doesn't answer any questions you may have about the server change kerfluffle. It does, however, answer a large variety of questions about mechanical changes and upcoming improvements to the game. If you're wondering about acquiring your very own HK droid, for instance, you should know that the designers are currently thinking it's going to involve a galaxy-wide quest, a level-50 character on one faction, a mid-level character on the other faction, and some different approaches to the game as a whole. Most of the other answers are somewhat less far-reaching, such as the rationale behind limiting group finder flashpoints to instances within a player's level range to avoid abuse. Players wondering about the fact that you can't find certain sister stats on the same Enhancements (such as Critical Rating and Power) can also find an answer which breaks down how stats are grouped together and why obviously linked stats are kept separate. Players should take the time to examine the full list of answers, and add any new questions they may have to the official thread for next week.

  • Star Trek Online updates players on the next two seasons in State of the Game letter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.16.2012

    When a game goes free-to-play, the development team has to change up its priorities. Star Trek Online changed up the leveling path when the business model was changed, giving players new and old an easier path to higher levels. But now that players are at the endgame, what comes next? The newest State of the Game letter addresses that, looking to the next two updates as major improvements for players looking to take on new projects. Season 6 is almost ready for live, and it's bringing along fleet starbases and group projects to help keep players involved. Season 7 is aimed at introducing the Tholians to the game and a new sector, giving players a new form of story-based content without specifically using the Featured Episode system that's previously been employed. This is just scratching the surface of what's available, of course, so players should take a look at the full letter to get a better idea of where the game is heading over the next several months.

  • TERA patch opens up GvG on PvE servers and improves daily quests

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.12.2012

    TERA has been out on American shores for just about a month now, and that means the game is due for a patch. While the latest update isn't a huge patch, it certainly does bring some big changes, starting with the addition of the guild vs. guild system to PvE servers. Guild masters will be able to toggle their guilds as pacifistic or battle-ready, and new players joining a guild will be informed if the guild is embroiled in war. Not up for the PvP road? That's all right -- there are a lot of other little additions in this patch. Daily quests for Hands of Velika have undergone some revisions, with slightly higher numbers required to clear but a greater individual reward. High-end BAMs now also drop Tier 13 crafting materials, with named monsters having a higher chance at drops. The patch also adds the ability to type custom emotes and several bug fixes, both of which should improve the quality of play in TERA.

  • Flameseeker Chronicles: Professions are like onions

    by 
    Elisabeth
    Elisabeth
    06.12.2012

    We've previously talked about the fun results of interaction between Guild Wars 2's relatively simple elements. Emergent complexity is a driving force behind a lot of the depth in Guild Wars 2, as we examined in both the skill and dynamic event systems. This layered complexity also works to benefit professions: There are enough options and tools for fine-tuning your character that incredibly divergent uses of the same profession are possible. Professions have layers. The farther you progress with a given character, the more layers get added and the more you can do to specialize and fine-tune your style of play.

  • Warhammer Online rolls out patch 1.4.6 with major RvR changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.04.2012

    Warhammer Online isn't a strict PvP game, but the energy of RvR is one of the major draws that keeps players interested. That means a lot of balancing to maintain interest and avoid unfair matchups. The latest patch, 1.4.6, is aimed at revising several mechanics to do just that, keeping players on an even footing in Scenarios and open PvP encounters. And it's all being accomplished by switching the focus away from character level and to renown rank. From now on, rather than being divided by character level, scenarios will be divided into brackets based on renown, with players in any given bracket boosted to the same level to keep challenges fair. Other major changes come in the Campaign mechanics, which will now allow players to take down Keep doors with siege engines other than rams and will also allow players below renown rank 80 to benefit from additional level bolstering in Tier 4. Before you go to WAR, you might want to take a look at the full patch notes to digest all the particulars.

  • Mists of Pandaria Beta: New strings hint at help for sweeping class changes

    by 
    Mathew McCurley
    Mathew McCurley
    05.09.2012

    One of the biggest complaints players have about the ever-changing system design of World of Warcraft is that each expansion brings with it sweeping changes or new mechanics that need to be relearned. In addition, if you were absent from World of Warcraft for an expansion or two, your class will not look the same in any way, shape, or form (with respect to rogues, of course). Blizzard has apparently been listening to these concerns, if these new beta strings are any indication. With the release of a new beta patch comes new data strings and the information contained within. Recently uncovered was a family of strings called "What has changed," with some examples for the warrior listed in the files. "What has changed" looks to re-educate old players or bring new players up to speed on the design, rotation, and role of each class. The warrior, for instance, has four strings at this time, letting the player know about the Rend/Deep Wounds change, how some old talents are now just learned specialization spells, and some examples of the new rage mechanics. WHAT_HAS_CHANGED - What has changed? WHC_WARRIOR_1 - Many old talents have become specialization spells. WHC_WARRIOR_2 - Warrior abilities no longer require specific stances. You can use any ability in any stance. WHC_WARRIOR_3 - Rage is generated by Mortal Strike (id 12294), Bloodthirst (id 23881) or Shield Slam (id 23922). Only use Heroic Strike (id 78) when you have more Rage than you can spend. WHC_WARRIOR_4 - Rend (icon ability_gouge) is now called Deep Wounds (id 115768). It is automatically applied so it won't appear in your spell book. I couldn't be happier for these new helpful tips. I don't even know where to begin with rotations or strategies with new classes (especially mages, for some reason). Hopefully with these new tips, old players and players tired of mechanics changes will be able to slip into Mists of Pandaria much more easily, if that's what these strings indicate at all. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • The Soapbox: Mechanical buildup

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.30.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I was in high school when I discovered a love for simplified tabletop games. I'd long been fond of the absurdly detailed and baroque structure that you could find in Advanced Dungeons & Dragons, going so far as to purchase all of the various little add-ons that allowed you to reinvent the game systems in dizzying density. And I can pinpoint the moment when I decided that all of that was for the birds. Specifically, it was the moment when I sat there with Skills & Powers open to one page, the Player's Handbook open to another, and the Complete Psionics Handbook open to yet another. It was when I stared at three separate passages and realized that I was on the second hour of making a character that resembled nothing so much as a math project. On that day, I understood intuitively why designers would look at the whole thing and advocate sweeping the mess away altogether -- just like what many, many MMOs do as they grow long in the tooth.

  • The Secret World's lead designer explains abilities, skills, gear, and more

    by 
    Jef Reahard
    Jef Reahard
    03.26.2012

    Funcom's been pretty quiet since its GDC reveal of The Secret World. Today, though, lead designer Martin Bruusgaard has dropped the smack down on the information void via a lengthy blog post on the game's official site. You'll probably want a couple of caffeinated beverages for this one because Bruusgaard has a lot to say about The Secret World's abilities, skills, gear, progression, and crafting systems. We would try to summarize it for you, but we'd still be typing this time tomorrow, so suffice it to say that basically every mechanical question you have about the game is at least touched on in this post. There are plenty of interesting tidbits too, like the fact that TSW is shaping up to be one of the more non-linear experiences to be found among the latest crop of AAA MMORPGs. "The players are free to go wherever they want from the beginning, but they will most likely get their ass handed to them in the more difficult zones," Bruusgaard explains.

  • Ask Massively: Misunderstandings about our robot overlords edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.22.2012

    As I personally have no real reservations about the impending destruction of human society by perfect killer robots, I thought I'd take the opportunity to dispel certain misunderstandings about living under the thumb of mechanical overseers. Specifically, I'd like to dispel the idea that we'll be living. Robots wouldn't be sending us to work in mines; they can build machines to do that faster than our frail organic bodies. Not to mention that those machines would whine a lot less. So don't worry! You won't be toiling for a monolithic AI for years; you'll just be obliterated or used as organic building material. Doesn't that make things better? In unrelated news, it's time for this week's installment of Ask Massively, which focuses on the question of raw, unfettered action. If you've got a question you'd like to see in a future installment of the column, mail it along to ask@massively.com or leave it in the comments below. Questions may be edited slightly for clarity and/or brevity.

  • Star Trek Online puts you in contact with your duty officers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.21.2012

    It's easy to forget from time to time, but no matter what level you're at in Star Trek Online, you've got a pretty big ship under your command. That means there are all sorts of people who need help, all manner of different departments to address, and generally enough running around to fill an hour of programming every week for seven years. The game's newest patch, which rolls out this week, aims to address that feel by adding several assignment contacts to your ship interior, fleshing out the ship and offering you another set of content to explore. Some of the assignments offered within your ship are new, while others allow you to further focus your efforts on a given commendation category. Almost all of them involve seeking out and speaking to the appropriate part of your duty roster, meaning that your Engineering officer will be in charge of a plethora of Engineering-related assignments. It's a great chance to get to know your crew as more than just piles of stats, and it should give you just a bit more of that ever-important Star Trek feel.

  • The Secret World offers up a video diary on freeform progression

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.21.2012

    The Secret World is going to feature a lot of different monsters to contend with, and that means a lot of different tricks to deal with all of them. We've known for a while that the game will feature a freeform skill system, but in a recent video diary the development staff shows off some of these freeform skills in action and in visual flow. As stated before, players can pick any different combination of skills and abilities from the skill wheel, with the big key simply being to look for synergy between your various abilities. Regardless of what your character has unlocked, you'll be limited to seven active abilities and seven passive abilities at any given time, thereby ensuring that more experienced characters will have more options rather than more raw power. The video also talks about templates to help guide new players and the game's equipment system, all of which emphasize the role of players in determining how they want to play. If this sounds right up your alley, take a look at the full video diary just past the break.

  • A Mild-Mannered Reporter: Digital Enhancements

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.21.2012

    Last week, I covered the raw basics of Enhancements in City of Heroes. This was a good place to start, but it also glossed over everything but the basics. It's telling that glossing over everything but the basics still involves stuff that's as bogglingly complicated as diversification, but then, there's a reason I decided to do these columns in the first place. But with all the basics out of the way, what more could there be to cover? Lots, as it happens, because last week didn't touch upon dual Enhancements or Inventions, both of which cover the same ground and take into account the specifics of Enhancement Diversification and so forth. So for those of you wondering why I didn't talk about IOs, those still trying to get a handle on the system, or those just morbidly curious about how the game works, it's time to start in with the enhancements that broke the entire system in half more or less the second they were introduced: Inventions.