mechanics

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  • Darkfall believes in magic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.15.2012

    There are a lot of changes in the pipeline for Darkfall, but it's safe to say that whatever else changes in the game, magic will remain important. The newest development blog for the game discusses the revised state of low-level magic and some of the basics of more powerful magic as well. Every character can use the lowest tier of magic, which mixes both Intelligence and Wisdom as important stats and can be cast regardless of what the character is wearing. Known as Minor Incantations, the school contains only five spells, but they're all of basic utility, ranging from basic magical damage to a simple self-healing spell. Beyond the earliest steps, the developers have taken pains to try to make magic more balanced and interesting. The biggest element in spell potency is the governing attribute of the spell (Intelligence or Wisdom), but the level of the spell, the staff being used by the caster, and the overall level of the magic school in question all come into play. Take a look at the full diary to get a better sense of where the game's mystical arts are heading in the future. [Thanks to Dengar for the tip!]

  • EVE Online talks about bringing ship trees to ship shape

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.06.2012

    Every MMO has to face an issue of complexity creep, and EVE Online is no exception. The current trees for ship progression and skill advancement are the result of numerous patches, additions, and alterations to a core system that's left an enormous mess behind. As a result, the whole system is in need of an overhaul, one that the most recent development blog discusses in detail. The first changes involve cleaning up and streamlining the progression system so that ships such as Destroyers and Battlecruisers are a part of the standard path rather than unusual deviations. There's also a removal of some of the more labyrinthine requirements for tech 2 ships. The other major focus is a removal of the current system of ship tiers, with the developers trying to specialize ships based on roles and make each hull useful in its own fashion. EVE Online players are going to be seeing a big upheaval in the way that ships work in the future, so it's probably a good idea to get a feel for where the changes are arriving sooner rather than later.

  • Choose My Adventure: Ballad of a teenage Zorai

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.29.2012

    Last week, the unthinkable happened. Or at least the unprecedented. Yes, after a dozen or so columns under my belt for Choose My Adventure, one of the "joke" choices finally won a poll. Either everyone thought that the paradise city was actually a thing in Ryzom or the impassioned pleas in the comments the week before had done the trick. For those of you under the misapprehension that this was, in fact, an actual thing, I apologize for the not particularly elaborate act of deception. My question to myself, at this point, was what I actually had to do at this point. Did this mean that I had to search through every city in the game to find a paradise, only to discover at the end that paradise had metaphorically been at home the whole time? Was I already in the paradise city, judging by the fact that some people would call the jungle a virtual paradise? The girls were pretty, the grass was green, and by almost any metric you cared to use, Corlede was as close to home as she was getting. But no, I knew what I had to do. Something I had known since I started playing. I went home.

  • Why I Play: Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.29.2012

    From the moment I set foot in the beta to Final Fantasy XIV, I was hooked. This, if you somehow managed to miss everything going on around the game's launch, was the exact opposite of most players' reactions. Most people found the interface clunky and counterintuitive, the main form of content repetitive, and the combat system awkward and frequently frustrating. Here's the thing: None of those statements is wrong. The game has made enormous progress over the past year toward fixing those issues, but the players like yours truly who do enjoy the game don't love these elements. They love the game that lies underneath all of that, the design elements that shine through despite a lot of hoops you have to jump through first. I enjoyed the game at launch. I enjoy the game now, and based on what I've seen so far, I'm going to enjoy the game in the future. There's something very special about the game amidst all of the downsides, something that made me decide back in beta that even if this game is going to take extra work to play, it's going to reward the effort.

  • Champions Online rolling out Role and Stat changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.24.2012

    Like many MMOs, Champions Online is at its heart a game of numbers. Your character type focuses on certain stats, and you want to make those stats go higher. But sometimes the way those stats work together is a bit less than intuitive in the live game, hence some recent changes to Super Stats and regular stats on the test servers. The biggest change assigns one primary and two secondary, rather than two Super Stats, to players, which alleviates the current problems with Super Stats (certain pairs of Super Stats work poorly together and are poorly represented in itemization). Individual stats have also seen some tweaks: Strength is no longer hard-capped for melee damage, Presence has had its threat component removed and a soft-cap introduced, Ego is now solely a ranged stat, and Dexterity has seen improvements to its critical benefits. Roles are also being balanced differently, giving more consistent stat benefits that are more in line with what players in a given role will actually need to do. It's a pretty sweeping set of changes, but the end goal is to give Champions Online players a more straightforward numbers game to play.

  • A closer look at Guild Wars 2 world vs. world PvP

    by 
    Elisabeth
    Elisabeth
    02.16.2012

    Guild Wars 2's competitive 5-player PvP has been getting a lot of love lately. To even the score, ArenaNet has put up a blog post dedicated to the second PvP type in Guild Wars 2: world vs. world, in which three servers compete in a two-week battle for glory. Each WvW arena is made up of four huge maps. Each map is capable of holding more than 100 players from each of three factions (servers), which means that upwards of 1,200 concurrent players will be able to get in on the large-scale action. The beauty of having three teams duking it out is that things tend to balance themselves out naturally. If one team goes beast-mode and starts making life miserable for everybody, the other two teams can naturally gang up to fight against the first. Although lore justification might be a little tricky, in a world with as much magitech the Guild Wars universe already plays host to, it's not too hard to imagine that people from alternate versions of the same world get spat into yet another mutually accessible copy of the world, where their first inclination is (naturally) to start beating the crud out of each other.

  • Spirits out on Mac App Store now

    by 
    Mike Schramm
    Mike Schramm
    02.15.2012

    Spirits is a really amazing title that original came out on iOS last year: It's sort of a Lemmings clone, though the art style and the game's floaty physics mechanics really add a lot of great new elements to that old classic. Now, Spaces of Play has brought the game to the Mac App Store, so if you haven't gotten to play it yet, you can see it on the big screen with full audio running. Unfortunately, there's no new content available, but Spaces of Play has of course tweaked the game's graphics and interface to work on the desktop rather than on a touchscreen. And given how good this game looks, this might be the ideal version to play with -- obviously, it lacks the tactile input of a touchscreen, but here the game's aesthetic can really stretch out across the screen, and your fingers can get out of the way. Spirits for Mac is available now for an introductory sale price of $7.99 -- if you haven't played it yet, now's your chance.

  • Undead Labs answers questions about Class3's open world

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.12.2012

    Undead Labs has been putting out a steady stream of information for potential players of Class3, the company's upcoming single-player prelude to the massively multiplayer Class4. The last major update in January showed some previews of the game under development, something that prompted a great deal of discussion about how the game will play. As a result, this month's session of questions and answers focuses on player speculation and the game's open-world environment. According to this set of answers, players will be able to explore the game through a variety of means, including taking shelter inside the houses across the landscape, jumping over fences, and making careful use of vehicles found through the world. There's also discussion about making use of the environment as a weapon via ragdoll physics plus a tantalizing hint that more information will be forthcoming about the game in the spring. Fans of the upcoming zombie apocalypse will want to take a look at the full set of answers, which will hopefully serve as a precursor to an epic MMO in the same vein.

  • Choose My Adventure: Craft it one piece at a time

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.08.2012

    Sometimes, a well-planned weekend turns into a complete mess. Case in point: This past weekend, which I fully meant to use to get more of a footing in Ryzom, wound up being almost entirely dominated by a mixture of other responsibilities and necessities. As a result, I didn't get nearly as much time playing the game as I would have liked. The plan is to spend more time crafting away over the course of the week, but this article needs to be written up earlier than that. As you can imagine, this results in a little bit of a hole in the narrative. Fortunately, crafting is pretty deep as a system but fairly thin in terms of a core narrative, unless you find "and then I made another set of light sleeves" to be engrossing. So while I didn't get several hours of story, if you're not familiar with what the system offers, there's still plenty of ground to cover.

  • The Soapbox: Evolution of a class

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.07.2012

    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. In 1974, the first roleplaying game was published under the name Dungeons & Dragons. Being the first of its field, it still had certain rough parts, which later designers would consider fundamental failures. Modern tabletop design looks at things like classes and levels as being relics in many ways -- elements that made sense as a crutch when the design of RPGs was one step removed from tactical wargames. Compare that to, well, pretty much every MMORPG on the market. While there are certainly games that don't follow the class/level model, they're outnumbered by games that embrace it wholeheartedly. As a result, it's easy to look at the way game development has gone and feel as if the design of online games has not only stagnated but actively slid backward, going from a more advanced system to a far less developed one.

  • Dawn of Fantasy shows off the Online Kingdoms mode

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.10.2012

    If you've followed stories on Dawn of Fantasy, you know that the game offers an MMORTS mode in addition to its offline modes. What you may not know is exactly how the MMO side of gameplay works out in practice, and that's the sort of thing that's really important to know before you dive into a game. The team at Reverie World Studios has helpfully put together a video diary detailing the Online Kingdoms mode, showing off how players can experience the game in a persistent online world. The focus of the game, naturally, is on creating and running one's own city; it takes some time to turn your plot of land into a functional city, and in the midst of all that you still have troops to recruit, train, and improve. It's a mixture of quest-based gameplay and more traditional RTS mechanics, but you don't need to take our word for it. Jump past the break to watch the full video and see if it looks like the right mix of both tastes for you. [Source: Reverie World Studios press release]

  • SWTOR: So you want to play a Bounty Hunter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.12.2011

    So you're thinking of being a Star Wars: The Old Republic Bounty Hunter, are you? It's a fine choice of profession. Challenging work, definitely. Requires a lot of travel, a quick draw, and a willingness to take on impossible odds. Some Hunters might see themselves as the avenging hand of the law, some just want to get paid, and some of them genuinely care about the Sith cause. But at the end of the day, every Bounty Hunter lives according to the same code: Find the mark and get paid for the job. Of course, the in-game Bounty Hunter has all the tools needed to make that happen. With a plethora of tricks in his suit of armor, Hunters can do everything -- provide field medical support, keep targets occupied long enough for others to take them down, or even just waste everything with a plethora of missiles. There are a lot of options available to players who go down the route of the Bounty Hunter, and it doesn't hurt that the entire class oozes with style and intrigue from the start.

  • SWTOR: So you want to play a Smuggler

    by 
    Larry Everett
    Larry Everett
    12.12.2011

    If someone were to ask Star Wars fans which of the characters had the most personality, most likely they would answer Han Solo. In the Expanded Universe, and most notably in the Star Wars video games, smugglers always mirror this dashing rogue of a character archetype established by none other than Harrison Ford. If that's why you're wanting to play the Smuggler class in Star Wars: The Old Republic, then you're in luck because you'll get exactly what you're hoping for. The SWTOR Smuggler starts out on the world of Ord Mantell, a fringe planet on the brink of civil war. Of course, being a Smuggler, he breaks through the planetary blockade to deliver his shipment of weapons to gangsters on the ground. After that, things get really interesting...

  • 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.

  • Ask Massively: Forbidden screenshot edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.17.2011

    OK, so this past weekend I was in a beta for... well, I can't tell you that. And I had to heavily censor this screenshot from the game. I also can't tell you what sort of character I was playing, where I was standing, or how the game actually played. Oh, and I definitely can't tell you what the interface looked like. But I hope the edited form of this screenshot still brings you some excitement. I was going to leave in a bit of elbow, but I was told that would be considered a spoiler. This week of Ask Massively will not discuss this forbidden screenshot or the game that I can't talk about. But it will talk about novel mechanics and schadenfreude, albeit in two separate questions. If you've got a question you would like answered in a future installment of the column, leave a comment in the comment field or just mail it along to ask@massively.com. The screenshot will not be discussed.

  • WildStar Wednesday tackles the sandbox vs. themepark debate

    by 
    Matt Daniel
    Matt Daniel
    11.03.2011

    Sandbox or themepark? It's a never-ending debate around these parts of the internet. Carbine Studios knows both sides of the argument all too well, and it shows. Which side of the argument does WildStar fall on, though? If today's WildStar Wednesday dev diary is to be believed, the game straddles the fence between the two. WildStar's Executive Producer Jeremy Gaffney points out that "developer-directed game play isn't always at odds with the player-directed experience" and notes that sometimes leaning too heavily in either direction can be detrimental to the overall gameplay. As such, the developers are attempting to hit the sweet spot between sandbox and themepark gameplay. If you're interested in finding out how they plan to do that, head on over to the dev diary at WildStar's official site.

  • Paradox's Björn Johannessen hosts Salem Q&A

    by 
    Matt Daniel
    Matt Daniel
    11.02.2011

    Paradox Interactive's upcoming MMO Salem has garnered a good bit of attention due to the game's unique frontier-fantasy setting and the fact that it will feature -- gasp! -- permadeath. Of course, as with any mold-breaking game that comes along, there are bound to be a lot of questions about how the game's mechanics will work. Salem's Creative Director, Björn Johannessen, realizes this, and decided to stop by Reddit for an AMA session. For the uninitiated, AMA stands for "Ask Me Anything," and that's exactly what the fine Redditors over at /r/IAmA did. A wealth of information can be found over at the thread, whether you're interested in the game's influences, the way permadeath will work, the reasoning behind permadeath's inclusion in the game, or more. So if you're interested in Salem to any degree, head on over to Reddit and give the thread a look.

  • New Flyff expansion grants players a New Beginning

    by 
    Matt Daniel
    Matt Daniel
    10.31.2011

    The dust only recently settled on the Flyff World Championship, and Gala Networks Europe has announced a new update coming to the game. The expansion, known as New Beginning, brings a load of new content for European Flyff players. Many of the game's mechanics -- such as the loot system, legendary quests, and the upgrade system -- have been entirely revamped. Meanwhile, three new dungeons are available for players looking to test their mettle, and of course new, powerful rewards for said dungeons will be available. Over 100 new scenario and dungeon quests have been added as well, ensuring that players won't lack things to do. The update will be hitting the French and German servers in December. [Source: Gala Networks Europe press release]

  • Transformers Universe NYCC panel recap

    by 
    Matt Daniel
    Matt Daniel
    10.21.2011

    Autobots, transform and roll -- Oh, hi. No, I wasn't playing with action figures. Anyway, how about that new Transformers Universe game that Jagex is making, huh? Well, there's some new information about it straight from the Q&A panel at New York Comic Con, so let's talk about that and not the action figures I wasn't playing with. The panel covers a veritable smorgasbord of information, ranging from lore to gameplay to voice acting to technology and security. The team points out that the game will not tie into the Michael Bay movies in any way, as it takes place in the franchise's Prime universe. The game will be browser-based and free-to-play, though the team isn't ready to announce how the game will be monetized. PvE and PvP will both be available -- as if a Transformers game would be complete without Autobot vs. Decepticon action -- but the team says that both tie in to story elements within the game. The devs also note that players' Transformers' vehicle modes will be more than just mounts (that is to say, vehicle mode will tie into combat somehow) but they're not ready to discuss specifics. The full panel addresses much more in greater detail, so click on through the link below to read the full report.

  • Our interview with Final Fantasy XIV's Naoki Yoshida

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.21.2011

    There are big changes on the horizon for Final Fantasy XIV, as revealed last Friday. After a year of free play, the game is bringing its extended free trial to a close and setting the stage for further large-scale improvements, culminating in the preview of "version 2.0" that will change the face of the world and the game forever. It promises to be a year filled with new content, time-limited events, and plenty for players to enjoy as the new version approaches. We were fortunate to have a chance to talk with the man at the head of all the changes, Naoki Yoshida, about the changes already put into place and the ones on the horizon. Past the break are Yoshida's opening remarks regarding the state of the game and the community as well as our questions, which covered everything from class balance to the end of the very extended free trial period.