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  • The Game Archaeologist and the NeverEnding Quest: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    01.04.2011

    To many veteran MMO players, the opening horns of EverQuest's score are enough to trigger vivid memories, violent hallucinations, and an unstoppable desire to leap through the computer screen to return to Norrath. It all depends, of course, on which MMO you first cut your teeth, and while many gamers would claim titles like World of Warcraft as their first, there is a large contingent who will confess that EQ was their first MMO lover. In fact, before WoW came on the scene in 2004, EverQuest was the gold standard of MMOs for a half-decade -- it was insanely popular, perfectly addictive, and absolutely revolutionary. It was a giant that roamed the virtual lands of those days, a giant that continues to forge new grounds well over a decade from its inception. It was 1995 when John Smedley realized the potential for online gaming and roped in Brad McQuaid and Steve Clover to start putting together an online RPG for SOE. What began as a small project ballooned into a crazy endeavor as the growing team created a monster RPG the likes the world had never seen before -- a game that would forever shape the MMO genre. This month, the Game Archaeologist is going after one of the biggest treasures of recorded history as we unearth the secrets to EverQuest's popularity, legacy, and longevity. The first step on our journey is to look at some of the highlights that made EQ what it is today.

  • The Anvil of Crom: Of stealth nerfs and feature removal

    by 
    Jef Reahard
    Jef Reahard
    12.12.2010

    Sigh. I guess I shouldn't be surprised at the spectacularly epic fail that Funcom pushed to the live servers last week. If you subscribe to any sort of yin/yang theory, whether it be balance in the Force or simply the law of averages, you had to expect some sort of mini-debacle, given the amount of good news flowing from the Age of Conan developers regarding new content as of late. In case you haven't heard, last week Funcom decided to remove the ability to PvP in the Underhalls and White Sands portion of Tortage. If this isn't enough to irritate you in and of itself, how does the fact that the nerf "managed to sneak itself into [an] update" grab you? While my initial thought on the stealth removal was basically an eye-roll at the thought of more PvP-focused whining, upon further reflection it occurred to me that in this case said whining is entirely justified. Turn the page for pigs flying, honest politicians, and yours truly taking up for PvPers.

  • The Soapbox: The impossible task of balancing PvP

    by 
    Greg Waller
    Greg Waller
    11.09.2010

    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. PvP in MMO games often comes with a whole slew of ill-defined requirements for balance. As impossible as such a thing is, we often hear the mating calls of noobies everywhere, sounding out their ineptitude with words like "overpowered" or "nerf." Those same types of players can often be found asking questions like, "What is the best class?" as if by some chance, they'll cheat the very system of balance they yearn for when they cry about every defeat they suffer at the hands of class X. In that respect, I can't blame them, either. Oftentimes I've found myself looking for a channel through which to vent my frustration or expressing my nerd-rage by disconnecting altogether. But you won't see me trolling forums, stating that one class has more power than another. I might take part in discussions of parity -- maybe. I can probably even be found taking part in debates of factional equality -- sure, in a theoretical sense, why not? But realistically speaking, balance in PvP is just an ideal. It is little more than a philosophical illusion to be debated but never fully realized. Follow along after the break as I discuss the sheer absurdity of balance in a PvP game.

  • Totem Talk: Post-patch enhancement shaman still waiting for buffs

    by 
    Rich Maloy
    Rich Maloy
    11.01.2010

    Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shamans. Rich Maloy lives and breathes enhancement: his main spec is enhance, his off-spec is enhance. He blogs about the life and times of enhance and leads the guild Big Crits (Season 2 Ep 06 now out!) as the enhancement shaman Stoneybaby. We're now two full weeks into patch 4.0.1 with our new and improved enhancement spec. Improved? Actually, no. Our DPS is only marginally improved over the previous incarnation, while our fellow melee brethren were buffed to the teeth. My rough analysis shows the difference between us and top melee DPS, usually warrior and death knight, has widened significantly since the patch. I'm going to preface all of this analysis by saying that I am not the top enhancement shaman, by far. I play well, I study my class, I optimize my spec, gems, forging, gear and rotations. I don't die to stupid stuff -- well, at least not often! In other words, I try to push my damage without sacrificing myself. Be forewarned that some of these numbers I'm embarrassed to post in such a public manner, and while I'm hardly the benchmark for DPS, I can at least provide a baseline of what your average progression raider's numbers look like. On average across eight of 12 hard-mode fights in ICC (excluding the gimmick fights Gunship, VDW and BQL, and excluding H-LK because we're just now working on him), the top melee DPS was doing 50 percent more damage than me pre-patch and 64 percent more post-patch. I could narrow that gap down to about 15 percent on a standstill fight such as Deathbringer Saurfang, but on high-movement fights such as Sindy, the top melee would do as much as 80 percent more damage than me overall. As much as it pains me to say this, as a raid leader I have to ask the question: Am I dead weight in raids right now? Will level 85 with Unleash Elements bring better output?

  • Spiritual Guidance: The ups and downs of the 4.0.1 shadow priest

    by 
    Fox Van Allen
    Fox Van Allen
    10.20.2010

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Your shadow-specced host Fox Van Allen encourages you to enjoy this, the Wednesday shadow version of Spiritual Guidance, for the world may end tomorrow night when he and Dawn Moore meet in person for the first time. Matter and anti-matter will collide, but with what result -- complete annihilation ... or karaoke? For a few brief hours on Oct. 12, when patch 4.0.1 first went live, shadow priests were gods. That's what it felt like, anyway. It was an interesting aligning of the planets: Shadow priests (and really, most spellcasting classes) were churning out impressive DPS numbers. Melee classes were lagging far behind, underpowered. Such imbalance was destined to be short lived, but it was damn nice while it lasted. Patch 4.0.1 was -- and still is -- an unpolished work in progress. There's still a lot of rebalancing going on, and that often means, unfortunately, getting hit with nerfs. We got hit with a couple of them, and they both concern Shadow Word: Death. We'll talk about that -- and about the reality of 4.0.1 mana regen -- just beneath the fold.

  • Infrared Nerf autocannon hunts predators, little sisters too (video)

    by 
    Tim Stevens
    Tim Stevens
    09.03.2010

    When it comes to keeping unwanted personnel out of your property, whether that be an estate or an alcove, you can't be expected to hang around holding the big guns all day long. That's when you need an automatic-targeting turret, and Rick Prescott's Infrared Seeking Sentinel is a good, non-lethal choice. Built on a Nerf Vulcan EBF-25, he added an infrared tracker, motor, and battery pack to make the thing autonomous, capable of firing in semi- or full-auto modes. He's posted full instructions on how to make your own, and his effort won him the Make Gadget Freak Design Contest. It also won him something else: our admiration. Full explanation and demonstration after the break.

  • Lost Pages of Taborea: Mana strike

    by 
    Jeremy Stratton
    Jeremy Stratton
    08.23.2010

    When In the Depths of the Forest went live in Runes of Magic there were cheers heard across Taborea, but players soon protested. Along with all of the new content, Runkewaker also added a nerf in the form of increased mana costs for many of the skills in RoM. On top of the existing base mana costs for skills, a percentage modifier was added that significantly increased the cost to use skills as you leveled up. Many players were unhappy with the skills being balanced in this way and went as far as staging cross-server in-game strikes in Varanas' Central Plaza until something was done. Only a few days after the patch went live, a new hotfix was applied to RoM which removed the balancing act completely. Tony Tang, the Vice President of Business Development at Runewaker, issued a statement to announce the removal of the balance, but he also clarified that the company was confident a change would need to be made to address the issue of the game becoming less challenging. In this week's article I want to take a closer look at why many players were upset and point out why I think the balance may be for the better.

  • Wasteland Diaries: Combat fatigue

    by 
    Edward Marshall
    Edward Marshall
    08.13.2010

    Fallen Earth has the best crafting system I have ever had the pleasure of working with. Fallen Earth's PvE is not too shabby either. And I actually enjoyed the game's PvP for a time until the end. I can't really say that Fallen Earth's PvP is bad, but it has several fatal flaws. And these flaws have caused the vast majority of the endgame PvP crowd to move on. In this post I will examine what I think these flaws are. This is just my opinion, but my experience PvPing on all levels extensively lends my opinion at least a shred of credibility. The fact is: PvP in Fallen Earth is at an all-time low. There is hardly any real penalty for dying in the game, so why are there so few people partaking? There are several reasons that nobody PvPs in Fallen Earth, and the death penalty is not one of them. After the cut I will analyze the most common reasons for not PvPing. I will try to represent the facts of the matter, but like most of my critical articles, this one will be smothered in opinion.

  • DDO Update 5: Massively's interview with Fernando Paiz

    by 
    Rubi Bayer
    Rubi Bayer
    07.12.2010

    Dungeons and Dragons Online Update 5 has been out for a while now, and it came on the scene to mixed reviews. Some players were unhappy about the combat changes, bugs here and there caused problems, and there were a couple of hotfixes in the first few days. The new adventure pack and guild renown system balanced it out nicely, though. In spite of continued glitches they were viewed overall as a great addition to the game. We were curious about several aspects of the update and what Turbine has planned for the immediate future, so we posed a few questions to Executive Producer Fernando Paiz. Follow along after the jump to see what he had to say about DDO's Update 5.

  • The Daily Grind: Are you an MMO stereotype?

    by 
    Justin Olivetti
    Justin Olivetti
    06.22.2010

    While stereotypes can be both offensive and unfair, depending on the situation, they can also be spot-on accurate. After all, stereotypes come from somewhere, whether it's a good place or New Jersey. Gamers seem to accumulate a great deal of stereotypes, perhaps more than any other hobby out there. Enjoy the hyperbole sandwich, it's the chef's special. According to all reports, we are a legion of unwashed, relationship-phobic nerds living in our parents' basements who converse entirely in binary. And, according to most educated news reports, we're also one frustrating session of Call of Duty away from snapping and taking out a Wal-Mart with a heavily modified Nerf gatling gun. So here's where the painful admission begins and the healing can finally take place. Do you actually fit into a MMO gamer stereotype? Are you a poor typist who communicates in barely legible gibberish? Have you missed work and family outings to pull an eight-hour raid? Is your gaming space littered with cans of Red Bull and the greasy wrappings of Hot Pockets? Have you never spoken to a member of the opposite sex in real life who isn't a parent? Have you -- and this is vital to admit, people -- have you ever used MMO lingo in your daily conversations without even realizing it? Are you a MMO stereotype? It's okay. You're among friends who would never, ever point and laugh.

  • The cynic's guide to World of Warcraft

    by 
    Allison Robert
    Allison Robert
    05.28.2010

    We tend to be very careful while composing articles here at WoW Insider. We're always mindful that not everyone plays the game in the same way, or has the same experience on different servers or factions, but every so often a certain madness seizes us and we feel the urge to ... tell the truth. In that vein, I am pleased (sort of) to present The Cynic's Guide to World of Warcraft. This article owes a heavy debt to Ambrose Bierce's The Devil's Dictionary. If you want to see a real master at work, read that.

  • CCP changes deep safe spot nerf due to player feedback

    by 
    Brendan Drain
    Brendan Drain
    04.19.2010

    On Wednesday, we brought you the news of CCP's plans to nerf deep safe spots in EVE Online. Deep safe spots are bookmarks far outside the outer boundaries of a solar system. Being several hundred AU from the nearest celestial body, ships in a deep safe spot are far outside normal scanning range. The spots have been created using a variety of exploits over the years, and with Tyrannis on the way they're headed for a nerf. The announcement of the change was met by strong opposition from some players on the official EVE forums, not about the nerf itself but the planned implemention. On May 18th, all ships and objects over 10AU further from the system's star than the outer-most planet were scheduled to be deleted. Any ships or items inadvertently left there would be gone and any pilots logged off in these locations would log in to find themselves without a ship. In response to player feedback, CCP have decided to rethink their plan to delete objects in deep safe spots. These objects will instead be moved to the outer edge of the solar system. In the new announcement, CCP took the time to clarify what objects will be moved with a handy diagram. The announcement was rounded off with some interesting statistics, showing that there are currently about 345 ships without pilots abandoned at deep safe spots across EVE. As these ships will eventually be moved to within normal probing distance, some lucky players may find them unexpectedly.

  • The Daily Grind: What do you do when your character goes south?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.18.2010

    It doesn't always happen, but it always can happen. One day you're running a happy catch-and-release playstyle with your Beastmaster in Final Fantasy XI, and then a patch comes that completely destroys the concept behind releasing your pet before a kill. You're tanking as a Frost Death Knight in World of Warcraft, and then you catch wind of the changes in 4.0. Your Invulnerable Tanker in City of Heroes is as untouchable as Superman, and then along comes a patch that coats everything in a light Kryptonite glaze. You haven't just had your balance adjusted -- the entire way you play your character has been gutted and left lying on the ground as a warning to others. If you're lucky, you've never been on the receiving end, but the question remains: what do you do next? Do you start over with a different class? Leave the game gracefully (or less than gracefully, depending on temperment)? Or do you go with the approach that this is the class you came in with and you are sticking with it, by gum? As a bonus, have you experienced this firsthand, or are you lucky enough to have been spared?

  • Deep safe spot nerf coming to EVE Online

    by 
    Brendan Drain
    Brendan Drain
    04.14.2010

    Any EVE Online player that's spent time in nullsec or lowsec will know the importance of safe spots. By creating a bookmark while in warp, you can warp to areas of space several AU from any celestial objects. Although other players can still see your ship on the directional scanner, they'll need to narrow down your location with combat scanner probes to warp in on top of you. You can be stay relatively safe from hostile players by continually warping between multiple safe spots, an old and intended part of EVE's tactical gameplay. The creation of deep safe spots several hundred AU from the nearest celestial object, however, has never been an intended game mechanic. Over the years, several different bugs and oversights have allowed players to create them. Unfortunately for players that have been using deep safe spots, this particular tactical tool is going to change when Tyrannis hits on May 18th.

  • Champions Online dev diary brings good tidings to meleers

    by 
    Justin Olivetti
    Justin Olivetti
    04.02.2010

    In a world of guns, atomic blasters, telekinetic blows and eye lasers, the superhero who relies on getting up close and personal with fists or weapons becomes the underdog. Ever since launch, melee heroes in Champions Online have struggled with the disadvantage -- perceived or real -- of having to close the gap to an enemy and wail away, as well as generally feeling Superman-levels of powerful while doing it. Enter Matt "Akinos" Danuser, who jumps on the stage for the latest Champions Dev Diary. Six months after launch, Matt and the team spent a lot of time reworking the melee power set, with the simple yet encouraging motto of "Make it fun, make it competitive, and make it fun."

  • How consistency softens the grind

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.03.2010

    "Grind" is on the verge of becoming what "nerf" already is -- a word thrown around so frequently and with such broad possible meaning that it's essentially meaningless. After all, the word now gets used for any part of a game the player finds boring and repetitive, rather than the process of repeating something over and over. It's the latter meaning that Kill Ten Rats discusses with an intersting thesis -- we don't mind a grind so much as we mind one we can't advance without breaks. Using the Guild Wars Wintersday redux as an example, the point is made that the holiday events are a straight-up grind -- but they're a constant one that you can pick up and start with no downtime, then stop whenever you want. Lord of the Rings Online and World of Warcraft have both taken the same approach with Skirmishes and the Dungeon Finder, taking the slow march to being ready for an instance out of the equation. It's an interesting idea, that what we really dislike aren't the grinds but being stuck unable to make much progress in them. If you tend to think that grinds are the worst thing in MMOs today, it might be an opportunity to re-examine that stance.

  • PowerMac panel reused as Nerf backboard

    by 
    Mike Schramm
    Mike Schramm
    01.18.2010

    Cult of Mac comes up with yet another classic re-use of an old Mac: they posted about this PowerMac G5 sidepanel that's been turned into an office space Nerf basketball backboard. The cardboard setup apparently broke down, so they replaced it with this Apple logo-labeled sidepanel from an old PowerMac G5 that had been turned into parts. Beautiful! Of course you should always recycle any old Macs you aren't using any more, and Apple has an official program set up for just that. But I would rather reuse a computer for something like this: simple, functional, and pretty darn ingenious.

  • Upcoming Adjustments announced for Old Kingdom, Nexus, Culling of Stratholme

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    01.12.2010

    Zarhym popped into one of the many official forum topics complaining about the seemingly inordinate amount of times Old Kingdom pops on the Dungeon Finder to offer some welcome news for exhausted dungeon runners: Old Kingdom and Nexus alike will be receiving some adjustments meant to bring the dungeons in line with other Wrath heroics.

  • Breakfast Topic: The effect of nerfs and buffs

    by 
    Allison Robert
    Allison Robert
    01.10.2010

    A question for the readership this morning (well, two) -- is a recent nerf to a specific class a strong incentive against playing it for you? Conversely, does a buff to a class make you more likely to play it? Blizzard's observed in the past that there's often a correlation between the perception of a class as overpowered and the number of people who choose to play it (witness the proliferation of rogues in classic WoW, for example), so it seems fair to say that at least a portion of the player base's class choice is impacted by the conclusion they reach on design decisions. Then again, my own experience in-game -- and the pattern of comment votes here on WoW.com concerning class changes -- leads me to believe that yo-yoing between classes based on which one is doing "best" at any given time is not the overwhelming trend. The Warcraft Census' numbers on class population also seem to be evening out, slowly but surely, from a little bit over 6 months ago (which was itself an improvement over very lopsided numbers in favor of death knights and paladins shortly after Wrath went live). This would seem to suggest that, over the long term, people continue to play the class they like most for reasons that survive design changes. Or is it just that each character represents such a significant time investment that most people don't think it's worth it to switch mains? I'm sure that arena and PvP as a whole wind up driving a portion of this, but what impact do class nerfs and buffs really have? If your main was ever nerfed, did you wind up playing a different toon, or did it just not matter that much to you? If your main was buffed, was it genuinely more fun to play?

  • Hotfixes incoming for some DPS and tanks, not hunters or priests

    by 
    Mike Schramm
    Mike Schramm
    12.11.2009

    Ghostcrawler has dropped information on the forums about a few incoming hotfixes to patch 3.3. The first three changes are posted over on the DPS role forum: Hunger for Blood will increase damage by 10% instead of 15%. Assassination rogues needed damage, but they got too much, and this will bring them back. Sorry rogues -- the tooltip, we're also told, might not change right away. Scourge Strike will crit only once, not on the shadow portion of the damage. "This change just proved to be too bursty in PvP and provide too much sustained damage in raids." He also gives lots more explanation of the change on the forums -- this one will be discussed quite a bit. Rolling Corruptions will no longer use the initial haste value indefinitely. More of a bugfix than a change, says GC -- the haste value should drop out to normal after a few ticks of the spell. Elsewhere, GC says that there are no changes planned for the new hunter epic ammo, so find a friendly engineer and stick to them like glue. There is a hotfix incoming for the bug that causes tanked mobs to move around randomly -- thank goodness on that. And SW: Pain's immunity from the haste change for shadow priests will probably stay right where it is.