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  • EVE Evolved: Upgrading to a PvP cruiser: Gallente and Amarr

    by 
    Brendan Drain
    Brendan Drain
    07.31.2011

    People come to EVE Online from many different gaming backgrounds, and for one reason or another, the game doesn't click with most people the first time they try it. Two weeks ago, I encouraged people who have tried EVE but never got it to click with them to approach the game from a new angle -- to grab a few friends and charge head-first into PvP with guns blazing from day one. In last week's EVE Evolved, I advised new players on getting into their first PvP frigate, preparing for PvP, and staying financially ahead of the inevitable ship losses. I also put together two frigate setups for each race that will fit and function well with only a few days worth of skills trained. While frigates are fantastically cheap ships in which to learn the basics of PvP, their effectiveness on the battlefield is limited. Most tech 1 frigates struggle to deal anywhere near 100 damage per second, and if caught by enemy tacklers they die quickly. While the next step up is the destroyer class, I strongly advise PvP-oriented players to skip it and move straight on to cruisers. Although cruisers have less mobility than frigates and are easier for large ships to hit, they pack a big punch for a relatively low cost and can take a bit of a beating. In this week's extra large EVE Evolved, I share effective and battle-tested setups for the Thorax, Vexor, Arbitrator, and Omen that new players can use with less than two weeks of skills trained. I also suggest skills to train and give a few tips for keeping costs down. If you're a fan of Minmatar or Caldari ships, tune in to next week's EVE Evolved for the continuation of this article.

  • EVE Evolved: Corporate benefits and new players

    by 
    Brendan Drain
    Brendan Drain
    05.08.2011

    In a recent article, I explored the effect that power players have on EVE Online's subscription retention. In particular, I suggested that CCP has stopped developing features with EVE's power players in mind and that this could be the cause of a worrying downward trend in new player retention. It's the responsibility of corp leaders and organisers to give players a place in EVE, to provide them with something to do and to instill them with the ambition to continue playing in the long term. I believe that CCP has let those organisers and leaders down by failing to provide the updated tools necessary to give players a purposeful place in the universe or give them a good start to the game. A similar issue I've touched on before is the importance of corporate goals in EVE. I've always been amazed at the willingness of EVE players to donate their time and effort to achieve a collective goal rather than a personal one. People are far more likely to join a corporate mining op, for example, if the proceeds will be donated to the corp funds or the minerals will be used in a corp production scheme. Similarly, I've found players to be much more enthusiastic about a mission night or wormhole op if the intent is to fund the production of a corp capital ship or the purchase of starbase fuel. With CCP's summer focus aimed at helping new players get into good corporations, this week's opinion-filled EVE Evolved examines some of the developments necessary to make that goal possible.

  • Player help system added to City of Heroes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.07.2011

    If you're looking for a game that's friendly to new players, you could do far worse than City of Heroes. After all, it's friendly to groups or solo players, has a plethora of powers and archetypes available for every playstyle, and offers a broad range of content for everyone. But it can also be intimidating, what with seven years of backlog. That's why among its many other features, Issue 20 included a brand-new player mentoring system to help new players find the help they need. Players who log on for the first time since the patch launch will see a dialog box with three options -- "Helper," "Help Me!" or "Neither." The last category is an opt out, but choosing to be a helper gives you the temporary Helper title as well as a golden name. The brand-new Help Channel has also been added to the global chat channels, allowing players to ask for help and guidance from the City of Heroes community as needed. So go forth, enjoy the update, and know that help is just a "Help Me!" away!

  • The Daily Grind: When does friendly turn frustrating?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.04.2011

    We all know, from years of experience, that there's a certain community duty to help newer players get acclimated to the game. Or younger players, or... really, anyone. It's in the community's best interests to be friendly and open. But there's always the threat of the player who seems friendly and enjoyable... until you log on again and he whispers you almost instantly. And then the next time. And again. He's always there, latched onto you as if you're the only beacon of kindness in the world, and while you want him to keep playing, you want to play City of Heroes, not City of Helping the Socially Maladjusted. The worst part of these situations, naturally, is that it spoils you on helping former players. It makes the community as a whole more hostile, and even though you still know helping new players is a good thing, it's hard not to be colder. So when have you run into a player whom you wished you hadn't helped out? When has being friendly and open wound up frustrating you to no end? 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!

  • EVE Evolved: Incarna and the captain's quarters

    by 
    Brendan Drain
    Brendan Drain
    03.27.2011

    When we first heard about Incarna, it was as "Walking in Stations" back in 2006. At the 2006 EVE Online Fanfest, details of the ambitious project were released to excited fans, which was followed by a lengthy devblog from CCP t0rfifrans on what would be involved. The sheer scope of Walking in Stations seemed immense, but in-engine screenshots of what came to be known as "Ambulation Man" created a sense that a lot of work had already been done on it. Over the years following that announcement, we saw snippets of information and work-in-progress screenshots from various prototypes. Players saw those prototypes as the current state of the feature in development, and it became reasonable to expect a release in the near future. Miscommunication In reality, CCP's insistence on doing the feature right has caused several prototypes to be completely scrapped. Walking in Stations became Ambulation, and we were shown a full work-in-progress demo of a character walking around in a bar and playing a minigame. That prototype was similarly scrapped, being reborn as Incarna at the 2009 Fanfest. In developing each of these prototypes, CCP quickly discovered that the underlying technology to do it the way the team wanted to simply didn't exist. In this opinion piece, I look at the summer expansion's planned captain's quarters event and what it could mean for EVE Online.

  • Exploring Eberron: DDO 101 and why it's still needed

    by 
    Rubi Bayer
    Rubi Bayer
    03.25.2011

    Dungeons and Dragons Online is an old game. I'm not saying that in a negative context -- if a game has been around for a long time, that means it's had time to work through the bumps in the road that come with launch and the first six months or so, as well as to build a strong community of players. DDO recently celebrated its fifth anniversary, so it's one of those MMOs that's had time to settle, grow, and become established as a reliable game. This is a great thing with one downside: A long-running game has a tendency to run short on content for new players, both in and out of game. This isn't due to any deliberate oversight or desire to exclude on behalf of the development team or the community; it's just that over time, the majority of the community naturally shifts to high-level and endgame content. It makes sense to focus largely on content and news directed at the largest part of the community in order to keep them interested -- and spending. However, that new community still exists. Due in large part to the organic nature of MMOs, the new community continues to exist even as new players advance, learn, and become veteran players. New players (hopefully) are constantly arriving, and game mechanics and content are constantly shifting and updating. Ideally, there is always a part of the paying customer base that is new and confused. Follow along after the jump to see why this is on my mind this week and what Turbine is doing about it.

  • EVE Evolved: Mining 101 -- The basics

    by 
    Brendan Drain
    Brendan Drain
    01.09.2011

    Although it's not everyone's cup of tea, mining is one of EVE Online's oldest and most easily accessible professions. Sitting down to clear out a few asteroid belts or put a dent in a massive ice asteroid can be a very relaxing way to make ISK. Mining is a very low-activity process that can be done at the same time as other tasks, much in the same way that hauling items for trade or running courier missions can be done in the background. In all the time that the EVE Evolved column has been running, it struck me that I had never really written a guide for mining. Mining can be a good way to make some extra ISK during a lull in corp activity or while you're busy doing other things. Busy EVE players will often set themselves up to mine solo while reading a good book or watching TV. On the other end of the scale, corporations and alliances will sometimes run large co-operative mining operations for war funds or personal profit. Mining as a group is usually a more efficient use of the time of each player in the group and can make a great bonding experience for a corporation. In this week's EVE Evolved, I give a run-down of the basics of mining for new players. I look at the entry-level ship requirements for efficient mining and popular strategies for both solo and group mining.

  • Knowledge, newbies, and why kindness pays off

    by 
    Michael Sacco
    Michael Sacco
    12.28.2010

    I played WoW on dial-up for a while, and during that time, it was close to impossible for me to raid anything but add-light 10-man content. So I did the only thing that seemed doable: leveled alts. A lot of them. While previously I had vowed to only level my rogue (my original main) to max level in any given expansion, I was suddenly the proud owner of six level 80 characters. Even after I got back on actual broadband internet, Cataclysm's introduction of new races (especially Races That Are Worgen) gave me some more incentive to bring my number of max-level characters up to, well, its maximum level. So I finally listened to Matt Rossi and made a worgen warrior. He's awesome. And he tanks, a first for me. I've been leveling him almost exclusively through the dungeon finder, taking advantage of the instant queues for a dog what wears plate armor. I'm still pretty new to tanking, but between new talent trees, heirlooms, and questing/dungeon gear with better stat balance, most low-level instances are a breeze. So I move fast. Sometimes a little faster than other people. The same kinds of people who attack from the front as a melee class or hit "need" on spirit weapons as a mage. And I would make snide remarks to those kinds of people. Then I realized something. I was being kind of a jackass.

  • A Mild-Mannered Reporter: Starting fresh and clearing conceptions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.01.2010

    So last week I had announced that I'd be going through some Mission Architect content for this week's column. There were two things that derailed that event, however. The first was dealing with the aftermath of a Thanksgiving holiday and an immense patch for another game which I cover, which meant that my playtime wasn't sufficient to give the submitted arcs the full attention each deserved. But the other one was a bit more interesting from a City of Heroes point of view, coming from a friend who decided to take advantage of the pricing on Monday and purchase the heck out of the game. On the one hand, it's great that buying the game and getting into it are now so cheap that it can really be bought on a whim -- players can look forward to a pretty steady influx of new blood as a result. But City of Heroes, for all its casual-friendly nature, is a six-year-old game with all the complexity those years would imply. It's very easy for a new player to start in without the slightest idea of how the different archetypes play, or with ideas about the game that are built by other games. And life as a superhero is a pretty different experience than leveling yet another character in your fantasy game of choice.

  • Final Fantasy XIV covers the basics of healing and fighting

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.15.2010

    The toothy fellow heading the page might seem rather unfriendly, or he might just seem in need of a good joke or two. But rest assured that if you see him in Final Fantasy XIV, any jokes you tell will feature him consuming your flesh as a punchline. The newest dispatch covering game basics has just gone live on the official player site, this time discussing combat, engaging targets, and the difference between active and passive modes. Along with a discussion of just what advantages active mode offers when you're not in combat (slower TP decay), the dispatch also includes a small visual guide to some of the game's aggressive inhabitants. Some of them wouldn't be immediately recognizable as aggressive at first glance, making it useful to any players who haven't ventured too far from their starting city of choice. If you're still unclear about some of the basics of Final Fantasy XIV, take a look at the guide... and if you're quite clear on all of them, you can simply cross your fingers that tonight's maintenance might include a patch going live.

  • Final Fantasy XIV updates official site with a guide to interactions and guildleves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.01.2010

    Despite the in-game tutorial, players in Final Fantasy XIV aren't given a straightforward idea of where to go after the first few steps in the game. Early adopters have been gamely figuring out what comes next as they go, but Square-Enix has put together a small primer for new players covering two of the essentials -- interacting with objects (including the all-important aetheryte) and the specifics of acquiring guildleves and carrying out local leves. Some of the facts within the most recent dispatch will be familiar to players who have been in the game since the beginning, but the guide still includes interesting facts for all players, such as a map of the NPCs required for materials for some local leves. Veteran players can also appreciate the newly implemented History feature for individual characters, allowing one to track the progress of a character across Eorzea. Final Fantasy XIV newbies still won't have a straight line to walk through the game, but the addition of another guide should certainly help.

  • Everything you wanted to know about LotRO but were too busy fending off an invasion of Uruk-hai to find out

    by 
    Justin Olivetti
    Justin Olivetti
    09.23.2010

    It can be scary and intimidating to enter an MMO for the first time, especially if that game's been out for a number of years. So many possibilities, so many unknown factors, so much to learn -- we wouldn't blame you if liquid started pouring from your ocular sockets. With so many new players giving Lord of the Rings Online a test drive these past few weeks, it stands to reason that there are a few who feel utterly, completely lost. Who will ever save us from this lack of knowledge? Look! Up in the sky! It's a new LotRO dev diary! In the eloquently titled "New Player Tips and Hints," Turbine provides four pages of need-to-know info about how to survive and succeed in Middle-earth. While some of the tips are common knowledge to any MMO player, there's still enough here to recommend to an experienced MMO vet who might be new to LotRO. The article covers how to gather information, basic tips and hints, integrated system tips and combat tips. You can read the whole shebang over at LotRO's site.

  • A World of Warcraft player's guide to Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.20.2010

    Tweet So you're a veteran player of World of Warcraft, and you're ready to take a step away from the game that you've been playing for however many years and start in on something new. And you even know where you want to forge your new home: Eorzea, the continent on which Final Fantasy XIV's adventures take place. It should be a fairly easy transition, yes? While Square-Enix has taken a distinctly different approach with its newest game compared to the decidedly old-school Final Fantasy XI, that doesn't mean that Final Fantasy XIV is World of Warcraft with moogles and chocobos. There are a lot of similairities, a lot of differences, and some subtle points that can be all too easy to miss when you're just starting out. So if you're moving from the current 100-pound-gorilla of the MMO scene into the newest title, you might be well-served to take a good look at this guide first.

  • PAX 2010: Your questions answered by SWTOR's Blaine Christine

    by 
    Larry Everett
    Larry Everett
    09.10.2010

    A little over a week ago, I asked you all what questions I should ask SWTOR developers at PAX. Well, wait no longer -- the answers are here! Blaine Christine, the Senior Producer for BioWare, took some time specifically to answer some of Massively's readers' questions. There were five main categories I wanted to hit on when approaching BioWare about the content of Star Wars: The Old Republic: playable species, classes, space combat, starting zones, and endgame. I did focus heavily on endgame in the interview -- including crafting -- but I did not neglect the other portions. Player species are not that complicated at this point. BioWare hasn't really announced anything new regarding species for a couple of weeks. However, if Zabrak is not a playable species for the trooper, then the devs will have to build the species out of the game I played this weekend, because the trooper I played was definitely a Zabrak! I will dig into starting zones a bit more in depth when I do my version of a hands-on for SWTOR. That will probably end up being next week's Hyperspace Beacon. Lastly, before I begin the interview, I did not ask Blaine Christine anything about space combat because the night before the interview, Daniel Erickson, the Lead Writer for BioWare, brought it up in the official presentation, saying: "You remember that part where Han Solo and Chewbacca are in the Millennium Falcon? Han's like, 'Hey, Chewie, let's go into space, and let's just dick around. Let's go off in that direction and see if there is anything interesting'? Remember how they went off and there was this asteroid, and they mined the asteroid? Yeah, we couldn't find that either. Two things happened when you went to space. One: You took off to space when you wanted to go somewhere. You took off into hyperspace -- BAM! -- and got there. Two: You wanted to go to a battle or you were trying to go somewhere and someone stopped you. Uh oh! Giant exciting combat! ... That is why we did space combat the way we did." After the break, your other questions are answered by Blaine Christine. What's in there? Only what you take with you.

  • The Road to Mordor: If the road goes ever on, I'm gonna need a GPS

    by 
    Justin Olivetti
    Justin Olivetti
    09.03.2010

    Recently in our kinship chat, I asked my mates what they were most looking forward to in next week's patch. Scaled instances and the wardrobe were popular, but probably the most-cited change was simply the influx of new players. It's not that we were worried Lord of the Rings Online was dying, but that we love this game so much that we genuinely want others to experience it as well. Plus, new players bring a rush of excitement for everyone involved. It's always a treat to look at an old game through a fresh set of eyes, and I hope that everyone logging in to LotRO for the first time will enjoy the sights of the Eriador, the quirkiness of the world, and the rich lore behind it. In the spirit of welcoming these fledgling adventurers to Middle-earth, I wanted to hand out a few pieces of advice today that I would give to myself if I were just starting out (and I guess there'd be some sort of weird time travel paradox event going on there, but hopefully you catch my gist). What should you do in your first week in LotRO? Speak "friend" and enter.

  • The Daily Grind: What's the cruelest prank you've played on a new player?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.30.2010

    We all intend to be nice to the newer players, really we do. It's not as if anyone forgets that we were new at one point, not knowing our aft launcher from our elbow in Star Trek Online. And yet for some reason, after the right barrage of questions about how you loot things in Final Fantasy XI, where you can get travel powers in City of Heroes, or how to train pistols in Fallen Earth... well, eventually you just snap. You give someone advice that isn't just bad -- it's malicious. Almost every veteran has done it at least once, ranging from assuring a player that the dragon is totally soloable to explaining that black dye is cheap and unwanted. So what's the worst thing you've ever pulled over on a new player? Was it something that got the character killed, or even worse, something that forced the player to throw away what could have been a long-term benefit? And in the unlikely event that you don't have a cruel sense of humor, have you ever been on the receiving end?

  • First Impressions: City of Heroes Going Rogue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.17.2010

    To hear the team talk about it, Going Rogue isn't simply an expansion for City of Heroes but a full-on reboot of the game in general. It's hard to see how, on some level; outside of the new powersets and a new starting area, not much is visibly being added with the expansion. But sitting down and playing through the starting area and the game's opening suddenly feels like an entirely different experience. It's not a new game -- but it feels like a leap forward from where the game had been just a few days before. I didn't get nearly as much time with the Going Rogue beta as I would have liked, and I'll be the first to admit that I'm biased when it comes to City of Heroes. But even with those standards set, I was impressed right away with how the game has been revamped from the start -- and what these revamps mean for the game as a whole and moving forward. Click on past the cut for the first impressions of the latest expansion, which launches today. (Coincidental, yes?) %Gallery-99455%

  • Ultima Online's Call to Arms bringing back live events

    by 
    Jef Reahard
    Jef Reahard
    08.06.2010

    Ready to take a trip down MMO memory lane? BioWare Mythic has your ticket to adventure in the form of Ultima Online's new Call to Arms event. Players signing up for new (non-trial) accounts will be rewarded with new-player tokens that grant 20,000 gold, skill gain boosts, and premium armor and weapons. Veteran players aren't left out in the cold either, as advanced character token templates have been updated, and there's also the prospect of increased skill advancement when partying with new players. Veterans and newbies alike can also pick up the latest Ultima Online expansion, Stygian Abyss, for a new lower price. PvP arena gameplay also makes its first appearance in the long-running MMORPG, as players can now engage in one-on-one duels in two new arenas. Finally, one of the staples of classic Ultima Online gameplay is making a comeback in the form of live events. Gamemasters will be leading in-game events and story arcs as well as re-introducing characters from the game's past, all centering around the town of Magincia.

  • Final Fantasy XIV's Hiromichi Tanaka on the goals of the game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.21.2010

    Hiromichi Tanaka has been making the rounds of late -- while we had our own chance to interview him during E3, he's been giving several different interviews on a multitude of topics as Final Fantasy XIV nears its launch date. The most recent translated interview from JeuxVideo has Tanaka talking in brief about the upcoming game, but also about his own play experiences. Among the more quotable parts of the interview is a simple statement: Square-Enix isn't trying to compete with World of Warcraft, but to draw in players who might not have looked at the genre before. As Tanaka puts it, the game is designed to be accessible to fans of the long-running franchise who may never have considered playing something multiplayer. He also stresses the emphasis on allowing players to use their time in the game as effectively as possible, citing the Guildleves and the Armory system as two examples wherein players can maximize the useful time spent in-game. Lastly, when asked about other games he's enjoyed, he somewhat happily admits that he's been too focused on developing Final Fantasy XIV to enjoy much since Final Fantasy XI. The full translation is transcribed here, with the embedded video in French (if you happen to be fluent).

  • EVE Evolved: Exploration -- Top tips

    by 
    Brendan Drain
    Brendan Drain
    07.18.2010

    Over the past two weeks, I've been giving an in-depth look at EVE Online's exploration profession. Exploration is one of the many PvE elements that players can get involved in right from their first week in EVE. By concentrating on astrometrics skills, a new player can be a more-than-competent prober within a week. Although some sites may require the help of an older player for the first few months, it's still one of the most fun PvE elements a new player can get into. In the first part of this three-part guide, I went over the basic equipment and techniques you'll need to scan down hidden complexes. In last week's second part, I went on to look at the different types of hidden site you can discover, what loot you can expect to find in each of them and what kind of challenge you'll face. Since the exploration system was launched many years ago, I've picked up a few tricks and tips that can help any explorer. In this final part of the EVE Evolved guide to exploration, I run down my four top tips for budding explorers.