potshot

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  • Player vs. Everything: Fixing the problem of guild-hopping

    by 
    Cameron Sorden
    Cameron Sorden
    04.30.2008

    There's a bit of a discussion going on in the blogosphere right now about how to handle the topic of dungeon and raid rewards in MMOGs (specifically World of Warcraft, actually, but it universally applies). Tobold started the whole conversation by suggesting that the problem of players leaving to join a better guild when their gear progression is further along than the rest of their guild could be fixed by adding deterrents to leaving, like forcing you to leave any gear acquired with the help of your guild in the guild bank. After all, he argues, you couldn't have gotten those epics on your own. Why should you get to take your gear and walk away with it when 24 other people helped you obtain it, while waiting patiently for their turn? Other people then made the counter-argument that hopping to further-progressed guilds is only one of the many reasons that people leave guilds, and that tying loot to your guild would give too much power to guild masters and punish people for circumstances that are often outside of their control (what if your work schedule changes and you can't raid anymore? Many hardcore guilds don't allow casual players). There were some more good points made as to why this system would be a bad idea. Still, it's a good thing that Tobold brought this up, because it's a very real issue. Even if tying loot directly to the guild is a bad idea, what can you do to discourage people getting what they need and then leaving for greener pastures?

  • Things you wish you'd known about PotBS

    by 
    Mike Schramm
    Mike Schramm
    01.22.2008

    Potshot has an awesome roundup (from a post over on the official forums) just in time for today's Pirates of the Burning Sea release about "things you wish you'd known" (and that the in-game help didn't exactly tell you). From practical tips (you can CTRL-left click to set things on your action bar to autofire when they're available) to the should-have-been-obvious (ship position and wind direction when entering ship combat on open sea are the same in and out of battle), there's a lot of terrific insight here. And some of the tips even reveal stuff that make Pirates a much more attractive game-- did you know that you can train a skill to see what other nations say in chat, or that you could fire half-loaded guns?If you're entering PotBS to host the mizzenmast and keelhaul some landlubbers today (or even if you've been playing in the preorder), it's definitely a must read. Every game has its hidden depth and player lore, and it's great to see players start digging into a game like Pirates as early as release day.

  • Where all the MMOs at?

    by 
    Amanda Rivera
    Amanda Rivera
    11.06.2007

    Potshot (and yes, I realize he spells his name with weird symbols, but I'm just not leet enough to find them on my keyboard) is talking about the MMO industry. He's worried that the definition of success in the MMO market is based solely off the "WoW-killer" goal, and according to him this is the reason why virtually every MMO out there has been pushed back or even canceled. We've only had two (maybe three if you count Tabula Rasa, which he doesn't) actual MMO releases this year, Vanguard and LotRO. Sure there are the popcorn games as he calls them, Mythos and Dungeon Runners being prime examples. But are developers shying away from creating a solid MMO world even if it doesn't knock the king from the mountain? Surely there's enough room in the player's hearts for more than one game. If there wasn't, why would we have this website?