progression

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  • The Secret World's PAX recap video talks PvP, progression

    by 
    Jef Reahard
    Jef Reahard
    04.09.2012

    If you couldn't make it to PAX on Easter sunday, you can at least catch up on the happenings around Funcom's The Secret World booth thanks to a new video that the firm recently uploaded to its YouTube portal. The clip is about six minutes long, and it splices together random con-goer interviews with gameplay footage of The Secret World's ability wheel and progression system. Also featured is Funcom community manager Glen "Famine" Swan, who says that he is excited about the game's "persistent PvP, because [it's] doing a lot of grass-roots stuff that [he] grew up with in the MMO genre." Famine also touches on the TSW's three-faction design as well as the fact that the PvP game is ever-changing and filled with progression-related rewards. If you're not so much into the PvP, don't fret, since you can still PvE with your friends regardless of which faction you choose. Check out the full clip after the break.

  • 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.

  • Webzen giving away fully geared high-level characters

    by 
    Jef Reahard
    Jef Reahard
    02.15.2012

    Have you ever played an MMORPG and thought, wow, this would be fantastic if I could ditch the pesky progression? If so, Webzen has a promotion for you. It's called Skip the Low, Jump to High, and it kicks off today and runs through March 14th. The company is giving away free high-level characters and items in ArchLord, Soul of the Ultimate Nation, and MU Online. ArchLord players will receive level-60 characters that are fully geared, while S.U.N. fans can look forward to level-90 toons with gear and level-up boxes. Last but not least, MU players will get level-220 characters and +9 weapons and armor. But wait, there's more! MU is offering double XP during the promotion period, and S.U.N. is bringing a new server online. [Source: Webzen press release]

  • Drama Mamas: Choosing between raiding and friendships

    by 
    Robin Torres
    Robin Torres
    02.06.2012

    Drama Mamas Lisa Poisso and Robin Torres are experienced gamers and real-life mamas -- and just as we don't want our precious babies to be the ones kicking and wailing on the floor of the checkout lane next to the candy, neither do we want you to become known as That Guy on your realm. In the video above, Candace's friends are off having fun without her. Since she is unwilling to find her own fun, she takes a portal to Mars to hang out with strangers -- and breaks into song. There are parallels with this week's letter (except for the song part). Hi Robin & Lisa, I'm finally writing in with my own dilemma. Since I started playing this game in mid-Wrath, I've played with my girlfriend and our mutual friend. We have a strong bond and truly enjoy playing together, and GF and I have even met our friend IRL. In Wrath, I led our 10 man raid group, and we loved every minute of ICC. Once the Cataclysm was upon us, we expected to continue raiding. However, things rarely work out as planned, and we missed T11 completely, mostly due to the dissolution of our guild. Eventually I became frustrated with lack of progress and quit the game for a while.

  • MechWarrior Online previews BattleMech upgrades and pilot skill trees

    by 
    Matt Daniel
    Matt Daniel
    02.03.2012

    A couple of days ago, Piranha Games -- the studio behind the upcoming MechWarrior Online -- gave us a look at the role-based warfare and character progression we can expect from the robot-fighting title. As we reported last week, players in MWO will fall into of four roles: scout, assault, defense, or command. Today's update on the game's official site gives us a closer look at the various ways that players can earn XP and on what they can spend it. For instance, every 'Mech will have an upgrade tree, which is divided into tiers. Players must spend experience in order to purchase all of the upgrades on a given tier before they are able to access the subsequent tier. To get a look at the various abilities and skill trees through which players will be progressing when they finally find themselves in the cockpit, just click on through the link below to the official MechWarrior Online site.

  • MechWarrior Online delves into the art of role warfare

    by 
    Matt Daniel
    Matt Daniel
    02.01.2012

    Last week, we got to take a look at MechWarrior Online's freshly introduced CN9-A Centurion BattleMech. This week, however, the folks at Piranha Games want to give you some insight on what to do once you're seated in the cockpit of your giant robot, so they've dropped a new blog post titled Role Warfare for fans' consumption. The post first introduces players to the various roles available to MechWarrior Online players: scouting, assault, defense, and command. The roles are exactly what they sound like. Scouts gather intel, while assault 'Mechs assault and defense 'Mechs defend. Command mechs, believe it or not, command their respective teams. But how do you customize your 'Mech to fill one of these roles? As players progress through their matches, the BattleMechs that they use in battle will gain XP according to their battle performance. This XP can be spent to unlock upgrades in the BattleMech's tech tree. Each BattleMech will have its own distinct tech tree, and therefore its own distinct upgrade options. At certain points within the Tech Tree, players will receive Pilot Points, which are assigned directly to the player's pilot avatar and are used to purchase pilot abilities in the Pilot Skill Tree. Finally, players can purchase BattleMech modules with their C-Bills, which allows for the final layer of specialization on the customization cake. For the full details on the game's customization and upgrade system, and to get a run down of some recommended loadouts for various roles, click on through to MWO's official site below.

  • Exclusive: Watch "Race to World First" documentary free through Feb. 3

    by 
    Lisa Poisso
    Lisa Poisso
    01.26.2012

    In a game where tools like the Raid Finder have democratized raiding, how does the mindset of players in top-echelon guilds pushing for world firsts differ from yours and mine? How much time do bleeding-edge guilds really put in? What tricks help them push past wipes and overcome raid challenges? How do they make up time and nudge past other guilds to claim world firsts? And why do other WoW players love to follow the action? The whole sprawling scene plays out onscreen in the feature-length documentary Race to World First -- and you can watch it free right here at WoW Insider now through Feb. 3. (The film is also available at RacetoWorldFirst.com for a small fee.) The Looking for Group Productions film, begun back in the day when clawing to a top spot on raiding progression charts was perhaps at its cut-throat peak, follows a handful of top-tier WoW guilds in their sprint to the top. Producers John Keating and Zachary Henderson conducted some of the early interviews for Race two years ago at BlizzCon 2010's WoW Insider reader meetup, including familiar faces like WI Editor Adam Holisky and GM/actress/huntress extraordinaire Michele Morrow. Get a peek at this film for free while you can right here at WoW Insider. Who knows what in-game challenges you might feel up to tackling after seeing that much fiery motivation in action?

  • PlanetSide 2's Higby talks progression

    by 
    Jef Reahard
    Jef Reahard
    01.03.2012

    PC Gamer's got the latest goods on Sony Online Entertainment's PlanetSide 2, and a new sit-down with developer Matt Higby has a few progression details that might interest you. Unlike the original PlanetSide, the reboot is shaping up to be a more accessible battlefield adrenaline rush. Or maybe not. "We may say, hey, you know what? You have to have a certain amount of time in the Lightning before you're able to use a Vanguard," Higby reveals, indicating that the game's advancement path is far from finalized. Higby says 10 hours is a good estimate for going from cannon fodder to worthy opponent in your vehicle of choice, and those 10 hours will likely be spent unlocking things like side-grade weapons, armor, countermeasures, telemetry, and radar systems. If it sounds like a lot of grinding, take heart. PlanetSide 2 players can avail themselves of an offline skilling mechanic, and Higby says that you'll be able to "shortcut your skills by burning resources" in the live game.

  • Ground skill revamp previewed for Star Trek Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.21.2011

    As part of the latest major patch, Star Trek Online is giving its skill system a massive overhaul, designed to make the skill functions more transparent and encourage a bit more variety in skill setups. The space skill revisions have already been previewed, but the ground skills have only just seen the light of day in the latest entry of the Path to F2P blog series. In some ways, the revisions are much smaller than those made to space combat; in other ways, the changes are bigger. Ground skills now have two skill tracks -- one set of skills that's shared among all characters and one that's unique for each career. The shared line of skills provides straight buffs to general abilities, such as damage and shield values, while the unique line of five skills buffs career-specific abilities such as pets for Engineers, healing for Science, and buffs for Tactical. Players should peruse the full list of updates to get a sense of what ground skills will look like after the change -- they're simpler, but there's still a great deal of room for differentiation.

  • The Soapbox: On gold-farming and the grind

    by 
    Jef Reahard
    Jef Reahard
    12.13.2011

    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. You're no doubt aware of a certain sci-fi MMORPG that's launching this week. As is the case each time a new major title releases, I'm curious to see how (or if) the developers will deal with the inevitable real-money trade. BioWare has been fairly quiet about gold-farming and the steps it may take to combat it, which isn't too surprising given the unglamorous and often controversial subject matter. Few game devs mention their anti-RMT plans prior to launch, but plenty of dev teams complain about RMT after their game has been released. And yet, the usual solutions to black market currency trading are continuously ineffective at stopping it.

  • BioWare releases Sith Inquisitor progression video, forums gather launch statistics [Updated]

    by 
    Matt Daniel
    Matt Daniel
    12.09.2011

    Star Wars: The Old Republic is just a matter of days from beginning its early start program, but BioWare is continuing the news drip right up to the last minute. Today, the studio released a new video detailing the progression of the wicked Sith Inquisitor. For a lovely display of Force Lightning and other neat Inquisitor tricks, click on past the cut for the full video. But first, we have some interesting launch-time statistics for you folks, courtesy of a massive thread over on the official SWTOR forums. In The Poll to end all Polls, over one million players have reported on the factions, races, and classes they plan to play at launch. Faction balance is surprisingly even, with a slight slant (53.82%) in favor of the Empire. Classes are almost evenly quartered (though the survey doesn't take advanced class into account). For the full statistics, click on over to Disdain Gaming. And one more thing! Don't forget that BioWare will be hosting launch events in New York City, Austin, TX, London, and Paris. So if you're nearby, head on over and join up with your fellow fans to celebrate the launch of The Old Republic. [Update: Continuing its deluge of Friday info, BioWare has also just released a forum post explaining why the Unify Color to Chestpiece system will not make it in for launch. But on a happier note, the SWTOR team just Tweeted that Guild HQ updates are coming Monday!]

  • 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.

  • The Secret World designers talk progression, hand-holding, and more

    by 
    Jef Reahard
    Jef Reahard
    11.28.2011

    The Secret World is up for discussion at Rock, Paper Shotgun this morning, and Funcom designers Joel Bylos and Martin Bruusgaard spend quite a bit of time going over various details of the upcoming horror-conspiracy MMORPG. Those of you wondering how the game's classless skill-based advancement system is going to work will definitely want to read through the piece, as there is a lot of information in terms of both how the The Secret World feels and how it directs players in comparison to more traditional themepark titles. "I believe World of Warcraft uses a very heavy hand to guide players. It says, 'pick up this stuff here, go and do these missions in this place here, do all the quests then go to this place here and do the quests there,'" Bylos explains. "In our game, we try not to be as heavy handed. It's much more of a light touch and comes through in the places you visit and the people you meet."

  • Agent progression revealed for Star Wars: The Old Republic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.04.2011

    It's been a day for news about Star Wars: The Old Republic as we move still closer to release. The latest character progression video has been unveiled for the Agent, showing both the differences in equipment and abilities players can expect as they level up as one of the subtle hands of the Sith Empire's will. As players grow in power, they can either take the route of the stealthy and aggressive Operative or the resourceful ranged Sniper. On the Operative route, armors tend toward hooded attire as the character employs a variety of blades, bombs, and short-range blaster attacks to keep enemies pinned. Snipers, meanwhile, are sleekly armored ranged dispensers of death, with their abilities culminating in a large-scale orbital strike to take out inconvenient enemies. If you're itching to play an Agent, you'd be well-served to take a look at the full trailer to see all that the class is capable of doing in the name of the Empire.

  • Funcom talks The Secret World at NYCC

    by 
    Jef Reahard
    Jef Reahard
    10.17.2011

    MMORPG.com's got the details on Funcom's appearance at last weekend's New York City Comic Con. Ragnar Tornquist and Dag Scheve were on hand to hype The Secret World, and the duo was the main attraction on a panel that fielded fan questions and showed off some new gameplay footage. Several of the questions from the audience related to The Secret World's progression mechanics, and Tornquist stated that despite the fact that the game has no levels, there will be plenty of activities for grind aficionados. The term horizontal progression was mentioned, as were various skills and gear (the latter of which serves as a gate between different bits of the game's content). Check out the rest of the recap, along with a video embed, at MMORPG.com.

  • The Daily Grind: How do you feel about AFK progression?

    by 
    Rubi Bayer
    Rubi Bayer
    10.04.2011

    AFK progression is an accepted part of many MMOs these days. Crafting in Fallen Earth can be set up, started, and done while you're logged out. Come back after a certain amount of time and you've got a new vehicle and a load of XP. The newly-launched Glitch is another example -- you can learn your skills while you're doing other things in game, and learning continues while you're logged out. There are various other methods set up by developers here and there for players to advance while they're afk and logged out. On one hand, it makes quite a bit of sense. If crafting a vehicle in Fallen Earth takes over a full calendar day, for example, it can seem a little unreasonable to expect a player to sit there and work on it the entire time. On the other hand, many players argue that it's unreasonable to reward players for not playing the game. What do you think? Hit the comment button and let us know!

  • Ragnar Tørnquist discusses TSW's skill system, investigations, and more

    by 
    Matt Daniel
    Matt Daniel
    09.27.2011

    Dark days are coming, my friends. All the myths are true, and evil lurks around every corner. Thankfully, we've gotten our hands on a new PC Gamer interview with The Secret World's creative director Ragnar Tørnquist, which should help to cast some light on these grim prophecies. It's already well-known that The Secret World won't hinge on classes and levels but instead will allow players to craft their own skill sets from a number of set categories. Ragnar expounds on this system, explaining that players will have access to something called a Base Gear Manager, which essentially provides a way for players to quickly swap between preset groups of abilities and equipment in order to adapt to the situation at hand. While players will likely find themselves falling into the traditional MMO archetypes of tanks, healers, DPS, and so forth, Tørnquist points out that The Secret World won't be as instance-heavy as other games and will provide a plethora of open-world events that will allow players to come together as an ad hoc group to, say, keep a police station from being overrun by the forces of evil. Perhaps most interesting, though, are the bits of information revealed about the game's unique Investigation Missions. Tørnquist provides two examples of what players can expect from the ARG-inspired missions. One involves hunting down an in-game location based on a fortune teller's visions, while the other is a bit more in-depth, requiring players to look up information on a famous painter in order to progress. He also hints that the team may put up websites regarding in-game information that players will have to hack into in order to progress the investigation. For the full interview, which is full of interesting nuggets and anecdotes from Tørnquist himself, just click on the link below.

  • All Points Bulletin Reloaded blog post focuses on the "home stretch" to launch

    by 
    Matt Daniel
    Matt Daniel
    09.16.2011

    Enforcers and criminals better listen up, because it's time for another All Points Bulletin Reloaded blog post. This one focuses on the open beta "home stretch," as the post's title refers to it. With the game's patch 1.5.3 hot off the press, the team is gearing up for patches 1.5.4 through 1.5.7, which are the last planned patches prior to the game's official launch. So what kind of issues have been spotted throughout the span of open beta, and what does the team hope to accomplish prior to the game's official release? Well, sit down and get comfy, because the team has put together quite a list, included after the jump.

  • The Perfect Ten: Non-vanilla server rulesets

    by 
    Justin Olivetti
    Justin Olivetti
    09.08.2011

    I've always thought that rulesets are a golden opportunity for MMO developers to get creative with their products and try something fresh and exciting. Unfortunately, most every MMO these days, new and old, adheres to the four "vanilla" rulesets that have been in place since Pong. You have your default PvE, your same-as-PvE-except-we-have-a-naming-policy PvE-RP, and the two player vs. player variants: PvP and PvP-RP. Those are all well and good, but... y'know... couldn't rulesets be used to create fascinating variations on these games? It turns out that yes, yes they can. While the vanilla rulesets are the vast majority, there does exist a group of fringe rulesets that dared to walk the different patch, er, path and made versions of MMOs that are a bold and refreshing flavor. Like blue! Sometimes these new rulesets were whipped up to inject new life into an aging title, giving players a valid reason to come back and see the game from a different perspective. In this week's Perfect Ten, we're going to check out just how wild 'n' wacky server rulesets can get!

  • Modern Warfare 3 multiplayer preview: Killer streaks

    by 
    Mike Schramm
    Mike Schramm
    09.02.2011

    Call of Duty XP is currently underway in Los Angeles, CA. Last night, before the big event kicked off, Activision treated the press to a reveal of Call of Duty: Modern Warfare 3's multiplayer component. We'll jump you right to the bottom line: The core gameplay itself is a whole lot like the rest of the Call of Duty series, in that you grab a couple of weapons, sprint around a map, and try to shoot the bad guys as much as you can. Where Modern Warfare 3's multiplayer differentiates itself, however, is outside of the actual game. In fact, says Infinity Ward's Community Manager-turned Creative Strategist Robert Bowling, the real steps forward in MW3 aren't in the game -- they're in the platform. "We designed it specifically to be that kind of experience," he says. "To basically go from designing a game to designing a platform that allows the widest audience possible to have fun any way they want to have fun. That was a major goal of Modern Warfare 3." There are indeed multiple examples of that in the build playable at CoD XP this weekend. Infinity Ward has tweaked the metagame quite a bit, and made it possible to play the new sequel while chasing more than just a great K/D ratio.