progression

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  • Star Trek Online player progression dev chat October 20th

    by 
    Kyle Horner
    Kyle Horner
    10.19.2009

    If you've got any additional questions on player progression in Star Trek Online, Cryptic will be holding a 30 minute dev chat next Tuesday, October 20, at 11:30 a.m. Pacific time. The topic's been covered previously -- particularly in the ongoing Ask Cryptic feature -- but as always the developer is more than happy to open itself to follow-up questions from the community.There's a Java client you can access from the web right here, just make sure to type "/join #STO" in the text input field. If you've got IRC, simply point it at #STO on coldfront.net and you're in business. Also, anyone who'd like their question answered but can't make it should post it in this official thread on the Star Trek Online forums. Cryptic will be selecting questions from there as well.We hope you guys have questions, because we're kinda stumped on anything but Klingon specific stuff, which we're sure they're not going to answer right now.

  • When to move up to the next raid

    by 
    Mike Schramm
    Mike Schramm
    10.11.2009

    I like this post over at Tank Like a Girl that raises the question of just when your guild should make the big step to move on up the raiding ranks. Just last night, my very casual guild headed into Ulduar for the first time, and even though we'd never been in there before (we've been doing Naxx, OS, and EoE with some regularity, though when I say we're casual, I mean we're really casual), I think we did it at exactly the right time. We made it up to Kologarn -- enough to know that we didn't go in too early (and come out empty-handed, unable to down any bosses) or too late (and breeze through the place).Now obviously, every guild is in a different place raiding-wise (and most guilds are way ahead of ours, I know), and TLaG is dealing with a different dilemma: whether to take down Yogg-Saron before moving on to ToC or not. And in her case, she's got the added "gotta catch 'em all" thinking. But it's a tough thing as a raid leader -- you don't want to move on past content you know you can do eventually, and progression always beckons. In the end, you've got to figure out what's best for the guild. And of course, the content's not going anywhere -- if you can't drop a certain boss this week, there's always the next raid reset.

  • More details on STO progression and Quarks bar

    by 
    Kyle Horner
    Kyle Horner
    10.09.2009

    Ship tiers and player progression were the topics of this week's dev chat for Star Trek Online and it yielded some pretty good results. Most of the new information clarifies some of the areas we were fuzzy on up until now. The piece of news we were super happy to see was the confirmation of DS9 and Quarks bar being in the game. Mmm, space gambling. Getting to progression -- and away from gold pressed latinum -- the rate at which a player gains Bridge Officers should ensure that they always have enough to outfit any ship they're using. We also know that BOs get their own pool of skill points as you complete missions. Additionally, anyone worrying about 'nerfing' themselves as they level shouldn't have to, because the BOs a player brings on a ship will help balance out any missing essential skills for a ship type. That being said, a science captain will always excel the most on a science vessel -- the system merely ensures that anyone can sufficiently fill a role if need be. There's plenty more in the transcript itself and we recommend anyone interested in Star Trek Online give it a look.

  • Skill and ship progression covered in new STO dev chat

    by 
    Kyle Horner
    Kyle Horner
    09.23.2009

    The latest Star Trek Online dev chat was expectedly focused on the skill-based progression system revealed in last week's Ask Cryptic. A particularly interesting answer revealed that although it's possible to eventually earn all the space skills in the game, your ship equipment and bridge officer selection will be a determining factor. Since ground combat is focused around your skill kit, which is based off your career choice, it's restricted by class.We also learned that advancing in rank earns players the right to newer, larger ships. When hitting a new rank, Starfleet will grant one free vessel, but the acquisition of other vessels within that new type will require merit. Knowing that puts us at ease, because we're sure that once Starfleet gets a load of our captaining abilities, they'll have no choice but to give us a trillion merit on the spot.

  • Star Trek Online to feature skill-based leveling

    by 
    Kyle Horner
    Kyle Horner
    09.17.2009

    So, Star Trek Online is using a skill-based progression system where experience earned translates into new skill points instead of new levels. Players start at the wide end and specialize into the "point" of the triangle as they progress in rank. Speaking of ranks, there are five of them: Lieutenant, Lieutenant Commander, Commander, Captain and Admiral.It sounds like the nature of the system is to allow players some granularity in their specialization as they level. The types of skills invested in at the Lieutenant rank will determine what kinds of more specialized skills are available at the Lieutenant Commander rank. Then, once a player invests enough skill points to become a Commander, they'll dig even further into their chosen specialty.There's a lot more detail in the Ask Cryptic write-up, and you can even post questions directly to the devs in the forum thread linked to the article.

  • PAX 2009: Dark mysteries of The Secret World part 2

    by 
    Kyle Horner
    Kyle Horner
    09.10.2009

    The level-less progression system is designed around your standing with the secret society of your choice, and their headquarters is were you'll receive better magic, equipment and more. Venders and what Ragnar referred to as "inventors" can be found here, too. Also, the headquarters operate as a social hub, particularly for Cabals -- TSW's version of guilds -- who call the city of their societies' headquarters home.

  • We have a Tabard: To 25-mans, and beyond!

    by 
    Amanda Dean
    Amanda Dean
    08.21.2009

    Looking for a guild? Well, you can join ours! We have a tabard and everything! Check back every Friday for Amanda Dean talking about guilds and guild leadership in We Have a Tabard.Founding and nurturing an up-and-coming raid guild can be quite a daunting task. We see it every day in trade chat <New Guild Name> is now recruiting players of all levels. "We're a fun, friendly guild that regularly raids 10-mans and is looking to build our 25-man team. We have a tabard, bank tabs, and Ventrilo. PST if you're interested." The bark is always the same, the only difference is the number of spelling errors. How do you gracefully move from 10 to 25-man content?If that's your guild, first of all, congratulations on some early success in progress in getting to 10-man raids. When you're not quite there, you have a few options are a few options, all of which have their upsides and their downsides. You can pug into 25-man content, you can run guild raids and take pugs along, you can work with another guild, or you can be content with 10-man content. Let's take a moment to explore each of the options.

  • Skill-based MMOs: Passive vs. active gain

    by 
    Brooke Pilley
    Brooke Pilley
    08.13.2009

    There are two main progression models in MMOs: Level-based and skill-based. In level-based MMOs, you kill things and complete tasks to earn experience. This experience leads to new levels and the new levels generally lead to newer and more powerful skills. In skill-based MMOs, it isn't you who "levels up," but your skills. The more you use a particular skill (e.g., swimming, shield-blocking, axe-slashing, etc.) the better that skill becomes. At a basic level, both models are just different interpretations of the "experience point" system.While traditional, level-based MMOs don't usually allow you to earn XP while logged off, some skill-based systems do. EVE Online, for example, has a passive skill-leveling system, where players choose a queue of various skills that level up in real-time whether they are logged in or out. On the other hand, Darkfall uses an active skill-leveling system. The more you slash with a one-handed sword, the better your skill with one-handed swords becomes. If you switch to a two-handed hammer, you won't be as good until you start using it more.Syncaine has started an interesting discussion on his blog about the pros and cons of passive versus active skill gain in MMOs. While the original article favours one over the other, the comments really show both sides of the argument.

  • Insider Trader: Progressive Professions

    by 
    Amanda Miller
    Amanda Miller
    08.08.2009

    Insider Trader is your inside line on making, selling, buying and using player-made products.Professions in The World of Warcraft are one of the many endeavors in which players can invest their time and efforts. Despite the fact that most players do indeed level them, and the fact that there is quite a bit of interest in them, people are often left questioning their value at the end of the day.Profitability and cost to level are two of the most frequent complaints against their chosen professions, but today I would like you to consider another reason: boredom. It is not that the professions themselves are inherently boring. It is more that, in a game where there are always new things to collect, new reasons to PvP or run raid content, new dailies and new factions, professions just can't compete. Most can be leveled in an hour or two at the Auction House, and once this has been achieved, the key items made, and the buffs applied to your gear, what else is there?

  • We Have a Tabard: The green-eyed monster

    by 
    Amanda Dean
    Amanda Dean
    07.31.2009

    Congratulations! You've bested the bosses in 25-man Naxx and Kel'Thuzad is dead. You have one last trial to deal with: distributing loot. He drops Cape of the Unworthy Wizard, Betrayer of Humanity, Crown of the Lost Protector, and Crown of the Lost Vanquisher- and everybody wants a piece. There's something "Lord of the Flies"-esque about the way that Blizzard drops loot and then allows players to decide who gets it. DKP, Loot Council, Biggest Upgrade, Two Token, simple rolls. Every system is flawed. Someone is going to walk away unhappy. For GMs/RLs I give you this advice: be fair, be consistent, and brace yourselves. Odds are good, someone is going to be unhappy and you're going to have to deal with it.But this column isn't for GMs/RLs. Jealousy, the green eyed monster is one of the worst adversaries in WoW. Guilds have fallen apart over loot decisions and overall loot practices. In most cases leadership tries to be fair- with an eye on progression. A good GM doesn't play favorites when it comes to loot. With good leadership, you can count on decisions that strengthen the team as a whole.

  • Hard modes and raider morale

    by 
    Mike Schramm
    Mike Schramm
    07.27.2009

    Karl, writing over on the WoW Livejournal, has an interesting set of thoughts about hard modes and just how they work with raiders' morale. Hard modes are designed to give raiders something extra -- if you've conquered the normal modes of raids like Ulduar, hard modes are put in there by Blizzard to offer you some extra risk for a corresponding reward. But as they've become more and more routine, some raids are taking on the hard modes even before they've cleared the whole instance, leading up to a night of wiping on early hard modes, and then wiping on later progression. And wiping all night is never good for any raid's morale.Of course, this is one of the causes for the way the Crusaders' Coliseum in patch 3.2 is designed: instead of having both hard and normal modes constrained to one instance, you can run a 10 or 25-man instance in normal mode all the way, leaving the Heroic mode open when you're ready to do some wiping.But then again, think about what the mindset is here -- players are throwing themselves on early bosses' hard modes even when they haven't beaten the end bosses yet. It seems like most raids will take any opportunity they get for more loot, no matter how tough it is, and that's what's leading to all of this "glass chewing" Karl is talking about. Even if Blizzard gives players the option to run a normal instance without worrying about hard modes, won't players still just run Heroic anyway, for the better gear?

  • How not to apply to a guild

    by 
    Mike Schramm
    Mike Schramm
    06.14.2009

    The Wordy Warrior covers a well-traveled subject in an interesting way in her latest post. We've already talked in-depth about how to get into a good raiding guild (and we've even covered some amazing guild applications), but straight from the trenches of guild leadership, Ariedan sends an open letter to anyone applying to her guild with, some might say, the wrong attitude.Here's the thing: especially if you're applying to a progression guild, odds are that they don't need you. They're progressing just fine, and bringing you in just opens the door for more drama. It's a risk, and it's your job to convince them to take that risk, hopefully for the benefit of both. So if you show up to an application and don't take it seriously, and flip out when they question your background, and expect them to take you on without any proof you'd be valuable to them, don't be surprised when they laugh you right out of their forums.We're probably preaching to the choir here -- if you're reading this site, you probably already have at least one clue, and are either in a guild you like that is not a raiding guild, or are in a progression guild that you got into because you were able to justify that risk. But if you're still having trouble figuring out how to get where you want to be, take WW's advice to heart: it's on you to justify your entry to the guild, it's not on them to put up with you.

  • [1.Local]: Shoved into the deep end

    by 
    Lisa Poisso
    Lisa Poisso
    06.07.2009

    Reader comments – ahh, yes, the juicy goodness following a meaty post. [1.Local] ducks past the swinging doors to see what readers have been chatting about in the back room over the past week.Yeah, we know you've already got Algalon on farm -- WoW.com readers are just uber that way. But for the rare handful of you still playing at a somewhat less stratospheric progression point ... How about those patches? Is the flow of new content keeping pace with your playstyle and interest?"The pace of new content is fine – ooh, shiny :)," wrote Julie. "What worries me is the rate at which old content becomes obsolete (which is way too fast). For example, I'm glad Ulduar and Emalon are out. I hate the fact you can't do Archavon without doing Emalon. I also hate the fact that there's no reason to go into Naxx (Pro-Drake, badges, etc.) or heroic five-mans, for that matter. Basically I'm ok with the new content coming out; not ok with being forced to move to the new content the moment it does, however. There should be some balanced incentives to keep doing older content."Is your guild working patiently through the existing content at its own rate, or has the addition of new content shoved you out into the deep end before you were ready?

  • Gentlemens Club achieves Herald of the Titans world first (Edited)

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.06.2009

    Via Guildox, we've just gotten word that Gentlemens Club of Korgath-US, Hordeside, has just become the world-first achievers of Herald of the Titans. This achievement requires that you defeat Algalon on 10-man difficult with no gear above iLevel 226. In other words, they were not wearing a single piece of Hard-mode Ulduar 25-man gear (While we haven't looked closely at their armory, the achievement would allow for normal mode 25-man gear, though even normal mode 25-man weapons would be off limits). [EDIT: iLevel 226 is actually the item level of gear from Normal mode 25-man Ulduar, not Hard mode as previously stated. It is also the item level of gear that drops from Heroic or 25-man Malygos, Kel'thuzad, and Sartharion with at least 2 drakes up. Hard mode 10-man Ulduar also drop iLevel 226 items, which indicates that the Achievement is intended mostly for 10-man progression.]While 10-man and 25-man raids were technically meant to be seperate tiers of progression, it seems like many raiders freely mix the two, and while that's certainly to be expected, and there's nothing wrong with it, it's cool to see at least a few guilds focus on mastering that path of progression and arguably challenging themselves to at least the 10-man Algalon fight as Blizzard meant it to be fought.In short, they've managed to proclaim themselves Kings of the 10-man game in Patch 3.1, even if other guilds technically beat them to 10-man Algalon kill itself. Congratulations to everyone involved in the raid!

  • Forum post of the day: The end of big guilds

    by 
    Amanda Dean
    Amanda Dean
    05.23.2009

    Oldmaveric of Azgalor posed the question on the General Discussion Forum: are Big guilds on their way out due to easy WoW? He suggested that easier content on 10 man raids and regular content nerfs has led to the breakdown of some of the top guilds and caused players to quit the game.Savvage of Spinebreaker quickly responded that big guilds have their place, but "People can now play in closer more tightly-knit groups..." For many players, raiding offers sufficient challenge while being more enjoyable than it once was. The raiding experience is not only more accessible, but also more fun. Smaller guilds can afford to be more selective of the online personalities of their membership, while still being able to to make progress.

  • From our readers: Always a DPSer, never a tank

    by 
    Amanda Dean
    Amanda Dean
    05.18.2009

    We get a lot of email from our readers who are trying to improve their in-game experience. I'd like to take a moment to address a reader who's struggling to find or make the right guild. Beware of the following wall of text. I started playing over a year ago. Never have been able to find a good guild. I'm a warrior tank. Love it. Even made a second just for fun. Trouble is, it seems all of the guilds that can do anything already have their tanks. I'm really sick of pugging Ulduar and getting stuck on kologarn cause either healers or the other tanks fail. I started my own guild after my leaving my last guild because they refused to let me tank. I couldn't even roll on tank gear as fury when all of their tanks had all best in slots. But my guild is stuck with 36 level 80s who are never all on at the same time... and most of the ones that are on are under-geared or aren't skilled in the least bit. what's your advice?Dear anonymous reader, Sometimes starting your own guild is the answer, sometimes it's not. It takes time, patience, and vigilance to build a raid guild. Be sure to check out Scott Andrew's Officer's Quarters. He regularly addresses the ups and downs of guild leadership and offers practical advice on the challenges you may face.

  • From our readers: Is my Ulduar-clearing guild holding me back?

    by 
    Amanda Dean
    Amanda Dean
    05.17.2009

    I'd like to take a minute to address the concerns of one of our readers. Since my return to WoW Insider, I've been focusing on sanity, progression, and congruence. Dear WoW Insider:I need help, and I figure between me and that guy in the last Breakfast Topic, I'd have more than a good chance of you guys having suggestions to my current dilemma.I'm fairly new to WoW, having started in December 2008, after a long stint on FFXI. I was glad I made the move, and I haven't looked back. I toyed with a few classes before settling on a blood elf rogue. I zoomed through classic, Burning Crusade and have now made Northrend my home.I hit 80 a couple of months ago, and although many guilds have offered for me to join along the way, I always replied that my brother's guild was going to take me in as soon as I turned 80. I've been with them on a few heroics and even saw the inside of Sunwell as my first raid ever, although I must confess all that left me feeling a little bit bewildered as I didn't really know what was happening most of the time. I was constantly asking for help, asking where I should stand and what not. While most of the guild was really nice and understanding (and still are), I'm feeling a little bit out of my depth. Most of the guild members are very experienced, as you can imagine. Some of them are on their second or third alts clearing Naxxramas, and most of the guild are working on Ulduar progression.

  • Contemporary raiding and real-life obligations

    by 
    Amanda Dean
    Amanda Dean
    05.09.2009

    An unidentified reader wrote to WoW Insider explaning that while he is in a raiding guild, his life schedule does not allow him to raid. He feels he's being left behind as groups ask for higher DPS.What practical advice is there for progressing in the game while being a player with RL obligations? First off, I'd like to tell you that you're not an outlier, there are many of players in similar situations. Nearly all WoW players have real life obligations including work, school, and families. The two most important things to work on are balance and realistic expectations.It's easy to get suckered into playing too much WoW. To balance WoW with life, you need to determine how much time you can spend in game, while leaving plenty to meet your other responsibilities. If you can, try to schedule WoW at regular times, that way you build relationships with folks you play with often.

  • Ready Check: Progression Recruitment and Roster Churn

    by 
    Jennie Lees
    Jennie Lees
    05.09.2009

    Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses. This week, we're LF24M Yogg-Saron hard mode PST.It's interesting to watch the flow of players into and around hardcore guilds, and how it changes during farm, progress and the area in between. Why are so many of these guilds recruiting, and how does it change the meta-game?There are two reasons for a hardcore guild to recruit: to expand the roster and gain flexibility, or to replace players who are leaving the raiding squad. But what effect does it have on the guild? Let's take a look.

  • The Daily Grind: What's your preference of difficulty?

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.22.2009

    Some people like it when the game challenges them for months on end, stopping them at the same battle over and over again until a group comes together and cooperates in a way that yields progression.Other people like to be able to sit down at a game, play it for a few hours, and feel like they've made some progress and accomplishments. They enjoy feeling rewarded after a small play session, instead of dedicating hours of work and thinking to their games.And still others would rather find extreme progress in less than an hour, being highly rewarded for very little challenge. It's not fun if it's hard, right?So today's grind question is as follows: what is your preference of difficulty? Are you the person who likes to be stumped for weeks on end, or are you more of the type who wants to get the maximum reward for the smallest effort? Speak forth into thy comment box, and let thy voice be heard! And hopefully you won't use a silly accent like us, but you can if you'd like to.