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  • Breakfast Topic: The things you regret losing

    by 
    Adam Koebel
    Adam Koebel
    12.07.2013

    Every once in a while an item will get removed from the loot tables, or an achievement will turn into a feat of strength. The most recent example would be the vanity items from the patch 5.3 event, as well as the Darkspear Revolutionary and Hordebreaker titles. Maybe you couldn't log in at the time, or maybe you didn't bother farming the 500 Kor'kron Stone for a Whole Body Shrinka and now you regret not having one (sorry to let you know, but it's awesome). Maybe you deleted another toy item long ago to make room for bag space without thinking Blizzard would ever come up with a storage solution for toys. My worst offender in this case is the hydra hunter pet, Spirit of Atha, which I did have tamed before they removed the ability to do so. In my infinite short-sightedness, I abandoned it to make room for a spirit beast (we only had 4 stable slots back then). I still hope Blizzard will make the hydra family of pets tameable again some day because every time I see one (which is exceedingly rare) I am insanely jealous. Then there was that mail gear from the pre-Wrath launch event which I probably vendored for bag space. Who could have foresaw transmogrification back then? Ever since these incidents I've become a WoW hoarder and don't want to delete anything. The Warlords inventory improvements can't come soon enough. What did you delete or procrastinate on that you can no longer get back?

  • EVE Evolved: Ghost Sites and PvE goals

    by 
    Brendan Drain
    Brendan Drain
    11.10.2013

    PvE in most MMOs revolves around killing hordes of NPCs for currency, XP, tokens, or loot, and EVE Online is no exception. Players can hunt for rare pirate ships in nullsec asteroid belts, farm Sansha incursions for ISK and loyalty points, or team up against Sleeper ships in dangerous wormhole space, but most prefer the safe and steady income of mission-running. Missions are essentially repeatable quests that can be spawned on request, providing an endless stream of bad guys to blow up in the comfort of high-security space. Completing a mission will earn you some ISK and a few hundred or thousand loyalty points, but most of the ISK in mission-running comes from the bounties on the NPCs spawned in the mission sites. Similar deadspace sites with better loot are also distributed randomly throughout the galaxy and can be tracked down using scanner probes. But what would happen if the NPCs in these sites were a dangerous and unexpected interference that could get you killed, rather than space piñatas ready to explode in a shower of ISK? This is a question CCP plans to test with the Rubicon expansion's upcoming Ghost Sites feature, which promises to introduce a whole new form of high-risk, high-reward PvE. In this week's EVE Evolved, I look at EVE's upcoming ghost sites and explain why I think its goal-oriented approach to PvE should be adopted in other areas of the game.

  • The Soapbox: Diablo III's auction house ruined the game

    by 
    Brendan Drain
    Brendan Drain
    05.21.2013

    After his departure from the Diablo III development team, Game Director Jay Wilson released a statement that the introduction of an auction house "really hurt the game." While players predicted doom the moment the Real Money Auction House was announced, Jay argued that the gold auction house was equally to blame for the game's fall from grace following its absolutely stellar launch sales. I don't normally agree with what Jay has to say on Diablo III, but in this case he does have a very valid point. Diablo II was consistently popular for over a decade thanks to its immense replayability. At its core, D2 was a game about building new characters and gearing them up by any means necessary. Every enemy in the game was a loot pinata just waiting to be popped, and players farmed endlessly for a few sought-after unique items. You almost never found an item that was ideal for your particular class and build, but you could usually trade for what you needed via trade channels and forums. Blizzard claimed that the auction house was intended just to streamline this process, but when Diablo III launched, it was clear that the entire game had been designed to make the auction house almost necessary for progress. The fault here lies not just with the concept of an auction house but with the game designers. That's right: I'm here to argue not only that Jay Wilson was right about the auction house ruining Diablo III but also that it was his own damn fault.

  • Wasteland Diaries: Serendipity tour

    by 
    Edward Marshall
    Edward Marshall
    02.04.2011

    There are three new serendipity drops in Fallen Earth, one per sector. While few have been found, even fewer have been reported. The old serendipity mobs usually spawn in the same general vicinity, making them easier to harvest. That almost takes the luck factor right out of the equation. But the new mobs can spawn in different locations, possibly even at random. This adds a bit more chance to these encounters and makes them a bit more, well... serendipitous. The old serendipity mobs in Fallen Earth have been around for quite a while now, and it's entirely possible that some of them remain to be found. Many that aren't publicly acknowledged could still be closely guarded secrets only known to certain clans or persons. But I have gathered a good deal of information on the mobs and their locations, and I would like to give you a tour of the serendipity encounters that I was able to dig up. After the cut, we will start in the southern edge of Sector 1 and work our way to Deadfall. Follow along!

  • Hi-Rez fleshes out their plans for Global Agenda, includes open world MMO zone

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.16.2010

    Last we heard, Hi-Rez Studios was considering adding more "open" mission areas around Dome City, giving players an open-world feel to their game. Well, Hi-Rez's Erez Goren stopped by the forums on Saturday to lay out the full plans for not only the areas outside of Dome City, but also for some new weapons appearing in the game, new maps in AvA, and new options to help agencies compete and hold ground in AvA. All of this is scheduled on a very ambitious timetable -- available by the end of March. If certain features become pushed back or delayed, Hi-Rez will also reconsider extending their current "free subscription" policy. However, it was surprising to find that the open-world areas mentioned in the last newsletter literally will be open world areas. Multiple mission teams and players will find themselves on one gigantic map, completing PvE and PvP objectives for experience and loot. Missions on these maps will be for a varied number of players, starting out at the solo player and going all the way up to a 10 man strikeforce. And, of course, some areas of the map will be "unsafe" and open for agents to beat on other agents. Now you too can gank in Global Agenda.

  • Starting out in Vana'diel: Questing and you

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.24.2009

    Hello again adventurers! Today's topic is once again back on hard gaming ground instead of community theory as I introduce quests and their purpose.Questing in Final Fantasy XI is not like questing in other games. Quests exist, but they don't jump out at you with bright yellow exclamation points. NPCs don't scream, "I have things for you to do for me!" Quests don't hold your hand as you pursue their goals. Also, most importantly, quests don't reward experience.So why bother, right? If you're only going to get come cruddy gold and maybe an item, why should you spend your time doing the quest? Beautiful question, and a very accurate one. Let's take a look at the quest system, what it has to offer you, and how to find some quests at your level with ease.