roles

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  • Choose My Adventure: Pouring the foundation in Darkfall

    by 
    MJ Guthrie
    MJ Guthrie
    05.01.2013

    It's relocation time! Although there were plenty of tempting properties spread around various locales to choose from, once the bidding wars began, Darkfall Unholy Wars grabbed the lead and refused to let go. So we're packing up our tools and moving to Agon to get this Choose My Adventure project started. And considering the whole neighborhood just went through a recent renovation, I'm sure we'll fit right in building our new retreat. Now, we just need... hm, where did we put those blueprints? Do we even have blueprints? No? Well, no matter; you can just give me the instructions as we go. Rome wasn't built in a day, and we've got five more weeks to work together to create this new retreat. I've got to tell you, I'm quite excited for this venture. One of the greatest things about the CMA series is that it forces us to finally dive in and check out games we've been wanting to but never quite "found the time." Once it becomes a part of your daily job, you have no choice but to make the time! Darkfall was always one of those games for me, and my curiosity and interest was piqued even more with Unholy Wars. So let's get this started. First, we need a foundation.

  • EVE Evolved: Temporarily fixing starbases

    by 
    Brendan Drain
    Brendan Drain
    04.07.2013

    With its exploration-focused Odyssey expansion on the way, EVE Online is about to be hit with a deluge of players (new and old) venturing into the unknown. The expansion will introduce the yet-to-be-revealed Discovery Scanner and will add a ton of new exploration content all across New Eden. Odyssey aims to follow the lead of 2009's Apocrypha expansion, which saw hundreds of corporations lead lucrative expeditions into uncharted wormhole systems. We don't yet know whether the expansion will open new systems for exploration, but when Odyssey goes live, the race will be on to find and lay claim to all the goodies hidden in deep space. With no stations to dock at in wormhole space, corps currently have to store everything in destructible starbases that aren't really up to the task. Player-owned starbases were released in 2004 as sandbox-style tools for tech 2 industry and alliance territorial warfare. They were never intended to be the sole base of operations for an entire corporation, so they suffer from some pretty severe security and usability flaws as a result. Theft from ship and item hangars in wormhole space is commonplace, setting up corp roles for them is a nightmare, and living exclusively in a starbase provides a daily dose of frustration players could seriously do without. CCP has been planning to completely overhaul player-owned starbases for years, but some of today's issues can't afford to wait any longer. In this week's EVE Evolved, I look at some of the chronic problems faced by starbase-dwelling explorers and how CCP plans to temporarily fix some of them for Odyssey.

  • Massively Exclusive: An in-depth look at Final Fantasy XI's new jobs

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.21.2013

    This year isn't quite as exciting for Final Fantasy XI as it is for Final Fantasy XIV, but it's still bringing a pretty big change to the status quo. Players have had years to get used to the game as it is, but now Seekers of Adoulin is on its way to completely rewrite matters, giving us two new jobs as well as a new region and new mechanics to deal with. In other words, it's going to be shaking things up. So while I was out in San Francisco enjoying all that Final Fantasy XIV has to offer, I also had a chance to look into Final Fantasy XI's new expansion, specifically the new player jobs. Both the Rune Fencer and the Geomancer are bringing something new to the game, and while I didn't get to play around with either job extensively, I did get to see how both will play and check out their key abilities.

  • The Nexus Telegraph: Putting the war in WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.14.2013

    It's no mystery that WildStar is going to feature combat. This column derives its name from one of the combat features we already know about, so you know it's not going to be a game where all conflicts are resolved with hugs and ice cream. People come at you with weapons, and as another person with weapons, you will have a duty to ensure that they do not draw another breath. Possibly it will even be your pleasure to do so. Scratch that -- hopefully it will be your pleasure to do so. The last thing anyone wants is a game with combat that bores you to tears, since you're going to be tasked with slaughtering all manner of critters and ne'er-do-wells as you play. What we know about WildStar's combat at the moment can fit comfortably into a manila folder, but I'd like to talk a little bit about some of the potential mechanics and what we might derive from the very limited previews.

  • The Mog Log: Parties and roles in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.29.2012

    Final Fantasy XIV's party setup already makes a bold step away from normal conventions. Where most games these days top out with parties of four or five players, a full party in Eorzea is eight people with according benefits. It's definitely a game of numbers. This offers some unique drawbacks and advantages all at once. The drawbacks are implied just by the sheer size: It's harder to get three strangers to work with you as part of a team; it's harder still to gather up seven without one person dragging you down through a combination of cluelessness and hapless malice. But considering the pre-relaunch game offered a lot of content that could be done solo or in ad hoc groups of varying sides, perhaps this won't be such an issue in the long run. So let's talk about the potential advantages. I think the game is uniquely poised to deliver on this front simply because having more people in the party allows you to do things that more modern games don't have the space for -- things that Final Fantasy XI was quite good at doing in party composition, as it happens.

  • Darkfall posts a new preview of the Battle-Brand role

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.21.2012

    You should know your role in Darkfall Unholy Wars. After all, your role determines a lot of what you're capable of doing at any given time, so it's pretty important. The newest development blog on the game gives a preview of one of the updated re-release's new roles for the Warrior, the defensive school known as the Battle-Brand. This is not a role for going out and making people miserable; this is a role for ruining the days of those trying to make you miserable. The Battle-Brand's abilities include two self-buffs to reduce magical damage taken and reflect a portion of damage taken back to the source. It also features Foebringer, an AoE pull for all nearby enemies, and Bandage, a self-healing spell to keep the Warrior up longer. Last but not least is the ultimate ability, Stoic Defense, which makes the Warrior entirely immune to damage for a short time while consuming mana and stamina. Take a look at the role's abilities in action in a preview video just past the cut. [Thanks to bartillo for the tip!]

  • The Daily Grind: What would your role trinity look like?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.30.2012

    The trinity of MMO roles is pretty well understood by a lot of players. The tanks hold enemy attention, the healers keep the tanks alive, and the DPS kills the enemies before the healers get overwhelmed. It's a functional system, one that's been used for years. It's also one that many people have decried as being stagnant and overused, resulting in Guild Wars 2 discarding the existing roles and replacing them with an entirely different setup, focused instead on damage, support, and control. But maybe you feel that there's a better way to split up roles. Maybe you think healers are outmoded but the rest of the trinity can stay, or that tanks, DPS, and control would be more interesting to play. Or perhaps you'd like to see DPS go the way of the dinosaur along with healers. If you had the opportunity to design your game of choice, what sort of trinity would you design? Or would you stick with the old standby? 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!

  • Choose My Adventure: A last round of TERA dungeons with Higiri

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.11.2012

    Some things are really just acquired tastes. At first they seem lackluster or even outright bad, but that's mostly because you need to adjust a bit more. If you give it some time and practice, all of the difficulties fade away. As it turns out, what seemed unpleasant at first becomes enjoyable, and what you mistook as irritation was really just confusion. And so you can tell others that even if this seems a bit bad at first, stick with it because it gets better. TERA's dungeons apparently do not fall under that category. This week was another week with Higiri, exploring the depths of TERA's dungeons, trying my hand at more tanking, and seeing whether I warmed up a little more to the experience now that I knew something of what to expect. And I definitely had a better picture of what was going on in the dungeon from start to finish, so that was excellent. Unfortunately, it didn't really win me over.

  • Massively Exclusive: An interview with WildStar's Jeremy Gaffney

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.25.2012

    Big releases from the WildStar development team at Carbine Studios seem to be few and far between, which is why the recent footage from early testing was such a breath of fresh air. Aside from showing off some of the game's role-based content for Settlers and Scientists, it also displayed new environments, new combat elements, and the unique graphical flair that attracted fans even before anything had been said about gameplay. We gamers are a curious bunch, though, and seeing a bunch of cool new stuff doesn't stop us from asking questions. Executive producer and design director Jeremy Gaffney recently hosted an AMA session on Reddit, but he was also kind enough to answer a few more questions from us here at Massively about combat flow, racial differentiation, and the usual character roles in MMOs. Take a look past the break at what the game will offer players when it finally goes live... which most WildStar fans agree can't be soon enough.

  • A proposal for scenarios in Mists of Pandaria

    by 
    Dan Desmond
    Dan Desmond
    05.02.2012

    We have seen and heard a ton of information on questing, dungeons, and even Pet Battles in the Mists of Pandaria beta, but one thing that has been absent thus far is also one of the things I'm most excited about -- scenarios. From what information we received at BlizzCon, we know that Blizzard intends for scenarios to be phased and quest-like in their presentation. They could be used to move stories forward, with players interacting with non-player heroes directly and even fighting alongside them in important battles. An idea for this new game mode that I have been tossing back and forth with a few friends is creating a series of how-to scenarios that introduces the player to the aspects of group play. Meloree at Sacred Duty has suggested this as a prerequisite to entering the Dungeon Finder, but I think even having the option would improve grouping experiences dramatically. Tanks could enter dungeons and raids with a better grasp on basics like threat, positioning, and proactive cooldown usage. Healers could learn mana management, throughput efficiency, and this fabled triage model that we keep hearing so much about. Damage dealers could become familiar with high-movement fights, interrupting, and burn phase cooldown maximization. Clearly, this seems to be well within Blizzard's capabilities to produce. We already see NPCs that tank, heal, and DPS in the game in various quests. In my opinion, there are only a couple of things that may stand in the way: Is this something the designers can do easily and quickly, or would a significant amount of resources need to be allotted to the development of this idea? Would players react positively to such tools being made available to them? Would they feel pressured or upset if they failed to complete the scenarios in their chosen role? What do you think? Is this something you would use? Would this help the dungeon running and raiding experiences, or is the potential for disaster too great here?

  • Leaderboard: Tanks vs. healers

    by 
    Justin Olivetti
    Justin Olivetti
    02.13.2012

    While often seen as a symbiotic pairing against the greatest threats the video game world has ever known, tanks and healers have nevertheless fostered a rivalry of sorts. Both see their role in a group as being paramount to success, but which is more vital? Which takes more skill? Which is under-appreciated by fellow teammates? I know what you're thinking. You're thinking, "This is a chicken-or-egg scenario! How can I choose when both are vital to survival? I love both! Don't make me pick!" Now you're lying on the floor, cradling your head and whimpering. Seriously, stop being a Charlie Brown and take a side! Are tanks more important due to their scarcity and skill that it takes to juggle aggro and take all the pain meant for others? Are healers the mostly unsung heroes of raids, forced to stare at shrinking green bars instead of getting to eyeball the action? Let's put this bickering to rest, daddy wants to take a nap. Have it out after the jump: tanks vs. healers. I expect that this will put an end to centuries of violence surrounding the subject.

  • 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.

  • Champions Online reveals new Mountain archetype

    by 
    Jef Reahard
    Jef Reahard
    01.20.2012

    Champions Online has a new protector in town, and he's about as subtle as Gregor Clegane (though quite a bit nicer). The game's newest archetype is called The Mountain, and Cryptic has revealed all the vitals on Champions' official website. The Mountain is "an embodiment of the rocks and earth that surround us, standing firm in the face of [his] foes," and Cryptic says that the archetype boasts knock-downs and considerable damage-soaking abilities. The devs have also provided a handy power listing that details everything from 1 to 40, as well as a few concept phrases -- like rock golem, earth elemental, and primordial entity -- to give you an idea what you're in for if you make a Mountain.

  • Leaderboard: Hybrid vs. specialist

    by 
    Justin Olivetti
    Justin Olivetti
    12.19.2011

    When it comes to that all-too-important decision at the character creation screen, you must decide off the bat whether or not you're going to mold your new hero into a finely tune specialized machine or to pick a class that sports as much flexibility and gas-saving technology as a hybrid allows. This decision has long-reaching consequences on your future journeys with the character, so choosing wisely means knowing yourself and your playstyle intimately. But which is better, overall? Is it better to gun for a specialized class? After all, this allows you to be the absolute best you can be at a singular role, to get those high numbers and fulfill your purpose well. Specialists are prized in endgame activities, since being at the top of one's form is vital to helping your group succeed. However, are hybrids ultimately better due to their jack-of-all-trades flexibility? Is having the option to switch between roles on the fly more crucial to individual and group success than being locked into one thing only? Hybrids also allow for more choice down the road, especially when you might be getting bored of a particular role and want to experiment with something else. So which will top today's Leaderboard: hybrids or specialists? Hit the jump to cast your vote!

  • SWTOR: So you want to play a Bounty Hunter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.12.2011

    So you're thinking of being a Star Wars: The Old Republic Bounty Hunter, are you? It's a fine choice of profession. Challenging work, definitely. Requires a lot of travel, a quick draw, and a willingness to take on impossible odds. Some Hunters might see themselves as the avenging hand of the law, some just want to get paid, and some of them genuinely care about the Sith cause. But at the end of the day, every Bounty Hunter lives according to the same code: Find the mark and get paid for the job. Of course, the in-game Bounty Hunter has all the tools needed to make that happen. With a plethora of tricks in his suit of armor, Hunters can do everything -- provide field medical support, keep targets occupied long enough for others to take them down, or even just waste everything with a plethora of missiles. There are a lot of options available to players who go down the route of the Bounty Hunter, and it doesn't hurt that the entire class oozes with style and intrigue from the start.

  • GDC Online 2011: BioWare's Damion Schubert takes a wrecking ball to the casual vs. hardcore model

    by 
    Justin Olivetti
    Justin Olivetti
    10.13.2011

    "I'm trying to finish a product, Star Wars: The Old Republic, which I am not going to talk about today." Thus began BioWare's Damion Schubert's seminar, Double Coding: Making Online Games for Both the Casual and the Hardcore, at this year's GDC Online. "This is more of a weary man, sort of stream-of-consciousness design theory talk." Schubert wanted to call the talk "Moving Beyond Double Coding," which is a term that comes from cartoons, of all places. Double coding is content that reaches two different groups of people at the same time. Looney Tunes, for example, would entertain both adults and kids because the writers and animators designed it so. With MMOs, Schubert says that devs are often trying to double code the games for both casual and hardcore players. This is where the well-known slogan "easy to play, hard to master" originates. He held up Blizzard as a primary example of this model. Blizzard's "donut," as Schubert calls it, has a casual outer ring and a hardcore center for both types of players. By double coding, Blizzard ensures that casual players can invite their hardcore friends to experience the game and vice-versa. However, this model is faltering, and Schubert pinpoints why after the jump!

  • The Daily Grind: What was your favorite experience as a tank?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.02.2011

    Maybe you have a sword and shield, maybe you have a really high Dodge rating, maybe you have durable force fields. Whatever your qualifications for the role, you take up the mantle of the tank to keep the rest of your party safe against your enemies, whether they're gang members in DC Universe Online, vicious beasts in Final Fantasy XIV, or enemy starships in Star Trek Online. Whatever your game of choice, if you've played MMOs for a long enough stretch, you've had opportunity to tank. Of course, part of tanking is that you wind up with stories, in no small part just because it's such a vital job. You can't fake the experience -- you have to get in close and take the blows for the party members who can't survive them. So what was your favorite experience as the party's meat shield? Was it a specific run, a specific group, or was there an entire game that made tanking feel like the most enjoyable thing in the world? 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!

  • The Daily Grind: What was your favorite experience as a damage dealer?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.01.2011

    Out of the three roles of the holy trinity, damage dealers (or DPS, depending on personal preference) are usually seen as the most superfluous. After all, you just have to pound something into the ground, right? But that's neglecting all of the work that damage dealers actually do, and it's neglecting the fact that you notice when your resident monster-pounder isn't up to snuff. Just because there are an awful lot of damage-dealing players in certain games (World of Warcraft springs to mind) doesn't mean there aren't some noteworthy members of the role. From EverQuest to RIFT, pretty much every game has some way of allowing players to just rack up huge numbers and lay waste to the opposition. So what has your favorite experience been when piling on the damage? Was there a time that you broke numbers you didn't even think you were capable of hitting? A time when you showed your entire party just how good you were at what you did? Or was it a game where you got to combine your love of breaking things with a more party-oriented utility approach? 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!

  • Flameseeker Chronicles: This might just work!

    by 
    Rubi Bayer
    Rubi Bayer
    07.04.2011

    OK, it's confession time. I hated the idea of 5-man dungeons in Guild Wars 2. Well, "hated" may have been too strong a word, but since I'm an MMO gamer whose fun largely centers around playing with my friends and guildmates, the thought of being forced to only play with four of them was sort of a turn-off. My mind has been changed, so let's cut right to the chase. Follow along after the jump and I'll tell you why!