skills

Latest

  • The Mog Log: Level 99 problems, of which a sub ain't one

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.08.2010

    Can you feel it? Do you wake up in the middle of the night, finding that you have scrawled the number 99 on your pillows and wall? Does each passing day grip you with a paralytic knowledge that soon, everything you know will be shattered? If so, you may want to see a doctor about that purple prose syndrome, but you're probably keenly aware that the level cap raise in Final Fantasy XI draws ever closer. With that comes chaos, madness, and the ruinous conclusion that you're going to need to do something about that there subjob. In theory, anyway. Consider: with 24 more levels on your main job, your sub will be also flying up twelve levels to 47 -- enough for new abilities even if said job is on the lighter side for that level band. The obvious thought process here is that it's going to change the face of job combinations significantly. But like much of the knee-jerk reaction to the Vanafest 2010 announcements, in a lot of cases not much is actually changing. That having been said... there are a few jobs that produce an interesting thought process.

  • Aion producer talks stun removal, Dredgion tweaks

    by 
    Jef Reahard
    Jef Reahard
    05.02.2010

    The fourth and final interview in the Ask Kinslon series is hot off the presses, wherein Aion producer Chris 'Kinslon' Hager answers a few questions posed by NCSoft's Daeva of Journalism, a.k.a. Aquilanius. For the lengthy encore, Hager touches on user interface improvements, instance changes, and new skills as they relate to the upcoming 1.9 patch. "So to clarify, all classes will get the stun removing skill at level 40. The duration when this skill is used is seven seconds. It has a one-minute cool-down. I can almost see the Assassin's minds running now with new strategies to combat this. I am honestly very excited to see what the new strategies that this will generate combat. Our players are smart and adaptive, and I have no doubt we'll see some cool combat tactics come out of this," Hager says. The interview goes on to list some interesting tweaks to the high-level Dredgion instance, as well as movable hotbars and other long overdue UI tweaks. Check it out at the official site.

  • Darkfall's Tasos addresses player feedback

    by 
    Jef Reahard
    Jef Reahard
    04.30.2010

    Players often complain that development teams rarely address their feedback, or even listen at all. Aventurine's Tasos does both in a lengthy post over on the official Darkfall forums. He touches on a number of planned improvements for the PvP-focused fantasy MMORPG, including faster skill progression, diminishing stat returns, and improvements to the game's PvE options. "We agree that skill progression needs to be made more interesting, that special quests need to be introduced; unique mobs, unique items and many of your suggestions in this area are being looked at already. Furthermore as we mentioned, quests and dungeons are being revamped, the entire system is being made as to connect the dots and give more meaning to adventuring in the game," Tasos says. Check out the post and as well as player response at the Darkfall official forums.

  • Land of Chaos Online goes loco for spell info

    by 
    Justin Olivetti
    Justin Olivetti
    04.28.2010

    As we saw at GDC10, Land of Chaos Online is certainly an unusual species of MMO, blending fantasy elements, Defense of the Ancients-style matches and third-person shooter action. The title is still deep in closed beta, but fans wishing to know more about the nitty-gritty details of LOCO can now feast their eyes on The Spellbook of Laair Hathy. Apparently, Laair Hathy is a wizard with a big mouth who likes to share top secret information on her rivals. Unlike many MMOs, LOCO players assume the role of one of several predefined characters, each with their own unique array of skills and spells. Each section of the Spellbook covers one of these characters, providing us with background information, pictures and skill descriptions. This adds up to over 120 spells and skills that are now on display for inspection and discussion. If LOCO piques your interest, then head on over to flip through the Spellbook, and sign up for closed beta while you're at it! %Gallery-87942%

  • A Mild-Mannered Reporter: Glorious roundup of community motherland

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.21.2010

    I am still deeply disappointed that we do not have more Russia-themed content... well, anywhere, but especially in City of Heroes. Having grown up during the end of the Cold War, I want more fur coats and red stars and winter wastelands with nuclear missiles. Yes, it's stereotypical, but so are steampunk Prussians, holdovers from the Third Reich, and robed sword-wielding cultists. Wouldn't it be lovely? Now, much as I might like to, my love of the odd post-Cold War Russian image that's now been inserted unceremoniously into pop culture is not the point of today's article. No, today we're focusing on a straight roundup of all the community discussions that have been taking place of late, and, as always, there's plenty to talk about. While the news about Going Rogue has slowed slightly, Issue 17 is just around the corner, and the City of Heroes community hasn't stopped finding things to talk about over the past six years anyhow. Jump on past the cut for highlights of the glorious motherland of community.

  • Latest Ask Cryptic explores Star Trek Online skills

    by 
    Rubi Bayer
    Rubi Bayer
    02.22.2010

    Cryptic continues making new efforts to reach out to fans, but Ask Cryptic is a feature that does this and has been around for quite a while. This week brings the 20th installment, addressing player concerns and questions regarding skills in Star Trek Online. Since Star Trek Online is still a new game, many of the intricacies of skills, skill point caps, weapons, and so on are still new. Players have lots of questions regarding how things work or what the point of certain items or restrictions are. Ask Cryptic answered questions from five different players this week, and explained how many different factors affect the way these mechanics work -- with most factors coming directly from the player. Playstyle, game goals, even what kind of weapon skin or style you like -- all of these factors serve to give a different definition of "useful" to every player. Check out the latest Ask Cryptic here for some hints on getting more out of the skill setup.

  • Lord of the Rings Online talks about skill upgrades for Volume III

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.17.2010

    With some major combat upgrades going hand-in-hand with the last major expansion, Lord of the Rings Online drew a few raised eyebrows over the lack of major skill updates at launch. However, as the official site's most recent developer diary explains, it wasn't for lack of interest so much as wanting to see how the new combat system played out before making changes. With the upcoming Oath of the Rangers, the systems team has been hard at work adding level 64 upgrades to help each class play better and more enjoyably in all areas of the game. Outlining a simple design philosophy -- make underused skills interesting, give exciting bonuses, and leave general class balance alone -- the diary goes on to highlight the upgrades offered to each class. Champions, Guardians, and Captains get improved buffs for themselves, Burglars and Hunters see their Power concerns addressed, and other classes got underused skills happily improved to bring them better to the forefront of play. Lord of the Rings Online has always had a respectable diversity among its classes, and the coming update seems poised to improve the game as a whole by making everyone just a little stronger.

  • WoW, Casually: Playing WoW with your teen

    by 
    Robin Torres
    Robin Torres
    01.29.2010

    Robin Torres writes WoW, Casually for the player with limited playtime. Of course, you people with lots of playtime can read this too, but you may get annoyed by the fact that we are unashamed, even proud, of the fact that beating WoW isn't our highest priority. Take solace in the fact that your gear is better than ours, but if that doesn't work, remember that we outnumber you. Not that that's a threat, after all, we don't have time to do anything about it. But if WoW were a democracy, we'd win. Last year, I talked about playing with preschoolers and reading-age children. Several months later, I'd like to continue the series by tackling the topic of teens. I'm now tempted to talk in tantalizing alliteration, but I really can't keep it up. Anyway... Teens provide a completely different challenge than the young children we've discussed before. Teens are already extremely competent readers, experience Trade Chat-like talk in school on a regular basis and have the coordination skills required to fully play the game. So they don't need the coddling and constant supervision, but that doesn't mean that the benefits of parents playing with teens aren't just as valuable.

  • Masthead Studios addresses player questions about Earthrise

    by 
    James Egan
    James Egan
    01.13.2010

    Ah Earthrise, you keep dropping tiny breadcrumbs of game info for us each week. We hoard these little morsels and keep them in a jar, slowly trying to piece it all together. This week is no different and Earthrise developers Masthead Studios addressed questions from the playerbase on a few different topics. The main thing they discussed is how the game's tutorial will allow players to experiment with skills. In RP-terms, players in the tutorial will make use of "mnemonic adaptation kits" which imprint memories. The Masthead devs state, "Simply put, it lets you test drive certain skills - such as using weapons, crafting, etc. - before you dedicate yourself to development of those skills." Those kits, however, can't be used outside of the cloning facility and won't make their way into the game beyond the tutorial zone.

  • EVE Evolved: Research: Reverse Engineering and Tech 3

    by 
    Brendan Drain
    Brendan Drain
    12.27.2009

    In the first two parts of this guide to Research in EVE Online, I covered the basics of Tech 1 blueprint research and the "Invention" system that allows players to make their own Tech 2 blueprint copies. The reverse engineering process used to make Tech 3 blueprints is a lot like invention except with a new set of materials, equipment and skills. Though the process used to create it will be familiar to inventors, the end product is a strange beast. Unlike Tech 2, Tech 3 isn't just a straight improvement over lower tech levels and doesn't use Tech 1 or 2 as a base. Instead, it's an entirely new technology used to make custom, modular ships. At the moment, the only Tech 3 products we have are the modular "Strategic Cruiser" class but more is planned for future patches. Tech 3 frigates are rumoured to be next on the development table and it's entirely possible that we'll see strange new Tech 3 modules thrown into the mix too at some point. In today's part of this bumper guide to research, I look into EVE's newest addition to the researcher's repertoire as I examine Tech 3 and "Reverse Engineering". I'll look at how it all fits together to make a finished product, what's required to get involved and best practices for staying profitable in what has become a very competitive marketplace.

  • EVE Evolved: Research: Reverse Engineering and Tech 3, part 2

    by 
    Brendan Drain
    Brendan Drain
    12.27.2009

    To install a reverse engineering job, you'll need more than just the relic. A hybrid tech decryptor for one of EVE's four races is required to specify which race of hull or subsystem your blueprint will be for. For example, using an Amarr hybrid tech decryptor will make the subsystem or hull blueprint it produces an Amarr Legion one.

  • EVE Evolved: Research: Invention and Tech 2, part 2

    by 
    Brendan Drain
    Brendan Drain
    12.20.2009

    Although the bare minimum required for an invention attempt is the Tech 1 blueprint copy, data interface and datacores, there are two optional extras that are often worth using. A base item can be added to improve the success chance of the research job. The worst named version of an item is meta level 1 and adds only a few percent to the success chance, while the typically more expensive meta level 4 item can improve success chance by up to 66%.

  • EVE Evolved: Research: Invention and Tech 2

    by 
    Brendan Drain
    Brendan Drain
    12.20.2009

    In last week's first part to this multi-part guide to research in EVE Online, I covered the basics of Tech 1 blueprint research. Tech 2 blueprints are an entirely different animal and the way players get their hands on them has changed vastly over the years. The first system put in place was an agent-based lottery system. Players would set up research contracts with the various NPC R&D agents in EVE, who would then generate a certain number of research points per day. Whenever new Tech 2 items were released into the game, original blueprints were passed out via these agents. Each research point you had became a ticket in an on-going lottery and the prize was essentially a license to print money. After many player-run cartels, rampant price gouging and one incident of developer misconduct, CCP replaced the blueprint lottery with the "Invention" system. Although the invention system contains no way to get an original Tech 2 blueprint, it does allow players to upgrade Tech 1 blueprint copies into limited-run Tech 2 versions. In this second part of my guide to research in EVE, I look into Tech 2 blueprints. I delve into the invention system, explain how to make your own Tech 2 blueprints and look at all the variables that could help you get an edge in a competitive marketplace.

  • The Daily Grind: Where else do your MMO skills come in handy?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.29.2009

    Those of us that have been playing MMOs for quite some time have probably developed more than a few skills in the process. It's pretty much inevitable, after all -- while you might not be able to learn to dance from a boss fight, you can at least get a good sense of how to move and work as a group, just by way of example. And we all know that learning to play the holy trinity of MMO roles (tank, healer, and DPS) can be ported over to a variety of other games, since odds are high there will be an equivalent. Today's question, however, is asking about when you've reached beyond other games and have been able to apply your game skills to a real-world problem. Do you have an easier time handling budgets from all the time spent stat crunching? Are you able to be more diplomatic from dealing with random party members over and over? Maybe you just have an easier time reacting in stressful situations, or a better system for remembering obscure details. Whatever the skill, let us know about how it's boosted you in real life. (Of course, the ability to actually shoot fireballs or fly would be pretty useful in real life -- and if you've figured out how to bring over some of those skills, please share.)

  • The Daily Grind: Make your own kind of music

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.20.2009

    The optimal ways to play are pretty easy to find, these days. If you didn't have several dozen sites with forums, guides, and other tricks to let you know exactly what the best approach to a given game might be, many players will also be very helpful in offering their advice. (Often they'll offer it repeatedly, whether you want it or not, with little regard for phrasing or whether or not they even know the subject well.) Naturally, if you want to play the game at your best, you should be reading these guides and tricks and deviating as little as possible. For some of us, of course, that's exactly why we've disregarded everything the guides say. When you play an MMO, do you try and make your character optimal, or do you throw all caution to the wind and grab whatever you want? Do you play undervalued classes or use skills generally considered sub-par just because you like working up to the challenge? Do you like trying to crack a new build that no one else will realize the strength of for a while? What are your little ways of rebelling against the "correct" way to play and build your character, if you have them?

  • Requiem updates to "Memento Mori"

    by 
    Seraphina Brennan
    Seraphina Brennan
    10.01.2009

    Requiem, the free-to-play MMO that insists on making sure that all living creatures squirt out 20 gallons of blood upon their deaths, has recently updated the game with a new expansion -- Memento Mori.Memento Mori, the Latin phrase meaning "Remember you will die," is a great description for the expansion that focuses on integrating learned skills and DNA directly into the character as they level. Previously, players would have to visit a trainer to learn skills, or assemble DNA strands with a DNA scientist in order to equip DNA mutations. Now these two aspects of character development have been placed into the game as talent-esque windows, which allow you to spread your points amongst new upgrades the moment you level. It's almost like you're "remembering" your skills and DNA abilities instead of learning them. We appreciate that.

  • 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.

  • Massively gets the low down on Dawntide

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.25.2009

    The last we spoke of Dawntide, the new sandbox MMO from Danish developer Working As Intended, we were covering the start of their closed beta application process. Information is still scarce on the title, or, should we say information was scarce!We got the chance to sit down with Christian Hummeluhr, Dawntide's producer, and drill him for info on the upcoming game. From races to world size and from combat to skills, we got a lot of useful information about the game that you're sure to be interested in. Especially if you're a fan of Ultima Online.So come on and follow us after the break, and learn more about what Working As Intended has in store!

  • Breakfast Topic: Skill mastery, or lack thereof

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.18.2009

    Yeah, I know most of you reading are pretty elite dudes. You have your hotkeys mapped, your DPS rotations memorized, your addons loaded, and you never miss a cooldown and never let a buff drop for more than a second. But for most people, I can't help but think that we all have that one ability that just sort of gets forgotten all the time. There's just so many buttons to press and configure and it's not exactly core to basic gameplay, so you shuffle it off to a corner in your brain or the UI and forget about it.

  • 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.