survival

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  • Voting underway to restore RuneScape's wilderness PvP and free trade

    by 
    Brendan Drain
    Brendan Drain
    12.29.2010

    Last week, we reported that RuneScape developer Jagex had taken the unusual stance of giving players a say in some major game design decisions -- namely, the restoration of the wilderness as an open-PvP area and the revival of free trade. Over 1.2 million names signed the petition in just 24 hours, proving without a doubt that players want the opportunity to vote on the decision. Jagex has now moved onto phase 2 of the referendum, opening a vote to any player with a RuneScape account. If you have an account and want to vote on this important issue, head over to the wilderness referendum page to have your say. Over half a million players have already voted, with about 90% voting yes for the restoration of the wilderness and free trade. For those old enough to remember the old days of RuneScape before the wilderness and trade restrictions came in, there's a lot to look forward to if this motion passes. Back when RuneScape was young, the wilderness was an open PvP area full of dangerous challenges and worthwhile rewards. The further a player got into the wilderness, the higher the level difference could be between him and another player for PvP to still be possible. It was a place for gang warfare, battling the game's toughest creatures and ad-hoc survival challenges. Several years ago, Jagex took some serious steps to curb the growing RMT and botting problems. Direct trading was heavily restricted, with a block on trades where one player puts up a significantly different value of items or gold than the other player. The auctioneer-style "Grand Exchange" became the only reliable way to trade, but even it has limits on item value. To avoid RMT salesmen bypassing the trade system to deliver gold, limits were placed on the stakes in item duels and PvP was completely removed from the wilderness. The PvP provided by the wilderness was replaced with Bounty Hunter servers and PvP minigames. If this vote passes, all of that will be reversed and players will be free to experience a part of RuneScape's history that has been lost for years.

  • Undead Labs talks about surviving the zombie social scene

    by 
    Justin Olivetti
    Justin Olivetti
    11.12.2010

    James Phinney believes in the power of a persistent virtual world, and he's not shy in sharing his excitement when it comes to the landscape that Undead Labs is building for its new zombie-themed MMO: "We believe a persistent world should be living, dynamic, and evolving. We believe your decisions should affect the state of the world and the state of the world should matter to you. We believe you should get to be the hero; not because you were able grind your way to some artificial achievement that everyone else will eventually grind for too, but instead because you achieved something unique and heroic -- something that people actually care about because it has an impact on the world." In this post on Undead Labs' site, Phinney talks about how the company isn't trying to build a shell of an MMO around a mere action game, but is actually working hard to build a connected, persistent place where players have meaningful choices that could lead them to being heroes. His vision for this post-apocalyptic world is one that is "living, dynamic, and evolving" instead of remaining static. And while the MMO will contain zombies, Phinney stresses that the core is about survival, not just a headcount. He sketches out some of the choices that will need to be made, including finding power, scrounging for food and developing safe zones. You can read more about this vision over at Undead Labs.

  • Next Left 4 Dead 2 mutation reintroduces competitive survival

    by 
    Griffin McElroy
    Griffin McElroy
    09.26.2010

    This week's Left 4 Dead 2 mutation introduces a game mode so clever, we're surprised Valve hadn't thought of it yet -- or have they? Yes, players will temporarily be able to re-experience the magic of Survival Versus, in which one team of four survivors lasts as long as it can on a chosen Survival map, and then the next team tries to beat their time. The competing teams go back and forth in this manner until one team fails to surpass the other's lifespan. It sounds like a pretty hectic addition to an already hectic game type. Give it a try this week only if you think you can handle all the hect ... hecticnicity?

  • Waging WAR: A healer's survival guide

    by 
    Greg Waller
    Greg Waller
    08.21.2010

    This week, Waging WAR steps back from all the news and hype of Gamescom and GamesDay and focuses in on the healing archetypes in Warhammer Online: Age of Reckoning. As we all know by now, Greg plays a healer and he's put together a guide for those who kill by mending the wounds of those who kill by bludgeon or blade. In my time in WAR I've learned a thing or two. No, I'm not writing about my extensive knowledge of how various terrains taste (the sand on the beaches of Nordenwatch and the cobbled brick streets of Praag have become favored delicacies). I'm writing about how to be an effective healer in WAR. While I am by no means invincible or infallible, I do consider myself a decent, relatively resilient and capable PvP tank (let's not kid ourselves here -- who needs plate when you can wear robes, right?). I have some advice to share with those who are interested in endgame PvP/RvR healing, or even those who are already there but seek to add an edge to their game. To achieve enlightenment, click the Read More button.

  • Scattered Shots: Survival rotation in Cataclysm

    by 
    Brian Wood
    Brian Wood
    08.16.2010

    Welcome to Scattered Shots, written by Frostheim of Warcraft Hunters Union and the Hunting Party Podcast. Each week, Frostheim uses logic and science (mixed with a few mugs of dwarven stout) to look deep into the hunter class. Got hunter questions? Feel free to email Frostheim. Last week, we covered what the new PvE rotation is looking like for MM hunters in Cataclysm, and today we're going to move along to the SV PvE rotation. Currently in Wrath, the MM rotation is more fixed and requires some careful forethought and planning. In Cataclysm, it is more so. In Wrath, the SV rotation is more reactionary, and in Cataclysm, it is that and more so. Despite the frantic gyrations from being focus-starved to actually having too much focus, the SV rotation is probably the least-changed hunter spec rotation in Cataclysm. We use Cobra Shot instead of Steady Shot, we don't have to worry about reapplying Serpent Sting and instead we get to actually use Arcane Shot from time to time. Join me after the cut and we'll take a look.

  • iCub puts an iPad in a plane

    by 
    Victor Agreda Jr
    Victor Agreda Jr
    07.01.2010

    Even though the first iPhone lacked a GPS and compass (not to mention a true gyroscope), there were a few early avionic entries to the App Store, mostly involving crude tilt measurements. When the iPhone got a GPS and then a compass, it became a wee more useful to the flying sort. The iPad brings ample screen size to the table, and the iPhone 4 has a gyroscope. But leave it to good ol' American ingenuity (or largess) to put an iPad smack in the middle of a plane's dashboard. The iCub is a small bush plane with an iPad mounted inside. According to Bill Canino, president of SportairUSA (makers of the iCub), the iPad is more of an accessory than an actual flying instrument. For one thing, it isn't FAA-certified. I doubt any sane pilot would rely on an iPad to actually fly or land a plane. Canino's suggestion, made clear by the selection of apps they will include on the device, is that the iPad is a companion to the plane's occupants. If you land on a beach and are injured, now you'll have the resources available to know how to sew that arm back on. Bush planes don't usually incorporate hi-tech devices, so the iCub hopes to set itself apart with an interesting set of apps that might be useful to the folks who fly these particular planes. I asked Canino how they were going to load the apps and they were still working on that process but it will allow end users to own the apps, probably by setting them each up with an iTunes account (if they don't already have one) and gifting them the apps. There are still details to be worked out, but if you're in the market for a new bush plane plus iPad, you can go ahead and order an iCub today for the low, low price of $92,900 -- slightly more for the Bush iCub model.

  • Split/Second trailer explains the (even more dangerous) 'Survival' mode

    by 
    Griffin McElroy
    Griffin McElroy
    04.29.2010

    Some folks drive for the thrill. Some folks drive for the money. Some folks drive because it's all they know how to do. Some folks, though? They drive to survive. Specifically, we're talking about people who are playing Split/Second's "Survival" mode, which doesn't require speed as much as it requires ... not dying. Okay, you also need some speed as well, so you can outscore your equally endangered opponents. Also, precision, so that you don't hit the explosive barrels, of which there are many. As it turns out, you need a lot of things -- as the mode's debut trailer (posted above) can attest.

  • Fallen Earth's huge Blood Sports patch dated

    by 
    Jef Reahard
    Jef Reahard
    04.23.2010

    Icarus Studios, makers of the post-apocalyptic sci-fi MMORPG Fallen Earth, have announced the release date for their Blood Sports content patch. The update, version 1.4 of the game client if you're keeping score, is heavily focused on player versus player conflict and includes four new PvP areas, over 500 related achievements, a Clan War system, and the updated region of Deadfall. The 1.4 update will launch on May 7 and will also feature an expanded level cap (up to 50), a one-time character respec option, and a boatload of refinements including animation tweaks, effect revamps, and of course the new Blood Sport PvP matches. These matches include Survival, Capture the Flag, Assault, and Deathmatch, and allow players to queue up for PvP action regardless of their world location. Participatory and victory points will also be awarded and can be used on end-game armor and assorted gear. Current subscribers can access the live content on May 7, while new players can purchase Fallen Earth Blood Sports from retail and digital download outlets and receive a full copy of the original game along with the content update. "We are thrilled to be able to launch all of the new content in one major patch," said Colin Dwan, Fallen Earth Project Manager. "The team has worked very hard to make this happen and we're sure players will enjoy all of the new gameplay enhancements." Check out the official site for more info, and be sure to sign up for the test server if you can't wait until May 7 to get your hands on the new content.

  • Free for All: A look at WURM Online

    by 
    Beau Hindman
    Beau Hindman
    04.20.2010

    WURM Online is no ordinary MMORPG. Sure, we have seen some systems like this in a few other games and are seeing more games come out that promise features like this, but WURM has a charm and a community that make it second to none. Essentially it is a game of survival, pitting the player against themselves. There are many ways to die but those can be avoided if you use your head and practice some patience. I have a short history with the game, recently playing it with my social network site and for my blog, but after a few months break I decided to check out some of the changes that came along. There have been some tweaks to character models (which are essentially slightly animated dummies) and improvements to performance (the game runs in JAVA) but it was nice to see some of the same buildings still standing and to hear the familiar sounds of sawing and wolves howling.

  • Breakfast topic: Stat and system changes for Basic Campfire

    by 
    Dawn Moore
    Dawn Moore
    03.13.2010

    Recently, Blizzard has been supplying us with a lot of information for their plans in Cataclysm. So far we've learned about changes to the stat systems, as well as talent trees. Everything announced so far will be incredibly far reaching, and affect many aspects of the game, including some that have been hanging around since vanilla. In an effort to keep our loyal readers informed, WoW.com has been doing its best to cover every inch of blue text we find. It came to our attention that we had overlooked one important change when we discussed the effects of stat and system changes in Cataclysm the other week. So, without further ado, this morning I will be explaining how the ability Basic Campfire is affected by the upcoming expansion.

  • Aliens vs. Predator multiplayer modes explained, caught on tape

    by 
    Griffin McElroy
    Griffin McElroy
    02.01.2010

    You probably already guessed that a game that pits three different death-dealing species against one another wouldn't feature your garden variety multiplayer modes. A recent Sega Europe Blog post has confirmed your suspicions -- Aliens vs. Predator will feature seven unique competitive game types, ranging from various "deathmatch" modes, to the propagatory "Infestation" mode, to the "Survivor" mode, which is featured in the trailer posted above. There's also "Domination," which Modern Warfare veterans should be familiar with, and "Predator Hunt," which Dateline correspondent Chris Hansen should be extremely familiar with. Check out Sega Europe's blog to learn more about the online carnage that will unfold when the game hits store shelves February 16.

  • Finding your place in Fallen Earth

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.06.2010

    Back just before the holidays, Fallen Earth joined the ranks of many other games on the market in offering a free trial. That's all well and good, but that leaves one to face the slight problem the game has. Once the tutorial is over, you get rather unceremoniously dropped off with a line pointing you toward... well, nothing. Like any true post-apocalyptic survivor, you have the clothes on your back, a couple of weapons, and no real goal handed to you beyond "don't get killed." While Andy Breckman's advice is certainly a good overall goal, something specific is better. That's why Bio Break has recently compiled a list of tips on finding your place once you get done with your tutorial. The condensed version is simple enough: scavenge everything you can, because it can all be used to craft something, and buy nothing unless you absolutely have to do so. It's also recommended that you avoid spending any of your character's AP early on, instead saving it until you have a clearer picture of what you want to do. The list also includes some links to fansites that can provide excellent data for a first-time player, so if you're diving into the tutorial, it's a handy resource.

  • Hands-on: Dementium 2 (DS)

    by 
    Ben Gilbert
    Ben Gilbert
    11.20.2009

    Having not played Renegade Kid's first survival/horror-FPS on the Nintendo DS back in 2007, Dementium: The Ward, I had few expectations going into my recent hands-on with the game's sequel, the aptly titled Dementium 2. I knew that the first game enjoyed critical acclaim for more than adequately bringing survival/horror tropes to Nintendo's handheld, and ultimately scored pretty well with reviewers, but ever since Metroid Prime Hunters I've been wary of first-person mechanics on the DS. Thankfully, when first faced with manipulating Dementium 2's main character, it became quickly obvious that the game's slow pace helps to account for any discomfort issues that might arise from the control scheme. Over the course of 45 minutes, I put together puzzles, traveled between two dimensions multiple times, and even fought a boss who tried to throw up on me from the ceiling (what a jerk!). Though its content and storytelling seems to be a carefully crafted amalgam of games from the three or so genres it mashes up (fps, adventure, survival/horror) – a handheld Half-Life meets Silent Hill on Monkey Island, almost – the time I spent with a preview build of Dementium 2 earlier today felt like the beginning of what could be a very interesting game. %Gallery-78630%

  • Scattered Shots: Raiding spec for Hunter pets

    by 
    Eddie Carrington
    Eddie Carrington
    07.09.2009

    Welcome to Scattered Shots. I am Eddie "Brigwyn" Carrington from The Hunting Lodge and you're not. Today we are reviewing what pets you should consider for raiding and how to spec out your pet for the best possible DPS. So join me will you? As we explore what it takes to make a raiding pet.This past week has been an interesting one for Hunters and their pets. If you were like me, finding out that Hunters could tame Garwal's Worgen form, reminded you of why being a Hunter is truly awesome. Of course it would last and Zyrhym showed up and had to burst our bubble by delivering the bad news that Blizzard was removing them from the game. Well, it was fun while it lasted.What was nice about this glitch was the passionate responses seen on the Official Forums and Hunter community at large. It really highlighted how much we Hunters love our pets. Many of us see them more as companions than just some other weapon in our Hunter bag of tricks.One way Blizzard has helped foster this idea is by letting us have three different categories (Ferocity, Tenacity, and Cunning) and literally hundreds of different pets to go out and tame. But to me the best part is being able to not only tame my pet of choice, but having the ability to train him. Doing this makes Hunters and their pets a combination as epic as Nutella and Pancakes.When you set out to tame your pet, make sure and match your need with the correct category. For pure DPS you have Ferocity. Need a tanking or good solo pet? Get a Tenacity one. And if you are in a PvP situation and want to make sure someone has your back no matter what? You could try a Cunning pet. With dual specs and Call Stabled Pet you can now match up your spec with the right pet and further enhance your status as the Supreme Hunter! Let's take a moment and talk about Ferocity Pets and raiding specs, alright?

  • Scattered Shots: Climbing Hunter talent trees

    by 
    Eddie Carrington
    Eddie Carrington
    07.02.2009

    Welcome to Scattered Shots. I am Eddie "Brigwyn" Carrington from The Hunting Lodge and I'll be your tour guide each Thursday as we explore what makes our Hunters tick and how we can make them better.I've read comments here, over on the Official Forums, and other Hunter blogs and forums saying how Blizzard is forcing Hunters to spec either as Survival or Marksmanship. I always find this a hard argument to support, especially since it is Blizzard that has continued to give us three different talent trees that we can spec into. But as always, there seems to be a preferred talent spec. To me the blame isn't Blizzard but us Hunters always looking to squeeze out every ounce of DPS out of our class and remain on top of the damage meters. (Go ahead let the flames begin, but hopefully you'll give me a chance here.) We go out of our way looking, experimenting, and testing different build combinations to find the one magic build that gives us top DPS. Once we have found that, we tend to forget that we really can play all three builds. No, they all won't perform the same. And if you are in a progressive, hardcore, min/max raiding guild, well then stick with the spec-du-jour. But if you are like the majority of the players out there, you probably want to play something that better fits your play style. Like Goldilocks and the Three Bears, it has to fit just right.So let's look at the different Talent Trees, discuss a bit about what makes each one tick. Then look at the currently recommended builds and shot rotations for each spec.

  • More on Black Arrow and Lock and Load

    by 
    Mike Schramm
    Mike Schramm
    06.09.2009

    The Hunter's Mark examined what's going on behind the Hunter talent Lock and Load a little while ago, and last week Atkallen did a follow up post getting down into the nitty gritty of the numbers a little further. Essentially, he charges that you're looking at an LnL proc for about 2-4% uptime during a four hour raid -- that is, for about 4% of the time, you've got Lock and Load giving you free Explosive Shots with no cooldown and no mana cost. And as he says, that's the "applied" time -- since LnL disappears as you use it, odds are that the real time you have it available will be much less.He also tracks that time from 3.1 to 3.1.2, and says he's found data that confirms his previous theory: that it was more than the tooltip that needed changing during the last patch. Before the patch, he was looking at 11% uptime during three Ulduar fights, and after the patch, that's dropped down to 6%. Blizzard said they were only changing the tooltip, but that doesn't seem to be the case.Finally, he stands by a notion that a lot of our commenters debated last time: that LnL is proccing more after 3.1, even though the mechanics claim that it shouldn't be. I haven't had a lot of personal playtime with it post-patch, but there are two different conclusions to take away here. First: LnL, in conjunction with Black Arrow and Resourcefulness, is a definite force for DPS in the Survival spec no matter how often it's proccing. And second: there still may be something else going on here behind the scenes -- the removal of the cooldown is almost definitely a factor, and Blizzard may be playing around with the RNG more than they're letting on.

  • Possible hidden mechanics behind Lock and Load

    by 
    Mike Schramm
    Mike Schramm
    05.27.2009

    The Hunter's Mark's Atkallen takes a good look at one of my new favorite Hunter abilities: Lock and Load. I'm pretty late to the party on this one (BigRedKitty showed us all how awesome it was a while back), but ever since I went dual spec and started raiding Survivalist, most of my time is just spent waiting for a Lock and Load proc. And oh boy, when it hits twice in a row and I can throw off Explosive Shots for free on just a global cooldown, look out.But Atkallen's post suggests something a little sneakier about the buff, which procs off of any trap snares or damage, or, more commonly, off of Black Arrow, another Survivalist talent. It used to proc off of Serpent Sting, from 3 to 10 percent of the time according to how many points you put into the talent, and when it was changed to the current form and lowered to 2, 4, and 6 percent, most Hunters worried that they wouldn't see it pop up as much. But here's the thing, and I can attest: it still shows up all the time.

  • The Daily Quest: Of Ulduar and Haste

    by 
    Adam Holisky
    Adam Holisky
    04.28.2009

    We here at WoW Insider are on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere.There's a good selection of places for you to visit today for more interesting articles. Show me a Mookin raiding in Ensidia who's haste capped on himself and on his priest alt that is doing better than a survival hunter in Ulduar and not Naxxramas, please. Fel Fire thinks the problem with Ulduar is Naxxramas. Troll Huntress over at WoW Ladies has a nice Patch 3.1 Survival Hunter Raiding Primer. Kree take a good and intelligent look at how to be like an Ensidia player. BobTurkey continues to take a great look at Priest Haste Rating. Teeth and Claws has some good loot information for Druids in patch 3.1. Gray Matter talks about the Moonkin Haste Cap. Click here to submit a link to TDQ

  • Replenishment hotfixed, changed for arena play

    by 
    Alex Ziebart
    Alex Ziebart
    04.24.2009

    The developers are continuing their hotfix spree, this time targeting Replenishment in the arena. While in an arena, any class that procs Replenishment will only proc it for themselves. It does not apply to the entire party while in an arena. This is something that a lot of people have expected would happen eventually, and it's good to see that they didn't wait for another major content patch for something like this. It had to be done, so they did it. I'd love to see that trend continue.The arena community has been asking for this for awhile, and if you want to know their reasoning, Serennia discussed it just the other day. I strongly suggest giving it a read. Replenishment is a game changer in the arena, and in a format with teams so small, you can't really expect every team to find a Replenishment to slot like you can in 10 and 25 man raids. Replenishment essentially being a requirement in the 3v3 format would be a disaster, and it's been made pretty clear that teams with a Replenishment have a severe advantage over those that don't. A post-Patch 3.1 world seems to be one where broken things get fixed quickly, rather than just sit there broken for months until the next content patch. As long as that holds up for more than these few weeks immediately after the patch, I'm a fan of it.

  • Top 3.1 specs so far from 3D Armory

    by 
    Mike Schramm
    Mike Schramm
    04.17.2009

    Not to be outdone by TalentChic, the folks at 3D Armory also sent us their lists of what the most popular builds are in the game after patch 3.1, and since everybody seems to be build-hungry lately (and why not -- we each get two!), here they all are.Warrior: Fury 18/53/0.Paladin: 0/0/0, which means you need to log in, Paladins! Also 51/5/15 for Holy.Hunter: 0/0/0 wins here, too, but Survival (6/14/51) comes in next.Rogue: Combat 15/51/5.Priest: 14/57/0 for Holy.Death Knight: 17/0/54 Unholy.Shaman: Elemental 57/14/0.Mage: 0/53/18 Fire.Warlock: 0/41/30 Destruction.Druid: 14/0/57 Restoration, which surprised me.Keep in mind that these are from only a small sample of the game, so they're not the most popular specs in the game, just the most popular among those surveyed by the 3D Armory. And unfortunately, unlike TalentChic, it doesn't look like there's any way to see where the points are going, just the distribution of points among the trees (though that reminds us that Blizzard probably has some amazing point-by-point stats on how popular talents are).