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  • Guild Wars 2 is replacing its trait unlock system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.27.2015

    Do you like the current unlocking system for traits in Guild Wars 2? If you don't, you're in good company; very few people actually like it. The good news, at least, is that it doesn't appear that it's going to be a problem in the near future. Game director Colin Johanson spoke out recently on the game's forums stating that the pending release of Heart of Thorns gave the team more freedom for discussing future plans and core gameplay changes. With the inclusions of specializations and account-wide masteries, the existing trait system is going to be replaced by a simpler system to ensure that progress and advancement is where the development team wants it for all Guild Wars 2 characters. More updates on how the system will work are promised as the release draws closer, but if you don't like the existing system, you can at least take heart that it's going to be gone before too much longer.

  • Shroud of the Avatar's update 10 stresses stability, challenge dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.06.2014

    Any game with a strong online component is only as strong as its servers. You could make the best game in history, but if no one can log in and play it, it's not going to be worth much. The latest update on Shroud of the Avatar's development notes that one of the big issues plaguing the game's 10th major update was stability. That means that the team needs more people connected and playing (or trying to) so that the issues can be documented and solved. The team also introduced the Challenge Dungeon to get a clearer picture of PvE combat, noting that it had become a bit too single-note even against different sorts of enemies. PvP, meanwhile, is a matter of constantly moving, which is very network-intensive. The update discusses some of the patches planned to address both issues in the future, including better enemy AI and skills reworked to not make constantly darting about the most attractive update. Take a look at the full developer dispatch for more information.

  • PAX East 2014: PlanetSide 2's Higby on weekly updates

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2014

    It's been three months since PlanetSide 2 started updating once every week, if you don't count one update that was pushed back simply because it wasn't quite ready. As creative director Matt Higby put it to me at this year's PAX East, the schedule comes second to making sure that every update is the best it can be. But it's still been quite a ride, and it means that the game has kept up a schedule that's astonishingly fast. More than a year out from launch, Higby has a lot to say about the game's development process as well as the updates it's already undergone. It's not an unmitigated success story, but it's filled with a lot of lessons and improvements. And like any MMO, the game's development is far from finished. In PlanetSide 2's case, it's a complex process that requires supporting new players, veterans, casual gamers, and professional gaming, sometimes in unconventional fashions.

  • The Daily Grind: What MMO systems are too complicated for you?

    by 
    Justin Olivetti
    Justin Olivetti
    02.02.2014

    In my experience, game designers are prone to creating systems in RPGs and MMOs that are, well, antagonistic to the extreme. Maybe they made sense to the dev who had it all mapped out in his or her head, but to the average player, it's only a little more understandable than reading War and Peace in Sanskrit. The customization systems of Final Fantasy VII and VIII always come to mind when I think about this. VII's materia was easy to grok, allowing me to clearly understand what effects I wanted to equip and giving me a path to level them up. Then came VIII's junction system, which allowed scads more customization but was just a jumbled mess of incoherent ideas and a generally bad approach. Don't get me wrong; I don't want a Fisher-Price MMO. I think that the more complex a system is, the clearer the instruction and design needs to be for us to navigate it. So what MMO systems are too complicated for you? How would you make them better? 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!

  • World of Warcraft, complexity, and design vs. sprawl

    by 
    Matthew Rossi
    Matthew Rossi
    12.13.2013

    One of those trends that comes out of reading a lot about World of Warcraft is you start to see patterns in the responses. One trend I (and others, to be fair) have noticed coming out of BlizzCon, and then from discussions with people that I think needs to be understood and explored by players is the notion of vastness in World of Warcraft - this is a game that has recently celebrated its ninth anniversary. In that time it's seen four expansions, with a fifth on the way. Each of these expansions has added something to the game - reforging, transmogrification, arenas, new raid content, new dungeon content, new classes, new spells and abilities, new levels, new stats - and in many cases, this all increases the overall complexity of the game. It goes far beyond simple to understand symptoms of this growth, like the upcoming item squish, and into a realm of interconnected complexity that causes dominos to fall in directions we may not have even seen before it happens. We started the game with three classes capable of tanking. We're up to five. Along the way, tanking has changed and changed again, until its modern implementation barely even resembles what we were doing back in the days of ten or fifteen person UBRS groups - tanking today has a host of mob control abilities in order to allow them to more effectively control groups of adds, tools for mobility and is based around actively reducing incoming damage in a way it simply wasn't years before. Now, consider this - how does the game itself change in order to challenge the modern tank? What does it do to demand they play to their best? Encounters of the past wouldn't even make a modern tank blink - what challenge would Garr pose to today's tank, for example? A bunch of adds? Bring it. So design has to take these new tanking modes and abilities into account and provide new ways to give them difficult encounters... and these encounters thus create, in their turn, the new tank of the future.

  • Ultra Street Fighter 4 adds 'Ultra Combo Double' and 'Red Focus Attack' mechanics

    by 
    Jordan Mallory
    Jordan Mallory
    10.25.2013

    Capcom's forthcoming flagship fighter update Ultra Street Fighter 4 will introduce two new gameplay mechanics, which add an additional layer of defensive and offensive utility to the game's existing stable of meters and gameplay systems. "Ultra Combo Double," the first new mechanic, allows players to select both of their character's Ultra Combos, rather than one or the other, as has been the case since the original Street Fighter 4. The price paid for this strategic advantage is that each Ultra Combo does less damage than it would under normal circumstances, trading raw power for the added utility of multiple Ultras. Classical, single-Ultra options are still available, of course. "Red Focus Attack," the other new addition, is a modified form of the game's existing Focus Attack system. Whereas regular Focus Attacks can absorb the damage from a single attack, Red Focus Attacks can absorb damage from multiple attacks, at the cost of Super Meter. Beyond the fact that Red Focus Attacks can still be dash cancelled, however, no further information was provided with regards to how a Red Focus Attack is executed, or how much meter the technique costs.

  • Star Trek Online outlines the fine details of Romulan ship progression

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.19.2013

    The Romulan faction in Star Trek Online's upcoming expansion does not play like mirrors of the Federation or the Klingons. The race's ships are less diverse in some ways, but its cloaking devices that allow for stealth even in combat make it clear that this is a race about subtle manipulation and careful subterfuge. A new development blog outlines the fine points of ship progression including refit ships, retrofit ships, and small craft for the faction. In addition to the cloaking devices, all Romulan ships feature a powerful Singularity Core that allows access to a different tier of special abilities for each ship. As with other factions, refits and retrofits of lower-tier ships can be purchased from the game's cash shop, complete with new customizable skins and new consoles for these variants. Players interested in seeing the full details should take a look at the development blog and get ready to remind the galaxy why the phrase "warbird decloaking" is never a sign things are going well.

  • New video shows off the role system of Darkfall Unholy Wars

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.19.2012

    The large-scale revamp to Darkfall is on the horizon, but players looking forward to Darkfall Unholy Wars have gotten information in drips and drabs regarding how the game will play after the revamp. Luckily for those players, an official development blog has recently been posted detailing the new version's system of roles while showing off a bit of the gameplay in a new video. Every player will choose a role, and will then choose two schools from within that role: one as a primary and one as a secondary. Both schools have four abilities and an Ultimate ability, but the Ultimate is only available from the primary school. The secondary school abilities will also be a bit more restricted in their use. Want to see some of this in action? Then check out the video just past the cut, showing off some of the abilities of the Baresark school from the Warrior role. If you like hitting things with a large weapon, it's your sort of school. [Thanks to everyone that sent this in!]

  • EVE Online posts an update to the state of Crimewatch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.04.2012

    Criminals in EVE Online aren't just a cowardly and superstitious lot; they're a cowardly and superstitious lot with spaceships and powerful weapons. That makes the Crimewatch system even more vital to the game, as it ensures that the game imposes certain penalties for doing awful things to other players while not discouraging its usual confluence of inter-player awfulness. A new development blog outlines the changes coming to the Crimewatch system with the game's next expansion via a change to a flag system. The short version is that the game has broken down the flags into four basic categories based on player actions, each of which has a variable duration and prevents you from taking certain actions. For example, players who use weapons against another player will be flagged and will be unable to jump, dock, or switch ships in space for 60 seconds. The full breakdown of flag types and their associated penalties in different parts of space can be found in the official blog entry, well worth a look if you still want to skirt the laws in your spaceship.

  • Everything you wanted to know about Neverwinter's Foundry but haven't asked

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.24.2012

    Neverwinter has some pretty big shoes to fill. More accurately, it has some pretty elaborate shoe-making tools that it needs to allow players to fill. After all, it's part of a franchise that's legendary for its player-created content. The Foundry system is aimed at giving players all of the user-generated content they could ask for, all of the tools necessary to make great missions, and all of the possible options to get players into player-made content quickly. How will all of this happen? Why, it's outlined in this new development blog! Players will be able to incorporate missions into the overall game world seamlessly or place them in instanced areas depending on the creator's intent. The system will also give players several means of getting into these missions, both from a UI feature showing off popular player-made missions and NPCs highlighting player-made content in any given area. Creators, meanwhile, will receive all the necessary tools to create new maps and new missions even with a minimum of experience. Time will tell how successful the system is in implementation, but it's certainly aiming in the right direction.

  • Star Trek Online hasn't given up on PvP

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.10.2012

    Star Trek Online has had issues with PvP since launch, and with the departure of the developer earmarked for improving PvP, many players had probably given up hope. However, the most recent edition of Ask Cryptic reassures players that PvP development has not stopped. The team behind the game is focusing on giving PvP a lot of additional testing to ensure that it's fun, largely because it's been such a classic weakness within the game. Obviously, that's not the only question answered in the monthly Q&A session; the update also covers the pace of adding story content to the game, plans for new ships, and KDF content as a whole. There's also an interesting response to a question about Star Trek Online's conversion to free-to-play; executive producer Dan Stahl asserts that the game certainly could have survived as a subscription game, but moving to free-to-play was more productive in the current MMO marketplace. There's a lot to digest in the answers, so fans of the game would be well-served to examine the full list in detail.

  • DC Universe Online unveils revamps for existing powers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.31.2012

    One of the rules of MMO design is that the game is never really done. Designers can still make extensive tweaks and changes to abilities even well after launch. DC Universe Online's revamps of the Mental and Gadgets sets are a case in point. According to system designer Jesse Scott in a recent update on the revamps, these two sets both had several options that felt redundant and fewer unique abilities, so the design team has gone back to the sets improve overall utility and provide more interesting choices. Mental's core issue was a serious weakness in the Illusions tree, which was addressed by ensuring that more powers in the tree can do damage without relying on fragile interactions. Gadgets, meanwhile, had far too many powers that were doing essentially the same thing. Some powers have been rolled together, new powers have been added, and a few have been changed in form but not in function to address thematic concerns. Even if you've never been fond of these powersets before, the updates might be enough to pique your interest after all.

  • Star Trek Online updates players on the next two seasons in State of the Game letter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.16.2012

    When a game goes free-to-play, the development team has to change up its priorities. Star Trek Online changed up the leveling path when the business model was changed, giving players new and old an easier path to higher levels. But now that players are at the endgame, what comes next? The newest State of the Game letter addresses that, looking to the next two updates as major improvements for players looking to take on new projects. Season 6 is almost ready for live, and it's bringing along fleet starbases and group projects to help keep players involved. Season 7 is aimed at introducing the Tholians to the game and a new sector, giving players a new form of story-based content without specifically using the Featured Episode system that's previously been employed. This is just scratching the surface of what's available, of course, so players should take a look at the full letter to get a better idea of where the game is heading over the next several months.

  • Flameseeker Chronicles: Professions are like onions

    by 
    Elisabeth
    Elisabeth
    06.12.2012

    We've previously talked about the fun results of interaction between Guild Wars 2's relatively simple elements. Emergent complexity is a driving force behind a lot of the depth in Guild Wars 2, as we examined in both the skill and dynamic event systems. This layered complexity also works to benefit professions: There are enough options and tools for fine-tuning your character that incredibly divergent uses of the same profession are possible. Professions have layers. The farther you progress with a given character, the more layers get added and the more you can do to specialize and fine-tune your style of play.

  • Star Wars: The Old Republic answers questions on companions and modifications

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.11.2012

    Companions are one of the main features of Star Wars: The Old Republic, but they're also sometimes very limiting. Depending on your class and spec, you can find yourself with only one or two companions with useful abilities. But that's partly by design; according to the latest community Q&A, the distinctiveness of companions is both a result of their abilities and their personalities. The team has no plans for making companions more interchangeable, at least for the moment. If you were hoping for better news, don't fret, as the other answers are a fair bit more positive. The technical hurdles preventing some classes from having a modifiable offhand are being looked into, and the answers also delve into the details of adding a new augment slot to existing modifiable items. There's also a discussion of the different rates of gear acquisition for players on the PvE and PvP progress tracks, along with a variety of other answers for players of several stripes.

  • TERA gives players a guide to guilds

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.03.2012

    Maybe TERA is your first MMO, maybe you want to learn about what TERA offers its guilds, or maybe you just want to see guilds defined as something other than small-scale drama generators for once. There are a lot of reasons you might want to look at TERA's new guide to guilds in the game, but whatever your motivation, the guide will provide you with all the answers you need to start guilding away with ease. The main benefit to being in a guild in TERA are the guild quests; available all across the game, each guild quest provides players with Catharnac Awards that can be used to improve the guild's level and buy special items from vendors. You also need to be part of a level 3 guild to run for public office, which is all the more reason for politically minded players to make friends. But don't take our word for it -- after all, there's a guide to tell you all of this in detail.

  • EVE Online streamlines the process of figuring out who's crippling your ship

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.18.2012

    If you're playing EVE Online, you are going to lose a ship sooner or later. It's as inevitable as the tides. Sometimes you'll be outnumbered and outgunned, and while that can be frustrating, there's no real shame in it. But when you're having your ship locked in place by an attacker you can't see and you don't actually know what's happening, that is a different matter. It's particularly infuriating, and it's something that the game's next update is aiming to fix. Starting with the next patch, the new Effects Bar will show a quick overview of all the effects currently in place on your ship as well as the source of same. So if there are two people attacking you, an icon will pop up, and you'll be able to target and counterattack appropriately rather than fumble through more clumsy interface methods. If the blog entry explaining the system isn't clear enough for you, check out the short preview video just past the break.

  • The Soapbox: Mechanical buildup

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.30.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I was in high school when I discovered a love for simplified tabletop games. I'd long been fond of the absurdly detailed and baroque structure that you could find in Advanced Dungeons & Dragons, going so far as to purchase all of the various little add-ons that allowed you to reinvent the game systems in dizzying density. And I can pinpoint the moment when I decided that all of that was for the birds. Specifically, it was the moment when I sat there with Skills & Powers open to one page, the Player's Handbook open to another, and the Complete Psionics Handbook open to yet another. It was when I stared at three separate passages and realized that I was on the second hour of making a character that resembled nothing so much as a math project. On that day, I understood intuitively why designers would look at the whole thing and advocate sweeping the mess away altogether -- just like what many, many MMOs do as they grow long in the tooth.

  • A Mild-Mannered Reporter: Digital Enhancements

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.21.2012

    Last week, I covered the raw basics of Enhancements in City of Heroes. This was a good place to start, but it also glossed over everything but the basics. It's telling that glossing over everything but the basics still involves stuff that's as bogglingly complicated as diversification, but then, there's a reason I decided to do these columns in the first place. But with all the basics out of the way, what more could there be to cover? Lots, as it happens, because last week didn't touch upon dual Enhancements or Inventions, both of which cover the same ground and take into account the specifics of Enhancement Diversification and so forth. So for those of you wondering why I didn't talk about IOs, those still trying to get a handle on the system, or those just morbidly curious about how the game works, it's time to start in with the enhancements that broke the entire system in half more or less the second they were introduced: Inventions.

  • EVE Online talks about bringing ship trees to ship shape

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.06.2012

    Every MMO has to face an issue of complexity creep, and EVE Online is no exception. The current trees for ship progression and skill advancement are the result of numerous patches, additions, and alterations to a core system that's left an enormous mess behind. As a result, the whole system is in need of an overhaul, one that the most recent development blog discusses in detail. The first changes involve cleaning up and streamlining the progression system so that ships such as Destroyers and Battlecruisers are a part of the standard path rather than unusual deviations. There's also a removal of some of the more labyrinthine requirements for tech 2 ships. The other major focus is a removal of the current system of ship tiers, with the developers trying to specialize ships based on roles and make each hull useful in its own fashion. EVE Online players are going to be seeing a big upheaval in the way that ships work in the future, so it's probably a good idea to get a feel for where the changes are arriving sooner rather than later.