time-to-kill

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  • The Daily Grind: How many button presses should it take to kill a mob?

    by 
    Justin Olivetti
    Justin Olivetti
    09.27.2014

    MJ and I were talking while playing The Secret World the other day about the game's legendary fight length. Well, at least I consider fights in this MMO as taking longer than normal. I told her that generally if a standard, level-even mob isn't dead by a rotation-and-a-half of my skills, or about eight button presses, then it begins to irk me. Now it definitely depends on the mob strength and situation, but I don't want to be pounding 30 keys and sitting there for two minutes before a critter drops. However, saying that got me wondering what you all consider as a normal, acceptable number of button presses (or skills used) per fight. What do you think? 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!

  • Stick and Rudder: How complex is too complex for Star Citizen?

    by 
    Jef Reahard
    Jef Reahard
    06.29.2014

    I've taken a little while to let Chris Roberts' recent flight model manifesto marinate. In that time, my opinion has run the gamut from "funk yeah, simulation!" to "hmm, I hope I'm able to enjoy this title" and back again. I waffled because as much as I'm salivating over Star Citizen and everything it represents, it's still one game out of dozens that I'm following. And as much as I'd like to, I can't realistically devote all of my free time to a single title!

  • The Daily Grind: What's your ideal time-to-kill?

    by 
    Justin Olivetti
    Justin Olivetti
    03.19.2014

    There's a lot that I dearly love about The Secret World, but the length of combat is not included in that. Even standard mobs take far too long to down, and when you get up to bosses you could be spamming your attack skills so many times that you'll wear your fingertips to mere nubs. Contrary to what I've heard said in its defense, the length of these fights isn't an indication of higher challenge but of higher tedium. Still an awesome game, though. Time-to-kill (TTK) isn't something we think about a lot when developers tune it right, but when we find ourselves matched against foes that take longer than they should to kill, it can get under the skin in a hurry. On the flip side are games where you're mowing down mobs too fast so that they aren't a worry at all, and that can lead to disastisfaction as well. So what's your ideal time-to-kill? How long should it take you to down a standard mob at an equal level? 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!

  • DUST 514 jacks up its arsenal but nerfs damage output

    by 
    Justin Olivetti
    Justin Olivetti
    03.05.2014

    DUST 514's small-arms arsenal is getting a few new options with Uprising 1.8. The patch will add three new guns and reduce damage to allow for longer fights. The new guns include the Caldari Bolt Pistol, a high-DPS, small-clip handgun; the Caldari Magsec SMG, a semi-automatic with higher damage than other SMGs; and the Gallente Ion Pistol, a plasma-shooting beast that punches right through enemies' armor and shields. The devs said that they will be tweaking time-to-kill in 1.8 by reducing the power of high-level damage modifiers, taking one grenade away from what players could previously hold at a time, reducing base damage for several weapons, and applying weapon proficiency skill bonuses against either shields or armor.