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  • Wings Over Atreia: Are Aion exploits ingenuity or abuse?

    by 
    MJ Guthrie
    MJ Guthrie
    12.03.2012

    Exploit: an act or deed, especially a brilliant or heroic one or to make use of selfishly or unethically? Well, both. But as much as I wish the title of this week's Wings Over Atreia referred to my amusing (and oh-so-heroic) antics throughout the gorgeous world of Aion, it is actually about the latter. Or is it? Most likely, one of your first thoughts when you hear the word exploit is that it's a trick that takes advantage of some bug for personal gain. That thought is often followed by images of a banhammer. It makes sense; you are gamers, after all. Now, whether you regard exploits with admiration or with unbridled loathing is a matter of personal opinion. But does it have to be one or the other, or can it be both? It depends on the actual use of the word itself. Thanks to a recent foray into Lower Udas Temple, exploits have been at the forefront of my mind lately. I have noticed that we actually use both definitions of the word for a variety of situations in Aion, yet we also ascribe the negative connotation to many of them. But is this warranted -- couldn't some actions simply be ingenious examples of problem-solving, or must they all be considered ban-worthy abuse? If the former, where do you draw the line?

  • Wings Over Atreia: The top 19 ways to get your dungeon crawl on, continued

    by 
    MJ Guthrie
    MJ Guthrie
    02.13.2012

    Ahhh. There's nothing like the feeling of facing down a formidable foe, beating it into submission, then finally conquering it and pulling from its lifeless corpse some rare and valuable treasure to hold above your head as a trophy of your victory. Of course, this feeling cannot be found in the PvP portion of Aion's PvPvE formula; sadly, neither Asmodians nor Elyos drop loot of any kind upon defeat, rare or otherwise (though I have to say adding in the ability to pluck a feather from your vanquished foe would be cool). So that leaves only one way to experience this rush, and that's through the PvE side of the game, and not just any PvE at that: While there is a possibility of valuable drops out in the world, your best chances lie within the instanced dungeons. Dungeons are a great way to get away from the masses and all the accompanying interruptions that come with sharing the world with others, such as KSing, unwanted PvP ambushes, and mob trains pulled by some idiot next to you. Think of it as an Atreian vacation! And Aion has 19 PvE instanced dungeons ready to whisk you away for a brief respite from the world while simultaneously giving you the chance at some great loot and XP. Last week we covered dungeons available to Daevas under level 40 as well as solo instances. Of course, in most cases, Daevas don't remain under 40 forever (or even for long if whole months of double-XP weekends crop up!), so there is a need for more places to scratch that dungeon crawl itch. This time around, Wings Over Atreia focuses on the gamut of choices for those advancing in their levels.

  • Wings Over Atreia: Endgame = end of game?

    by 
    MJ Guthrie
    MJ Guthrie
    03.28.2011

    It happens. All good things must come to an end... except (hopefully) your favorite MMORPG. After all, the whole idea of the MMO is to keep going endlessly, right? To supposedly ever-evolve -- there is no final "win" that concludes the story as in single-player RPGs. However, what do you do when you hit the level cap and have "been there and done that" with everything in game? I guess that's the disadvantage of not having a sandbox; as much I love the graphics and my friends in NCsoft's Aion, there really is just a finite list of things to do. Now before anyone gets up-in-arms or sneers "I told you so," no, I am not quitting and I haven't given up on the game. I still enjoy it. It just so happens that my mind zeroed in on the topic this week as I logged in over the course a few days and just stared at my screen, wondering what I wanted to do. While I was feeling under the weather a bit (which dampened my endurance and enthusiasm to complete any major dungeons), I started wondering about what there actually is to do in Aion after you reach and sit at maximum level for a while. For me, the two things that keep me interested in my virtual worlds are the community and friends that I find in game as well as exploring and experiencing new things. One involves the company providing regular content updates; the other allows for player-created content. But once there is nothing left to explore or experience, friends can drift away... so what does that leave? Pondering this subject and watching the community around me actually brought up some expected -- and some not quite expected -- answers. Join me past the cut to look at different ways Daevas spend their time in Atreia and how they keep their interest sparked.

  • Wings Over Atreia: Solo vs. group

    by 
    MJ Guthrie
    MJ Guthrie
    02.07.2011

    OK, now get your collective minds all out of the gutter! There we go. Of course, the title speaks to gaming styles and preferences in Aion. Lately, I've had the topic of grouping crop up in different discussions, from the trend of decreasing group sizes (Star Wars Galaxies had groups of 20, then Lineage II had groups of nine, followed by other games with a maximum group size of six) to questioning the need to group at all. To group, or not to group: Is that really the question? I touched on this topic a bit a few weeks ago, but an adventure this past week brought my attention back to it; I discovered that you no longer need a full group for one of the more frustrating quests in the game (once you factor in trying to get a group when the rift is up and not have it camped on the other side by the enemy!). Instead, you can complete the quest with just two or three Daevas, a feat unheard of previously due to the difficult dungeon in enemy territory. Granted, we completed our quest, which would have been impossible otherwise given the circumstances. But on a broader scale, what's with the trend of phasing out group content in MMOs and catering to the solo crowd? This phenomenon puzzles me. When a game is an MMO (read "massively multiplayer"), why discourage grouping by making almost all content accessible to the solo crowd -- especially in Aion (where learning good group dynamics can be crucial in large scale warfare)? In a time when social skills seem to be struggling to survive, why open yet another opportunity for people to avoid interaction? Type /Invite and join me past the cut to examine this phenomenon and weigh in with your preferred gaming style in our comments.