Posts Tagged ‘guilds’

Exclusive Interview: The Elder Scrolls Online Lore – Combat, Endgame & the Holy Trinity

31 March 2013 | 1 Comment » | iTZKooPA

The announcement of The Elder Scrolls Online was a disparaging one. Some fans salivated, barely containing their excitement at taking the open-world single-player adventure to the massive multiplayer realm. Others felt it was a cash in, using the name and universe to create a watered down experience. Either way, the new was huge.

ZeniMax Online has been slowly coming out of its shell revealing morsels of juicy information. Being an expert in shells, iTZKooPA corned Nick Konkle in a back alley. The Lead Combat Designer goes into his field of expertise, including discussing the relative need a “holy trinity” grouping, the rotationless combat style and dungeons.

“If you wanna do your crazy builds…we love em.”

Konkle even hangs around to answer a few community questions, including the presence of guilds, such as the Thieves Guild, the characters role in them and numerous other lore topics. Hit the jump for details covering a wide range of The Elder Scrolls Online topics.

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Faction Control Points vs Guild Control Points

15 February 2012 | No Comments » | Mike

Up until now, most MMORPGs with any sort of decent PvP system have taken the route of allowing factions to control buildings, castles, or points of interest. While the system works to some extent, it is at its core, broken.

One of the key measurements economists look at when ranking countries of the world for the best places to live, and do business in, is property ownership rights. Report after report, it remains true today, as it did 50 years ago; the countries that give the citizens the most property ownership rights, are the best countries to do business in. Below, I posted the chart from the International Property Rights Index of 2011. Even without any other statistics, you can easily see that the countries in the top 20% are most likely the places you want to live in, and the countries in the bottom 20% are the countries you probably would never even want to visit.

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Cataclysm: High Expectations for Guild Perks

19 July 2010 | 3 Comments » | Mordil

Preview from BlizzCon '09

Within the continuing Beta for World of Warcraft: Cataclysm, things are changing. The wind of evolution happens daily and is followed closely by ravenous gamers.

Since BlizzCon 2009, many of us have been looking forward to this summer and fall, with the releases of Cataclysm and, in one week, Star Craft II.

Amatera posted his thoughts on the reasoning behind why Blizzard has been cutting out some of the most highly anticipated features of Cataclysm. Luckily, Guild Progression, which encompasses leveling and talent tress, is still in. Now, it’s just called Guild Perks.

I’m happy to see Guild Perks still mostly in its first-draft design. In my opinion, there’s not much that could go wrong with the concept. Regardless, I do think that the benefits given are pretty OP. From simple EXP buffs, to mount speed increases, to handy buffs to gold and reputation earning, there’s a lot to look at.

Read on for the full list of all talents and some of my thoughts on them. Continue Reading

Icecrown Buff Jumps To Ten Percent: Has It Benefited You?

1 April 2010 | No Comments » | Amatera

So, the Icecrown Citadel raid buff has been raised to 5 to 10%Old news at this point, I realize, but I want to know how this mechanic has affected your progress in the dungeon so far, and whether or not it’s a good idea in the long run.

Of course, the most straightforward argument that can, and vehemently has, been made against the buff is that it’s eventually going to make what is the toughest, and most grueling, dungeon in the game look like a birthday party at Chuck E. Cheese. OK, that’s actually pretty chaotic, but you get the idea. “Kid’s stuff.”  But that’s assuming that all raids are created equal, and as we all know, that’s simply not the case.

Take my guild, Severance Pay, for instance. Before any dungeon-wide raid buffs became active, we were able to get through just about everything but Valithria Dreamwalker and the wing-end bosses with relatively few problems. Some wipes were inevitable, but we’d usually finish off everything we were comfortable with before the week was out.

What surprised me is that the 5% buff, when it became active almost a month ago, didn’t seem to have much effect at all. In fact, despite finally finishing Valithria, we started backsliding down the hill a little bit. Progression completely halted. Festergut’s a good measure of these things since he’s more or less a damage sponge, and we were tighter on the timer than we had been when we had no buff at all. In general, even our improvements proved too subtle to even matter.

I think the problem can be traced back to two issues. The first is fundamental raid dynamics and there’s not a whole lot we could do about it. People simply weren’t showing up for raids. Whether they were on Spring Break or otherwise, we always seemed to be down a few players. We progressed farther in the two weeks preceding the introduction of the Icecrown Citadel raid buff than we did in the three or so following it, and perhaps we had hoped that even with flagging attendance, that extra 5% would carry us through.

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Lord of the Rings Online: Welcome Back Weekend

7 May 2008 | No Comments » | LHStaff

Starting tomorrow until May 12th players who have left LOTRO will have the ability to come back for free for during these 4 days. LOTRO has changed quite a bit since it first was released and Turbine is looking to boost it’s subscriber numbers by giving players the opportunity to take another look at the game. This come only 8 days before Age of Conan is set to be released, so maybe Turbine is trying to snag any borderline players before the game is released.

I myself rejoined back in Feb after a 6 month hiatus and signed up for 3 months, however I again lost interest in the game after a month of playing and haven’t been back since early March. Since its a free weekend, I’ll probably hop on for a bit, but I doubt I’ll signup again. I’m going to hold out for AoC.

Learning Curve for MMORPGs

13 March 2008 | 9 Comments » | LHStaff

All games have learnings curves, the time it takes you when you first start playing to the time where you actually know what your doing.  World of Warcraft for example is very easy to pick up, only takes about 30 mins to an hr to get settled in and going. Other games however have a slight steeper learning curve. I saw this pic on Digg.com today and thought it was hilarious, so take a look, I’ll wait.

Funny, right? Although in the graph the person who made it used Eve: Second Genesis which is a card game not MMORPG, but I’m not sure if that was intentional or a mistake. Anyway the point is that Eve Online is a hell of a hard game to learn. I gave it a shot a while back with the free trial. Got about 6-7 hrs worth of game play and quit as I had absolutely no idea what I was doing. I went through the tutorials and asked about a thousand questions in the player chat, but I just couldn’t get a grasp on it. Which brings me to my question for this article. How much time do you put into a game before you give up? What’s a reasonable amount of time?

No offense to Eve players but for me if I can’t get the hand of a game within 5 hrs I out. To me at that point there is obviously some interface and possible gameplay flaws that are just not making the game intuitive. No game should take 5 hrs to get comfortable with, I’m not saying you have to be good in 5 hrs, I’m just saying you should have a pretty good concept of what your doing. However I don’t want this turning into a Eve Online bashing article so I will say that whenever I read something about Eve, I wish that I had stuck with it cause it seems like the games right up my ally, harsh PvP action, I just wish it didn’t need to spend 2 weeks learning how to play it.

The Next Step for MMORPGs

15 January 2008 | No Comments » | LHStaff

 

Go to any MMORPG forum and you’ll see countless threads complaining about the state of MMORPGs today. Some of these complaints are valid while others are just whining, but it appears that a majority of MMO gamers think that the MMORPG scene has grown stale over the last few years. A slew of over hyped and under performing games in recent years are partially to blame as well as the industries “lets just copy World of Warcraft” mentality. Studios are desperately trying to mimic the success Blizzard has had with WOW and gamers are suffering for it.

Fury, HellgateVanguard: Saga of Heroes and Tabula Rasa were all over hyped and in my opinion did not deliver, some more than others. I looking at you Fury and HellGate. It seems that the only “good” MMORPG was Lord of the Rings Online. I put it in quotes because even though I don’t consider the game to be good, it did win a few awards for MMORPG of the Year. How? Well, its not hard to win when you have no real competion. I was basically a watered down version of WOW set in the Middle Earth universe.

In 2008 we get to look forward to the next generation of MMORPG.  Age of Conan and Warhammer Online both arguably the most anticipated MMORPGs of the year promise to revolutionize the genre with new PvP and combat systems. Will that be enough for gamers, only time will tell.

So whats the next step for MMORPGs? What I’d like to see is a step away from the cookie cutter MMOs and an attempt to make a truly unique game. I think the next big thing in MMOs will be player driven storylines. Waiting for an expansion or content update will be a thing of the past. MMOs will be driven by the players themselves, with a website dedicated to the going ons of the game universe. Players will be the ones giving the quests, making the rules and creating the storylines. Guilds will start wars with other guilds not because there bored, but because they want more land and wealth. Your actions will not only effect your own character but all characters. You might log off one day in your town only to find out that it has been sacked by a rival guild and your guild has taken shelter in a cave. Top players will be listed as people of importance with special items as reward for killing them or perhaps to help protect them.

The options are endless, however I don’t think we’ll see a game like this anywhere in near future, although I am confident that this will be eventually where MMOs go.

Does anyone actually still "roleplay"?

27 December 2007 | No Comments » | LHStaff

In a genre of gaming where the first word is ‘roleplaying”, its a bit humorous that almost no one actually roleplays. Seriously when’s the last time you saw a character act like there supposed to. For instance in LOTR lore we know that elves and dwarfs are not very fond of each other in, however in the actual game dwarfs and elves regularly quest together and are even in the same guilds. Once in a while you can find a elf, dwarf or hobbit in character, but after a joke or two the player would go right back to normal breaking out of character.

The obvious answer here is that most people don’t actually want to roleplay. Sure being a elf hunter with a mean bow shot is one thing, but who wants to go around talking like a Legolas or not joining a quest group because theres a dwarf in it. Hell its hard enough finding full groups for raids and quest without discriminating dwafts. Also think about what you type when your chatting. If your seeking a group for a quest you probably type somethink like “LFG – quest name”. If I had to write a long winded sentence in the style of LOTR, I’d never get anywhere.

With that said, I do enjoy running into people that actively roleplay. It brings the game more to life and it’s actually fun to be around them. While I don’t actively roleplay myself, if I run into someone that is, I try to get into it also. It’s quite fun once in a while, you should try it.

(img: http://www.tehw00t.net)