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Filed under: Leveling

Fernando Paiz talks game updates for Dungeons and Dragons Online

Filed under: Fantasy, Dungeons and Dragons Online, Business models, Patches, Previews, Leveling


Good times seem to be here for Dungeons and Dragons Online -- the game has been enjoying a huge surge in popularity from its new free-to-play model, not to mention making quite a bit of money as a result. The game's executive producer, Fernando Paiz, mentioned the game's surge of popularity in the opening of his recent letter to the game's players, but that was hardly the end of the letter. Most of the letter discusses the upcoming improvements to the game, including the upcoming and aptly-named Update 1 that's scheduled for release on October 28th.

One of the more interesting large-scale bits of information is the differentiation now being made between software updates and simple content additions. the game previously used a "module" numbering system for major patches, but Paiz points out that the changes made to the game have meant that content can be added independent of a full-on game update. Update 1, for example, will coincide with the release of a new adventure pack. It will also feature new options such as Veteran mode (allowing you to create a character starting at Level 4 instead of Level 1) and an Epic difficulty setting, further exploring the strength of the game's instanced dungeons. If you haven't yet tried Dungeons and Dragons Online -- and now that it's free to play, you don't have much of an excuse -- it might be well worth it to take a look at what the game has to offer in the near future.

Warhammer Online drops 1.3.2 and looks straight ahead

Filed under: Fantasy, Patches, Previews, Leveling, Warhammer Online

Love it or hate it, opinions have been divided, but the changes made to Warhammer Online in the 1.3.2 patch -- most notably the changes to the starting experience -- have certainly gotten people talking. But it's one thing to discuss it in the abstract and another to see how things play out. The opportunity is now in the hands of the game's players, as the patch has gone live and all of its changes are there for everyone to try.

Rather than locking things down and leaving them there, however, producer Jeff Skalski has released an open letter to the community explaining why some of the changes were made and what changes are coming in the game's next patch, 1.3.3. Cosmetic changes include the options to walk and sit (instead of constantly running and standing) and additions to the game's graphical engine. More far-reaching is the implementation of the Underdog System: a series of running handicaps designed to help bring the side that's consistently losing into better parity with their opponents. Skalski explains in brief how such a system will work and how it will avoid unbalancing matches in the other direction, as well as discussing some of the larger issues Warhammer Online plans to address. If you haven't been playing or you took a break, see what has changed and what's coming, since now is the time to give the game a look.

Help a troubled lowbie in Vanguard by becoming a mentor

Filed under: Fantasy, Patches, Leveling, Vanguard


Just like the tile says, there's a way you can help low-level players in Vanguard: Saga of Heroes -- become a mentor. With the most recent patch, Vanguard has added a mentoring system to help players of differing levels adventure and interact in a meaningful fashion.

Similar to most mentoring systems, the high-level player's abilities and stats are capped at an appropriate level for the mentored player, restricting them to abilities they would have been able to use at the lower level. In all other ways, however, they'll function as a perfectly normal player, including gaining experience at the rate of a lower-level character. As a result, the tool is both an excellent way for dedicated players to introduce their friend to the game and a method for them to earn a little extra experience in the process. The mentoring system is fully usable if your friends are in the free trial area as well, which is one of the best ways to encourage a player to stick with the game over a longer period.

The patch also included the usual plethora of bugfixes and minor balance tweaks that have come to be standard fare for the MMO industry. Take a look at the full patch notes for the details.

[ via WarCry ]

EverQuest patch switches up hot zones, nerfs some Ancient Heroes rewards

Filed under: Fantasy, EverQuest, Patches, Leveling


EverQuest has just been updated, and it's time to say goodbye to the ironically freezing set of hot zones that have provided icy experience bonuses for the past few months. This isn't a bad thing, as the new list of hot zones includes a number of popular areas for people to do their leveling in -- the full list can be found after the break, along with the rest of the patch notes. One of the hot zones, Howling Stones (also known as Charasis) has been altered to be more inviting for potential visitors:

Apparently while performing some end-of-the-summer cleaning, the doors within Howling Stones were left unlocked. It may be some time before a maintenance crew can be sent there again to lock the doors up tight. Use this knowledge as you will. In addition, the spells protecting the entrance to Howling Stones have weakened, and adventurers of lesser skill and strength may find its halls now accessible.

The other big change with this patch involves some tweaking of the Ancient Heroes missions from the previous update. The rewards from these missions have been the subject of much controversy ever since their introduction, and this patch has made many of them worthless (though they can still be refunded by handing them to the quest-giver). Having said that, some of the group-level rewards were actually improved. Hit the jump to see the patch notes in their entirety.

EverQuest II players now receiving bonus experience for the weekend

Filed under: Fantasy, EverQuest II, Events, in-game, Leveling


A few weeks ago, over the Labor Day weekend, players of EverQuest enjoyed a massive double experience bonus. Some folks wondered why EverQuest II wasn't included in the bonus celebration. Well, this weekend it's their turn, as all players of EverQuest II should be receiving a bonus to adventuring, tradeskill, and alternate advancement xp as of 1:00PM PDT today. It doesn't sound like it's a full 2x bonus like it was in EverQuest, but every little bit helps.

The bonus weekend is a good opportunity for players to get into the brand new game update that was just pushed live this week -- although, the new Chronomagic system is all about going back in levels, not speeding forward. Players have until 10:00AM PDT on Monday to make use of the bonus, so if you've got some leveling to do, get cracking.

EverQuest offers up double experience for the Labor Day weekend

Filed under: Fantasy, EverQuest, Events, in-game, Leveling


So you've got a long weekend ahead of you (if you're from the USA) and you're wondering how to spend your time. SOE wants to help make up your mind for you. They've put forward a hefty incentive for you to stop by EverQuest's Norrath at some point during the weekend, offering to make it doubly rewarding to do so. That's right -- the rate of experience will be doubled starting from 10:00AM PDT today, allowing players to speed their characters through the levels, or perhaps just rack up eleventy-million AA points. For the best results, make sure to do your hunting in one of the current Hot Zones that show up on the Welcome Screen; we've been assured that the bonuses do stack.

Very generously, the bonus will continue to be applied until 10:00AM PDT on Tuesday. If you pull an all-nighter to catch the tail-end of it and go into work looking like a zombie, at least you'll be able to brag about all the levels you gained.

The Daily Grind: Leveling up in real life

Filed under: Leveling, The Daily Grind

The other day, we asked our readers whether they take their time leveling or if they make a mad dash to the level cap. We had a variety of responses, with some people fitting into one of the two polar opposites and others placing themselves somewhere in the middle. One reader, Accordance, made a comment that brought up another aspect of the discussion: "I think it would be worthwhile to discuss how we play games as a reflection of how we live our day-to-day lives outside of games."

While it may seem like a no-brainer that the goal-oriented career-focused person in real life would also be tearing through achievements in a game, we have a feeling that this may not always be the case. Perhaps the fast pace of your professional life leads you to want to take things slower and relax when playing an MMO? On the other hand you might have someone with a steady and undemanding job, happy with their station in life, who comes home from work and gets satisfaction from blazing through their MMO goals. So where do you fit? Does your leveling/playstyle in general match your real-life attitude towards goals?

[Thanks, Accordance!]

The Daily Grind: The journey versus the destination

Filed under: Leveling, The Daily Grind

Whenever a new MMO or expansion is released, whether it's a AAA title or a lesser known game with a tiny population, you can be sure that there will be a group of people racing to reach the maximum level. Some may start out gung-ho and drop out of the race as the levels get a bit slower, but there will always be those that complete the whole journey to the level cap at a blinding pace. Sometimes there is end-game content that they are racing towards, but that certainly isn't the only motivating factor for tearing through the levels. There are those that just enjoy getting it done fast no matter what. Those that don't have the time to play enough to win the initial race may still spend each play-session in a grinding and questing frenzy.

As a contrast, we would also be able to find players that log on too much to be considered casual, yet still haven't got a character at max level in their chosen game. This is the "stop and smell the roses" approach to leveling, with the emphasis on the journey rather than the destination. This type of player will probably take the time to read every word of every quest, engage in activities that aren't related to progression, and just generally move at a far more relaxed pace.

We think there's definitely room for both types of players, and also realize that the player's approach may depend heavily on what a particular game offers. What we'd like to find out from you this morning is how you normally approach the leveling in a new game or expansion. What factors contribute to that approach?

Runes of Magic announces leveling contest on brand new PvP server

Filed under: Fantasy, Contests, Events, in-game, PvP, Leveling, Free-to-play, Runes of Magic


With the introduction of a brand new PvP server in Runes of Magic entitled "Indigo", Frogster is holding a contest for those looking to start a new PvP character there. This contest will be held in two phases: the first being a leveling contest to reward those players who achieve level 50/50 (dual class) before anyone else, while the second phase is still a secret.

Running until 12:01am on August 31st, Frogster will track all characters on Indigo. Players can join at any time during this phase, and the top 15 will be shown on a leaderboard. Shortly after phase one has ended, the top 10 finalists will be revealed and phase two will begin.

Although phase two is a secret at this point, Frogster has said that more information will be revealed on August 22nd and these top finalists will be competing for an Alienware gaming laptop. We'll be sure to pass along any new info on this contest as it becomes available.

Redefining MMOs: Breaking the Mould

Filed under: World of Warcraft, Fantasy, Sci-fi, Aion, EVE Online, EverQuest II, Business models, Classes, Game mechanics, MMO industry, PvP, Leveling, PvE, Opinion, Browser, Virtual worlds, All Points Bulletin, Crime, Final Fantasy XIV, Cities XL, Redefining MMOs


Just think about that title for a second. Of all the games genres you've played, isn't it MMOs that feel most like carbon copies of one another? Level systems, the character creation process and class archetypes are nearly universal, with hundreds of games sharing the same characteristics. Don't you sometimes wish that MMO developers would step back and reassess the genre they have collectively created? This week, as part of Massively's "Redefining MMOs" series, it's my turn to muse on a topic and I've chosen to look as whether it's time the MMO mould (or mold, as my American editors would say) should be broken and re-examined.

Many aspects of MMOs, such as classes, levelling, raids and bosses, endure simply because they work. After all, if it ain't broke why fix it? But sometimes it feels like you need a breath of fresh air, to step back and smell the roses. This is especially the case when carbon copy MMOs start being rolled out. In the last few months I've tried MMO after MMO and can literally play each one blindfolded. Mages are mages, warriors are warriors and clerics by any other name are still priests. While the archetypes of these classes -- the healer, the tank, the caster, the melee damage-dealer and the pet-toting badass -- differ slightly between genres and titles, they are part of a formula that seems to define the MMO genre.

Skip past the cut to read the rest of the article

Nexon permanently increases the rate of experience gain in MapleStory

Filed under: Fantasy, MapleStory, Game mechanics, Patches, Leveling, News items, PvE, Free-to-play


One of the downsides of an ever-expanding game is the time it takes a new player to "catch up" to the majority of the player-base. Most people are kicking it in some groovy expansion while others might be stuck on old long-abandoned content. Nexon has identified the need to speed their players through certain areas of MapleStory and has taken one of the more common routes to do so: they have announced that the game's experience curve has been boosted. Players from level 11-30 will get experience 50% faster than before. From 31-200 the bonus is decreased slightly, down to a still-significant 25%.

The temporary experience boosts that were granted for recent events were apparently received very well by MapleStory players, and this approval is what led to the permanent increase. Nexon America's VP of Marketing Min Kim helped to make the announcement: "The world of MapleStory is considerably larger than when it was first released. Accelerating the EXP rates empowers old and new users alike to better explore the MapleWorld." The new exp curve is already in effect, so what are you waiting for? Go level a Cygnus Knight!

The Daily Grind: Do you prefer leveling grouped or solo?

Filed under: Leveling, Grouping, The Daily Grind


While there are some MMOs that try to handle their progression differently, the bulk of them probably offer some form of combat-centric leveling. Killing large quantities of NPCs, doing quests and exploring dungeons is the norm. However, whether these things are done alone or with others is usually still left up to the player. These days games are very accommodating when it comes to classes having the ability to solo. Sure, some will be better than others, but for the most part soloing should at least be an option.

What we'd like to ask you today is how you approach this choice. Do you like to join up with a band of fellow adventurers and take on harder content to get your levels, or even just tackle solo content faster together? Perhaps you have a regular group that negates the need for the often-tiresome "Looking For Group" process. Alternatively, you might enjoy the ability to log on and get straight into leveling on your own, without relying on others. Maybe you've been scarred by too many bad groups! For some, leveling solo is just a time thing -- you have no time to wait around for LFGing and the group formation process, which can sometimes take longer than you were planning to be online. To these folks we ask: when you do have the time, do you make use of it to group, or are you happier just soloing anyway?

EverQuest's 51/50 server "Mayong" is live

Filed under: Fantasy, EverQuest, Launches, Leveling

Earlier in the week, EverQuest's new 51/50 server "Mayong" went live. Pretty much anyone that played EQ around launch will recognize the name as that of the infamous vampire Mayong Mistmoore, a character that was sometimes played by GMs and devs for live events way back in the day. For those not familiar with the special rules of this server type, it's fairly simple: 51 is your starting level, and 50 is the number of AAs you automatically receive upon making a character.

To get people in the mood to begin the inevitable leveling races, and also to celebrate Independence Day, there is a 51% experience boost for players on all servers until Monday morning -- that's right, fifty-one percent. See what they did there?

LotRO dev diary looks at Bree-land overhaul in Volume 2: Book 8

Filed under: Fantasy, Lord of the Rings Online, Patches, Leveling


One of the features of the next Lord of the Rings Online update, Volume 2: Book 8, is a revamping of some of the game's low to mid-level quests. The latest developer diary on the official site elaborates on the methods through which this will be achieved. A great deal of the overhauling will focus on the Bree-land zone, including Bree-town. Come Book 2.8, the area will be changed to be of more use to players between the levels 14-22, and we're promised two distinct questing paths that will lead to different places in the zone, and hopefully highlight some of the bigger storylines of Bree-land.

As Bree-land will become more commonly used by Tier 2 players, the crafting nodes in the area will also be changed to their Tier 2 versions. New repeatable "bounty quests" will be available, and existing quest rewards have been completely revised to ensure their usefulness for players in the adjusted level range. To learn more about all of the above changes, make sure to read the full dev diary.

Choose my Adventure: Introducing Moira Zonk

Filed under: Fantasy, Galleries, Guild Wars, Events, in-game, Leveling, Massively meta, Hands-on, Roleplaying, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site.
Then, as the ultimate goal is reached, we'll do it all over again in a new game!

After Monday's post getting us on our way in Guild Wars, you voted on what type of character I should make to begin my adventures. The character has been made and the first goal has been reached: getting a second profession. In this installment, you'll vote on the next goal and the ultimate goal I should reach before moving on to another game.

I've decided to make this project go two ways: one as a basic rundown of what I've done in the game to achieve my goals, and another to be more of a supplementary 'in-character' journal provided in the captions of the gallery, linked below. So follow along after the jump for an explanation of how your choices molded my newest Guild Wars character, and don't forget to vote in the newest polls before tomorrow at this same time, when the polls will close.

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Earth Eternal Open Beta Q3 2009
Alganon Launch Dec 1 2009
EVE Online: Dominion Launch Dec 1 2009
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