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leveling posts

MapleStory pitches leveling rewards

Filed under: MapleStory, Events, in-game, News items, Free-to-play

Leveling in our favorite MMORPGs can be a controversial topic. Some of us rush to endgame, but just as many enjoy the journey and find the curve to be rewarding in and of itself.

Nexon, publisher of the F2P side-scroller MapleStory, is offering players even more incentive to grind out those levels in the form of their A Perfect Pitch event which kicked off on March 3.

In a nutshell, players will receive a Perfect Pitch for every level achieved during the event time frame (currently slated to wrap up on March 30). Pitches can be traded in with Inkwell in Henesys or at the entrance to the Free Market, and prizes include the Spirit of Rock Chair, which recovers 60 HP and 30 MP every ten seconds, and the Wild Wolf Bandana which offers a number of desirable stat boosts.

Head on over to the A Perfect Pitch announcement post for complete details.

The Daily Grind: Leveling, the playing field

Filed under: Culture, Game mechanics, Leveling, Opinion, The Daily Grind

They might be called security levels, they might be split between ranks and levels, they might disguise themslves as skill grinds. But in pretty much any MMO you care to name, there will be levels of some kind. (The only exception that springs to mind is Second Life, and even that can be argued.) Generally, it's accepted that the most meat to the game will come after you've made it to the apex of the leveling curve, whether it's a low cap or a high one. But that's not when you started liking the game -- no, even though most players see it as an impediment to getting to the good part, the leveling game is what first hooks you on the game as a whole.

So today, we ask a simple question -- what game have you played where you most enjoyed the leveling process? Forget all of the endgame nonsense, whether you had a broad endgame or a fairly narrow one. When did you just enjoy the path toward the endgame, perhaps even enough to be a bit saddened when it was over? Or have you always wanted to just get to the end without bothering with the whole "journey" element?

The Mog Log: Starting new in Vana'diel

Filed under: Fantasy, Final Fantasy XI, Game mechanics, Guides, Leveling, Opinion, The Mog Log

Getting started with Final Fantasy XI can be rather daunting the first time. You might be lucky to have a friend right there holding your hand through the starting areas... or you might accidentally wind up vendoring several thousand gil worth of items because you didn't properly grasp how the auction house works. Or you might throw away a bunch of zinc ore because it's taking up too much space. Or you might put yourself on everyone's blacklist by accidentally locking your chat mode in /yell.

You can draw whatever conclusions you want about my early memories of the game. They're not pretty.

Assuming you've mastered moving, the basics of looking around in your inventory and interacting with NPCs, and so forth, it's not always immediately evident what you're supposed to do, what the best job for a starter character is supposed to be, and so on. Thus, for those of you newly interested in the game, we have a small guide on some of the less immediately transparent elements of the game. (For those of you who already know Sky and Sea inside and out, you can skip ahead to the end. I can promise there's something there.)

Double XP in Aion this weekend

Filed under: Fantasy, Aion, Events, in-game, News items

Since we're aware many of you get your MMO time in on the weekends, double XP events are always something we're keen to post about in a timely manner. This is especially true if you're stuck in a level spread that's seemingly impossible to grind past without developing a desire to redistribute objects on your desk in a forceful manner. Double XP weekends can be a real life saver for the jaded MMO gamer.

That's why we're here to tell you that Aion is having one starting on Friday, January 22nd -- although make sure to take a gander at the official post, as it contains the starting time for each server timezone. The weekend ends at 8am (server time) the following Monday, so check which timezone your character's server is set to and plan accordingly.

[Thanks, AterNox!]

Player rewards versus character rewards

Filed under: Culture, Game mechanics, Opinion


Rewards have, more often than not, been things that make your character better. You complete a quest and you get a new piece of equipment, or access to a new area, or even just a nice handful of experience toward the next level. But we've recently talked a bit about how leveling, and progression by extension, can get rather tedious. Spinksville also talked about this, discussing the differences between player rewards and character rewards, with the former being general rewards that stick with the player and aren't contingent upon or related to power level.

An excellent example is that of Klingons in Star Trek Online. The race has been a staple of the series ever since it began, and the Klingon Empire is one of the major political factions in the game... but it's not initially accessible to players. You have to complete a mission or reach Level 6 in order to unlock the option of playing a Klingon. Similarly, World of Warcraft gates its first hero class, the Death Knight, by requiring a level 55 character before one can be created.

Player rewards contribue less to a sense of avatar progress, but they also help keep the power level slightly lower, as well as providing benefits that you can take with you, so to speak. On the other hand, they're vulnerable to feeling less like rewards because they're unrelated to the character who obtained them. We've all been well-versed in the endgame grind for gear acquisition, however, so the post's call for more player rewards might be a welcome change for many of us.

The Daily Grind: Characters go around again?

Filed under: Culture, Game mechanics, Opinion, The Daily Grind

One of the features that's become more and more de rigeur for single-player games is the concept of a "new game plus," a second go-through of the game with all of the abilities and equipment you picked up the first time around. In some cases, you can't even actually play the full game until you've managed to beat it once, at which point you earn a number of rewards that would have been useful to beat the game the first time around. (Insert your own jokes about boss loot here.)

Kill Ten Rats recently suggested the idea of allowing a similar mechanic in MMORPGs, borrowing from games such as Torchlight that allow you to retire a character and pass benefits on to a new one. Certainly it has advantages -- we've all had a character or two that's sat at a level too high to be deleted that we don't want to play any longer, and it'd be nice to pass along something useful for the playtime. On the other hand, a forced cycle of leveling followed by retirement followed by another level grind could get tedious quickly. What do you think? Would this sort of feature be an enjoyable way to expand your character stable, or a searingly obnoxious grinding treadmill?

Dungeon Fighter Online begins the Dawn of Retribution

Filed under: Fantasy, Game mechanics, Patches, News items, Free-to-play, Dungeon Fighter Online

It's the holidays, and the elder spirits of Dungeon Fighter Online are in a giving mood! The first major update to the game, the Dawn of Retribution, fixes three main areas that have been giving players some trouble with the game.

If you felt things were going a bit slow, then worry no longer as the leveling curve has been reduced, speeding up your progress through the advancement tree. Less grinding, more punching monsters into the dirt where they belong!

For the newer players entering the game, the lower level dungeons have been made easier and the tutorial has been revamped. So not only are the starting instructions clearer, but the starting dungeons won't beat you as hard as they use to.

There's also the usual holiday event added to the mix, where snow will fall on the ground once per day for an hour. If you're there when it's snowing, you'll be enjoying a 20% experience boost during your adventures! There's also loot to steal off of Chrismas goblins and the special notorious monster, Snowblin. So get out there and get dungeoneering!

Too late to start playing Lord of the Rings Online?

Filed under: Fantasy, Lord of the Rings Online, Leveling, Opinion, Academic


The trouble with any long-running game is that it gets top-heavy. This is especially a problem in games such as Final Fantasy XI, where you simply have to group to accomplish most things in the game, but it's really a problem even in the most solo-friendly game with an expansion or two. After all, more often than not there's an ever-raising level cap, gear curve, and expected knowledge about the game, not to mention stretches of previously endgame content that's no longer relevant. When A Casual Stroll to Mordor asks if it's too late to start playing Lord of the Rings Online, the question could be extended to many other games.

Of course, it's probably not exceptionally surprising that the conclusion is "no," duly pointing out that the only time it's technically too late is when the game is shutting down soon. There are also tips about making the areas at lower levels less of a ghost town, which largely boil down to being proactive. People will almost always have alts or restarted characters, and actively trying to get your foot in the door can make up for a lot of inexperience. It's as true in Lord of the Rings Online as it is everywhere: putting forth the effort makes a lot of difference, even if it won't close the expanded level gap by itself.

The metagame and its importance to MMOs

Filed under: Game mechanics, Opinion, Academic


What is the metagame? It can mean a lot of different things depending on context, but all of the meanings share the sense that the metagame is not the game itself, but something above and affecting the game as a whole. In a casual game of poker, the metagame could be as simple as one of the players having an exceedingly poor poker face which makes betting that much easier. On a more complex scale, you have things such as the entire Band of Brothers incident on EVE Online, which has been called by some as what amounts to a forum war that was fought out over the space of the game.

That's a Terrible Idea recently had a post regarding the problem of MMOs as "serious" games due to how they interact with the entire concept of the metagame. As the post outlines, you're first cut out from the endgame by the leveling game, which is changing the variables of the game itself, and when you finally reach the end of the curve most of the strategy involves memorizing specific character builds and raid strategies. The metagame, in this case defined as "the process of strategizing and conceptualizing out of the game," thrives on the viability of different strategies and the necessity of discussion. While there are certainly sites devoted to this sort of theoretical work, they frequently involve simply boiling everything down to a single optimal setup. Take a look at the article (and, if needed, the supplementary piece on terminology), as it's interesting for anyone with an affection for the genre and its overall development.

Patch 1.5.1 goes live for Aion

Filed under: Fantasy, Aion, Game mechanics, Patches, PvP, Leveling, News items


A new patch for an MMO is a bit like a present. At best, it can provide a number of new opportunities for fun and enjoyment. At worst, it can break several things you already liked and now have to replace. Aion has recently deployed the new patch 1.5.1 and, as could be expected, fan reaction is somewhat split on whether it's a nice present or the immortal pairing of socks and underwear. Certainly there isn't a major content influx, and the often-requested reduction of the game's grind has yet to be implemented, but there are still a number of nice updates and additions.

Leaving aside the bugfixes and optimization with only a mention that they should help the game play more smoothly all around, several instanced dungeons have been adjusted somewhat. Nearly all of these changes look beneficial to players -- reductions in difficulty and increases in reward, as well as added UI displays for important objectives. They've also added stealth-detecting NPCs to starter areas and increased several NPC health totals in an effort to curb destructive PvP tendencies. Quest experience at mid-to-high levels has been adjusted upward, rewards have been slightly improved on several quests, and level-difference experience penalties have been reduced. Last but not least, there's now more incentive to hold a fortress in the Abyss and work to defend it, as rewards are offered for defending players. Aion's fans aren't all happy about the changes, but it's best if you take a look at the changes yourself. Just remember that even if you don't like it, this present is unreturnable.

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.

Turbine announces LotRO's next expansion: "Siege of Mirkwood"

Filed under: Fantasy, Lord of the Rings Online, Expansions, Launches


The next expansion for Turbine's Lord of the Rings Online has just been revealed (along with the logo above): players will be able to download Siege of Mirkwood this fall and finish the epic storyline of Volume II that began with the Mines of Moria. Specifically, this will include Volume II Book 9 and an Epilogue. The level cap will be raised to 65, and along with the predictable traits, skills and virtues that come from extra levels, there will also be some new class quests. For the raiders, a new 12-man challenge involving the Nazgûl Lord awaits, and additional 3 and 6-man instances will cater to those hungry for small group content. Some enhancements to the Legendary items system and an upgrade to the game's responsiveness will be making it in too.

A brand new feature to be introduced to Lord of the Rings Online in Siege of Mirkwood is the Skirmishes system:

Skirmishes offer endless action in repeatable, randomized instances where players can create and lead customizable soldiers into battle, training them to greater skill as they earn victories against the forces of shadow. Answer the call of war wherever violence erupts with the new "World Join" function that lets players and their fellowships band together to fight in various locations throughout Middle-earth.

You can be sure that more information about the expansion is coming up -- as a matter of fact, we'll have an interview to share in the next day or so. Stay tuned!

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?

A Vision of Victory...

Filed under: Culture, Endgame, Opinion


I won! It doesn't happen often to me, and considering how much time I have put in to MMO gaming, I generally have very little to show for it in terms of max level characters. A Pre-Burning Crusade Level 60 Warrior gathering dust in World of Warcraft on a server some place, a handful of Level 20s in Guild Wars, a game which many regard as only beginning at that level, and a Battle Rank 23 grunt in PlanetSide, more a testament to persistence than skill, back before they progressively increased the cap to its present BR 40.

But this week, during a particularly out of control scrap during the Mender Silos Task Force in City of Heroes, I dinged for the last time; Level 50. In a game of the standard MMO type, where overall persistent progress is measured by the accumulation of experience points, there are now no more to be had. Is this the end for me, or just the beginning?

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