Making progress in the fastest way possible.
Continue reading “Diaries From Eorzea: Climbing FFXIV’s MSQ”
Making progress in the fastest way possible.
Continue reading “Diaries From Eorzea: Climbing FFXIV’s MSQ”
Scott Shicoff, lead designer on Neverwinter, has posted a set of patch notes on the official website detailing further changes to the MMO’s leveling curve. The new level cap of 70 has seen intense scrutiny since its launch earlier this year alongside Elemental Evil, with players complaints ranging from the length of time required to level to the heavy difficulty of the new higher level mobs. Following launch, Perfect World has promised to go back and fix issues related to progression and difficulty.
Hey folks, I’ve got an update on some changes we’re making to Neverwinter, specifically regarding leveling from 60 to 70. Before I get started, I’d like to thank you all again for your patience as I investigated and reviewed the state of the game since the release of Elemental Evil. We went through a massive amount of feedback and analysis before making a decision.
Most of the updates in the latest patch are focused on reducing health buffs on NPCs above level 60, along with a buff to experience from quests in the Elemental Evil zones that should result in a “noticeably faster” progression from 60 to 70. It isn’t the last of the updates to fix the community’s grievances with Elemental Evil, so expect more patches in the coming weeks/months. For now however players should notice themselves being killed by mobs in a single shot, far less.
Other ongoing complaints from the forums include bringing back disabled dungeons.
(Source: Neverwinter)

One feature that sets sandbox games apart from themeparks is that, while the latter uses a singular experience system to determine the player’s base stats, the former relies on separate leveling and generally does not assign an overall level. RuneScape is the exception to the rule, basing its combat level off of a complicated formula involving eight different skills. The formula for determining combat level (and there are three of these) is:

With RuneScape’s upcoming combat update, currently in closed beta, Jagex will be employing the Keep It Simple, Stupid rule of engagement. Three of the skills are being taken out of the equation and the formula is a simple: X + defense +2, with X being the highest combat skill from the list of attack, strength, magic, and ranged. Another effect of this is that combat levels will rise, to a maximum of 200 (over the current 138). On one hand, this might be the first time an MMO has raised the level cap without increasing the experience limit.
Why is Jagex doing this after ten years? Well RuneScape’s code is over ten years old, and in that time much of the older equipment and spells has become completely useless. By rebuilding the combat system from the ground up, Jagex is able to employ a whole host of new systems without having to deal with legacy code and compatibility issues.
RuneScape’s combat upgrade goes into open beta in under a week, when MMO Fallout will be writing a preview.