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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Flameseeker Chronicles: How do trinities work?]]></title><link>http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work/</guid><comments>http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a>, <a href="http://massively.joystiq.com/category/flameseeker-chronicles/" rel="tag">Flameseeker Chronicles</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work"><img alt="No, no -- there's three characters. That must mean there's a trinity. " src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/traits.jpg" /></a></div>
People have had varying reactions to <a href="http://massively.joystiq.com/tag/jon-peters/">Jon Peters'</a> post on <a href="http://www.arena.net/blog/play-your-way-jon-peters-on-traits-and-attributes">ArenaNet's blog</a> last week, which explained the newest system of traits and attributes for <a href="http://www.guildwars2.com/en/"><em>Guild Wars 2</em></a>. There've been all sorts of thoughts about it: that it's awesome, that it's unnecessary, that it's a whole lot of words to keep track of (<em>I'm</em> saying that, in fact, and I'm firmly in the camp of folks who think it's all pretty great). Specifically, the inclusion of the compassion attribute, which improves a character's healing output, has raised a glaring red flag for some players who are afraid this is the first step toward holy trinities and dedicated healers. I respectfully disagree.<p><a href="http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work/" rel="bookmark">Continue reading <em>Flameseeker Chronicles: How do trinities work?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work/">Flameseeker Chronicles: How do trinities work?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 Mar 2012 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20185738/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/06/flameseeker-chronicles-how-do-trinities-work/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arenanet</category><category>attributes</category><category>dedicated-healer</category><category>fantasy</category><category>featured</category><category>flameseeker-chronicles</category><category>guild-wars</category><category>guild-wars-2</category><category>guild-wars-2-guide</category><category>guild-wars-2-preview</category><category>gw</category><category>gw1</category><category>gw2</category><category>holy-trinity</category><category>jon-peters</category><category>ncsoft</category><category>opinion</category><category>ravious-makes-a-good-point</category><category>traits</category><category>trinity</category><dc:creator><![CDATA[Elisabeth Cardy]]></dc:creator><pubDate>Tue, 06 Mar 2012 11:00:00 EST</pubDate></item><item><title><![CDATA[Custom-tailor your character with Guild Wars 2's traits and attributes]]></title><link>http://massively.joystiq.com/2012/02/28/custom-tailor-your-character-with-guild-wars-2s-traits-and-attr/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/28/custom-tailor-your-character-with-guild-wars-2s-traits-and-attr/</guid><comments>http://massively.joystiq.com/2012/02/28/custom-tailor-your-character-with-guild-wars-2s-traits-and-attr/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/28/custom-tailor-your-character-with-guild-wars-2s-traits-and-attr/"><img alt="Screenshot -- Guild Wars 2 trait panel" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/traits.jpg" /></a></div>
<div>
	To many people, character customization is an incredibly important part of MMORPGs. We're not just talking about cosmetic customization, though; many of those players also want the freedom to customize how their characters play. The <em><a href="http://www.massively.com/category/guild-wars-2">Guild Wars 2</a></em> team is well aware of this, and in fact the devs have released a new dev diary detailing just how players will be able to tweak their characters through the use of traits and attributes.<br />
	<br />
	Players who have been following <em>GW2</em> up until this point may already be familiar with the game's four primary attributes: power, vitality, precision, and toughness. But the team decided that four wasn't quite good enough, so five more attributes were thrown into the mix. While these five new attributes (three for offense, two for support) offer new and exciting ways to customize your playstyle, the catch is that players can only gain points in these attributes through trait lines or gear. Each profession also gets a profession-specific attribute. For instance, Rangers get the empathy attribute, which increases the attributes of the hunter's pet.<br />
	<br />
	Traits, on the other hand, operate more like traditional MMO talent trees. Each class is given access to five different trait progression lines; each of these trait lines matches up to a pair of attributes that will be improved each time the player puts points in the corresponding tree. The trait lines also unlock major trait slots that can be filled with -- you guessed it -- a major trait to further customize the character's playstyle. But there's a lot more to the system than we can fit here, so click on through the link to the <a href="http://www.massively.com/tag/arenanet">ArenaNet</a> dev blog below and give the full blog a read.</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/28/custom-tailor-your-character-with-guild-wars-2s-traits-and-attr/">Custom-tailor your character with Guild Wars 2's traits and attributes</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 28 Feb 2012 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/28/custom-tailor-your-character-with-guild-wars-2s-traits-and-attr/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20182071/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/28/custom-tailor-your-character-with-guild-wars-2s-traits-and-attr/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arenanet</category><category>attribute</category><category>attributes</category><category>customization</category><category>guild-wars-2</category><category>gw2</category><category>ncsoft</category><category>talent</category><category>talent-trees</category><category>talents</category><category>trait-line</category><category>trait-lines</category><category>trait-point</category><category>trait-points</category><category>traits</category><category>traits-and-attributes</category><dc:creator><![CDATA[Matt Daniel]]></dc:creator><pubDate>Tue, 28 Feb 2012 17:30:00 EST</pubDate></item><item><title><![CDATA[Some Assembly Required: An early look at Dawntide]]></title><link>http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/</guid><comments>http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/dawntide/" rel="tag">Dawntide</a>, <a href="http://massively.joystiq.com/category/some-assembly-required/" rel="tag">Some Assembly Required</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/"><img alt="Some Assembly Required - blueprint banner" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/sarheaderplansfinal-1319641355.jpg" /></a></div>
Hey folks, and welcome back to Some Assembly Required. The column's been around for a little bit now, and we've done everything from developer interviews to opinionated rants to sandbox and player-generated content feature spotlights. One thing we haven't done is an impressions piece on new sandbox titles, and I aim to fill that void today with an early look at <a href="http://www.dawntide.net/"><em>Dawntide</em></a>.<br />
<br />
The title is an open-world fantasy sandbox under development by <a href="http://www.waisoft.com/">Working as Intended</a>, an indie outfit that calls Copenhagen, Denmark home. <a href="http://massively.joystiq.com/category/dawntide"><em>Dawntide</em></a> has been under construction for quite a while now (we first spoke with the devs way back in the summer of 2009), and after a series of funding and development challenges, the end of the <a href="http://massively.joystiq.com/2011/10/05/new-dawntide-patch-due-october-17th-release-date-announcement-t/">long beta journey</a> is in sight.<p><a href="http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/" rel="bookmark">Continue reading <em>Some Assembly Required: An early look at Dawntide</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/">Some Assembly Required: An early look at Dawntide</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 28 Oct 2011 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20090958/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/28/some-assembly-required-an-early-look-at-dawntide/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>attributes</category><category>beta</category><category>combat</category><category>crafting</category><category>dawntide</category><category>featured</category><category>first-impressions</category><category>game-mechanics</category><category>gathering</category><category>hands-on</category><category>harvesting</category><category>impressions</category><category>indie</category><category>indie-sandbox</category><category>open-beta</category><category>opinion</category><category>previews</category><category>sandbox</category><category>skill-based</category><category>skills</category><category>some-assembly-required</category><category>stats</category><category>theorycrafting</category><category>tradeskilling</category><category>wai</category><category>working-as-intended</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 28 Oct 2011 16:30:00 EST</pubDate></item><item><title><![CDATA[Perpetuum removing character attributes, tweaking character creation]]></title><link>http://massively.joystiq.com/2011/09/28/perpetuum-removing-character-attributes-tweaking-character-crea/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/28/perpetuum-removing-character-attributes-tweaking-character-crea/</guid><comments>http://massively.joystiq.com/2011/09/28/perpetuum-removing-character-attributes-tweaking-character-crea/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/perpetuum/" rel="tag">Perpetuum</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/28/perpetuum-removing-character-attributes-tweaking-character-crea/"><img alt="Perpetuum - mech blasting" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/perp.jpg" /></a></div>
The end of the month is drawing nigh, and that means it's time to check in with the devs at <a href="http://massively.joystiq.com/tag/avatar-creations">Avatar Creations</a> for the skinny on <a href="http://massively.joystiq.com/category/perpetuum"><em>Perpetuum</em></a>. The sci-fi sandbox is trucking right along, according to the latest <a href="http://blog.perpetuum-online.com/posts/2011-09-28-attributes-extensions-and-sparks/">dev blog</a>, which outlines a few changes forthcoming in the near future.<br />
<br />
First and foremost is the removal of character attributes. If you're not familiar with the game, the change isn't as dire as it initially sounds, as attributes basically determine the cost of extension points, which in turn leads to skill specialization. Avatar says that the only problem with the current system is that it forces players to make critical choices early in their <em>Perpetuum</em> careers (when most don't have a clue how they want to build their character or how the game works).<br />
<br />
The attribute changes will also necessitate a character creation revamp, and you can read all about the tweaks on the official website.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/28/perpetuum-removing-character-attributes-tweaking-character-crea/">Perpetuum removing character attributes, tweaking character creation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 28 Sep 2011 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/09/28/perpetuum-removing-character-attributes-tweaking-character-crea/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20068524/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/28/perpetuum-removing-character-attributes-tweaking-character-crea/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>attributes</category><category>avatar</category><category>avatar-creations</category><category>character-changes</category><category>dev-blog</category><category>dev-diary</category><category>dev-update</category><category>mech-mmo</category><category>mechs</category><category>patches</category><category>perpetuum</category><category>sandbox</category><category>sci-fi</category><category>scifi</category><category>update</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 28 Sep 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[The Mog Log: Point by point]]></title><link>http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/</guid><comments>http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xi/" rel="tag">Final Fantasy XI</a>, <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xiv/" rel="tag">Final Fantasy XIV</a>, <a href="http://massively.joystiq.com/category/the-mog-log/" rel="tag">The Mog Log</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/"><img alt="The Mog Log header image by A. Fienemann" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/ffxiv-moglog.jpg" /></a></div>
Physical levels are leaving <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XIV/">Final Fantasy XIV</a></em>. We've all known that for a while, to the point that I even wrote a column speculating, in part, about what will happen to the whole bonus point system once that change goes live. As it turns out, what will happen for the time being is that it will be abandoned altogether, with character development going automated until at least 1.20. No more allocation of points to attributes any longer, and no word on what this will mean for the many traits designed to muck about with attribute distribution.<br />
<br />
This is going to result in a bit of a downgrade for some players (if you're physical 40 and leveling something at rank 10, for instance), but by and large it's also going to help correct a longstanding issue that the game has had. We've got a lot more options for playing around with attributes and abilities when it comes to <em>FFXIV</em> than we did in <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XI/">Final Fantasy XI</a></em>, but the downside of the breadth has been the simple problem that no one knows what the attrbute values actually mean. You know the number, but the number itself is pretty much meaningless.<p><a href="http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/" rel="bookmark">Continue reading <em>The Mog Log: Point by point</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/">The Mog Log: Point by point</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 10 Sep 2011 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20038283/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/10/the-mog-log-point-by-point/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>attributes</category><category>balance</category><category>column</category><category>featured</category><category>ff</category><category>ff11</category><category>ff14</category><category>ffxi</category><category>ffxiv</category><category>ffxiv-patch-1.19</category><category>final-fantasy</category><category>final-fantasy-11</category><category>final-fantasy-14</category><category>final-fantasy-xi</category><category>final-fantasy-xiv</category><category>levels</category><category>opinion</category><category>points</category><category>square</category><category>square-enix</category><category>the-mog-log</category><category>updates</category><category>values</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 10 Sep 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[Guild Wars 2 developer talks combat attributes and iteration]]></title><link>http://massively.joystiq.com/2011/03/08/guild-wars-2-developer-talks-combat-attributes-and-iteration/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/08/guild-wars-2-developer-talks-combat-attributes-and-iteration/</guid><comments>http://massively.joystiq.com/2011/03/08/guild-wars-2-developer-talks-combat-attributes-and-iteration/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;">
	<a href="http://www.massively.joystiq.com/category/guild-wars-2"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/pitsahoy-rb-38.jpg" vspace="4" /></a></div>
Game development isn't just about flashy class reveals and unveiling new screenshots -- the fine-tuning behind the scenes is just as important, if not more so.<br />
<br />
Developer <a href="http://www.massively.joystiq.com/tag/isaiah-cartwright">Isaiah "Izzy" Cartwright</a> addressed this process in <a href="http://www.guildwars2.com"><em>Guild Wars 2</em></a> development today in the <a href="http://www.arena.net/blog/pax-east-preview-izzy-on-attributes-and-iteration#more-4739">newest ArenaNet blog post</a> about attributes and iteration. Balancing these two aspects of combat, even with <a href="http://www.guildwars.com"><em>Guild Wars 1</em></a> combat to build upon, is a long process of trial and error as well as planning.<br />
<br />
For example, a popular weapon choice for a Warrior character was a bow and sword combination -- a weapon set that the player could switch back and forth between as necessitated by combat. Unfortunately, the attribute system as originally created made this a hindrance, forcing the player to divide his attributes between strength and agility, creating a mediocre setup at best. This is one of several examples Izzy gave in the blog post.<br />
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<a href="http://www.arena.net">ArenaNet</a> will reveal more information at <a href="http://www.massively.joystiq.com/tag/pax-east-2011">PAX</a> later this week, but this serves as a detailed preview for those eager to know more. You can <a href="http://www.arena.net/blog/pax-east-preview-izzy-on-attributes-and-iteration#more-4739">read the full story at the ArenaNet blog</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/08/guild-wars-2-developer-talks-combat-attributes-and-iteration/">Guild Wars 2 developer talks combat attributes and iteration</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 08 Mar 2011 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/08/guild-wars-2-developer-talks-combat-attributes-and-iteration/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19872544/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/08/guild-wars-2-developer-talks-combat-attributes-and-iteration/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arenanet</category><category>arenanet-blog</category><category>attributes</category><category>combat</category><category>guild-wars</category><category>guild-wars-2</category><category>gw</category><category>gw2</category><category>isaiah-cartwright</category><category>iteration</category><category>izzy</category><category>ncsoft</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Tue, 08 Mar 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[The Mog Log: Class actions]]></title><link>http://massively.joystiq.com/2010/11/20/the-mog-log-class-actions/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/20/the-mog-log-class-actions/</guid><comments>http://massively.joystiq.com/2010/11/20/the-mog-log-class-actions/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xiv/" rel="tag">Final Fantasy XIV</a>, <a href="http://massively.joystiq.com/category/the-mog-log/" rel="tag">The Mog Log</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</a></p><div style="text-align: center;"><a href="http://fienemannroad.wordpress.com/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/ffxiv-moglog-new.jpg" alt="" /></a></div>
The biggest news about <a href="http://www.finalfantasyxiv.com"><em>Final Fantasy XIV</em></a> this week, other than the <a href="http://massively.joystiq.com/2010/11/17/a-look-at-the-updated-ui-for-final-fantasy-xiv/">somewhat mollifying UI update preview</a>, was the <a href="http://massively.joystiq.com/2010/11/16/final-fantasy-xiv-players-get-another-free-month-of-playtime/">addition of another 30 days of free playtime for everyone</a>. This is the sort of thing that I don't think you can really see as anything other than a classy move on the part of <a href="http://massively.joystiq.com/tag/Square-Enix/">Square-Enix</a>. It's also very unexpected, but in the best possible way -- I can't help but be surprised that the company which has long been seen as completely dispassionate by <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a> players has essentially responded to the "I don't want to pay for beta" complaints with "that's fair, we'll let you play for free."<br />
<br />
So as long as we're talking about class, let's talk about <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XIV/">Final Fantasy XIV</a></em>'s classes. I'm a big fan of games that give you a broad toolbox and let you decide what you want to do with everything, and building a field class is one of my biggest joys in the game. It's not that you can't mix-and-match abilities from Disciples of the Land or Disciples of the Hand, but there's less variance than the combat-oriented classes. Let's start dipping our toes into character building, yes?<p><a href="http://massively.joystiq.com/2010/11/20/the-mog-log-class-actions/" rel="bookmark">Continue reading <em>The Mog Log: Class actions</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/11/20/the-mog-log-class-actions/">The Mog Log: Class actions</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 20 Nov 2010 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/11/20/the-mog-log-class-actions/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19724905/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/20/the-mog-log-class-actions/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>abilities</category><category>attributes</category><category>bonus-points</category><category>class</category><category>classes</category><category>featured</category><category>ff</category><category>ff11</category><category>ff14</category><category>ffxi</category><category>ffxiv</category><category>final-fantasy</category><category>final-fantasy-11</category><category>final-fantasy-14</category><category>final-fantasy-xi</category><category>final-fantasy-xiv</category><category>guides</category><category>hybrid</category><category>hybrid-builds</category><category>hybrid-classes</category><category>opinion</category><category>playtime</category><category>spellcasting</category><category>spells</category><category>square</category><category>square-enix</category><category>statistics</category><category>stats</category><category>suggestion</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 20 Nov 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[Massively's EVE Online Apocrypha expansion hands-on]]></title><link>http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/</guid><comments>http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/races/" rel="tag">Races</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a>, <a href="http://massively.joystiq.com/category/massively-hands-on/" rel="tag">Massively Hands-on</a></p><a href="http://www.eveonline.com/apocrypha/index.html"><img hspace="4" border="1" align="middle" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/apocryphablueat425.jpg" /></a><br /><span style="float: right; margin-left: 10px; margin-top: 7px;"> <script> var digg_url = 'http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/'; </script> <script src="http://digg.com/api/diggthis.js"></script></span> Massively got word that <a href="http://www.eve-online.com"><em>EVE Online</em></a> lead game designer Noah Ward, aka <a href="http://massively.joystiq.com/tag/noah-ward">CCP Hammerhead</a>, would be in New York City last week. We jumped at the chance to find out more about the <a href="http://www.eveonline.com/apocrypha/index.html"><em>Apocrypha </em>expansion</a>, and Ward was kind enough to give us our own hands-on demo while answering our questions about where <a href="http://massively.joystiq.com/category/eve-online"><em>EVE Online</em></a> is heading. We were pleasantly surprised to find that <em>EVE</em>'s lead writer Tony Gonzales was on hand as well. Fans of the game's backstory will know him for writing <a href="http://www.amazon.com/Eve-Empyrean-GollanczF-Tony-Gonzales/dp/0575080353">The Empyrean Age novel</a>, which chronicled the events leading up to <a href="http://massively.joystiq.com/2008/08/29/eve-visual-guide-the-birth-of-new-eden/">New Eden's factional warfare</a>. <br /><br /><a href="http://massively.joystiq.com/tag/apocrypha"><span style="font-style: italic;">Apocrypha</span></a> will be the most significant expansion in <span style="font-style: italic;">EVE</span>'s history to date, introducing new -- and some controversial -- features while revamping existing aspects of the game. Ultimately the aim of <a href="http://www.ccpgames.com">CCP Games</a> with <span style="font-style: italic;">Apocrypha</span> is to make <span style="font-style: italic;">EVE</span> accessible to more gamers while adding depth for the existing playerbase. The <span style="font-style: italic;">Apocrypha</span> expansion launch will coincide with <span style="font-style: italic;">EVE</span> <span style="font-style: italic;">Online</span>'s retail release on March 10th. Leading up to that date, a number of the CCP developers have dropped info about what's on the way through dev blogs and the occasional interview, but the expansion seen as a whole is mind-blowing. What we have for you here is the most complete look at the <span style="font-style: italic;">Apocrypha</span> expansion offered to date, in one place, and much of it from the developers themselves. We've tackled <em>Apocrypha</em> in four parts: the New Player Experience, <a href="http://massively.joystiq.com/2009/03/06/massivelys-apocrypha-expansion-hands-on-epic-mission-arcs-and/">Epic Mission Arcs &amp; Tech III</a>, <a href="http://massively.joystiq.com/2009/03/06/massivelys-apocrypha-expansion-hands-on-true-exploration/">True Exploration</a>, and the <a href="http://massively.joystiq.com/2009/03/06/massivelys-apocrypha-expansion-hands-on-the-sleepers/">Sleepers</a>.<br /><br />Strap yourself in and get ready for Massively's exclusive hands-on with the <span style="font-style: italic;">Apocrypha</span> expansion for <span style="font-style: italic;">EVE</span> <span style="font-style: italic;">Online</span>.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/eve-online-apocrypha-expansion/">EVE Online Apocrypha expansion</a></strong></p><a href="http://massively.joystiq.com/photos/eve-online-apocrypha-expansion/#1413058"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/1920x1200_minmatar_t3_wip_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/eve-online-apocrypha-expansion/#1413059"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/caldari_v3_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/eve-online-apocrypha-expansion/#1413057"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/1920x1200_caldari_t3_wip_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/eve-online-apocrypha-expansion/#1413169"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/picture-3_thumbnail.png" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/eve-online-apocrypha-expansion/#1413167"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/picture-6_thumbnail.png" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/" rel="bookmark">Continue reading <em>Massively's EVE Online Apocrypha expansion hands-on</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/">Massively's EVE Online Apocrypha expansion hands-on</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 06 Mar 2009 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1474665/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>apocrypha</category><category>attributes</category><category>ccp-games</category><category>ccp-hammerhead</category><category>ccp-tonyg</category><category>empyrean-age</category><category>eve</category><category>eve-online</category><category>expansions</category><category>featured</category><category>game-mechanics</category><category>joystiqfeatures</category><category>lore</category><category>massively-hands-on</category><category>massively-interviews</category><category>mmo-industry</category><category>neural-remapping</category><category>new-eden</category><category>new-player-experience</category><category>noah-ward</category><category>races</category><category>skill-injection</category><category>skill-queue</category><category>skills</category><category>tony-gonzales</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Fri, 06 Mar 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[Checking in with Age of Conan's Game Director]]></title><link>http://massively.joystiq.com/2009/03/01/checking-in-with-age-of-conans-game-director/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/01/checking-in-with-age-of-conans-game-director/</guid><comments>http://massively.joystiq.com/2009/03/01/checking-in-with-age-of-conans-game-director/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://massively.joystiq.com/category/age-of-conan/"><img alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/genjutsu425.jpg" /></a><br /></div>
The changes coming to Funcom's <a href="http://www.ageofconan.com"><em>Age of Conan</em></a> have really been picking up steam. While this update is more of a teaser for things to come, the breakdown of the new RPG system does give players a first look at how new stat breakdowns will change things down the road. From what they're saying, you'll want to be sure you stay on top of getting the best armor and gear! Also, they've added a new character sheet to better display all the new armor attributes and how they will impact each character as they progress through the wild lands of Hyborea. <br /><br />While it's only a bite-sized look at some of the changes coming to <a href="http://www.ageofconan.com"><em><em></em></em></a><em><em><a href="http://massively.joystiq.com/category/Age-of-Conan/">Age of Conan</a></em></em>, it's definitely welcome. Among the other things players have to look forward to is further changes to feat trees, skills and spells, as well as a new gem system that will be implemented as time goes on. For the full breakdown of how all of these new attributes will affect your characters, be sure to <a href="http://forums.ageofconan.com/showthread.php?t=185452">head over to the AoC forums</a> and check this month's Game Director's letter out!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/03/01/checking-in-with-age-of-conans-game-director/">Checking in with Age of Conan's Game Director</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 01 Mar 2009 10:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://forums.ageofconan.com/showthread.php?t=185452>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/01/checking-in-with-age-of-conans-game-director/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1475018/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/01/checking-in-with-age-of-conans-game-director/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>armor</category><category>attributes</category><category>funcom</category><category>game-director</category><category>gems</category><category>hyborea</category><category>letter</category><category>stats</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Sun, 01 Mar 2009 10:30:00 EST</pubDate></item><item><title><![CDATA[The lowdown on EVE Online's New Player Experience]]></title><link>http://massively.joystiq.com/2009/02/18/the-lowdown-on-eve-onlines-new-player-experience/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/18/the-lowdown-on-eve-onlines-new-player-experience/</guid><comments>http://massively.joystiq.com/2009/02/18/the-lowdown-on-eve-onlines-new-player-experience/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/races/" rel="tag">Races</a></p><a href="http://massively.joystiq.com/category/eve-online"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/eveslearningcurveat425.jpg" alt="" /></a><br />Among all the massively multiplayer online games out there, with their respective learning curves, <a href="http://www.eve-online.com"><em>EVE Online</em></a> perhaps has the deserved reputation for being <a href="http://massively.joystiq.com/2008/11/16/eve-evolved-beating-the-learning-curve-of-eve-online/">the hardest MMO to get a grasp of</a>. Much of that confusion is because the game itself is such a departure from your standard fantasy MMO, in almost every respect: open world/single server, PvP can happen everywhere, a harsh setting, and a UI that's a far cry from anything a player has seen in <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>.<br /><br />The <a href="http://massively.joystiq.com/category/eve-online"><em>EVE</em></a> in-game tutorial has been revamped a few times in order to make it easier for new players to get a handle on things. What is currently offered is a noticeable improvement over the tutorial of a few years ago, but <a href="http://massively.joystiq.com/tag/ccp-games">CCP Games</a> is in the process of completely reworking a player's <a href="http://massively.joystiq.com/2008/08/29/eve-visual-guide-the-birth-of-new-eden/">first steps into the game's setting of New Eden</a>.<em> EVE Online</em> developer <a href="http://massively.joystiq.com/tag/ccp-fear">CCP Fear</a>'s latest blog is, in his words, required reading for anyone interested in the game, new player or not. He says, <em>"I want to get one misconception out of the way. This blog *will* concern you and everyone else. If you have played for a year, 6 years, 3 months or a week, you will want to read further than this. Chances are there will be changes that will affect you!"</em><p><a href="http://massively.joystiq.com/2009/02/18/the-lowdown-on-eve-onlines-new-player-experience/" rel="bookmark">Continue reading <em>The lowdown on EVE Online's New Player Experience</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/02/18/the-lowdown-on-eve-onlines-new-player-experience/">The lowdown on EVE Online's New Player Experience</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 18 Feb 2009 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://myeve.eve-online.com/devblog.asp?a=blog&amp;bid=618>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/18/the-lowdown-on-eve-onlines-new-player-experience/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1464177/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/18/the-lowdown-on-eve-onlines-new-player-experience/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>apocrypha</category><category>attributes</category><category>careers</category><category>ccp</category><category>ccp-fear</category><category>ccp-games</category><category>character-creation</category><category>classes</category><category>dev-blog</category><category>eve</category><category>eve-online</category><category>expansions</category><category>forums</category><category>learning-curve</category><category>new-eden</category><category>new-player-experience</category><category>npe</category><category>professions</category><category>races</category><category>re-spec</category><category>respec</category><category>sci-fi</category><category>skill-training</category><category>skills</category><category>tutorial</category><category>ui</category><category>user-interface</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Wed, 18 Feb 2009 15:00:00 EST</pubDate></item><item><title><![CDATA[Attribute systems have -10 to Intelligence]]></title><link>http://massively.joystiq.com/2008/02/08/attribute-systems-have-10-to-intelligence/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/08/attribute-systems-have-10-to-intelligence/</guid><comments>http://massively.joystiq.com/2008/02/08/attribute-systems-have-10-to-intelligence/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://picasaweb.google.com/BullCon/GenCon2007/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/d20ftw.jpg" /></a><br /></div>
As a gamer who was holding a controller long before I'd ever even heard of a D20, the attribute systems that seem to be standard in the world of RPGs were always a little foreign and foreboding. The idea of Strength and Dexterity were easy enough to grasp, but what the heck did Constitution mean? And for that matter, what's the difference between Wisdom and Intelligence? Even as an adult, the attribute system in a game like <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> is a bit strange to me. They give general descriptions on the website and in the game's manual, but when you start throwing in things like crit chances, the five second rule, and attack power, it all becomes a dense, tangled mess.<br /><br />On his blog, Brian Green <a href="http://www.psychochild.org/?p=374">ponders whether such a system can't be simplified</a> in a way that would encourage a deeper understanding for players who don't take their games so seriously that they've got their gear progression mapped out in Excel. His first suggestion is to sweep away derived stats, or more accurately, JUST have derived stats, and ignore the base stats that influence them. Seems reasonable enough, if a bit more long-winded. His second suggestion is to take away the level curve, making stats behave the same regardless of the player level. It's an interesting idea in the abstract, but one wonders whether developers, and indeed the players they're developing these games for, are ready to put in such a radically different system.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/08/attribute-systems-have-10-to-intelligence/">Attribute systems have -10 to Intelligence</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 08 Feb 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.psychochild.org/?p=374>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/08/attribute-systems-have-10-to-intelligence/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1110432/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/08/attribute-systems-have-10-to-intelligence/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>attributes</category><category>brian-green</category><category>charisma</category><category>crit-chance</category><category>d20</category><category>derived-stats</category><category>dexterity</category><category>intelligence</category><category>level-curve</category><category>ROGs</category><category>strength</category><category>wisdom</category><dc:creator><![CDATA[Chris Chester]]></dc:creator><pubDate>Fri, 08 Feb 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[TR attribute changes unveiled, coming in 1.4]]></title><link>http://massively.joystiq.com/2007/12/14/tr-attribute-changes-unveiled-coming-in-1-4/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/14/tr-attribute-changes-unveiled-coming-in-1-4/</guid><comments>http://massively.joystiq.com/2007/12/14/tr-attribute-changes-unveiled-coming-in-1-4/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/tabula-rasa/" rel="tag">Tabula Rasa</a></p><a href="http://www.rgtr.com/community/community_news/feedback_friday_12142007.html"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/rgtrshootyshooty.jpg" /></a>The indispensable Paul Sage <a href="http://www.rgtr.com/community/community_news/feedback_friday_12142007.html">has released another Feedback Friday update</a> over on the official site, and we're pleased to report that they're ushering in another big change that will change the way people play <a href="http://massively.joystiq.com/category/tabula-rasa"><em>Tabula Rasa</em></a>. As most people well know, the <a href="http://massively.joystiq.com/2007/12/11/tabula-rasa-patch-this-week-attributes-not-part-of-respec/">big ability changes that came with patch 1.3</a> were not accompanied by the tweak to attributes as originally planned. Instead, they were bumped to the next patch, 1.4. The only snag was, they never really expounded on what these changes were going to be. That is, of course, until today.<br /><br />The basic rundown is that attributes have been given new utility, to allow people to tweak their builds for their own personal goals. Points in Body will add addition armor for those concerned with survivability, points in Mind will bump up the damage of Logos abilities, and points in Spirit will increase the likelihood of delivering a critical hit. In addition, the health levels for all characters is being bumped up to better emphasize the role of healing in combat. The way it works currently, if your armor is stripped away, you're basically dead in the water -- it only takes a few good hits to deplete all of your health. By making the health bar bigger, healers actually have a chance to apply their skills before their buddies wipe.<br /><br />1.4 isn't on the PTR just yet, but Sage is encouraging people to try it out while it's still being tweaked so they can get some good feedback on it.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/14/tr-attribute-changes-unveiled-coming-in-1-4/">TR attribute changes unveiled, coming in 1.4</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 14 Dec 2007 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.rgtr.com/community/community_news/feedback_friday_12142007.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/14/tr-attribute-changes-unveiled-coming-in-1-4/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1063236/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/14/tr-attribute-changes-unveiled-coming-in-1-4/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>1.3</category><category>1.4</category><category>attributes</category><category>destination-games</category><category>Feedback-Friday</category><category>health</category><category>patch</category><category>paul-sage</category><category>PTR</category><category>tabula-rasa</category><dc:creator><![CDATA[Chris Chester]]></dc:creator><pubDate>Fri, 14 Dec 2007 16:30:00 EST</pubDate></item></channel></rss>
