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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Five top tips for your first few days of Diablo III]]></title><link>http://massively.joystiq.com/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/</guid><comments>http://massively.joystiq.com/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/#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/launches/" rel="tag">Launches</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</a>, <a href="http://massively.joystiq.com/category/dungeons/" rel="tag">Dungeons</a>, <a href="http://massively.joystiq.com/category/diablo-iii/" rel="tag">Diablo III</a></p><div style="text-align: center">
	<a href="http://massively.joystiq.com/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/"><img alt="Diablo III title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/d3launchguide.jpg" style="border-bottom: 0px solid; border-left: 0px solid; margin: 4px; border-top: 0px solid; border-right: 0px solid" /></a></div>
<a href="http://diablo3.com/"><em>Diablo III</em></a> officially launched at midnight last night, opening the floodgates on what is possibly the most pre-ordered PC game in history. It's been almost 12 years since the previous game in the series launched, and it's still going to this day. Whether you've played previous games, have taken part in the <a href="http://massively.joystiq.com/category/diablo-iii"><em>Diablo III</em></a> beta or are taking your first steps into Sanctuary today, everyone starts with a clean slate. In this article, I give my top five tips for spending your first few days wisely in <em>Diablo III</em>.<br />
<br />
<strong>#5 - Spend most of your time on one character</strong><br />
<br />
It seems like a bit of a no-brainer to initially focus on one character, but in <em>Diablo III</em>'s case, there's a special reason to do it. You'll likely finish normal mode around level 20-30, and until then, you'll get a new skill almost every level. It's only when you've completed normal mode and moved on to nightmare that the challenge really starts and you will have picked out an effective set of skills. Your last active skill unlocks at level 30, and from then on <a href="http://diablo.incgamers.com/blog/comments/character-progression-charts">you'll gain a combination of two to three runes or passive skills every level</a> until you hit the level cap at 60.<br />
<br />
Read on for four more tips you should keep in mind as you start playing <em>Diablo III</em>.<p><a href="http://massively.joystiq.com/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/" rel="bookmark">Continue reading <em>Five top tips for your first few days of Diablo III</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/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/">Five top tips for your first few days of Diablo III</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 15 May 2012 10:00:00 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/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20236964/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/15/five-top-tips-for-your-first-few-days-of-diablo-iii/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action-rpg</category><category>auction-house</category><category>barrels</category><category>battlenet</category><category>blacksmith</category><category>blizzard</category><category>blizzard-entertainment</category><category>chart</category><category>d3</category><category>diablo</category><category>diablo-2</category><category>diablo-3</category><category>diablo-ii</category><category>diablo-iii</category><category>fantasy</category><category>featured</category><category>gothic-fantasy</category><category>graph</category><category>guide</category><category>guides</category><category>launch-day</category><category>level</category><category>level-chart</category><category>leveling</category><category>levels</category><category>multiplayer</category><category>online-multiplayer</category><category>party</category><category>passives</category><category>physics</category><category>rpg</category><category>runes</category><category>sanctuary</category><category>skill-chart</category><category>skills</category><category>tips</category><category>top-five</category><category>top-tips</category><category>weapons</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Tue, 15 May 2012 10:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Leveling isn't bad -- its implementation is]]></title><link>http://massively.joystiq.com/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/</guid><comments>http://massively.joystiq.com/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</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/the-soapbox/" rel="tag">The Soapbox</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center; ">
	<a href="http://massively.joystiq.com/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/"><img alt="Leveling picture" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/dell-xps-13-ultrabook-2-1-slashgear-582.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>
<em>Disclaimer: <a href="http://www.massively.com/category/the-soapbox/">The Soapbox</a> column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.</em><br />
<br />
It's funny how tastes can change. I know mine certainly have, especially when it comes to entertainment. Heck, I used to swear by <a href="http://ramonesworld.com/">The Ramones</a> and a bit of <a href="http://www.slayer.net/us/home">Slayer</a>; now I tend to think that <a href="http://www.youtube.com/watch?v=aCnf46boC3I">this Joni Mitchell song</a> is a work of sheer genius. It seems that as I grow older, the less I care about impressing other people. My gaming tastes have changed, but maybe not as dramatically. I've never been a hardcore player and have never enjoyed spending countless hours repeating the same task. That sort of behavior tends to turn a hobby into a boring job. MMORPGs are notorious for being filled with content that is often ripped off from other games, so it surprised me when I thought about today's topic.<br />
<br />
I came to the conclusion that leveling is <em>not</em> a bad thing. When I say leveling, I mean growing a character by performing an activity, getting better at it, gaining experience and hitting a new level. It's not a bad way to represent real-life growth. The problems come when developers use the same boring systems that are based on leveling to facilitate that growth.<p><a href="http://massively.joystiq.com/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/" rel="bookmark">Continue reading <em>The Soapbox: Leveling isn't bad -- its implementation is</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/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/">The Soapbox: Leveling isn't bad -- its implementation is</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 27 Mar 2012 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/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20200839/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/27/the-soapbox-leveling-isnt-bad-its-implementation-is/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>beau-hindman</category><category>bioware</category><category>design</category><category>editorial</category><category>featured</category><category>level</category><category>leveling</category><category>op-ed</category><category>opinion</category><category>rant</category><category>rants</category><category>soapbox</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-soapbox</category><category>ultima-online</category><dc:creator><![CDATA[Beau Hindman]]></dc:creator><pubDate>Tue, 27 Mar 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How often do you want new abilities?]]></title><link>http://massively.joystiq.com/2012/01/29/the-daily-grind-how-often-do-you-want-new-abilities/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/29/the-daily-grind-how-often-do-you-want-new-abilities/</guid><comments>http://massively.joystiq.com/2012/01/29/the-daily-grind-how-often-do-you-want-new-abilities/#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>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/29/the-daily-grind-how-often-do-you-want-new-abilities/"><img alt="This level, I learned to bend my wrist ninety degrees in any direction without breaking it!" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/coh-abilities-epl-124.jpg" /></a></div>
We're all very familiar with the term "ding." We're also familiar with the immediate follow-up to a ding -- namely, figuring out what new stuff you get following a new level. Of course, that varies a lot depending on the game. <a href="http://www.guildwars.com"><em>Guild Wars</em></a> will give players new abilities all the time, whether or not you hit a new level, but <a href="http://www.startrekonline.com"><em>Star Trek Online</em></a> only offers up a new set of abilities every 10 levels or so (equipment notwithstanding).<br />
<br />
Granted, if a game gives you abilities infrequently, each one tends to be more vital to your overall play experience. Having a wider spread of abilities means more choices, but it also means that each individual skill doesn't matter as much. So which do you prefer? Would you like to be swimming in new abilities and new tricks at every new level? Or would you prefer a slow roll, with new skills coming infrequently but being special when they do come?<br />
<br />
<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</em><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/2012/01/29/the-daily-grind-how-often-do-you-want-new-abilities/">The Daily Grind: How often do you want new abilities?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 29 Jan 2012 08:00:00 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/2012/01/29/the-daily-grind-how-often-do-you-want-new-abilities/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20155991/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/29/the-daily-grind-how-often-do-you-want-new-abilities/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>abilities</category><category>ability</category><category>design</category><category>level</category><category>leveling-pace</category><category>leveling-up</category><category>levels</category><category>new-abilities</category><category>new-powers</category><category>new-skills</category><category>opinion</category><category>powers</category><category>skills</category><category>tdg</category><category>the-daily-grind</category><category>traits</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 29 Jan 2012 08:00:00 EST</pubDate></item><item><title><![CDATA[Leaderboard: Level-based vs. skill-based]]></title><link>http://massively.joystiq.com/2011/12/12/leaderboard-level-based-vs-skill-based/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/12/12/leaderboard-level-based-vs-skill-based/</guid><comments>http://massively.joystiq.com/2011/12/12/leaderboard-level-based-vs-skill-based/#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>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a>, <a href="http://massively.joystiq.com/category/leaderboard/" rel="tag">Leaderboard</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/12/12/leaderboard-level-based-vs-skill-based/"><img alt="Leaderboard" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/12/leaderboard-1323693697.jpg" /></a></div>
When you think about it, the concept of "levels" in MMOs is downright strange -- and contrary to how we live life. I mean, do you suddenly "ding" to a new, arbitrary level after gaining a whole bunch of generic XP for killing spiders because your spouse/roommate/sibling is too scared to do so? Or do you increase your skills and abilities separately through training, learning and practice?<br />
<br />
And yet <a href="http://massively.joystiq.com/tag/level-based/">level-based gameplay</a> continues to dominate the MMORPG field, since along the way game designers thought we were too dumb to comprehend anything other than "Big number <em>good</em>. Small number <em>bad</em>." Although, to be fair, level-based gameplay has widespread recognition going for it, a quick and simple way to gauge your status versus an enemy's, and a long and storied tradition in video game history.<br />
<br />
Then again, there are a few MMOs that have said, no, we're going to give <a href="http://massively.joystiq.com/tag/skill-based/">skill-based gameplay</a> a try. These are the titles that allow you to focus on some abilities above others, deepening your character's growth at the cost of increased complexity (not to mention increased difficulty for devs to balance!). Whether it's accumulating a collection of skills or simply choosing which ones to improve, this type of system allows for more individual choice.<br />
<br />
Ultimately, the choice is yours as it is today. Which do you prefer: MMOs that go the level-based route or the skill-based one? Vote after the jump!<p><a href="http://massively.joystiq.com/2011/12/12/leaderboard-level-based-vs-skill-based/" rel="bookmark">Continue reading <em>Leaderboard: Level-based vs. skill-based</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/2011/12/12/leaderboard-level-based-vs-skill-based/">Leaderboard: Level-based vs. skill-based</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 12 Dec 2011 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/2011/12/12/leaderboard-level-based-vs-skill-based/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20125528/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/12/12/leaderboard-level-based-vs-skill-based/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>featured</category><category>leaderboard</category><category>level</category><category>level-based-gameplay</category><category>levels</category><category>poll</category><category>polls</category><category>skill</category><category>skill-based</category><category>skill-based-gameplay</category><category>skills</category><category>vote</category><category>voting</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Mon, 12 Dec 2011 11:00:00 EST</pubDate></item><item><title><![CDATA[The Road to Mordor: Ten up, ten down]]></title><link>http://massively.joystiq.com/2011/10/08/the-road-to-mordor-ten-up-ten-down/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/08/the-road-to-mordor-ten-up-ten-down/</guid><comments>http://massively.joystiq.com/2011/10/08/the-road-to-mordor-ten-up-ten-down/#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/lord-of-the-rings-online/" rel="tag">Lord of the Rings 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/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/the-road-to-mordor/" rel="tag">The Road to Mordor</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/08/the-road-to-mordor-ten-up-ten-down/"><img alt="Road to Mordor" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/l1.jpg" /></a></div>
Levels in MMOs are best when accepted as a traditional aspect of the game that blends into the background. It's weird when you hold them up to scrutiny because it's very hard to mesh these arbitrary numbers with the pretend "reality" of the game world. I've always thought it was weird that I could get high enough in levels to return to old fortresses of evil and be basically invincible. Plus, how can there be bats and goats that are both level 5 and level 75? Is there an animal commando school somewhere I haven't seen?<br />
<br />
In any case, while I enjoy the ding as much as anyone else, levels have lost their luster to me. The fact that <a href="http://massively.joystiq.com/tag/rise-of-isengard/"><em>Rise of Isengard</em></a> added 10 new ones versus, say, five or none, doesn't really mean much in the long run. There isn't a lot tied to these new levels other than a small handful of mostly recycled skills and the typical increase in stats, so for me there's really no rush to climb through them. However, as with any first week or two out of release, leveling seems to be a huge area of focus for many players as they seek to hit that end cap once again and re-establish the status quo.<br />
<br />
Still, it's important to some, and our kinship has spent a good amount of time chewing over these new levels, how to get them, and whether or not they're worth a hill of beans in this crazy, messed-up world. Today in our laser-focused <a href="http://www.lotro.com/"><em>Lord of the Rings Online</em></a> column, I'm going to sort those beans. I may even eat one or two; beans are great for protein and fiber.<p><a href="http://massively.joystiq.com/2011/10/08/the-road-to-mordor-ten-up-ten-down/" rel="bookmark">Continue reading <em>The Road to Mordor: Ten up, ten down</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/2011/10/08/the-road-to-mordor-ten-up-ten-down/">The Road to Mordor: Ten up, ten down</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 08 Oct 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/2011/10/08/the-road-to-mordor-ten-up-ten-down/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20072917/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/08/the-road-to-mordor-ten-up-ten-down/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>75</category><category>alternate-advancement</category><category>alternative-advancement</category><category>dunland</category><category>everquest-ii</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>hill-of-beans</category><category>level</category><category>level-75</category><category>leveling</category><category>levels</category><category>lord-of-the-rings-online</category><category>lotro</category><category>planar-attunement</category><category>rift</category><category>rise-of-isengard</category><category>siege-of-mirkwood</category><category>skirmishes</category><category>turbine</category><category>turbine-entertainment</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Sat, 08 Oct 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[City of Heroes launching the Strike Pack in February]]></title><link>http://massively.joystiq.com/2011/01/20/city-of-heroes-launching-the-strike-pack-in-february/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/20/city-of-heroes-launching-the-strike-pack-in-february/</guid><comments>http://massively.joystiq.com/2011/01/20/city-of-heroes-launching-the-strike-pack-in-february/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/city-of-villains/" rel="tag">City of Villains</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</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 style="text-align: center;"><a href="http://www.cityofheroes.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/coh-strikepack-epl-120.jpg" /></a></div>
<a href="http://www.cityofheroes.com"><em>City of Heroes</em></a> has been firing on all cylinders for this month's announcements, <a href="http://massively.joystiq.com/2011/01/10/producers-letter-for-city-of-heroes-hints-at-the-future-and-pro/">promising a great deal</a> <a href="http://massively.joystiq.com/2011/01/17/city-of-heroes-to-celebrate-7th-year-with-special-anniversary-bo/">to come in the next few months</a>. One of those promises was an addition to <a href="http://massively.joystiq.com/tag/Issue-19/">Issue 19</a>'s list of feature in a smaller update, and now that's been both dated and expanded upon. The Strike Pack is due out in early February, and it promises to give players both a chance to improve Incarnate abilities even further and more opportunities to gather the all-important materials for same.<br />
<br />
According to Black Scorpion, starting with the launch of the Strike Pack, a single co-op Task Force (or a Strike Force and a Task Force) will be designated as a Weekly Strike Target, with characters earning double merits and a special Incarnate item for the first completion in a week. The Incarnate item is the key to unlocking the upper tiers of the Alpha Slot, which apply an effective level shift to your character, allowing said character to count as level 51 for purposes of hitting, missing, dodging, and so forth. Special badges are also promised for running the Weekly Strike Target multiple times, which should help keep <em><a href="http://massively.joystiq.com/category/City-of-Heroes/">City of Heroes</a></em> active for everyone.<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/2011/01/20/city-of-heroes-launching-the-strike-pack-in-february/">City of Heroes launching the Strike Pack in February</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 20 Jan 2011 13:00:00 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/2011/01/20/city-of-heroes-launching-the-strike-pack-in-february/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19808610/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/20/city-of-heroes-launching-the-strike-pack-in-february/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character-level</category><category>city-of-heroes</category><category>city-of-villains</category><category>coh</category><category>cov</category><category>cox</category><category>incarnate</category><category>incarnate-system</category><category>issue-19</category><category>level</category><category>levels</category><category>ncsoft</category><category>paragon</category><category>paragon-studios</category><category>patches</category><category>strike-force</category><category>strike-pack</category><category>task-force</category><category>weekly-strike-target</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 20 Jan 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Do we level too fast?]]></title><link>http://massively.joystiq.com/2010/12/14/the-daily-grind-do-we-level-too-fast/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/12/14/the-daily-grind-do-we-level-too-fast/</guid><comments>http://massively.joystiq.com/2010/12/14/the-daily-grind-do-we-level-too-fast/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/the-daily-grind/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/12/levelup.jpg" /></a></div>
The old timer shifted the toothpick from one side of his mouth to the other before launching a wad of foul blackness into a nearby spittoon. "Leveling?" he cackled. "Is that what you kids today call it? This fancy-pantsy autobahn of progression from zero to infinity in under a week? Why, back in my day, leveling came at a snail's pace -- no, <em>with</em> snails; you could actually see their progress. We strained forward, fighting for every millimeter of experience bar. Of course, if we got ourselves killed, the game'd just kick us on our backs, leer into our losery faces, and take a good chunk of that experience away."<br />
<br />
His eyes grew distant and haunted as he dredged up the memories. "Of course..." His voice faltered. "Of course, that was nothing compared to Hell Levels. We lost many good souls during Hell Levels, minds broken by the drudgery. Now take me back inside -- it's time for Jeopardy!"<br />
<br />
Hey you! Internet person! What do you think -- do we level too fast in MMOs these days? Is leveling just a joke now, a minor speedbump on the way to the "real" game? Or do you appreciate the faster pace?<br />
<br />
<img vspace="0" hspace="0" border="0" align="left" alt="" style="padding-right: 10px;" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</em><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/2010/12/14/the-daily-grind-do-we-level-too-fast/">The Daily Grind: Do we level too fast?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 14 Dec 2010 08:00:00 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/2010/12/14/the-daily-grind-do-we-level-too-fast/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19756821/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/12/14/the-daily-grind-do-we-level-too-fast/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>experience</category><category>hell-levels</category><category>jeopardy</category><category>level</category><category>leveling</category><category>levels</category><category>opinion</category><category>spittoon</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Tue, 14 Dec 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[A Mild-Mannered Reporter: Community timing]]></title><link>http://massively.joystiq.com/2010/08/18/a-mild-mannered-reporter-community-timing/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/08/18/a-mild-mannered-reporter-community-timing/</guid><comments>http://massively.joystiq.com/2010/08/18/a-mild-mannered-reporter-community-timing/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/city-of-villains/" rel="tag">City of Villains</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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/humor/" rel="tag">Humor</a>, <a href="http://massively.joystiq.com/category/a-mild-mannered-reporter/" rel="tag">A Mild-Mannered Reporter</a></p><div style="text-align: center;"><a href="http://fienemannroad.wordpress.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/08/coh-mmr-comm-epl-817.jpg"  alt="" /></a></div>
Welcome to this week's installment of <a href="http://massively.joystiq.com/category/A-Mild-Mannered-Reporter/">A Mild-Mannered Reporter</a>, where we will not be talking about <em><a href="http://massively.joystiq.com/tag/Going-Rogue/">Going Rogue</a></em>. Well, OK, that's a lie -- but we're not going to be doing our big analysis and in-depth look at the entire expansion. As of the time I'm writing these words, I've not actually even played the game. (This will have changed by the time you are reading the article, but that's the wonderful part about writing ahead. I'm sending messages to the future from the past!)<br />
<br />
So while there are going to be several community threads for <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a> in this column, there will not be any of the biting commentary you might have hoped to see. You can at least check out my first impressions of the expansion, if you'd like -- which also isn't written as of the time that I'm writing this, but will be by the time you read it. <em>(Editor's note: Eliot's </em><a href="http://massively.joystiq.com/2010/08/17/first-impressions-city-of-heroes-going-rogue/"><em>first impressions of </em>Going Rogue</a><em> launched Tuesday.)</em> You know what, just jump past the break already -- I'm giving myself a <a href="http://en.wikipedia.org/wiki/Lost_%28TV_series%29">Lost</a> headache thinking about all the time travel.<p><a href="http://massively.joystiq.com/2010/08/18/a-mild-mannered-reporter-community-timing/" rel="bookmark">Continue reading <em>A Mild-Mannered Reporter: Community timing</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/2010/08/18/a-mild-mannered-reporter-community-timing/">A Mild-Mannered Reporter: Community timing</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 18 Aug 2010 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://massively.joystiq.com/2010/08/18/a-mild-mannered-reporter-community-timing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19591861/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/18/a-mild-mannered-reporter-community-timing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>city-of-heroes-2</category><category>city-of-heroes-going-rogue</category><category>city-of-villains</category><category>coh</category><category>coh-2</category><category>cov</category><category>cox</category><category>featured</category><category>going-rogue</category><category>gr</category><category>incarnate</category><category>incarnate-system</category><category>issue-18</category><category>level</category><category>level-50</category><category>level-cap</category><category>ncsoft</category><category>nostalgia</category><category>old-content</category><category>paragon</category><category>paragon-studios</category><category>time</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 18 Aug 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Guild Wars 2 level cap confirmed at 80]]></title><link>http://massively.joystiq.com/2010/07/29/guild-wars-2-level-cap-confirmed-at-80/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/07/29/guild-wars-2-level-cap-confirmed-at-80/</guid><comments>http://massively.joystiq.com/2010/07/29/guild-wars-2-level-cap-confirmed-at-80/#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/new-titles/" rel="tag">New titles</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://www.arena.net/blog/progression-and-leveling-in-guild-wars-2#more-2828"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/07/curve-rb-729.jpg" /></a></div>
<span style="float: right; margin-left: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/pc_games/Guild_Wars_2_confirms_their_level_cap_Level_80'; </script> <script src="http://digg.com/api/diggthis.js"></script></span> It's been a huge question for months: What will be the level cap for <a href="http://www.guildwars2.com"><em>Guild Wars 2</em></a>? Eager fans have grabbed onto every piece of information looking for clues over time, and tonight <a href="http://massively.joystiq.com/tag/isaiah-cartwright">Isaiah "Izzy" Cartwright</a>, <a href="http://massively.joystiq.com/category/guild-wars-2"><em>Guild Wars 2</em></a> game designer, confirmed it: the level cap will be 80.<br />
<br />
No, hold on, there's still no grind. Grind in most games with a high level cap comes in because it takes longer to level the higher you go. In <em>Guild Wars 2</em>, this is not an issue, says Izzy: <em>"Instead of taking longer and longer to reach each level, it takes about the same time to go through each level."<br />
</em><br />
In short, it's still all about the content and the journey, and you won't find yourself stuck at level 60, endlessly grinding the same mob to advance. <a href="http://www.arena.net/blog/progression-and-leveling-in-guild-wars-2#more-2828">Check out the newest ArenaNet blog post</a> for all the information.<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/2010/07/29/guild-wars-2-level-cap-confirmed-at-80/">Guild Wars 2 level cap confirmed at 80</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 29 Jul 2010 22:00:00 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/2010/07/29/guild-wars-2-level-cap-confirmed-at-80/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19574328/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/07/29/guild-wars-2-level-cap-confirmed-at-80/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arenanet</category><category>arenanet-blog</category><category>breaking</category><category>dev-blog</category><category>dev-diary</category><category>guild-wars-2</category><category>isaiah-cartwright</category><category>izzy</category><category>level</category><category>level-cap</category><category>leveling</category><category>ncsoft</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Thu, 29 Jul 2010 22:00:00 EST</pubDate></item><item><title><![CDATA[Final Fantasy XI frees up Chains of Promathia]]></title><link>http://massively.joystiq.com/2010/05/24/final-fantasy-xi-frees-up-chains-of-promathia/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/24/final-fantasy-xi-frees-up-chains-of-promathia/</guid><comments>http://massively.joystiq.com/2010/05/24/final-fantasy-xi-frees-up-chains-of-promathia/#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/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/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a></p><div style="text-align: center;"><a href="http://www.playonline.com"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/05/ffxi-promyvion-epl-524-1274740356.jpg" /></a></div>
<a href="http://www.playonline.com"><em>Final Fantasy XI</em></a>'s <a href="http://wiki.ffxiclopedia.org/wiki/Chains_of_Promathia"><em>Chains of Promathia</em></a> was a bit polarizing for the players -- you either love it or hate it. No one can argue that it raised the bar considerably on the game's cutscenes and storytelling, but it was also restrictive in many ways and limited player access to new zones (which were the only non-storyline elements added). It's a sign of its nature that there are still many players who want to finish the storyline, even though the option has been there for several years. Lucky for players, the <a href="http://massively.joystiq.com/tag/June-version-update/">June version update</a> is <a href="http://www.playonline.com/pcd/topics/ff11us/detail/5459/detail.html">addressing that</a>. <br />
<br />
Although the removal of level caps was mentioned in passing at <a href="http://massively.joystiq.com/tag/VanaFest-2010/">VanaFest 2010</a>, the most recent news gives a specific list of what areas will be affected -- all four Promyvion areas, Pso'Xja, Riverne Site #A01 and #B01, the Phomiuna Aqueducts, and the Sacrarium. <a href="http://www.playonline.com/pcd/topics/ff11us/detail/5459/detail.html">The announcement</a> goes on to confirm that mission battlefields will also be uncapped, and the monster layout and strength will be adjusted in some of the areas to facilitate characters at 75 and above. It promises to spark new interest in <a href="http://massively.joystiq.com/category/Final-Fantasy-XI/"><em>Final Fantasy XI</em></a>'s most unique expansion and the corresponding zones, which is good news for anyone in the game.<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/2010/05/24/final-fantasy-xi-frees-up-chains-of-promathia/">Final Fantasy XI frees up Chains of Promathia</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 24 May 2010 19:00:00 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/2010/05/24/final-fantasy-xi-frees-up-chains-of-promathia/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19489117/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/24/final-fantasy-xi-frees-up-chains-of-promathia/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chains-of-promathia</category><category>changes</category><category>cop</category><category>ff</category><category>ff11</category><category>ffxi</category><category>final-fantasy</category><category>final-fantasy-11</category><category>final-fantasy-xi</category><category>june-version-update</category><category>level</category><category>level-restriction</category><category>leveling</category><category>patches</category><category>square</category><category>square-enix</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 24 May 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[Having fun just isn't rewarding enough on its own]]></title><link>http://massively.joystiq.com/2009/01/12/having-fun-just-isnt-rewarding-enough-on-its-own/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/12/having-fun-just-isnt-rewarding-enough-on-its-own/</guid><comments>http://massively.joystiq.com/2009/01/12/having-fun-just-isnt-rewarding-enough-on-its-own/#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/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://wnw.blogwarhammer.net/2009/01/05/why-cant-i-have-fun-and-level-at-the-same-time/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/openrvrorc.jpg"  alt="" /></a><br /></div>
<a href="http://wnw.blogwarhammer.net/author/Regis/">Regis</a> over at the <a href="http://wnw.blogwarhammer.net/">Wizards and Wenches</a> blog brings up a good point when it comes to both <a href="http://wnw.blogwarhammer.net/2009/01/05/why-cant-i-have-fun-and-level-at-the-same-time/">having fun and getting your levels in</a> -- sometimes you just can't have it both ways.  Regis wants to spend more time in <a href="http://www.warhammeronline.com"><em>Warhammer Online</em></a>'s <a href="http://massively.joystiq.com/2008/11/25/mark-jacobs-on-changes-to-wars-open-rvr/">open Realm vs. Realm combat</a>, enjoying the live PvP and the crazy times it produces, but feels that it just doesn't provide enough incentive past the fun aspect.<br /><br />One could easily level faster via questing and <a href="http://massively.joystiq.com/2009/01/03/the-warhammer-herald-delves-back-into-pve-dungeons/">PvE opporunities</a>, or scenarios and questing simultaneously, but both can get extremely tedious after a while, especially when you're getting close to the maximum rank.  On the other side of the fence you have RvR, which is a more varied activity when compared to questing and scenarios, but just doesn't pay out the experience points and feels more like a guilty pleasure that wastes time.<br /><br />Check out the <a href="http://wnw.blogwarhammer.net/2009/01/05/why-cant-i-have-fun-and-level-at-the-same-time/">full story</a> over at Wizards and Wenches to get the full gist of what's going on in Regis's mind when it comes to this sticky situation.<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/2009/01/12/having-fun-just-isnt-rewarding-enough-on-its-own/">Having fun just isn't rewarding enough on its own</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 12 Jan 2009 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://wnw.blogwarhammer.net/2009/01/05/why-cant-i-have-fun-and-level-at-the-same-time/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/12/having-fun-just-isnt-rewarding-enough-on-its-own/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1426565/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/12/having-fun-just-isnt-rewarding-enough-on-its-own/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>experience</category><category>fun</category><category>level</category><category>mythic</category><category>mythic-entertainment</category><category>open-rvr</category><category>orvr</category><category>pve</category><category>realm-vs-realm</category><category>rvr</category><category>warhammer-online</category><category>wizards-and-wenches</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Mon, 12 Jan 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Where's the grind?]]></title><link>http://massively.joystiq.com/2008/11/23/eve-evolved-wheres-the-grind/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/23/eve-evolved-wheres-the-grind/</guid><comments>http://massively.joystiq.com/2008/11/23/eve-evolved-wheres-the-grind/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <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/economy/" rel="tag">Economy</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/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/making-money/" rel="tag">Making money</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a></p><div align="center"><a href="http://massively.joystiq.com/"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/grind-title.jpg" alt="" /></a><br /></div>
Everyone who plays MMOs will be familiar with the concept of "grind", possibly one of the most debated topics in the MMO industry. Grind is essentially where users are forced to repeat something over and over again to get what they want. An example would be killing a certain type of monster repeatedly to get a certain piece of rare loot they can drop. Some people, such as <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>'s Jeff Kaplan, suggest that <a href="http://www.eurogamer.net/article.php?article_id=140861&amp;page=3">grind and progression are essentially the same thing</a>. Jeff asserts that we call progression a "grind" when it's not a fun experience and that grinding can be properly tuned. Whether you love it or hate it, repetitive elements exist in all MMOs and are necessary to maintaining long-term playability.<br /><br /><strong>No grind in EVE Online?:</strong><br /><a href="http://www.eve-online.com"><em>EVE Online</em></a> is a game that's often lauded by players as having eliminated the grind present in other MMOs. However, it's clear that <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a> still has a large amount of repetitive gameplay that can be considered grind. While nothing is forcing you to run missions over and over again or mine for hours on end, those areas of gameplay where heavy grind exists are very heavily used. When given a universe in which they don't have to grind, why then do so many players actively seek out something repetitive to grind on?<br /><br />Join me as I take a look at the industry obsession with grind and identify where the grind is (and isn't) in <em>EVE Online</em>.<p><a href="http://massively.joystiq.com/2008/11/23/eve-evolved-wheres-the-grind/" rel="bookmark">Continue reading <em>EVE Evolved: Where's the grind?</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/2008/11/23/eve-evolved-wheres-the-grind/">EVE Evolved: Where's the grind?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 23 Nov 2008 19:00:00 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/2008/11/23/eve-evolved-wheres-the-grind/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1380625/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/23/eve-evolved-wheres-the-grind/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>featured</category><category>gold</category><category>grind</category><category>grinding</category><category>isk</category><category>joystiqfeatures</category><category>level</category><category>mining</category><category>missions</category><category>money</category><category>professions</category><category>sandbox</category><category>sci-fi</category><category>skill</category><category>world of warcraft</category><category>world-of-warcraft</category><category>WorldOfWarcraft</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 23 Nov 2008 19:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How long should it take to reach the level cap?]]></title><link>http://massively.joystiq.com/2008/08/07/the-daily-grind-how-long-should-it-take-to-reach-the-level-cap/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/07/the-daily-grind-how-long-should-it-take-to-reach-the-level-cap/</guid><comments>http://massively.joystiq.com/2008/08/07/the-daily-grind-how-long-should-it-take-to-reach-the-level-cap/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><a href="http://www.wowinsider.com/2008/06/25/poll-how-many-70s-do-you-have/"><img hspace="4" border="1" align="right" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/level70.jpg" /></a>Yesterday <a href="http://massively.joystiq.com/2008/08/05/blizzard-unveils-changes-to-wow-recruit-a-friend-program/">Blizzard revealed that <em>World of Warcraft</em>'s recruit-a-friend program will undergo some big changes.</a> One of those changes: if you group with a friend whose account was signed up because you invited him or her to play, you'll both receive experience at 300% the normal rate.<br /><br /><a href="http://www.blizzard.com">Blizzard</a> has already decreased the amount of XP needed to reach level 60. When <a href="http://www.worldofwarcraft.com/wrath"><em>Wrath of the Lich King</em></a> launches, word has it that an even bigger slash will occur in the 60 - 70 range. How long will it take to 60, 70, or 80 now, we wonder? That probably depends on your personal playstyle. But the question of how long it <em>ought</em> to take to reach the endgame in an <a href="http://everquest.station.sony.com"><em>EverQuest</em></a>/<a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>-style MMO has been on our minds ever since <a href="http://www.funcom.com">Funcom</a> made a <a href="http://massively.joystiq.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/">statement</a> about how many hours it wants people to invest to reach level 80 in <a href="http://www.ageofconan.com"><em>Age of Conan</em>.</a><br /><br />What's the sweet spot for you? Do you want to get there as fast as possible, or is the journey to the top the real attraction?<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/2008/08/07/the-daily-grind-how-long-should-it-take-to-reach-the-level-cap/">The Daily Grind: How long should it take to reach the level cap?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 07 Aug 2008 08:00:00 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/2008/08/07/the-daily-grind-how-long-should-it-take-to-reach-the-level-cap/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1276691/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/07/the-daily-grind-how-long-should-it-take-to-reach-the-level-cap/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>60</category><category>70</category><category>80</category><category>advancement</category><category>age-of-conan</category><category>blizzard</category><category>cap</category><category>endgame</category><category>everquest</category><category>funcom</category><category>level</category><category>level-cap</category><category>leveling-up</category><category>max-out</category><category>maxed-out</category><category>rate</category><category>soe</category><category>speed</category><category>tdg</category><category>the-daily-grind</category><category>world-of-warcraft</category><category>wrath-of-the-lich-king</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Thu, 07 Aug 2008 08:00:00 EST</pubDate></item><item><title><![CDATA[Opinion: pay more money to experience less game]]></title><link>http://massively.joystiq.com/2008/06/08/opinion-pay-more-money-to-experience-less-game/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/08/opinion-pay-more-money-to-experience-less-game/</guid><comments>http://massively.joystiq.com/2008/06/08/opinion-pay-more-money-to-experience-less-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</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/opinion/" rel="tag">Opinion</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/paytoplay225.jpg" />Think about this a moment: people are actually paying money to experience less of their games. Every day. Probably all day. These are often games that they've already purchased and, in effect, pay someone else to play for them. The existence of RMT and power-leveling services isn't exactly breaking news, but it makes these aspects of MMOs no less bizarre a notion. The thriving business built upon <a href="http://massively.joystiq.com/tag/rmt">such tenets</a> of how online games should operate is a <a href="http://www.gamecyte.com/2008/06/05/opinion-pay-to-not-play/1742">matter of some concern</a> to Jesse Henning, a writer at <a href="http://www.gamecyte.com">GameCyte.</a> <br /><br />Despite the can of worms it can be,<em>"from a business standpoint, subsidizing RMT is a fantastic move,"</em> Henning writes. If players will buy items and currency outside of the system anyway, what company wouldn't prefer that cash to enter their own pockets?<em> "From a design standpoint, however, RMT is a treacherous path to walk," </em>Henning cautions, and goes on to look at the pitfalls of game design that incorporates RMT. Conversely, the writer then discusses the level-disparity design problem in <em><a href="http://www.worldofwarcraft.com">World of Warcraft</a></em> and how it actually encourages players to buy gold and use power-leveling services. Henning also looks at how the ancillary services operating within and around a world pull in more revenue than the world operation itself, <a href="http://www.raphkoster.com/2007/12/17/live-gamer-an-offiical-rmt-platform/">citing Raph Koster</a> on the issue as well. Have a look at <a href="http://www.gamecyte.com/2008/06/05/opinion-pay-to-not-play/1742">the piece at GameCyte,</a> which discusses how RMT affects console gaming as well as MMOs, and just how inescapable it really is.<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/2008/06/08/opinion-pay-more-money-to-experience-less-game/">Opinion: pay more money to experience less game</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 08 Jun 2008 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://www.gamecyte.com/2008/06/05/opinion-pay-to-not-play/1742>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/08/opinion-pay-more-money-to-experience-less-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1219082/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/08/opinion-pay-more-money-to-experience-less-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>business-models</category><category>design</category><category>game-mechanics</category><category>gamecyte</category><category>gold</category><category>level</category><category>opinion</category><category>power-level</category><category>power-leveling</category><category>raph-koster</category><category>rmt</category><category>virtual-currency</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Sun, 08 Jun 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Age of Conan's 250 hours]]></title><link>http://massively.joystiq.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/</guid><comments>http://massively.joystiq.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/races/" rel="tag">Races</a>, <a href="http://massively.joystiq.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://massively.joystiq.com/tag/age-of-conan-guide"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/ageofconanpicoflandscapechildclutchingstomach.jpg" /></a> </div>
<p>It's going to <a href="http://massively.joystiq.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/">take you 250 hours</a> to get to level 80 in <em><a target="_blank" mce_href="http://www.ageofconan.com/" href="http://www.ageofconan.com/">Age of Conan</a>.</em> That's the <a target="_blank" mce_href="http://www.videogamer.com/news/13-05-2008-8283.html" href="http://www.videogamer.com/news/13-05-2008-8283.html">big news</a> today, and I'm not sure exactly how I feel about that. On the one hand, that tells us very little about the actual game. Saying you have 250 hours of content means nothing unless that content is fun content. On the other, it does let you know exactly what you're getting into as far as a time commitment goes (on average). It's also important to note that that's pretty close to <em><a target="_blank" mce_href="http://www.worldofwarcraft.com/" href="http://www.worldofwarcraft.com/">World of Warcraft</a>'s </em>benchmark, too -- most players can get from 1-70 in 6 to 14 days played. I think my first 70 took me about 7 and 1/2 days.</p>
<p>What's a good length of time for the leveling game to be, anyway? If you make it too long and drawn out, won't many players quit in frustration before they ever get to the top (<em><a target="_blank" mce_href="http://eqplayers.station.sony.com/" href="http://eqplayers.station.sony.com/">EverQuest</a> </em>was notorious for having players that never capped)? Maybe. Let them level too quickly, though, and they'll quit if there's nothing to do at the top. Even if there is something <a target="_blank" mce_href="http://massively.joystiq.com/2008/04/25/player-vs-everything-maxed-out-and-bored/" href="http://massively.joystiq.com/2008/04/25/player-vs-everything-maxed-out-and-bored/">to do when you're capped</a>, for many people, leveling <em>is </em>the game. I'm probably one of those people. I hate structured PvP (like arenas) and while I dabble in raiding, I really have more fun leveling. So is 250 hours long enough to keep <em>you</em> interested? And why even tell us that in the first place? What does <em><a target="_blank" mce_href="http://massively.joystiq.com/category/age-of-conan/" href="http://massively.joystiq.com/category/age-of-conan/">Age of Conan'</a>s </em>250 hours mean to you?</p><p><a href="http://massively.joystiq.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/" rel="bookmark">Continue reading <em>Player vs. Everything: Age of Conan's 250 hours</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/2008/05/13/player-vs-everything-age-of-conans-250-hours/">Player vs. Everything: Age of Conan's 250 hours</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 13 May 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://massively.joystiq.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1194298/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>age-of-conan-guide</category><category>character</category><category>e-sports</category><category>everquest</category><category>featured</category><category>grind</category><category>level</category><category>leveling</category><category>levels</category><category>player-vs-everything</category><category>pvp</category><category>quest</category><category>questing</category><category>quests</category><category>story</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Tue, 13 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[Average Conanite will reach level 80 in 250 hours]]></title><link>http://massively.joystiq.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/</guid><comments>http://massively.joystiq.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/#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/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/launches/" rel="tag">Launches</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a></p><div align="center"><a href="http://www.ageofconan.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/aoclevelup.jpg" alt="" /></a></div>
<a href="http://massively.joystiq.com/category/age-of-conan"><em>Age of Conan</em></a> game director Gaute Godager said at the <a href="http://massively.joystiq.com/2008/05/07/age-of-conans-launch-party-slated-for-the-13th/">launch event in Norway</a> that reaching level 80 will take "on average 250 hours of gameplay," <a href="http://www.videogamer.com/news/13-05-2008-8283.html">according to videogamer.com.</a><br /><br />The first few levels will come lightning fast, but the bulk of them up to 60 will be comprised of between two and three hours of gameplay. After that, it will get a bit slower, thanks to some input from beta testers. By our math, that leaves five hours per level including and after 60, but who knows how that will be distributed.<br /><br />Whether this ends up being faster than competing games like <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> and <a href="http://massively.joystiq.com/category/lord-of-the-rings-online"><em>The Lord of the Rings Online</em></a> by the end probably depends on your play-style. He said "on average," so does that mean the <a href="http://massively.joystiq.com/2007/11/19/and-the-first-eq2-player-to-reach-level-80-is/">hardcore achievers</a> will reach the top in 90 hours and the casuals will mosey on up there within 500 hours? There's been a lot of chit chat and speculation in the <a href="http://www.massively.com">Massively</a> office about this news. We suppose we'll get a good sense of it by midway through the summer.<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/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/">Average Conanite will reach level 80 in 250 hours</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 13 May 2008 13:30:00 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.videogamer.com/news/13-05-2008-8283.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1194085/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>80</category><category>achiever</category><category>age-of-conan</category><category>funcom</category><category>gaute-godager</category><category>grinding</category><category>hours</category><category>launch</category><category>level</category><category>level-cap</category><category>leveling</category><category>norway</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 13 May 2008 13:30:00 EST</pubDate></item></channel></rss>
