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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Daily Grind: To die, to sleep no more...]]></title><link>http://massively.joystiq.com/2010/02/13/the-daily-grind-to-die-to-sleep-no-more/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/02/13/the-daily-grind-to-die-to-sleep-no-more/</guid><comments>http://massively.joystiq.com/2010/02/13/the-daily-grind-to-die-to-sleep-no-more/#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-daily-grind/" rel="tag">The Daily Grind</a></p><div style="text-align: center;"><a href="http://en.wikipedia.org/wiki/Graveyard"><img vspace="4" hspace="4" border="1" align="top" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/02/tdg-dying-epl-212.jpg" /></a></div>
There's one way in which MMOs universally mirror life -- in the words of <a href="http://en.wikipedia.org/wiki/William_Shatner">William Shatner</a>, you are going to die. Maybe not today or tomorrow, but sooner or later your character is going to expire. Unwanted aggro, environmental damage, unmatched PvP, misuse of skills, healer AFK... there are a lot of ways you can bite the dust time and again. <br />
<br />
Of course, <a href="http://en.wikipedia.org/wiki/Death">death in real life</a> is a lot more permanent than that of an MMO -- but dying still carries consequences, ranging from <a href="http://www.eveonline.com">losing your hard-won equipment</a> to <a href="http://www.cityofheroes.com">a slightly longer delay before your next level</a>. On the one hand, harsher penalties make cheating death that much more satisfying, and they help encourage teamwork and community in hopes of avoiding that fate. On the other hand, you are going to get hit by those harsh penalties sooner or later, and it makes experimentation much less feasible when you're constantly on guard for death. <br />
<br />
Where do you prefer a game's <a href="http://www.eldergame.com/2007/12/whats-in-a-death-penalty/">death penalty</a>? Do you want to cautiously avoid falling, or would you rather get hit with a slap on the wrist so you can get back in the game quickly?<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/2010/02/13/the-daily-grind-to-die-to-sleep-no-more/">The Daily Grind: To die, to sleep no more...</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 13 Feb 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/2010/02/13/the-daily-grind-to-die-to-sleep-no-more/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19356442/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/02/13/the-daily-grind-to-die-to-sleep-no-more/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>death</category><category>death-penalty</category><category>dying</category><category>equipment-damage</category><category>equipment-loss</category><category>experience-loss</category><category>opinion</category><category>penalty</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 13 Feb 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[Drugs aren't bad in EVE, m'kay?]]></title><link>http://massively.joystiq.com/2008/09/02/drugs-arent-bad-in-eve-mkay/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/02/drugs-arent-bad-in-eve-mkay/</guid><comments>http://massively.joystiq.com/2008/09/02/drugs-arent-bad-in-eve-mkay/#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/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/boostersreplaced.jpg"  alt="" />One of the interesting features of <a href="http://www.eve-online.com"><em>EVE Online</em></a> is that it has a <a href="http://massively.joystiq.com/2008/08/15/the-7-deadly-sins-of-eve-online/">drug trade in which players are actively engaged.</a> Rather than merely being an illegal commodity, drugs -- called <em>boosters</em> -- enhance the performance of <a href="http://massively.joystiq.com/category/eve-online"><em>EVE's</em></a> pilots, albeit with some potential side effects. <br /><br />To understand boosters though, we'll need to look into the game's setting a bit first. The thing to remember is that as a player, you're a capsuleer. You're not standing on the bridge of your ship barking orders at subordinates. Rather, you're <a href="http://www.eve-online.com/background/eggers/">floating inside a metallic capsule</a> deep within your ship. Your mind is interfaced with the ship you pilot via neural implants, thus your vessel is an extension of your body and its senses; you regulate the ship's activities merely by thinking about them. Not all people in <em>EVE's</em> setting of New Eden have the raw potential to become a capsuleer, making your character one of the elite. However, when faced with others of your caliber in combat, every possible edge you can gain over rival capsuleers helps. That's where boosters come in... they're your edge. Boosters augment <a href="http://www.eve-online.com/background/drugs/">aspects of your mental processes</a> and thus provide certain bonuses when piloting your ship.<p><a href="http://massively.joystiq.com/2008/09/02/drugs-arent-bad-in-eve-mkay/" rel="bookmark">Continue reading <em>Drugs aren't bad in EVE, m'kay?</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/2008/09/02/drugs-arent-bad-in-eve-mkay/">Drugs aren't bad in EVE, m'kay?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 02 Sep 2008 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://www.eve-tribune.com/index.php?no=3_34&amp;page=2>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/02/drugs-arent-bad-in-eve-mkay/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1302165/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/02/drugs-arent-bad-in-eve-mkay/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bonus</category><category>bonuses</category><category>boost</category><category>boosters</category><category>capsule</category><category>capsuleer</category><category>ccp</category><category>ccp-games</category><category>combat-boosters</category><category>crafting</category><category>crime</category><category>crimes</category><category>criminals</category><category>drugs</category><category>edge</category><category>eve</category><category>eve-online</category><category>eve-tribune</category><category>game-mechanics</category><category>illegal</category><category>kirith-kodachi</category><category>manufacturing</category><category>penalties</category><category>penalty</category><category>sci-fi</category><category>side-effects</category><category>sins</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 02 Sep 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[The death penalty and you]]></title><link>http://massively.joystiq.com/2008/05/31/the-death-penalty-and-you/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/31/the-death-penalty-and-you/</guid><comments>http://massively.joystiq.com/2008/05/31/the-death-penalty-and-you/#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/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://jjchandler.com/tombstone/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/deathpenalty425.jpg" alt="" /></a><br /></div>
No no no, we're not talking about <a href="http://www.deathpenaltyinfo.org/">that death penalty</a>. We're talking about the MMO death penalties that seem to cause people to <a href="http://eqvault.ign.com/View.php?view=Columns.Detail&amp;id=11&amp;category_select_id=4">outright quit games</a>. It's a tedious line between what's a good death penalty and what's a bad one; and <a href="http://tobolds.blogspot.com/2006/05/changes-part-1-death-penalty.html">no one seems to have found the perfect fit</a> just yet.<br /><br /><a href="http://dopass.com/node/451">Snipehunter at Dopass.com</a> has the opinion that <a href="http://community.ageofconan.com" style="font-style: italic;">Age of Conan</a>'s <a href="http://massively.joystiq.com/2007/12/14/age-of-conan-product-developer-interview-with-gameplay-video/">tombstone debuff death penalty is too punishing</a>. His argument is that applying a debuff to a player just means that their chances of successfully removing the tombstone from where they died (and subsequently removing the debuff) are now worse. If they couldn't kill the monster the first time round, how can they kill it with the debuff in place?<p><a href="http://massively.joystiq.com/2008/05/31/the-death-penalty-and-you/" rel="bookmark">Continue reading <em>The death penalty and you</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/2008/05/31/the-death-penalty-and-you/">The death penalty and you</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 31 May 2008 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://dopass.com/node/451>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/31/the-death-penalty-and-you/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1211023/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/31/the-death-penalty-and-you/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>death-penalty</category><category>dopass.com</category><category>funcom</category><category>game-design</category><category>game-mechanics</category><category>penalty</category><category>snipehunter</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Sat, 31 May 2008 10:00:00 EST</pubDate></item></channel></rss>
