Sometimes Random Isn’t Random

July 01, 2002 ac.turbine.com

Turbine:

As we mentioned in last month’s Letter to the Players, there are two secrets about which we feel it is time for us to come clean. One we’ve suspected for a long time, but the issue proved ever elusive to track down (so elusive, in fact, that we wondered whether it ever existed, our own anecdotal evidence to the contrary). The other we’ve known about for awhile, but we were unsure what to do about it.
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Asheron's Call
MMORPG design

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A Thin Line Between Overpowered And Useless

March 5, 2001 lumthemad.net

Lum the Mad:

The Verant Spin Patrol was out on the Whineplay hustings, trying to make sense of the delirium, with Abashi playing bad cop and Absor playing, um, other bad cop. First, from Abashi, comes this explanation:

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EverQuest
MMORPG design
Quit threats
anti dev rants

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Itemize This, Itemize That

June 15, 2006 elitistjerks.net (expanded from original post on worldofwarcraft.com)

Hyzenthlei:

I’ve been toying with the idea of how WoW items are balanced on creation for the last few weeks. Here is something I’ve come up with that seems to consistently represent things pretty well, and after posting it up for some guildies I decided to put it here as well.
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MMORPG design
World of Warcraft

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Death Threats

January 14, 2006 worldofwarcraft.com

Kenco:

It’s often said that we will never be able to work out the way threat and hate lists and mobs’ AI works, because it’s too complicated and unknowable, that we’ll only ever have crude approximations and guesses. I’ve conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.
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World of Warcraft

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Fury Beta Feedback

July 15, 2007 forums.auran.com

Isaiah Cartwright:

The new player experience is extremely rough, you start in knowing very little, with very few skills to choose from, even after the tutorial when you jump into games with people who have more skills, more equipment it’s just not fun. Every game I played I would run across some character that could do over 1000 damage to me, I only have 2500 hp, and he could normally heal himself for more damage then I could ever do. I’m sure once I understood the game better and had more team work with my team mates maybe I would know what to do to kill him, but players are not going to spend that kind of time when they die in 3 hits and never make any progress. The combat is extremely fast, extremely confusing, and is going to turn away people before they can get into it.
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Fury
MMORPG design

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Tranquility Base here - The Hellfish Has Landed

November 16, 2005 conquest.teamgbu.net

Quigon:

There are probably 5 threads on this forum, and many more on the WoW raids and dungeons forums that bring up the question of aggro generation on Broodlord, and various other fights.

The current chart out there for aggro on main tanks is rather missleading, and I had already made this graph for my own guild, so I figured I would post some here as this has always been a great place for warrior type discussions.
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MMORPG design
World of Warcraft

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It’s Okay, Guys, I’ll Pop Enrage

December 23, 2005 worldofwarcraft.com

warriors:

Enrage - The talent will now grant 5/10/15/20/25% extra damage when enraged, instead of 8/16/24/33/40%.

just wondering what the reason behind this is? sorry if this is a re-post.

Tseric:

That’s ok. I commented on the warrior forums about this before, but the thread may be lost or consumed.
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MMORPG design
World of Warcraft

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You Mean Weapon Speed Matters?

January 6, 2003 fohguild.org

Kreugen:

In short, damn near every single two handed weapon in PoP, in every tier including the elemental planes, take a huge step backwards and are inferior to top end weapons in Luclin - which themselves were not significant upgrades over top end Velious weapons.Boy am I tired of this subject.
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EverQuest
MMORPG design
anti dev rants

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