Blog Archives

Crowfall: Skills that Pay the Bills

Greetings, ladies and gentlemen!

If you have not yet heard, it turns out Crowfall will have a metric shit-ton of skills available at launch. ArtCraft Entertainment recently released the information about this portion of their game, and there is a lot to take in at once. You can also find an interview with J. Todd Coleman on MMORPG.com that was released earlier in the week. Most of the information from the interview can be found in the Skills FAQ on the Crowfall site, but there was an image from MMORPG’s post that caught my eye. In today’s post, I will discuss what I have learned about the skills system, and how I believe it might affect the game in the long term.

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My WoW Clone: Introduction

Greetings, ladies and gentlemen!

Today marks the start of a new blog series! In this series, I will embark on a journey to concept an imaginary MMORPG that follows in the footsteps of RIFT and Star Wars: The Old Republic. This journey will be filled with a lack of original thought, a lack of imagination, and a rabid need to imitate everything that the most popular MMORPG has done since its release. I will go against everything that I stand for to concept a game without action combat, that focuses on Raid progression, and boasts the gear treadmill as its primary source of content. Join me as I endeavor to create my very own World of Warcraft clone.

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Build a Hero: WoW Warlock for HotS

Greetings, ladies and gentlemen!

Heroes of the Storm has been releasing new characters at quite the rapid rate since going live (as in not in beta). I haven’t played it as much since it went live, but I have kept up with the updates primarily through videos on YouTube (see MFPallyTime). For this post, I thought it would be fun to do something creative. I want to create a concept for a new Hero based on a class I enjoyed when I played World of Warcraft. Today, let’s imagine what it would be like to play a Warlock in Heroes of the Storm.

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RM Project: Iteration of Itemization

Greetings, ladies and gentlemen!

Over the holiday break, I did some quick number crunching for my RM Project. I wanted to know precisely how many armor items I would need to create to fully realize the itemization system I had intended to use. Keep in mind, since I am using RPG Maker VX Ace, I need to stay within the 999 item limit. This wouldn’t be so bad if the database information for the Armors tab didn’t consist of items from four different equipment slots. It doesn’t leave a lot of room for more modern item systems.

I will let you know that the results were not encouraging. Due to the aforementioned item limit, my initial design would not have worked. In order to complete the full list of items, I would require at least double the space that RPG Maker VX Ace affords, if not more. While I didn’t expect to be able to use my initial design, I was still surprised by how much I would have to do. I was not surprised by RMVX Ace’s inability to support it.

I was forced to rethink the system as a whole. I took what I already had and chopped it into pieces. I created a new assortment of equipment slots, a new system of organizing the bonuses from equipment, and removed shields as a standalone item (more on the last bit later). Today, I will do a quick overview of how I organized the original equipment slots and itemization features I had planned to use. Then, I will discuss the new system that was created from the ashes of the previous one. This may get a bit technical at points, but I will attempt to speak plainly, for both our sakes (lawls).

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Who Does It Best?: Costumes VS Transmog

Greetings, ladies and gentlemen!

It’s Wednesday and there are no new episodes of Heroes Reborn for the rest of the year. So, I thought I would take the time to create a gaming-centric discussion.

There are a lot of MMORPGs out there, and each one provide players with an assortment of options to customize their characters. However, there is one facet of character customization that has only recently been receiving greater attention by the developers. This aspect of customization is incredibly important to players and their ability to create a unique identity for their character, or a personal identity within their community. I am, of course, referring to the capacity for players to modify the appearance of their characters without affecting their effectiveness in combat.

Today, I will review the cosmetic options provided by several MMORPGs. I will provide a short overview of each feature for those who may be unfamiliar. I will weigh the pros and cons for the design of each feature. Then, I will choose one of the features listed here that I believe possesses the best model overall. In the end, I will be finding the answer to the question: Who does it better?

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World of Warcraft: Legion Class Previews Reviewed (Part 3)

Greetings, ladies and gentlemen!

Today, we continue from where we left off last week on Legion Class Previews Reviewed (Part 2). Be sure to check that post out first if you have not done so already. Before I begin, here is a little introduction:

Two weeks ago, Blizzard released information regarding class changes coming to World of Warcraft with the release of the Legion expansion. Now, these were only previews of what is to come, but there were plenty of details laid out for how the classes will improve, or change, when the big expansion update hits. In this mini-series of posts, I will do an overview of each class preview and occasionally provide my thoughts on what has been done.

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RM Project: Playing with Parameters

Greetings, ladies and gentlemen!

We are going to have ourselves a bit of a game design discussion. I’ll be continuing from last Friday’s post and discuss a little bit more about the game I am slowly creating with RPG Maker. While this post won’t be featuring any pretty map images, mostly because I have yet to progress any further in that department, I want to discuss another area of gameplay that I find to be incredibly important, especially for the RPG genre. Today, I will discussing character parameters (otherwise known as character stats), their default function, and how I plan to use them for my current project.

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RIFT: Priming the Primalist…

Greeting, ladies and gentlemen!

I don’t know how many of you follow news involving Trion Worlds or their many titles, but their flagship title, RIFT, is going to be getting another major update soon. This update has a particularly interesting addition that will be a first for the series since the game’s release in early 2011. RIFT will be receiving its first new Calling which will be called (tee hee) the Primalist. For today’s post, I will be discussing some of the information that has been release about the new calling, explore some its new features and souls, and examine how the Primalist differs from the four callings that came before it. Join me as we venture Into The Wilds.

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RM Project: Things Are Going Slowly, but Still Progressing…

Greetings, ladies and gentlemen!

Do you recall when I said I was going to work on a game using RPG Maker VX Ace as my platform? Well, that’s still happening, but it has been a reeeeal slow process since I have been putting more focus into the blog, attempting to get ahead of my post schedule, getting my Twitch channel up and running, and doing stuff in the real world (I know, I know… people actually do still exist in the real world). While the progress has been slow, I wanted to share a bit of what I have done thus far. Join me, and discover a new, incredibly incomplete world.

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Guild Wars 2: Raiding is Coming to Tyria…

Greetings, ladies and gentlemen!

News for the Guild Wars 2 expansion, Heart of Thorns, appears to be rolling out at a much quicker pace in the last few weeks than it was earlier in the year. There were several Elite Specialization announcements, with the latest being the Daredevil as of writing this post, and there are still two more to be announced, but that is assuming you are going by the informational page on the Heart of Thorns site (here). The GW2  community seems to be pretty clear on what the Ranger specialization is (Druid/Staff), but have yet to be told what the full extent of the mechanics are. The largest announcement to be released by ArenaNet, so far, is the introduction of Raids in Heart of Thorns.

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