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Behind The Scenes of Aion wow power leveling
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Behind The Scenes of Aion wow power leveling
The latest issue of Gamasutra sister publication Game Developer magazine includes a postmortem of NCsoft's Aion, written by the game's Seoul-based internal development team. Aion, a unique MMO heavily based around the mechanic of player flight, adimonb is the latest major MMO from the online-focused publisher. It was first released in South Korea in 2008, and was localized for the Western market for a release last September. These excerpts from the January 2010 issue of Game Developer reveal various "What Went Right" and "What Went Wrong" highlights from throughout the creation of the game, revealing how the company used solid tools to overcome MMO comparisons and a difficult "pyramid" of user demographics. Blizzard quite clearly believes that players wow power leveling should not be skipping through heroic instance bosses to get to the wow power leveling last boss ... But do the players? Qot: I'm wondering if there might be a role division on this topic. If you're DPS, you spent 15 minutes in the queue. Spending 10 extra minutes clearing trash and doing the optional bosses isn't awful and bumps up your badges/hour. If you're tank/heals, you spent a minute or less in the queue. In the 10 extra minutes on optionals, you could've finished this dungeon, gotten your two completion badges and be half way through a Nex or DTK random. Gamer am I: It's sad that heroics have become so easy wow power leveling that people feel entitled to skip to the last boss. I think that's one of the new emblem system's failures: giving people raid-quality gear without giving them the content to use it in. As such, they get bored with heroics but don't run anything other than them, so they just want to get them over with quickly. Docp: I think the problem is, is that people are being forced to do something they don't like wow power leveling in order to achieve in another aspect of the game. I think giving Frost as an incentive was a mistake; it should have just been two extra Triumphs and left at that. This way, you'd only have people who actually want to run heroics going. I'd rather have longer queues than be forced to team with grumpy people who really don't want to be there. uncaringbear: @Docp I think you have a legitimate point there. The original idea of rewarding Frost emblems in heroics was to give incentive to high-end players to wow power leveling participate in heroics and help newer/less-geared players progress through heroics and build up their emblems. Instead, what has happened is that heroics have now become a farming ground for the high-end players who have no desire at all to run them, except to get the two Frost emblems. Many players who genuinely need to run the heroics end up being abused and criticized by the raiders for wearing level-appropriate gear and making honest mistakes. When you force people to play a part of the game that they don't want to play, this is bound to happen. And yes, these raiders can opt to not run heroics -- but for them, that is not a choice they would ever make for fear of falling behind in progression. Here is a suggestion: Remove the Frost emblems from wow power leveling the random heroics. This will ensure that the people who run the heroics are the ones who really need to run them. As an alternative, make a series of daily quests that need to be completed that will reward a total of two Frost emblems. One of the quests can be a group quest. The people who want the Frost emblems can get it on their own time without making others miserable. Are you a speed-runner, or do you like to savor your heroics? Do you think removing wow power leveling Frost emblems from the daily heroic would help alleviate the teeth-grinding, "let's get this over with" attitude of some players? Comparisons Were Inevitable, But Early Comparisons Were Toxic World of Warcraft is a blessing and a curse to other MMOs: it's undoubtedly grown the market, and a rising tide lifts all boats, but it also saddles every other MMO maker with the curse of endless comparisons: "The pressure on the developers wasn’t just internal. Almost as soon as it was announced, gamer media gave Aion the 'WoW-killer' tag. That inheritance was unwanted but probably inevitable, because there hadn’t been a truly global MMORPG success since World of Warcraft. "Comparisons with both Western games (Hellgate: London, Warhammer Online) and Eastern games (Prius Online) soon followed. Even before launch -- even before we knew what we were going to launch -- we were in competition with a half-dozen great games. "We make games, so we know firsthand how competition can be healthy; it’s a virtue in and of itself. But those comparisons came so early that it was hard to ignore the other games and figure out what we wanted Aion to become. There may be a place for reactive game design, but it’s not at the beginning of the development process."
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