Tag Archives: Loot

Hecker’s Nightmare

This morning I was rather intrigued when I received a link to a Gamasutra article that dealt with rewarding players for dull tasks. The developer in question, Chris Hecker, discusses some of the pit falls of doing this and envisions … Continue reading

Posted in MMO Design | Tagged , , , | 2 Comments

No need for level cap increases

Does raising the level cap of an MMO add value to the game? That appears to be a simple question and I’ve heard a lot of players and developers say yes. I’ve even had some tell me that you have … Continue reading

Posted in MMO Design | Tagged , , , | 22 Comments

RFC – MMO Loot

While I sit here in great pain waiting on UPS to deliever my copy of Sentinel’s Fate I have time to work on some guild leadership stuff. I’ve got a pretty big project I’m working on and occasionally it helps … Continue reading

Posted in Guild Leadership | Tagged , , | 5 Comments

MMO PC Selection Part 1

It isn’t that often that I stray off of my main topics and into gray areas that only semi-relate. This is one of those occasions so if you’re here to learn about guild management or MMO design, you can probably … Continue reading

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EQ2′s Palace of Ferzhul

My Iniquity brethren and I have been spending our time working through the Palace of Ferzhul in Everquest II. It is arguably one of the hardest instances in the Shadow Odyssey expansion and seemed like a great example of design … Continue reading

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Across the MMOverse

It may surprise some players to know that many years ago there were no mounts in MMOs. You could not whip out your trusty steed and go plowing across the world at breakneck speeds. You simply had to run it. … Continue reading

Posted in MMO Design | Tagged , , | 8 Comments