Tag Archives: Loot

Discuss: Bringing back twinking

It has been some time since I’ve thrown out one of my incendiary articles and I’m just in the mood to make an attempt at getting some discussion going. I’m going to do it a little differently this time. Instead … Continue reading

Posted in MMO Design | Tagged , , , | 4 Comments

The virtues of contested content

I recently talked about risk vs reward and stumbled a bit into the notion of contested content. I enjoyed the comment discussion about whether that was an appropriate linkage or not. I’m not going to rehash that now but I … Continue reading

Posted in MMO Design | Tagged , , , , | 12 Comments

Ode to the daily quest

I’ve explained it before that when I do daily quests in MMORPGs I throw up a little in my mouth. The problem with that is that they are so darn appetizing (minus that retch flavor) because they usually offer just … Continue reading

Posted in MMO Design | Tagged , , , | 7 Comments

Banking Loot

Many years ago when EverQuest II first went live most raid loot was trade-able. We would lay waste to dragons, giants, and any other beasties that came our way and an officer would collect all of the loot. At the … Continue reading

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Defending the Gold Buyer

It wasn’t that long ago when the bloggerverse went batty over one of our members admitting to buying gold. I’m not trying to revisit that discussion exactly but a recent discussion on one of the message boards I frequent really … Continue reading

Posted in MMO Design | Tagged , , | 14 Comments

Itemization Primer I

It is certainly easy to play arm-chair developer these days and most bloggers get a lot of criticism for doing so. Readers seem to delight in pointing out that we aren’t developers and that we can’t possibly see the big … Continue reading

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New Halas and Squishy Templars

It took all of my professionalism not to sneak out of work early yesterday to get home and log into EverQuest II. The New Halas patch is something I’ve been super excited about and it offers up the “second half” … Continue reading

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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

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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