New to Nexus: Fashion Guide

I asked on Twitter the other day if people had any questions or specific things they would like to see in a guide, and Walks came at me with the really tough questions:

 

I certainly don’t want to disappoint my loyal readers, and it turns out there’s a lot to learn from these questions!

Costume Basics

New to Nexus: Fashion Guide

Choose your fabulous costume from this menu.

Why wander around Nexus looking like you just picked up whatever you could find off of random monsters you killed? Costume items can be purchased for renown, prestige, or NCoin, or you can mix and match the appearance of any gear you find while playing the game normally!

Open your character sheet (default “P”) and select “Costumes” from the menu on the upper right. This basic menu lets you preview costumes you’ve already made and select which one you want to wear. Free-to-play characters can have 4 costumes, while folks who purchased the box get 6. You can purchase more from the cash shop, up to a total of 12. Changing between costumes can be done at any time and has no cost. But before you select a costume you have to put together a great look for yourself! That brings us to the next step.

The Holo-wardrobe

New to Nexus: Fashion Guide

An empty costume, just waiting for inspiration!

This is where the magic happens, fellow citizens of Nexus. The Holo-wardrobe can be accessed directly from the menu at the bottom left of your screen, or from the costumes tab of your character sheet. The left column is where you will choose and create your costume. The right side shows a preview of your outfit while you’re working. In the center, dye and costume options will be presented based on what you have selected on the left.

New to Nexus: Fashion Guide

Choose your weapon.

When you start, everything on the left will be grayed out or empty, and the preview on the right should show whatever gear you have equipped.  To use the “skin” or appearance of an item for your costumes, you must first unlock it. Clicking the “Unlock Items” button in the top center of the holo-wardrobe will bring up a list of all the items available for you to learn the appearance of. You can go through this list, see a preview of each item, and decide if you want to unlock its appearance for your costumes. Note that unlocking an item’s appearance will cause it to become soulbound to you and unable to be traded. As you find new items, you can also shift+right click on them to unlock their appearance. You start with 300 individual item appearance slots available, and more can be purchased in the in-game store up to a total of 850. Items you learn are available across your entire account, for both Exile and Dominion characters.

New to Nexus: Fashion Guide

Oh no, two different duplicate items! Right click and forget the extras to free up space!

Now that you’ve unlocked some fancy items, let’s put them to work. You can change the appearance of any visible gear slot. That means weapon, head, shoulders, chest, hands, legs, and feet. Click on one in the leftmost column of the wardrobe and it will show all the appearances you’ve unlocked for that slot in the middle column. Items are arranged alphabetically, and you can move between pages using the small arrows at the bottom right of this section. Items with an exclamation point symbol are no longer available in the game (but you can still keep using their appearance!). Items with a red “no” symbol can’t be used by your current character. This mostly happens with weapons, since you can’t change your weapon appearance to that of a different class. Alternately, you can click the eye icon next to an appearance slot to hide the display of that item. That option is particularly useful for hiding your helm if you want to show off your cute haircut.

Dyes

I wrote a whole guide to using Dyes and finding new ones! You can find it at Wildstar Core!

Just answer Walks’ questions already

Oh right I was supposed to talk about my favorite color and class for overall looks. My favorite dye color is Northern Lights, which is one of the new ones from Cosmic Rewards. It is such a pretty, multi-hued color, with metallic blues and purples. As for which class gets the best gear, that mostly only matters for your weapons (I love Spellslingers’ pistols and Medics’ resonators so much). Otherwise, just go to the auction house or find a friendly crafter and get whatever you like. You can learn the appearance of items from any class! I like a lot of the medium and light armor, although some of the late-game heavy armor has a great tanky feel to it if you are into that. As much as I like my spellslinger, some of the medic class sets are pretty amazing. Also, don’t forget to think about PvP. Not only are the level 50 PvP sets very snazzy looking, there are also a few nice costume sets available for the PvP currency, prestige. Remember that your holo-wardrobe is shared across your whole account, so you can mix and match as much as you want!

That’s it for today! If you still have questions check out Kelzam’s guide from when the holo-wardrobe system launched, or ask away in the comments!


New to Nexus: Fashion Guide

MMOs Worth Playing: Rift

MMOs Worth Playing: Rift

Why This Series

Happy Friday and welcome to the second part of my “MMOs Worth Playing” series where at the end of the week I try and talk about an MMO that I think is very much worth playing.  I thought this morning I would go into some of my thought processes as to why I am doing this.  Lately there has been a lot of angst floating around about various games and the state of them, and while I can very much get riled up just like the next person there is a thought that goes through my head.  Life is far too short to spend your leisure time playing something that makes you unhappy.  There was a time when if you wanted to play an MMO you were pretty much shackled to one of a handful of games in order to get your fix.  However now there are tons of really fun games out there, so it quite honestly would serve most people well to pop around and play several of them to see if any are a better fit.  The other part of this is the fact that we really have no major new AAA MMOs looming on the horizon.  It feels like the era of big releases is over, and instead we have a bunch of existing MMOs that are continuing to make awesome content.  Popping back into an existing MMO to see how it has progressed is a great experience, because there is almost always a huge mountain of content waiting for you to explore.

For the Ascended

MMOs Worth Playing: Rift

Rift holds a special place in my heart because it was the the game that first truly pulled me away from World of Warcraft.  There were a lot of games that were heralded as the “WoW Killer” and for a time for me at least, it absolutely was.  If there is a feature you have always wanted in an MMO, chances are Rift has it.  But it was more than just cloning features of other games, it also finally figured out how to do public events in a manner that felt both epic and beneficial in the form of Rifts and Invasions that spawn from them.  For a bit about the game setting I am going to draw directly from an early tidbit from the lore team.

Of all the worlds in the universe, only Telara was constructed entirely of sourcestone at an unprecedented nexus of the elemental planes. Elemental energies that come into contact with sourcestone become tangible, and Telara, so heavily influenced by every element, boasts incredible diversity and wealth. Telara’s resources are capable of providing its people endless prosperity, if only they could share the wealth and keep the world safe from those who would plunder it. Though Telara always knew its share of strife, the Blood Storm and the rifts brought entire new plateaus of horror, leading to the edge of oblivion.

Telara is a world that is constantly sieged by forces outside of itself.  Over the years this has taken the form of the elemental dragons, and even gone so far as to seeing parts of these planes of existence merging into Telara itself as the various denizens of these alternate realities set up footholds like that of Hammerknell.  The storytelling gets a little esoteric at times, but essentially you are thrust into this conflict on the brink of destruction.  Most games set up an artificial narrative of good versus evil, and this has pretty much become the standard trope for MMOs.  Rift however does something slightly different and gives you a conflict that feels very real and tangible to us… considering we too are constantly seeing the clash of Technology and Religion.  The Defiant faction relies on very steampunk feeling technology to tame the wilds of Telara.  The Guardian faction instead relies on the Vigil, a pantheon of gods that have long forsaken Telara but are now choosing to make their power known.  You the player takes the role of an ascended, which essentially is vessel for the souls of past warriors that ultimately end up giving you your abilities.  The opening scenes of the game take place on the eve of a final showdown with Regulos the Death Aspect, and you are sent back through time with the mission of trying to stop these events from unfolding.

Soul Keeper

MMOs Worth Playing: Rift

The most central game play mechanic is that of the souls that you have access to.  There were originally four callings in the game, and recently they added a firth.  These callings provide the basic feel for what would ultimately be your “class” in another game.  Until the release of the Primalist these all had a clear division based on the armor type…  Warrior was Heavy, Cleric was Chain, Rogue was Leather, and Mage was Cloth.  The Primalist blends the lines a bit and uses Warrior like two handed weapons, but is a leather based calling.  Inside of each of these callings is a number of souls, for the original Callings they each have 11 total souls… with 9 of them available for free and 1 each coming from the two expansions to the game.  The Primalist class launched with 7 souls with more supposedly coming over the coming months.  Souls are essentially what “WoW like” games would refer to as a Talent tree.  The enjoyment of this game for me at least has always been that I get to mix and match any combination of these souls to craft a very personal feeling class out of it.  Traditionally in Talent tree based games, there is a lot of “illusion of choice”, meaning that while you have lots of options there are really only a handful that are ever viable at a given time.  While there are definitely flavor of the month builds in Rift, it seems like if you are dedicated enough to any given play style you can figure out a way to develop a character that has that feel.

The game has all sorts of trope that simply don’t exist in other games.  Want to play a Mage Tank…  Sure you can do that.  Want to play a Warrior Healer… sure you can do that too.  Want to play a brutal Smite Cleric…  yup that is a thing too.  The game gives you a template that allows you to carve out your own class.  Any given “class” is a combination of three Soul trees, and when you slot a given soul it gives you certain abilities by default.  You unlock additional abilities through spending points in that tree.  You could quickly see how this might become tedious, especially given all of the options you have at your finger tips.  It is absolutely possible to create a character with little to no synergy, and that does not play terribly well.  To solve this the game gives you a series of templates that essentially direct you down a path that should be good for this or that… and as you hover over these pre-built templates they tell you the skill level of the class and what sorts of roles they can fill.  Additionally the game has an extremely active player community, and unlike most games… there forums are actually a great place to find help and information.  There are class guide forums that are an awesome place to start for looking at different specs and builds.  I am not sure what the maximum is… but I have 8 different “roles” or specs that I can swap back and forth between freely allowing me to get super granular and create specific builds for very specific conditions.

Feature Rich

MMOs Worth Playing: Rift

Calling this game feature rich is a bit of an understatement.  Essentially if you can think of a feature that exists in any game… there is likely a version of this fine tuned and available inside of Rift.  For the things that don’t exist the game has a fairly robust mod system… though honestly not quite as complete as say World of Warcraft or Wildstar.  To keep players from “breaking” the game, you cannot override default features of the original game client.  This means that a lot of things don’t integrate fully, but if you really want to use it… the mods are available.  The game has quite possibly the best cosmetic gear system called “Wardrobes”.  This allows the players to save up to fourty different outfits and change between them freely.  Additionally the game uses an appearance collection system, freeing you from having to keep old gear just for the purpose of appearances.  Additionally the dye system allows you to collect certain dyes and then apply them at will to any of your wardrobes, allowing you to change things up whenever the mood suits you without an additional cash sink.  Similarly the game has an amazingly rich housing system in the form of pocket dimenions, allowing the players to customize area of the world.  For example our guild house is the Stone Flask Tavern at Granite Falls in Stonefield, and Rae did some crazy stuff even making a hidden path up the waterfall with a little temple area up there.  Essentially if you can dream it up, there are the tools inside of Rift to be able to create it, and the sorts of dimensions that are available are extremely wide and varied.  The only negative is that there is no way to put resources in your dimension like you can in other games… so you can’t bank, auction, or craft there…  which I realize is an effort to keep the capitol cities feeling vibrant.

 

The game also has one of the more robust mentoring systems allowing you to drop your level at will while wandering the world.  This allows you to vary the difficulty level of a lot of the encounters, but more importantly allows you to hang out freely with your lower level friends without simply steamrolling the content for them.  This mentoring system is also the core of one of the coolest features the game has called Instant Adventures.  I talked a bit about this concept yesterday in my blog post, but essentially you can pop into game… join the Instant Adventure queue and you will be fed a series of objectives for you and a group of players to complete.  What is awesome about this is it is a revisiting of a lot of quest objectives from a given area, but each sequence of objectives generally reaches a crescendo in the form of some sort of mini boss.  While doing this you are racking up planar currency and loot bags that usually contain nice relevant level gear.  When one sequence finishes you are teleported to a new area and the process begins again.   If an area becomes active with a planar invasion, then the instant adventure suddenly shifts purpose to defeating that.  It has been one of my favorite leveling means to go through early content, because you are constantly doing something… and at any point you can hop off the train and go do something a little less frantic.  It does a great job of breaking up the monotony of following quest chains, and like dungeons just gives you another way to mix things up a bit.

Monetization

MMOs Worth Playing: Rift

This is always the specter looming over a free to play game, is how exactly is it itemized and is it honestly playable for free… or do you really need to subscribe to enjoy it.  This is always a difficult question for me to answer since I never actually play these games in free to play mode.  From what I understand… if you play this game for free you get access to all 65 levels worth of content, the original four callings, and nine souls per calling.  Instead of penalizing the players… Rift took the path of rewarding them for becoming “patrons” because once a game goes free to play.. that is after all what it becomes… a patronage system.  As a Patron you get all sorts of perks, and don’t have to worry about any limitations to the number of dungeons you can run a day or anything of the sort.  You also get a number of extremely generous boosts to experience, gold gain, as well as daily and weekly rewards that guarantee you at least one cash shop lockbox for free.  The only thing that keeps it from being a perfect free to play implementation however is that you gain no monthly stipend of shop currency like you do in other games.  With no way of gaining the shop currency in game, it ends up actually making the prices on items feel more reasonable since the game is not having to dilute the price to make up for the fact that players can grind out the currency in game.

Like most cash shops, there are tons of chase items that offer rare and limited time things that you can only acquire through lockboxes.  Having these items that you want appear only in lockboxes can be an extremely frustrating proposition, especially if RNGesus is not on your side.  To combat this not they offer these super limited time sales that allow you to buy the various mounts outright, and if you regularly watch the Friday twitch stream they often times give away these goodies as well there.  So while there are a lot of trappings of the normal insidiousness of a cash shop…  I feel like for the most part it is fair, and in truth you can largely ignore it completely.  Honestly I would say this is one of the few games that you can literally play without spending a dime and be completely happy doing so.  I’ve been subscribed off and on since the release of Rift in 2011…  but there are also times where I have played this game for free here and there before picking back up my patronage.  I can say I noticed zero difference in the game other than the fact that I was obviously missing my experience boost buffs.  The game felt the same, and played the same…  and that is just about as high of praise as I can give for a free to play experience.  If you’ve never played Rift, you owe it to yourself to give it a try… especially since it can be played completely for free.  It is either going to click with you or not, but in any case there is a lot to experience… and I have to say I really enjoy the early leveling experience especially.  Storm Legion and Nightmare Tides…  is admittedly a bit of a slog, but I keep thinking I must be missing some path that I should be taking there.  In any case…  I said a bunch of stuff about Rift, and I still definitely burn a candle for this game.  Join me next Friday as I talk about another game.

Seeing the Whole Picture (or: The Privilege to Rant)

I’ve been reading a book that was recommended to me by a professor of mine. It’s “You Are Not A Gadget” by Jaron Lanier, and it’s an incredibly interesting read. It’s a studied look at the effects of the Internet on our daily lives, and talks about his take on both how structures influence meaning and culture and, ultimately, how those shape the kinds of things we take for granted.

Seeing the Whole Picture (or: The Privilege to Rant)

Lanier has something of a background in the Internet– I’m understating things here; he’s credited with popularizing the term “virtual reality” and has been working in computers and technology for longer than I’ve been alive. It’s fascinating, then, to read his generally skeptical, sometimes negative view on the Internet. He adopts a severely critical view on the culture of the Internet and where it’s gone, and does so from a position of knowledge and understanding, which I find incredibly rare.

The overall tone of the book (as far as I’ve read; about halfway thus far) is that of disappointment; that the Internet could have been much more and instead what we’ve done with it is create a massive shopping network and commodify ourselves, making ourselves and our lives the products for large-scale corporations. He’s not wrong; facebook, twitter, many blogs, lots of games, all of these are making money not from the people who use them, but from third-parties who buy and sell information about people. Indeed, he has a fairly severe anti-social-media bent, though it’s rooted in a deep knowledge of the systems at work.

He takes the concept a step further, and suggests that our easy adoption of these structures has redefined what we consider possible, and that it’s constraining our creativity. He goes beyond that and suggests that we are reducing ourselves through our expression, and that we’re redefining what it means to be a person into something that fits neatly into our current internet-social constructs. He says this is limiting, and that we run the risk of dehumanizing ourselves in our mad rush to be ever more connected and ever more in tune with internet culture, the “culture of the future”.

Seeing the Whole Picture (or: The Privilege to Rant)

I’m torn on my reaction to this. Were it said by someone without his credentials, I’d quickly dismiss it as the rocking-chair ranting of someone who the future left behind, who doesn’t understand what the future has brought and is afraid of it. The thing is, he demonstrably DOES understand it, or at least its structure, and as a result I’m inclined to give him a bit more than short shrift. When he talks about how the idea of a “file”, something so deeply embedded in our cultural consciousness as an immutable concept, that’s simply one of many possible means of storing data, it resonates. He comments that the “file” is one of a number of possible structures that were being developed simultaneously, and simply caught on.

He goes on to state that, unlike a lot of other human endeavors, computer science and software engineering don’t necessarily generate the best solutions. A massive, unfathomably complex system needs a particular fix, and needs it RIGHT NOW, and the first, quickest fix isn’t necessarily the best one, yet it endures because tearing down the edifice to “do it right” is unthinkable. He uses MIDI as an example– developed originally as a way of digitizing a single, specific musical instrument (the keyboard), it has expanded to imitate a vast number of musical concept, some better than others, and has instilled itself as a type of sound we expect. It’s worked its way backwards from an imitation of “real” music into “real” music itself, and entire genres and subgenres of music are borne of it.

It’s about here where he and I disagree. He’s horrified by this, saying that the extremely limited MIDI form constrains our understanding of the whole of music as we come to expect its sounds over other musical sounds. I find it clever and fascinating that we have the ingenuity to turn anything, even the most simplistic pale imitation of music, into a musical art form unto itself. He thinks it speaks to a reduction in our worldview, I see it as a triumph of the human urge to express itself. Digital music allows people who could previously never have made music to express themselves musically, and yet it’s still a functional and practical enough medium to be recognizably used for specific technological purposes (like cell phone tones and PC error messages).

Seeing the Whole Picture (or: The Privilege to Rant)

I also see his scathing critiques of social media and the harms that some of it have allowed, and I’m unable to completely disagree. He talks about the parasitic nature of social media, and how it pulls us apart while purporting to bring us together. I’m hard-pressed to disagree, especially as I see friends of mine get burned out of things like Facebook and Twitter and take a break, attempting to rid themselves of the mental toll it takes. He mentions the original source of anonymity on the Internet, and laments that this stopgap solution put in place decades ago has become a tool for harassment, trolling, and other vulgarity.

I can’t disagree with what he sees, but I also don’t think it’s the entire picture. Were I to abandon social media, I would lose contact with a great many close friends, solely because of the inconvenience of distance and different time zones. The great sign of friendship that we often rave about is the ability to see a person after months or years and pick up where we left off as if only hours had passed. Prior to the internet, that was rare, a special kind of friendship that few of us attained, if we attained it at all. Now, for me, it’s true of many of my friends, far more than I’d otherwise be able to keep up with in person. I see the harms of anonymity, people being harmful or dangerous and using anonymity as a shield to protect them from retribution. I also see the people whose voices were never previously heard, able to speak for the first time (sometimes in human history) because that same anonymity shield protects them from reprisal.

Seeing the Whole Picture (or: The Privilege to Rant)

It’s a privilege, I think, to be able to look only at the bad that the Internet has wrought, and knowing that one could do without it, decry the endeavor as a disappointment. I think it speaks to how we can be highly knowledgeable in our field and still not see the bigger picture; we can be blind to the implications of our own work despite our expertise. It mirrors my own concern with my creative work– do I include viewpoints that I don’t share or don’t fully understand and cause them to be represented even if my representation is inaccurate or unintentionally offensive, or do I leave them out and perpetuate the cycle of under-representation?

It creates a catch-22, I think. I can’t write about perspectives I know without risking misrepresentation, but I can’t avoid writing about them if I’m concerned about perpetuating the status quo. We can’t purge the anonymous internet trolls without catching the previously-voiceless in the crossfire.

I used to think, like Lanier appears to, that we could build things “properly”, such that we got all of the good parts and none of the bad. I’m no longer think that’s possible. There’s no getting the good without the bad, and what’s left is deciding how much of each is worth it.

The Mission System

Angst and Frustration

The Mission System

Yesterday World of Warcraft released an announcement about patch 6.2.3 and the twitters collectively lost their shit.  Essentially the patch felt like a thinly veiled batch of carrots to try and string players along for a few more months.  It also sent the sign that maybe just maybe Legion beta would not be ready for Blizzcon, and more than likely players are going to see another significant lag between expansions.  I even joined in the frustration for a bit until I realized…  that it no longer effects me.  World of Warcraft is like a bad breakup, that you can still get upset over years after the fact.  I am not playing the game any more, so honestly while I still have “disappointed parent” moments over the game that has not really lived up to its true potential in years…  in no longer actually has any effect on my play time unless I let it.  All of that said… it did start me thinking about a problem that most MMOs have.  When a game gets to be as old as World of Warcraft it has just silly amounts of content available to the players, but most of it is largely invisible to players.  I’ve talked about in the past how MMOs are horrible at telling players how to get to new content, but they do an even worse job of directing players towards “old” content.

Unless you have been playing since November 2004 and have been a rabid completion-ist… chances are there is still a lot of old content that you have never seen in the game.  The problem being that there is no real way of notifying players other than the achievement system that this or that area of the world exists… and might be worth looking at.  Additionally most companies have this problem of trying to pretend that the past is behind them, and that only the new and fresh parts of the game matter.  If this were not the case we wouldn’t see quite so many “boost to level cap” schemes out there.  The problem I see with this is at least in the case of World of Warcraft…  their best content is ALL from the past as far as I am concerned.  Trying to till it under to plant new seeds does a great disservice to the awesome experiences that could be had doing past content.  The problem once again is there is no really good way of letting players know what they are missing.

Exposing Old Content

The Mission System

There are some games out there that try really hard to wrap systems around this.  For example in Rift you have the Instant Adventure system, which will port you to somewhere in the world, scale your level down, and give you a mini quest chain to follow along with a bunch of other players.  This is an insanely enjoyable way to level,  and they even introduced a version of this that allows for the exploration of raid content.  It is something less like LFR and more like a world event that just happens to take place in a raid zone, and the bit of it I have played has been ridiculously fun.  That said…  this system is super limited in scope and still misses out on some of the quest content that happens in these zones and other things to do.  Essentially we have all of these systems around grouping, but no real time has been devoted to helping players come up with things when they aren’t grouping.  Sure you have facebook game like systems of the Garrison or the Shipyard, but eventually you reach a point where you realize that you are only playing the game to log in and fiddle with your house for a few moments before logging out again.

What I propose is a new kind of system that essentially takes a look at all of the content a player has completed and then suggests something that they haven’t.  No game on the market does not have a robust system of tracking player achievements and most of them even go to the finite level of tracking every single kill the player has gotten… and occasionally even what they have gotten as drops.  What I am proposing is a join between the list of “what is available in the game” and “what the player has completed” and then packaging and presenting literally anything the player has not done…  in a quest form.  Now I remember a time when there were threads on the Blizzard forums that you could post your profile, and someone would “assign” you an achievement that you had not completed to go and work on.  What I am essentially suggesting is creating a formalized system for just that.  Now since Blizzard still does not have a level scaling system, that is going to harm some of the enjoyment… because in a perfect situation it would scale you down to a level equivalent to the content.  My idea would be to have a series of checkboxes in the UI allowing players to particularly avoid things like PVP, Raid or Crafting items if they don’t want to do those.

Interesting Baubles

The Mission System

The really important thing about this however is that players need to feel like there is a reason.  Ultimately I think that is what players are saying when they say there is “nothing to do”.  At least for me when I say these words what I really mean is “nothing I want to do, that has any bearing on my modern game play experience”.  There are ALWAYS things you can do, that has never been the problem, but there are often times a loss of things that you want to do that give you some sort of reward that you actually care enough to chase.  The itemization of this “Mission” system would need to be right, and my theory is that we could do something like a loot bag upon completing the mission.  Maybe even make it so that when you get a mission, it is being given to you by one of the old world factions relevant for the content you are being asked to do.  The loot bag would contain rewards equivalent to the sort of achievement you are being asked to do… and most likely for 90% of the bags opened would just be a little pocket money and maybe some consumables or crafting materials.  However there would need to be the chance of obtaining some ultra rare items, like mounts or cosmetic items in order to make it worth the players time.

Sure it is rehashed content, and there is no denying it.  It does however give players a way to essentially mine more enjoyment out of content they have not completed… and get rewards for doing it.  Largely this idea hit me while thinking about the events of yesterday, and the problem of having a decade worth of content but no real way of getting players to go back and consume it.  Additionally I have been playing a lot of Destiny, and that game is the master of giving me little mini-quest sand events, largely in the form of patrol missions that give purpose to what is otherwise a bunch of wandering around the shooting random shit.  It struck me how much more enjoyable for me it is to kill a dozen Vex when I have a quest asking me to collect items from them, than it is just to kill a dozen Vex on my own.  The act is the same, but in one case I have a false sense of purpose.  Ultimately I think that is what most unhappy customers lack, is a feeling of purpose in the things they do.  After all you can only log in for so long without doing something meaningful without realizing that you are essentially paying for an expensive chat client.  I am not saying this is a system to stop games from hemorrhaging players, but it is something.   I absolutely think I would use something like this because I would know I am working toward two things.  Firstly I would be slowly inching up my achievement score, which give me a bit of a false sense of satisfaction.  Secondly I would know that maybe just maybe there is a chance that upon completing one of these many missions I would get awarded something really awesome and special.