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  • Thomas Trutschel/Photothek via Getty Images

    Etsy's new ad policy could force more fees on merchants

    by 
    Igor Bonifacic
    Igor Bonifacic
    02.28.2020

    Etsy is once again in hot water for its latest attempt to boost sales. This week, the company introduced a new "risk-free" offsite advertising service in which it plans to enroll some of its sellers automatically. Under the new system, Esty says it will use its "budget" and "expertise" to help merchants advertise their products on websites like Google, Instagram and Pinterest. If one of those ads leads to a sale within 30 days, the company will charge the seller an advertising fee.

  • Jackie Molloy/Bloomberg via Getty Images

    Etsy thinks raising fees will lure sellers away from eBay

    by 
    Jon Fingas
    Jon Fingas
    06.14.2018

    Normally, a company taking a larger cut of your sales is a bad thing. Etsy, however, thinks differently. As part of a sweeping set of changes, the craft marketplace is raising the seller fee from 3.5 percent to 5 percent (which now includes shipping) on July 16th as part of an effort to "invest even more in bringing buyers to Etsy." If there's more revenue, the company argued, it could dramatically hike its advertising outlay (spending is jumping 40 percent in 2018 alone) and attract more buyers. The company has even teamed with NBC on a competitive reality show, Making It, that might reel in people who have never heard of Etsy before.

  • Bloomberg via Getty Images

    Etsy slashes almost a quarter of its staff in attempt to refocus

    by 
    Nathan Ingraham
    Nathan Ingraham
    06.21.2017

    Etsy is widely recognized as perhaps the premiere place online to go for handmade goods from sellers big and small. But despite the company's ubiquity and influence, Etsy may have taken on too many projects that aren't relevant to its core business. To that end, CEO Josh Silverman announced this morning that Etsy was laying off 15 percent of its workforce. That's in addition to layoffs that were announced in early May; the total workforce reduction comes in at 22 percent, or about 230 employees.

  • Firefall is prepping an all-new crafting system

    by 
    Justin Olivetti
    Justin Olivetti
    01.21.2015

    Good news for those disillusioned with the state of crafting in Firefall: Red 5 is preparing an "all-new crafting system" to replace the current setup. New crafting dev Gortok spoke a little to this on the forums over the past month, saying that as a person who's designed four such systems for MMOs, he finds Firefall's crafting both pointless and grindy. Fortunately, Gortok has ideas to make it all much, much better: "It will take some time, and my plan is to actually rip out the existing recipes and research, replace the entire thing from scratch, and implement an entirely new system for the actual act of crafting. There are a lot of great things that we lost, and I want to bring some of those feelings back without the complication and confusion" Some of the changes include restructuring research, consolidating recipes, crafting in batches, and making thumping "more desirable" again. [Thanks to Eri for the tip!]

  • Massively hands-on: Let's talk about The Repopulation

    by 
    Jef Reahard
    Jef Reahard
    01.16.2015

    Writing about early access games is the suck. I guess it's something I'll have to get over, though, given how early access is now launch, how alpha is the new beta, and how gamers are lining up to pay big money for ideas. With that out of the way, let's talk a bit about my first steps in The Repopulation. It's an appropriately ambitious sci-fi sandbox from scrappy indie studio Above & Beyond Technologies. As you might expect, it's somewhat rough at the moment. I see it carving out a successful niche for itself in the future, though.

  • Age of Conan has its eye on achievements, crafting for 2015

    by 
    Justin Olivetti
    Justin Olivetti
    01.11.2015

    Is Hyboria one of your planned destinations for 2015? If so, then you're in luck, as Joel Bylos has a taste of what's in store for Age of Conan this year in a new game director letter. The two big initiatives for the year revolve around the brand-new achievement and revamped crafting systems. The first iteration of achievements are coming with update 4.5 in a few weeks. These will include achievements for completing speed challenges for dungeons. Following that, players will get to dive into a richer crafting experience. Bylos hinted at a few other highlights for 2015, including the return of the world boss system and PvP festivals. "We are still nailing down our production schedule for the year," he wrote. "You can expect to hear more about the status of Palace of Cetriss and The Slithering Chaos in an upcoming letter."

  • The Daily Grind: What's an underrated MMO feature that needs love?

    by 
    Bree Royce
    Bree Royce
    01.09.2015

    Lost now to the ages (at least until player teams finish rebuilding the game) is the crafting system of Glitch, a wee and sunsetted indie MMORPG dismissed out of hand by those who cluelessly believe browser-MMOs without ultrarealistic gore are for grandmas. But Glitch's crafting system was way ahead of its time, with hyperlinking inside every crafting panel so that you never, ever needed to fumble and backtrack or switch tools or count mats to make anything. Hardcore crafters might not have been entirely impressed with the economy, but the crafting process itself was damn smooth. I can think of lots of underrated features in some other MMOs. City of Heroes' sidekicking has trickled into a handful of games, for example, but its group-and-instance difficulty scaling feature has seldom been seen since. Yet it ensured that groups of all sizes and class-makeups and skill-levels could always tackle content. It was a brilliant way to capture a varied playerbase ranging from casuals to powergamers, and yet no one else is even bothering to try it. What other underrated MMO features really deserve some love and copypastaing in the genre? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Salem lead mulls solutions for sub-par combat

    by 
    Jef Reahard
    Jef Reahard
    01.06.2015

    Are you a fan of indie fantasy sandbox Salem? Do you like walls of text that give your mousewheel a serious workout? You might enjoy today's Salem update, then, as Mortal Moments project lead John Carver has a lot to say. And why not? It's been nearly six months since the last such dev blast. Carver writes with affection of Salem's refusal to "cater to the masses" and its similar disdain for "polygon counts over content." Combat, though, isn't quite where the devs would like it. Carver says that combat is "by far the dumbest thing we do," and that despite the intentional learning curve, some sort of "upper level strategy is missing." While Carver doesn't outline specific remedies, he says that the first step is to expand Salem's available combat moves. [Thanks Chrysillis!]

  • The Daily Grind: What's the ideal crafting style for an MMO?

    by 
    Bree Royce
    Bree Royce
    12.26.2014

    There's a lot of hate for "clicky" crafting in MMOs -- you know, the old "click a button, crafted item pops into your bag" trope. I'd call it the World of Warcraft style, but MMOs all the way back to Ultima Online did crafting that way. And this might sound crazy, but even as a hardcore crafter, I don't actually mind it. Everything in a video game comes down to clicking or mousing or typing. What matters to me is whether the crafting itself matters in the game. Even though the final combine in Star Wars Galaxies amounted to clicking a button and having something pop into my bag, there was a whole chain of resource collecting and experimentation and component creation and luck along the way, and since the economy was player-driven, most of what I was making had relevance to other players. Personally, I'll take that plus simple clicking over a time-wasting, irritating minigame-style of crafting any day, but I'd love to see innovation in how we craft too. What do you think -- what's the ideal crafting style for an MMO? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Soapbox: Better models for MMO endgame progression, part three

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.24.2014

    Today marks the last entry in my better models for MMO endgame progression series, the follow-up to my series on why MMO studios should abandon raiding. And that means providing two more possible models along with something of a thesis statement. But it also means that at this point I'm far more willing to wander off into the woods with these ideas. The first part had slight twists on standard formulas, the second had ideas that was a bit further afield, and this one features two ideas that are still almost entirely unrefined. More specifically, today's concepts are more about tackling the very principle that progress has to be tied past a certain point to things that you get. You earn a thing and then you're better. But there's no reason that progress can't be oriented the other way, with the gear (etc.) just being a gating mechanism for your actual forward motion. The funny part is that a lot of these systems aren't really at odds with one another; they can coexist without too much trouble. But then, that's the nature of the beast.

  • The Soapbox: Better models for MMO endgame progression, part two

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.23.2014

    If you read yesterday's Soapbox, the first in my Better models for MMO endgame progression series, with a fair bit of awareness, you probably noticed that the models I presented were, well... safe. Normal. Not too far outside of the realm of what we already have in some games, in other words. Oh, sure, they were functional and expanded compared to what you normally see in games, and they weren't reliant on high-end raiding, but they were still derived from the same space, which is part of the point. But that's not nearly as far as the rabbit hole goes. So let's start moving further beyond what's already common. Let's start heading into stranger territory. As before, the models presented here are not super-refined balanced labyrinths of systems; they're the outline, the skeletons, the fundamentals of how these concepts could work. And even at this stage, they're able to go in directions you don't find in numerous MMO endgames. So let's jump right into it, shall we?

  • Flameseeker Chronicles: Crafting up a storm in Guild Wars 2

    by 
    Anatoli Ingram
    Anatoli Ingram
    12.23.2014

    Merry Wintersday! Guild Wars 2's non-denominational twinkly winter celebration is in full swing. Despite earlier reports from ArenaNet that we'd get pure repeats of both Halloween and Wintersday, this year has added some new quests and a thematically appropriate relocation to Divinity's Reach. I was wrong last week about the sad Dickensian atmosphere of ruined Lion's Arch decorated with snowflakes, but there are still plenty of unfortunate children, so it all evens out. As your resident Scrooge, I'm going to skirt around the topic of candy canes and jumping puzzles to talk about a game feature that's much closer to my heart: crafting. However, I come to lob snowballs at GW2's crafting system, not to praise it.

  • WoW Archivist: A Glyphmas story

    by 
    Scott Andrews
    Scott Andrews
    12.17.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Professions in Warlords of Draenor feel completely different than at any other era in WoW. Creating powerful items is no longer a matter of farming, luck, or gold. Instead, we have to produce their key ingredients via garrison work orders. Leveling crafting professions is no longer about creating a bunch of useless items that we instantly vendor or disenchant, and reaching max level is now a slow burn instead of a quick grind. This is the first expansion where I haven't hit max level on all my professions within the first week or two. The profession that has changed the most is the most recent: Wrath of the Lich King's inscription, added in 2008. Even the interface changed: the glyph window was originally part of the spellbook UI, not the talent pane. Because of those changes, for a few very special weeks, inscription transformed the financial futures of countless WoW players. I was one of them. We called it Glyphmas, and it was magical.

  • Players power direction of Oort Online's development

    by 
    Justin Olivetti
    Justin Olivetti
    12.10.2014

    Oort Online's dev team is not content to make this voxel sandbox in the isolation of its ivory tower (or the corner of a deserted warehouse, whatever may be), but it has been asking for constant input from backers for the direction of the game's development. "As the game currently stands, the playable features are quite contained as we've been focusing on establishing the core MMO services and game engine," the devs posted. In a recent backer survey, 43% of those surveyed asked for the devs to prioritize the creation of character races out of the four options presented. In addition, the team said that some of the biggest priorities for a 1.0 release include resource gathering, crafting, and PvE combat. At the bottom of the list? "Real money purchases -- I want short cuts!" Oort Online is a "universe-sized" sandbox that's currently in alpha testing and has raised over $123,000 in crowdfunding. [Thanks to Jose for the tip!]

  • Expect zero seizures from today's Black Desert features reel

    by 
    Bree Royce
    Bree Royce
    12.05.2014

    OK, so you don't like the spazzy shaky-cam and motion-blur of Black Desert's videos. Fortunately, you can turn it all off inside the game. Even more fortunately, there's more to the game than bouncing-off-the-walls, eye-spasm-y hack-'n'-slash, as today's video from Daum demonstrates. There's farming, fishing, boating, gathering, and other crafting skills, plus what looks like an elaborate minigame attached to harpooning sea critters. There's also an extended section on horse taming and associated mount activities like mounted combat. (The horses are gorgeous.) The sandbox is slated to enter closed beta in South Korea on December 17th. The video's below!

  • Firefall's getting a LFG window, better crafting

    by 
    Jef Reahard
    Jef Reahard
    12.04.2014

    Want to know what's coming in the next Firefall patch? Head to the sci-fi shooter's official website, then, and read all about it. Red 5 has apparently taken crafting feedback into account, as it's drastically reducing the high costs of participating and it's giving players the ability to choose prefixes on crafted items. A new looking-for-squad window will also debut in the next patch, as will a large open-world boss battle, campaign reward tweaks, and more!

  • Elder Scrolls Online walks you through crafting writs

    by 
    Justin Olivetti
    Justin Olivetti
    12.03.2014

    Fun fact: Elder Scrolls Online's Update 5 is about a month old at this point and is now able to roll over and distinguish shapes. Among its treasure trove of new features was the introduction of crafting writs. However, in case you are a little confused or curious what these are and how to do them, ZeniMax has crafted (get it?) a new dev diary to walk you through the process. To be able to take on writs, players will first need to become certified in a desired crafting profession by undertaking a related quest. Once completed, players can accept a task from a writ board to craft specific goods and turn them in for rewards. Each category of writ can only be fulfilled once a day, and completing them can even net you survey reports to point you toward a cluster of harvest nodes.

  • Shards Online has big plans for balancing crafting vs. loot

    by 
    Bree Royce
    Bree Royce
    12.01.2014

    Yesterday, Citadel Studios released a video dev blog highlighting how crafting will work in its upcoming sandbox, Shards Online. Lead systems designer Bruce "Logrus" Bonnick explains that the team will balance looted and crafted items by making those items truly distinct. "Rather than make loot and crafting compete with each other, I prefer to kind of have them co-mingled," he says. Different properties will exist on gear depending on how it is acquired, thereby suiting different playstyles. Massively's MJ explored the current build of the game with Citadel's Derek Brinkmann over the holiday weekend via livestream. Shards Online's second Kickstarter reached its $50,000 goal last week. The crafting vlog is below.

  • Norrathian Notebook: First impressions of EQII's Altar of Malice

    by 
    MJ Guthrie
    MJ Guthrie
    11.27.2014

    Although Altar of Malice has been available to All Access subscribers for two weeks, EverQuest II's 11th expansion just opened up to everyone on Tuesday. That makes this a great time to share my initial impressions of the new lands and new content. Mind you, these are literally only first impressions: I am not one to blow through the content at a break-neck speed just so I can consume it all in as little time as possible. That's relegated to pecan pie. MMOs aren't a race to me. I prefer to gradually savor the content, stretching it out so the experience lasts. I've actually also been holding myself back from doing too much so I can run through things with those who can finally join me now that the expansion is fully released. I will continue to poke though it at my pace while I continue my other endeavors (do you realize just how long it takes to decorate a house?!). As such, a full review of everything will have to come at a later date. So what my thoughts as I amble amble my way through the land of the lost... er, jurassic park... I mean, Altar of Malice? EQII's dino-riffic expansion definitely has its highlights, like offering a heaping helping of nostalgia, but it has its disappointments as well. Here's my take.

  • WoW Archivist: Epics

    by 
    Scott Andrews
    Scott Andrews
    11.21.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Leveling through Draenor has been a blast, but as a player from classic WoW, a few things have struck me as incredibly strange. Triple-digit numbers in the guild panel. Sending NPCs to do quests on my behalf. And most of all, getting epic armor and weapons from solo leveling quests. Many players in classic WoW (and not just raiders) opposed making epics more available to players. They called Blizzard's evolving attitude a slippery slope. "What's next," they argued, "epics for doing solo quests?" They never actually imagined that would happen. In 2005 it would have been unthinkable. Eight years later, here we are. But it's all been by design -- an evolving design with many steps along the way. Let's look at how we got here, one random drop at a time. The few, the proud, the epic In early classic WoW, only one path allowed you to deck out your character in purple items: 40-player raiding. Other raiding didn't cut it. Bosses in the 15-player (later 10-player) Upper Blackrock Spire dropped rares. Even bosses in the 20-player raids, Zul'Gurub and Ruins of Ahn'Qiraj, dropped mostly rares when they first opened their instance portals. Only their end bosses consistently dropped epic loot. Outside of 40-man raids, a handful of bosses had a very small chance to drop an epic item. Emperor Thaurissan in Blackrock Depths had a tiny chance to drop Ironfoe. The "tribute run" chest from Dire Maul very rarely offered up Treant's Bane -- and I'll never forget the joy in my warrior friend's voice when it dropped for him, all those years ago. DM was also the source of the highly coveted tanking weapon Quel'Serrar, but the quest item to obtain it had an incredibly low drop rate. Back then, even the recipes to craft epics (such as the awesome Force Reactive Disk) could only be obtained from 40-player raids. Even if you were raiding with 39 of your closest online friends, earning purples was no picnic. With two drops per boss at first, odds of getting an item on any given run were slim. You could complete a full clear without a single drop for your class and spec. Each epic you equipped generally represented several weeks of endgame effort. When a player sauntered through Orgrimmar or Ironforge in head-to-toe purples, players knew this was a person who had spent many, many hours on that character.