master-crafter

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  • Wings Over Atreia: One, two, craft my shoe

    by 
    MJ Guthrie
    MJ Guthrie
    06.20.2011

    Three, four, scream some more. Welcome to the world of Aion crafting, where frustration and despair are produced right alongside daggers, hauberks, and frillneck sausage. Where more than one Deava has left the crafting station and flung himself from the Sky Canal in Sanctum to the depths below... wait, maybe that was just me. Between more attempts at a hot heart of magic craft and scrambling to gather enough material to inch my way up the skill ladder towards mastery, crafting has consumed my hours and thoughts over the past couple of weeks. It has also left me questioning my sanity and losing just about every kinah I had saved up. So why craft? It is true what they say: Some players live for crafting, while others have crafting forced upon them. Prior to Aion I leaned toward the former, but tales of the cost and woes of failed crafts squelched any desires to craft early on. Then the fates conspired against me and I there I was, pan in hand. Somehow the pain of that experience must have dulled because I started another. Why, oh why? Love it or hate it but have to do it, if you are considering delving into a crafting profession in Aion, check past the break for a guide to getting started and a glance at the journey ahead.

  • Behind the Curtain: A look at skills

    by 
    Craig Withers
    Craig Withers
    11.08.2007

    In their current state, skills in MMOs could be improved. Tell me exactly what kind of 'skill' is involved in clicking a button a few times until the game decides that you're able to make something better? What if your character's skills were a direct result of how good you were at actually performing the task in question? What if an action's level of success was dependent on how well you actually carried out the action and not on how often you had clicked a button?The effects of a system like this would be most apparent in crafting; imagine a game where, in the crafting interface, you had direct control over the creative process, a system where the quality of the item varied according to the level of skill employed by the player during the creative process, and not on how many times you had clicked a button to make the item in the past. The beauty of a system like this is that players who naturally excel in a certain skill would be rewarded for it, regardless of the amount of time spent grinding their skill level up, but at the same time, players who simply created the same item again and again would get better anyway, because after all, practice makes perfect.