tradeskills

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  • Gloria Victis paves the way for territory capture and sea travel

    by 
    Justin Olivetti
    Justin Olivetti
    08.03.2014

    A new pre-alpha patch has not only squashed several nasty bugs in Gloria Victis but added a pair of promising systems: territory capture and sea travel. Territory capture is exactly what you are thinking right now. Player nations can conquer territory for both bragging rights and (more importantly) resource control. The devs said that these territory squabbles have the potential to blow up into large-scale PvP conflicts. The game also added "about 50%" more size in the latest patch, with some of that being shoreline and sea. As such, players can now board and use ships to travel the ocean. We've got a look at both territory control battles and a couple of the new ships in the gallery below.

  • The Daily Grind: Do you craft for fun?

    by 
    Jef Reahard
    Jef Reahard
    07.21.2014

    Yesterday I spent an hour or so crafting a full set of gear and mods for one of my Star Wars: The Old Republic alts. I guess I could have farmed slightly better equipment in the lowbie flashpoints, but it would have taken longer and relied on the RNG gods, so it seemed more satisfying to hop on my main(s) and trick out the new guy with homemade armor mods, enhancements, stims, and weapons. Plus, I just like to make stuff, you know? What about you, Massively readers? Do you like MMO crafting enough to do it for fun? 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!

  • EVE's Crius to revamp manufacturing on July 22

    by 
    Jef Reahard
    Jef Reahard
    06.27.2014

    Are you sorta curious about EVE Online's science, manufacturing, and research aspects but have never managed to jump in with both feet? If so, you might want to hold off until July 22 when CCP releases its Crius update. The patch will feature "a complete overhaul of the tools for industry activities," along with dynamic pricing across New Eden helped along by the removal of slot limitations for science and industry jobs. Traveling worker teams will also be available, as will new options for reprocessing. There's a lot more to the update, too, and CCP has helpfully provided links to all the appropriate dev blogs in today's news post.

  • Albion Online redefines character progression through the Destiny Board

    by 
    Shawn Schuster
    Shawn Schuster
    06.04.2014

    Albion Online is ditching the traditional level grind mechanic for something they call the Destiny Board that allows for more control and specialization for characters. The Destiny board was molded entirely by the feedback of players who were unhappy with the previous version that saw progression they felt was too linear. Now, instead of completing tasks and quickly moving on to the next one, players can choose to dive deeper into any aspect of their character, from combat strategies and tactics to a specific craft or trade. You can try the sandbox MMO out for yourself soon by signing up for the upcoming closed beta. [Source: Sandbox Interactive press release]

  • Gloria Victis team summarizes new patch, May updates

    by 
    Jef Reahard
    Jef Reahard
    06.02.2014

    Gloria Victis updated its website over the weekend with a bit about what the dev team accomplished in the month of May. First and foremost is that the fantasy sandbox now features a basic crafting system. The game's map size also increased by about 30 percent. Additionally, the team "implemented many fixes of already existing systems," including an improved texture load process to combat low framerates. You can read all about the latest patch at the Gloria Victis website. [Thanks Mae!]

  • Massively's Elder Scrolls Online launch diary: Day five - The (early) verdict

    by 
    Jef Reahard
    Jef Reahard
    04.04.2014

    Is it Friday already? Huh. This launch week has gone by fast, which I guess is a good sign for ZeniMax since time flies when you're having fun. My fifth day in Elder Scrolls Online was a bit more subdued than the previous four. I'm currently floating around Glenumbra between levels 12 and 13, waiting on my healer and tanker friends to catch up so that we can run Spindleclutch, also known as ESO's first proper Daggerfall Covenant PvE dungeon. There are numerous public crypts available for exploration and pillage prior, but Spindleclutch is the first big-boy boss-based four-man. But I didn't feel like pugging it last night, so instead I started crafting.

  • The Repopulation aiming to fill the MMO non-combat void

    by 
    Jef Reahard
    Jef Reahard
    01.16.2014

    The Repopulation dev team took to Reddit yesterday to field a bunch of questions relating to the upcoming sci-fi title. While many of the queries came from people who are newly aware of the game, it still made for an interesting discussion if you like MMO sandboxes. Above & Beyond was pretty open about the fact that it's modeling parts of The Repopulation after Star Wars: Galaxies, particularly the latter game's friendliness toward crafters and other non-combat types. "If you aren't a combat person, you can make your living in trade skills. Advancing in trade skills is independent of combat and does not force you into a combat role. We have a complex trade skill system which allows for a high degree of customization by mixing and matching components. It also has a high degree of interdependency on others, which we feel is going to drive the economy," the team explained. Also worth noting is the fact that The Repopulation won't "have caps to the number or mastery of skills, so you can invest in each skill line how you see fit."

  • Age of Conan director's letter talks achievements and PvP

    by 
    Mike Foster
    Mike Foster
    01.07.2014

    Age of Conan senior designer Matthew Bennett stepped in to author the game's most recent director's letter, and in doing so offered updates on AoC's long awaited achievement system as well as some valuable intel on the state of PvP items. According to Bennett, the Age of Conan team has a rough design in place for achievements that centers on broad categories like PvE, exploration, and dungeons, with sub-categories being designed for each. Bennett also explained that the dev team is taking a hard look at Tier 3 PvP gear by working to re-balance stats on key items to make them more useful and up their damage output to an appropriate level. The PvP team is also working on Tier 4 PvP items. Finally, Bennett reminded players that starting in February, Portents will return to their normal cycle of starting on the first Wednesday of the month and lasting until the following Tuesday. As for the big things like The Palace of Cetriss raid and Age of Conan's new tradeskill system? While not the focus of this particular letter, those key game elements are still in development.

  • The Daily Grind: Do you specialize at crafting or do it all?

    by 
    Jef Reahard
    Jef Reahard
    10.10.2013

    I'm having the hardest time focusing on a tradeskill in Final Fantasy XIV. They're all enjoyable in their own way, and heck I even like gathering. I feel that I should specialize, though, because otherwise I'll spread myself too thin and ultimately run out of time for other FFXIV funsies and other games. What about you, Massively crafters? Do you do it all in a particular game, or do you specialize in the stuff you need or the stuff that's most profitable? 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!

  • Age of Conan dev letter outlines new dungeons, tradeskill revamp progress

    by 
    Jef Reahard
    Jef Reahard
    10.01.2013

    Age of Conan game director Joel Bylos has penned a new director's letter recapping the various happenings in Hyboria. Funcom is still hard work on AoC's long-awaited crafting revamp, and Bylos says that the "single most important part of the tradeskill system was completed earlier this week." Apparently there was plenty of work to be done converting old items and old tools into the new system -- some of the assets were originally created using Anarchy Online toolsets, for example. It sounds like there's still a long way to go, though, as Bylos mentions that UI work, content work, node placement, and tutorials still need doing. The letter also mentions Age of Conan's traditional Halloween event as well as three new dungeons that have made their way onto the game's test server. Click through the links below to read all about it!

  • The Daily Grind: Which MMO crafting system is your favorite?

    by 
    Jef Reahard
    Jef Reahard
    09.27.2013

    I've been doing a lot of crafting and gathering in Final Fantasy XIV lately, and while I'll stop short of any best-ever hyperbole, let's just say that I like it a lot. The crafting in particular is a cut above the usual collect-resources-press-button-go-walk-the-dog MMO norm, and the gathering is similarly involving to the point where you can't AFK it because you're actively engaged and making choices. Speaking of best-evers, though, that would make for an interesting Daily Grind question. Wouldn't you agree? So, to make it official, which MMO has your favorite crafting and/or gathering mechanics? 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 Daily Grind: Have you ever played an MMO for its crafting?

    by 
    Jef Reahard
    Jef Reahard
    07.22.2013

    Last week's ArcheAge Japanese open beta commercials gave me a chuckle, both because of the music and because they focused so heavily on the game's crafting elements. As I was watching them, I imagined most western MMO players rolling their eyes and wondering where all the combat footage went, not to mention the screaming rock guitars and the scantily clad avatars. But enough of my stereotyping, this is The Daily Grind! And The Daily Grind needs to feature a conversation starter, so here you go. Have you ever played an MMO specifically for its crafting? If so, which one? 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!

  • Lost Continent: Should we worry about ArcheAge's crafting?

    by 
    Jef Reahard
    Jef Reahard
    07.11.2013

    It finally happened. XLGAMES did something to ArcheAge that I really don't like, and while I'll stop short of labeling it a deal-breaker, it's definitely made me think about the game in a different light. To be fair to the company, this particular gameplay tweak was made to the Korean version several months ago, so it's a) not a certainty for the American version and b) not exactly breaking news. It was breaking news to me when I read a recent high-level review of the title, though, because I'd been purposely steering clear of the Korean release in order to more fully enjoy myself when the game finally lands on U.S. soil.

  • Player-driven economy 'at the very heart' of Pathfinder's design

    by 
    Jef Reahard
    Jef Reahard
    07.04.2013

    Need some light reading material? Skip the latest Pathfinder Online dev blog, then! The update is typically verbose, but that's to be expected when discussing a sandbox title with a mile-long feature list. GoblinWorks' Ryan Dancey writes about the player-driven economy which is "at the very heart of the game design for Pathfinder Online." Key talking points include harvesting, processing, and of course crafting, as well as the developers' role as the "central bankers" with the power to control everything from money sinks and faucets to resource injections. There's a fair number of moving parts in GoblinWorks' design, and that fact isn't lost on Dancey. "We are concerned about the complexity implied by this system when it's reduced to inventory lists and markets," he explains. "Obviously the potential exists to shock players with huge lists of similar goods with very minor variations, making buying and selling decisions difficult. Our plan currently is to tackle this problem with UI design so you can filter and sort these lists quickly and understandably."

  • Director's letter for Age of Conan talks loot, merges, and dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.01.2013

    If you've not been happy with loot rewards in Age of Conan, you can take some succor in the fact that the designers aren't happy with them either. The latest director's letter discusses the problem of rewards in the first Dragon's Spine dungeon and explains that the team is trying to create interesting loot without creating a huge power imbalance between new and veteran characters at the cap. While the next few dungeons will fill out the loot sets that have been established, the team is actively working on long-term solutions. Beyond that, the game remains on-track for server merges in the summer, with older unplayed characters moving into "archival" status to make database merges less onerous. The tradeskill revamp and further dungeons are also in the works; Coils of Ubah Khan is nearing launch as the next dungeon. For more details on the updates and discussion of achievements, take a look at the full letter.

  • Leaderboard: What kind of crafting do you prefer?

    by 
    Jef Reahard
    Jef Reahard
    05.27.2013

    Today I'd like to talk about crafting. I like crafting, hence my wanting to talk about it. You may not like crafting, but don't worry, you'll get a chance to bash it -- or at least make known your displeasure -- in the traditional poll choice after the cut. This poll will be pretty simple, because, hey. It's Memorial Day and I'd rather not be working. So. Do you prefer complex MMO crafting systems where you're actively involved in the fabrication process or do you prefer simpler systems where you combine a couple of items with a button press (or even have an NPC do it for you)? For the special snowflakes who choose the "neither" option, tell us how you'd do crafting differently. Ever wish that you could put to rest a long-standing MMO debate once and for all? Then welcome to the battle royal of Massively's Leaderboard, where two sides enter the pit o' judgment -- and only one leaves. Vote to make your opinion known, and see whether your choice tops the Leaderboard!

  • WildStar's Jeremy Gaffney on progression, tradeskills, and endgame

    by 
    Gavin Townsley
    Gavin Townsley
    05.22.2013

    In the first part of our interview with Carbine Studios executive producer Jeremy Gaffney, we discussed everything we could about the Settler path. In this followup interview, he divulges the beautiful details on essential parts of the game: progression, tradeskills, and the elder game. WildStar has been setting a fun tone with each new video that's released. As it turns out, that same philosophy extends to nearly every corner of the game.

  • The Repopulation adds gore, stampedes, turrets, and more

    by 
    Jef Reahard
    Jef Reahard
    05.02.2013

    The Repopulation's end-of-the-month progress report is here, and judging by the sheer length of the thing, April was one for the books. The new update takes a high-level view of development and it states that since the majority of The Repopulation's features are complete, the dev team is now focusing on content creation and an enjoyable new player experience. Highlights from April's patch cycle include the new harvester system, player turrets, AI tweaks, stampedes, and gore options. Of course, that's just the tip of the iceberg, so be sure and read the full post for all the details. [Thanks J.C.!]

  • XL releases ArcheAge fishing trailer

    by 
    Jef Reahard
    Jef Reahard
    04.16.2013

    Ho hum, fishing in MMOs. Who cares, right? Wrong! XLGAMES cares, and the company apparently thinks enough of its ArcheAge angling mechanics to make a gameplay trailer out of them. MMO Culture has uploaded the trailer to YouTube, and in it you'll see over a minute's worth of deep sea fishing plus the transporting of the day's catch back to land, presumably to sell or cook. ArcheAge is gearing up for its Chinese closed beta phase, a date for which will be announced later this month. The game has already released in its native Korea and will be published in the west by Trion, though no date has been forthcoming. You can view the trailer after the break.

  • PAX East 2013: Repopulation's crafting detailed in 21-minute video

    by 
    Jef Reahard
    Jef Reahard
    03.22.2013

    Earlier this week The Repopulation's dev team released a combat-focused trailer on the eve of its trip to PAX East. Today, Above & Beyond Technologies has another clip to share, this one a 21-minute dive into the game's crafting mechanics. Lead dev Joshua Halls walks us through crafting events, resource attributes and refinement, and shows off the general complexity of the tradeskill mechanics. There's a brief mention of the game's crafting achievement system as well, so be sure to check out the video after the cut. If you're heading to Boston for PAX East, you can see The Repopulation at booth 581 on Friday and Saturday.