crafting-system

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  • Wasteland Diaries: So you want to be a crafter?

    by 
    Edward Marshall
    Edward Marshall
    04.29.2011

    Fallen Earth has a complex, robust crafting system. The vast majority of the items in the game can be crafted from things you find lying on the ground. I am not exaggerating when I say "vast majority" because it's well over 90%. You can literally level your way to the cap simply by scavenging and crafting. It used to be much easier, but it is still possible. Tradeskills are different from other skills in Fallen Earth in that you raise them through use rather than spending AP on them. The system itself can be quite daunting when you are first starting out, but once you have a basic grasp of how it works, the rest is pretty intuitive. In this post, I'll touch on the basics of crafting. I'm no expert, but I do have a completely maxed-out social/crafter that has most of the game's recipes in his repertoire. You may know what you are doing, but I think even the most learned of crafters might learn something from this piece. The novice crafter will learn a few simple tricks (tricks that I wished I had known when I was just starting out) that will make his life a little easier out there. It's tough when you just want to make something with your hands and there are legions of bloodthirsty miscreants trying to kill you. So grab your toolkits and click past the cut for more.

  • Introducing Dungeons & Dragons Online Update 9: 'Harbinger of Madness'

    by 
    Larry Everett
    Larry Everett
    04.12.2011

    Strange things things are happening the Saltire District of Dungeons and Dragons Online. Why have several citizens completely disappeared? What is this madness? It is time to don your DDO detective hat and begin your investigation at Stormreach Harbor. Update 9: Harbinger of Madness introduces players level 15 and above to the world of the grotesque, where fleshcrafting and galleries display body tissue as art. In addition to the new quest content available through the adventure pack, Update 9 introduces new crafting features, which are currently in beta if you are interested in testing them out. These features allow a player to customize the effects of his weapons or armor. Deconstruct a weapon to make it craftable or just keep the best component for new weapons or armor pieces. A release date has not been set, but check out the official DDO website for more information on the upcoming new content, new crafting features, new beast armor kits, new inventory packs, new combat balances, and new attack animations -- it seems everything is new in DDO!

  • Choose My Adventure: Making the world (a better place?)

    by 
    MJ Guthrie
    MJ Guthrie
    03.30.2011

    Here we are, drawing closer to the end of our Choose My Adventure journey, and I feel like I have just barely gotten started in Xsyon! There is so much left to do; I haven't even scratched the surface of my goals yet. Since construction is a slow process and gathering resources is taking longer and longer each day (you should see the workout I get hauling logs!), my personal fortress is still just a few completed walls and one pillar. I also haven't managed to circumvent the lake, find any chalk, or convince anyone to let me be President/Supreme Ruler of the Lake. All right, maybe I haven't really tried hard at that last goal, but this week has seen your CMA correspondent meeting and greeting neighbors throughout the region, gathering resources, politely declining tribe invites (I will remain true to the vote throughout our adventures), and attempting to improve my skill in architecture. Also, I have enjoyed some relaxing fishing. As jaunts into the wilds for wood became longer each day, I kept watch over my shoulder with a touch of apprehension, always on the lookout for hostile folks and animals alike. There is always some question as to whether or not the elusive animals are in the game, but I have had a couple of run-ins with a mama and baby bear that ended poorly for me, so I try to never let my guard down. What else did I learn this week about life on the shores of Lake Tahoe? Hike past the break to take a look at this week's adventures in Xsyon and then vote on how we approach combat for our final installment of Choose My Adventure.

  • Wings Over Atreia: All I want for Solorius is...

    by 
    MJ Guthrie
    MJ Guthrie
    12.20.2010

    While admittedly they don't include two front teeth, there are definitely some things I would be thrilled to see in my virtual stocking this holiday season from the developers of Aion. At this time of year, you almost can't help but look ahead and dream about what things would make it a better world. Don't believe me? Name me one other time when you hear "peace on earth" more -- not counting a beauty pageant! But our desires for a better world need not be confined just to that real one we inhabit when our computers are shut off; in fact, wishing for a better Atreia (though peace among Daevas may be counter-productive) is right in the holiday spirit! I am not looking for any "I win" or easy button -- just a few things that will make for a better and brighter Atreia, some things that will put more fun into my time in Aion. I'm making my list and checking it twice. After all, 'tis the season of miracles, right? Sleigh ride past the break to take a peek at part of my Christmas... er, I mean Solorius... wish list!

  • Massively interviews BioWare on SWTOR's crafting and PvP

    by 
    Bree Royce
    Bree Royce
    11.12.2010

    This past Wednesday, I had the opportunity to head down to LucasArts in San Francisco to check out the current build of Star Wars: The Old Republic and chat with some of the BioWare developers. While my hands-on with the game won't be out until next month, we can deliver a couple of smaller interviews on two of the recently revealed systems in the game. And I think you'll want to hear what the interviewees have to say! Join me past the cut as I ask lead writer Daniel Erickson and lead PvP designer Gabe Amatangelo all about the Alderaan Warzone, the PvP reward system, avoiding battleground design pitfalls, companion tradeskilling, player-made gear, and hardcore crafting in SWTOR.

  • Lost Pages of Taborea: Resource acquisition

    by 
    Jeremy Stratton
    Jeremy Stratton
    10.04.2010

    Way back when Runes of Magic was still young and learning to fly, there was only one way to obtain resources: Find a resource node and click it. Come to think of it, I've always chopped wood and gathered herbs, but what's the proper verb for obtaining ore in MMOs? In any case, the tried and true method of clicking on resource nodes has always worked for RoM. It's just that recipes take a lot of resources, which used to mean a lot of gathering. Seriously. A lot. I've written about the state of RoM's crafting system before, but many updates have come along since then. While the large amount of resources needed to craft items hasn't changed, the many different ways of obtaining those resources have. In this article I cover all the new ways you can get your grubby little mitts on a crafter's best friend.

  • A crafting and harvesting primer for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.21.2010

    Crafting and harvesting in Final Fantasy XIV is a bit more involved than players have come to expect from the genre. Of course, that's kind of a given for a game in which crafting and gathering classes make up more than half of the options for players. Like with any other game, crafting and harvesting are optional rather than mandatory -- but in this case, fighting monsters with spells and weapons is also optional, with the non-combat classes also being fully capable of reaching the level cap without ever attacking anything. While the systems for gathering materials and for crafting an item aren't as in-depth and ability-specific as the combat system, they're still far more involved than the now-standard practice of clicking a glowing resource node and waiting for a moment. Both involve minigames which require some attention and thought during play. Click on past the cut for a quick primer on working with Final Fantasy XIV's less violent classes.

  • PAX 2010: Your questions answered by SWTOR's Blaine Christine

    by 
    Larry Everett
    Larry Everett
    09.10.2010

    A little over a week ago, I asked you all what questions I should ask SWTOR developers at PAX. Well, wait no longer -- the answers are here! Blaine Christine, the Senior Producer for BioWare, took some time specifically to answer some of Massively's readers' questions. There were five main categories I wanted to hit on when approaching BioWare about the content of Star Wars: The Old Republic: playable species, classes, space combat, starting zones, and endgame. I did focus heavily on endgame in the interview -- including crafting -- but I did not neglect the other portions. Player species are not that complicated at this point. BioWare hasn't really announced anything new regarding species for a couple of weeks. However, if Zabrak is not a playable species for the trooper, then the devs will have to build the species out of the game I played this weekend, because the trooper I played was definitely a Zabrak! I will dig into starting zones a bit more in depth when I do my version of a hands-on for SWTOR. That will probably end up being next week's Hyperspace Beacon. Lastly, before I begin the interview, I did not ask Blaine Christine anything about space combat because the night before the interview, Daniel Erickson, the Lead Writer for BioWare, brought it up in the official presentation, saying: "You remember that part where Han Solo and Chewbacca are in the Millennium Falcon? Han's like, 'Hey, Chewie, let's go into space, and let's just dick around. Let's go off in that direction and see if there is anything interesting'? Remember how they went off and there was this asteroid, and they mined the asteroid? Yeah, we couldn't find that either. Two things happened when you went to space. One: You took off to space when you wanted to go somewhere. You took off into hyperspace -- BAM! -- and got there. Two: You wanted to go to a battle or you were trying to go somewhere and someone stopped you. Uh oh! Giant exciting combat! ... That is why we did space combat the way we did." After the break, your other questions are answered by Blaine Christine. What's in there? Only what you take with you.

  • Wasteland Diaries: Lone wolf

    by 
    Edward Marshall
    Edward Marshall
    09.03.2010

    An MMO is a massively multiplayer online game. So what would attract a lone-wolf type to something that is massively multiplayer? You would think this would drive someone who enjoys his solitude away. This is simply not the case, as every MMORPG has lone-wolf players. If that MMO happens to be Fallen Earth, with its post-apocalyptic setting, it might seem to attract individualistic survivalist types who strive to be self-sufficient. I have never played an MMO in which so many people were withdrawn, introverted, and downright antisocial. Well, it is the apocalypse, and there are times when I just want to be left alone to kill in silence. I am a bit of a lone wolf, myself. But many times, trying to get a group together can be like pulling teeth... from a drunken throwback's maw. Sure, people aren't bound to be as friendly in a ravaged, unlawful world like the one we call home in Fallen Earth, but sometimes the wasteland can be a very lonely place. I enjoy doing my own thing as much as anyone else, and in many cases I don't want to stop what I'm doing to help other players, but I tend to. And I'm almost always glad I did. After the cut, I'll take a look at the pros and cons of being a lone wolf.

  • Rise and Shiny recap: A Tale in the Desert V

    by 
    Beau Hindman
    Beau Hindman
    08.15.2010

    A Tale in the Desert V is a non-combat crafting paradise. That might sound a little strange, but the developers encourage players to work together to accomplish bigger and better things, making them feel as though they are part of a community. I have tried the game at different times over the years but never really became more than a visitor. I was glad to be given the opportunity to check it out, but even after a week I still feel like I have barely scratched the surface. I have emerged from the tutorial a smarter citizen, but I know that around the corner, greater challenges wait. The game is not without its flaws, however, although many of the issues might fade as systems and controls become more apparent. Still, I found myself a little frustrated when the game asked me to sit and literally watch grass grow. I did it, though, and found an odd game, filled with mysteries. In a good way, of course.

  • Lost Pages of Taborea: It's the little things

    by 
    Jeremy Stratton
    Jeremy Stratton
    08.09.2010

    As we wait in rapt anticipation for the final volley of Chapter 3 goodness, I find myself speculating about other possible additions and changes that could go into Runes of Magic. Now that the pet system is up and running and the relationship system is on the horizon, will there be a myriad of balances made to classes? Or, will Runewaker and Frogster spring any fun surprises on us? I'm not sure what it is about the time right before a patch, but it gets my neurons firing and makes me want to play amateur designer. Besides trying to figure out exactly how the relationship system is going to work, I've been thinking about how I'd add my own changes to some of RoM's current features. The door is wide open for speculation in this department, but I wanted to look at what I thought would be possible for pre-existing areas in the near future. Follow along after the jump and see whether you agree with what I'd do to the lore, battlegrounds, crafting, and a handful of random features.

  • The Drakos Tower returns to Dragonica with all new challenges

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.02.2010

    Dragonica -- the EU version of the game -- is gearing up to add the darkly sinister Drakos Tower back in to the game. Word is that the entire area has been completely redesigned from the previous incarnation, when only the first three floors were available. Now, players will have access to 20 floors of horrible, adorable monsters, great for Level 53-70 players. Of course, if you haven't made it that far in the game, don't worry! The team at gPotato (EU) have also started a "massive EXP event" until the update launches on the 4th, just perfect for players looking to level up. Those brave inhabitants of Dragotaka who decide to take on the challenge will find themselves facing off against a half-robot, half-human creature; a spider crab; and a winged demon; all hell-bent on your destruction. Players will also learn more about the sinister secret lore of Dragonica as they quest through the revamped area. With that said, if you're not quite to that level yet, the update will additionally introduce the brand new crafting system -- ensuring a little something for everyone. So, be sure to get those Dragonica patchers ready, and jump in to enjoy some bonus experience while you wait for the update on Thursday. Spooky surprises await!

  • Former Titan Quest devs announce Grim Dawn

    by 
    Mike Schramm
    Mike Schramm
    01.21.2010

    Crate Entertainment is a company made up of the old Iron Lore team that worked on Titan Quest, arguably the most popular of the Diablo clones to come out in the past few years. Crate has finally announced its latest project, and it's Grim Dawn, another action RPG (it even namedrops Diablo in the description) set in the world of Cairn, where two forces have "decimated human civiliation" and are "warping the very fabric of reality." Sounds appropriately epic, though as long as there's plenty of loot, we're not too bothered. Five classes? Check. Skill trees? Check. A crafting system and co-op multiplayer? Check and check. Considering that even the same Titan Quest engine and toolset are being used, Grim Dawn doesn't sound too far off the hack-and-slash loot-hunting reservation. But that's not a bad thing -- we'll have to see if it plans to mix up the tried-and-true formula as it moves toward a planned digital release in 2011.

  • E3 2009: Launch date announced for Rohan: Blood Feud's crafting system

    by 
    William Dobson
    William Dobson
    06.05.2009

    YNK Interactive has revealed at E3 that their free-to-play MMO Rohan: Blood Feud will be getting a crafting system later this month. Andy Tubbs, the head of YNK Interactive's Rohan Division, helped make the announcement: "We are excited on soon releasing the Crafting System that will coincide greatly with our other game features like the Exchange Market, a place where players will have the ability to sell and/or buy crafted items from other players." The Exchange Market Tubbs referred to allows players to sell their items for Rohan Points, which is the currency needed to purchase things from the Item Mall -- in other words, crafting and selling the results could potentially become a good alternative to spending your own real cash.The crafting system will involve three steps: the first is collecting resources, then comes the extraction of crafting materials from those raw goods, and finally, the actual crafting can take place with the refined materials. Various enhancements can be applied to crafted items once the creator is skilled enough. Look out for the new system to debut on the 16th of June. Massively is on the ground in Los Angeles this week and covering all the latest E3 MMO news coming from the convention. Check out our breaking coverage (or all the Joystiq network E3 reporting) and keep your eye on Massively's front page for the latest developments.

  • Tabula Rasa crafting: What didn't work then, and what works now

    by 
    Shawn Schuster
    Shawn Schuster
    12.10.2008

    Several times I've wanted to just sit myself down and write an in-depth article explaining the original crafting system in Tabula Rasa (before it was announced to close), but it's just one of those things where the explanation would not make much sense unless you've frustrated yourself with it firsthand. It was complicated, time consuming and you would only need to kill 3 or 4 more Bane to get a better item anyway. Yet in Deployment 13, the crafting system was completely overhauled, simplified, and caused players to actually craft again. But was it just too late?Over at Van Hemlock's blog, he takes a practical look at the past and present of TR crafting, explaining what we once dealt with versus the new and improved system. For anyone who has simply ignored the crafting in TR based on previous bad experiences, this post if worth a read.

  • TurpsterVision : Warhammer proves you don't need a hoe to grow

    by 
    Mark Turpin
    Mark Turpin
    09.24.2008

    I wont bore you all with words and phrases strung together to create some form of coherence, instead I will jump right back in! I am extremely proud to invite you once more to join in with the fun right here at Massively that is TurpsterVision!As you are undoubtedly aware, Warhammer Online hit the shelves last week; and with it brought a whole new level of awesome to the MMO playing field. Right here on the site we have spoken of the joys of Public Quests, Realm Vs. Realm and a whole host of other goodies.I have chosen to just focus on a couple of elements that caught my eye this week and I guess we'll have a more in-depth look at the game in the near future. But for now, grab your Spade or Garden Fork and join me in what could quite possibly be the most bloody battle yet...Cultivating!

  • Mark Jacobs continues talks on Warhammer's crafting

    by 
    Matt Warner
    Matt Warner
    06.08.2008

    What do you want to know about Warhammer Online? Last week Massively went to war with Warhammer: Age of Reckoning. The result was an information bonanza never before seen on this site for any big title in development. Our coverage runs the gamut and ranges from crafting, guilds, various classes, capital cities, interviews with developers, and even a controversial post regarding perceptions about the game and its delayed launches. With such an emphasis placed on PvP and combat, until recently not much has been known about Warhammer's crafting. Mark Jacobs has sort of become the official spokesperson for WAR's crafting system and is still making the rounds hitting up TenTonHammer in this one and two part interview. Nothing new is really discerned if you've been following the news closely. In the TTH interview Jacobs discusses scalability, the impact Apothecary will have on other areas of the game like combat, and more. A definite must read while you wait for your beta invite and are frothing at the mouth for anything WAR related.If you missed out on all the news be sure to check out first-hand coverage for all the latest goods on Warhammer.

  • The Digital Continuum: Crafting conundrum

    by 
    Kyle Horner
    Kyle Horner
    05.31.2008

    Whenever I start playing a new MMO my interest in crafting tends to go through two phases: hope and realization. During the hope phase I find myself wondering what sort of cool things I could create. I also think about being able to use those creations in useful and interesting ways. My head tends to float up into the clouds as I contemplate all the great times I'm about to have with a game's crafting system.Then there's the realization phase, where my crafting dreams are crushed. This is the point when I start playing with the crafting system and moving through its inner workings only to find the same old thing: Talk to an NPC, get crafting skill of choice, look at recipe, gather ingredients and proceed to select how many I want before clicking a single button to create my item. When will developers admit that this is incredibly boring and at least try to spice things up a bit. They don't have to re-think the entire system. I would be perfectly happy with some evolutionary changes.

  • Mark Jacobs expunges the mystery of WAR's crafting

    by 
    Kyle Horner
    Kyle Horner
    05.29.2008

    We've been receiving a lot of information about all things Warhammer Online for some time now, but the one topic that hasn't been touched on is crafting. The veil of silence has been lifted as you can now go and read Gamespy's recent interview with Mark Jacobs. It's all about the very different and astoundingly intriguing crafting system being developed for the game wot's got gobbos 'n stuff. It's typical for MMOs stick close to the tried-and-true crafting system we've all come to know and oft-lament. Yet that's not something EA Mythic is up for this time around. No, this time they want to challenge the status quo. Lets not mince words, though. By choosing to create a more in-depth crafting system for Warhammer Online, they've given up a certain amount of profession variety upfront. If the discussed system works as intended it could be very well worth the risk of reduced crafting diversity -- and there's always content updates too. Hopefully EA Mythic can pull it off so we can see other MMOs experimenting with their crafting systems as well. Wouldn't that be nice?

  • Massively's Pirates of the Burning Sea crafting hands-on

    by 
    Mike Schramm
    Mike Schramm
    11.20.2007

    Yarr matey! Lift the gunwhales, lay out the plank, and shine yer cutlasses, there be... crafting to do? Sure, crafting and trading might not be the traditional pasttimes of choice for the pirates of lore, but we here at Massively have been sailing the seven seas (well, actually, just one of them) in the Pirates of the Burning Sea beta, and I am fascinated with the crafting system. Flying Labs has mixed some old ideas in with some new innovations, and put together a crafting and trading system that just might rival the fun of more traditional piratical activities.For a short walkthrough on what they've put together (and a look at the economy tutorial quest), hit the link below.%Gallery-11209%