crafting

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  • Champions Online developer post roundup

    by 
    Kyle Horner
    Kyle Horner
    03.03.2008

    Having an insatiable appetite for all things Champions Online, we've gone and searched their official forums like rabid info-hounds and complied a nice list of developer quotes. Of course there's no official dev tracker in the forums and for a while we were sort of wandering around manually searching for Cryptic employee posts until we found this very helpful thread. Big thanks goes to poster Foo for coming up with the idea -- it certainly makes our monstrous thirst for information easier to quench.This time around we've got tons of topics ranging from XP dept to underwater missions -- trust us when we say you'll be happily surprised by many of the dev posts.

  • PTR Notes: Stones, gems, and models

    by 
    Eliah Hecht
    Eliah Hecht
    03.01.2008

    I already went over what's changed for the classes in the latest PTR build (not much); here's what's new in the items: Mats for the new Alchemist Stones have been reduced. Old mats were Alchemist Stone, 2 Nether Vortices, and 16 primals; new mats are reduced by 10 primals, i.e. Alchemist Stone, 2 Nether Vortices, and 6 primals. Which primal is required varies based on the stone in question: Assassin's = Shadow, Guardian's = Air, Sorcerer's = Fire, Redeemer's = Life. The Philosopher's Stone is now a trinket requiring level 35, and gives +5 to all stats. Jewelcrafters can get patterns for four new epic gem cuts (Reckless Pyrestone, Steady Seaspray Emerald, Quick Lionseye, Forceful Seaspray Emerald) both from the Shattered Sun Offensive at Revered and from the Scale of Sands (the Mount Hyjal faction) at Honored. The models have been changed for Vanir's Right Fist of Brutality, Crossbow of Relentless Strikes (pictured), Vanir's Left Fist of Brutality, Vanir's Left Fist of Savagery, Gavel of Naaru Blessings, Grand Magister's Staff of Torrents, Vengeful Gladiator's Pummeler, and Vengeful Gladiator's Bonecracker; see MMO-Champion for screenshots. It looks like the new Philosopher's Stone is a cool little trinket; I don't remember there being much competition for that slot that early in the game. It's an interesting move to make those cuts available from two factions, and should appease the hardcore types who, presumably, are at least Honored with Scale of Sands by now. Looking at the Primal requirements for the Alchemist Stones, most of those are easy primals, but Air is significantly more expensive. Rogues get it easy. And all those new models look groovy; a good set of changes overall.[via MMO-Champion]

  • Forum post of the day: BOE Vortexes

    by 
    Amanda Dean
    Amanda Dean
    02.17.2008

    In a post entitled BOE Vortexes a SLAP in the FACE to CRAFTERS Solarissa of Korgath claims that changes on the public test realm for patch 2.4 would devalue the efforts of crafters. She says that allowing players to purchase or farm their own materials would greatly reduce profits for crafters who have invested vast amounts of time in farming materials for their epic patterns, such as the Belt of Blasting. Instead of hefty auction house prices, they would receive meager tips for their crafting efforts. Disenchanted crafters believe that this change would make it so there is no way at all to earn money with trade skills. Responses vary from stalwart agreement to arguments that this change would actually drive up the prices for crafted items. Sylindra of Moonrunner is pleased with the change. She feels that it unfair for non-crafters to have to pass on Nether Vortexes since they could only be used by players whose primary characters were crafters. The materials could go into guild banks, or be given to non-crafters to sell on the auction house for a tidy profit of their own.

  • PTR Notes: Nethers no longer BoP

    by 
    Eliah Hecht
    Eliah Hecht
    02.14.2008

    Nethaera promised that patch 2.4 would be progressively tested, and we are now seeing that she was indeed correct. Some major changes have been applied to the PTR tonight: Nether Vortices can now be purchased for 15 Badges of Justice (and 7g20) Both Nether Vortices and Primal Nethers are no longer bind on pickup Retribution Paladin season one and two armor now has resilience Resilience now affects mana drain (by about 20% at 400 resilience, for example) Vortices and Nethers being BoE is a huge change; my initial reaction when I saw the tip come in was "WHAT", in all caps, just like that. On the one hand, this makes top-end crafted items much more accessible. You no longer have to find a crafter who has both the pattern you want and a nether. On the other hand, it makes running heroics less profitable, since primals will probably not sell for as much on the open market as the premium that you can charge for crafting with them (often around 100g on my server). But I suppose we'll see. Overall, it looks like a good change, in the direction of making it easier for casual players to work towards high-end items. The game seems to be trending in that direction, for the better in my opinion.News on more changes is forthcoming; I thought this was big enough to be worth posting ASAP.

  • Leatherworking loot, too!

    by 
    Alex Ziebart
    Alex Ziebart
    02.10.2008

    Continuing our crafting parade for patch 2.4 is Leatherworking. Leatherworkers get a total of four sets, covering a myriad of class/spec combinations. There is a physical DPS set for both Leather and Mail, as well as a healing set for both of those.The -of the Sun and the Sun-Drenched sets cover healing. The -of the Pheonix set covers the Mail DPS, while the Gloves of Immortal Dark and Carapace of Sun and Shadow handle Leather DPS. A couple of those are quite a mouthful!As with the other tradeskills, the gloves of these sets require Sunmotes and the breastplates require Primal Nethers, so be ready to put some effort into acquiring these pieces. A lot of Wind Scales and Heavy Knothide Leather goes into these as well, so you may want to get a head start on those. Most of these pieces are very heavy with red sockets accompanied by relatively useful socket bonuses, which is ideal for most of the classes these are aimed for, though not all. For the classes that love their reds, this is a pretty sweet deal. For everyone else? It's not like you need those bonuses, this gear is impressive without them.If you have any interest in these sets, hop on across the jump! Once again, my thanks goes out to Boubouille of MMO Champion for these images.

  • Tailor toys in 2.4

    by 
    Alex Ziebart
    Alex Ziebart
    02.10.2008

    Tailors rejoice! All of that Spellcloth and Primal Mooncloth you've been sitting on isn't going to go to waste! Well, maybe. Shadowcloth, nobody likes you and you smell. Please go away. ...Just kidding!Tailors are going to get two different sets, Sunfire and Eternal Light, each consisting of a robe and a pair of gloves. The former is a DPS set, and the latter is a healing set, naturally. They're loaded up with red sockets, and the socket bonuses are a pretty clear cut boost with no need to dance around to get them. The gloves of both sets require Sunmotes, so keep in mind that you probably won't be able to make these right away. The Sunmotes are likely drops inside of the Sunwell instances, potentially the raid zone. We can hope otherwise though, right? Luckily, the Sunmotes seem to be the only especially rare material required. The rest is just fairly mundane primals and cloth.It is a bit strange that there is no new Shadowcloth set, but it's possible we simply haven't seen it yet. I have my doubts Primal Mooncloth and Spellcloth specced tailors would be the only ones recieving anything new in this patch. Sure, the pieces aren't tied to those specific specs, but Shadowcloth tailors want to put their transmute to good use, too!Stats and materials after the jump, courtesy of our good friend over at MMO Champ.

  • Craft the vote

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.07.2008

    It's no secret that there's a weakness in the crafting component of Richard Garriott's sci-fi epic, Tabula Rasa. The folks at Tabula Rasa Vault put that weakness to the test last week when it asked it's community members, "Do you craft?" A total of 330 votes were tallied and a whopping 215 of those votes responded with, "Maybe if they fix things." Ouch. This week TR Vault tosses out a follow up question: What change would you like to see MOST in crafting? They offer four possible answers, with a fifth allowing you to comment in their forum thread. The folks at NCsoft and Destination Games take this matter very seriously since they've announced this in their own Community News section. If you'd like to see changes in the crafting system, be sure to go and cast your vote!I have a handful of toons spread out across the middle teens, and crafting simply doesn't seem to be very useful. While it's fun to collect and break down equipment to see what you get out of them, the current system is a bit cumbersome, time-consuming and not very beneficial at low levels. Based on what I've read elsewhere crafting doesn't make a noticeable difference until the 30's. This isn't a deal breaker for me since I still love the fast-paced action and the "realistic" sense of a war that the game imparts. What are your thoughts? We want to know!

  • Epic weapons and pvp armor in EverQuest II previews

    by 
    Michael Zenke
    Michael Zenke
    02.03.2008

    The next big update to EverQuest 2 is drawing ever closer, and the preview articles are getting more and more detailed. You might recall the great look at the Swashbuckler epic weapon we had here on the site this past week. It was revealed that the epics would be in this update in a producer's letter from Bruce Fergson late in January. We've also discussed some great crafting changes coming in GU42 - specifically the mannequins planned for player housing. Crafters also get some great looking cloaks, and geez, you really can never look at those Monk and Bruiser epic weapons enough, can you?All of that is great, so what's left to talk about? Well, only brand-new PvP armor. Allakhazam got the scoop that PvP players will have a brand new set of writs to complete. They'll also have the opportunity to snag a beautiful set of jade green armor. For even more images of presents in GU42, SOE has laid out an image-laiden preview post that shows off the mannequins, the return of the gods, a few new pet UI elements, and four new epic weapons! If everything goes well, the update should go live next Tuesday. What part of the update are you most looking forward to? After you've said your piece here, there's a thread about the update going on the official boards about the update. Read on for more images, and thoughts on who might get which weapon!

  • Insider Trader: Crafting a future for professions

    by 
    Lisa Poisso
    Lisa Poisso
    02.01.2008

    Insider Trader is your weekly inside line on making, selling, buying and using player-made products.Are you a tradesman -- or are you simply a player who crafts? The determining factor is yet another question: Do you care? For the vast majority of WoW players, crafting is a means to an end: better gear, more money, consumables and resources. For others, though, crafting is a game in and of itself. The WoW tradesman relishes the entire process of crafting: training up, obtaining rare recipes, scrounging mats, actually crafting items, researching new possibilities, interacting with customers ... an enjoyable pursuit in its own right.WoW's crafting system is by no means complex or even especially compelling – and perhaps even anachronistic. This week, Insider Trader brings you musings on professions inspired by well-known MMORPG blogger Tobold's predictions on the shape of MMORPGs in the year 2020. We have a lot for you to ponder and pontificate about – so please come join the conversation, after the break.

  • DDO receives +6 Patch of Awesome: Module 6 is live

    by 
    Samuel Axon
    Samuel Axon
    01.30.2008

    Dungeons & Dragons Online's Module 6 has quietly gone live! The impressively large update comes with about ten pages worth of patch notes.There are UI improvements, new quests, a ton of new mid-level spells, the ability to bind valuables to your person for a price (thank God), item-making altars, new character creation options and feats for various classes ( including a lot of love for Rangers especially), about a million balance changes and general gameplay enhancements, new encounters, and more.Our own Mike Schramm got his hands some of the new content in Module 6 a few days back and was impressed. In spite of what Penny Arcade's Tycho said about World of Warcraft being the 800 (or 10 million) pound gorilla, the DDO team has produced a quality update that should please the game's player-base.[Thanks, Schad!]

  • Tabula Rasa is all patched up

    by 
    Chris Chester
    Chris Chester
    01.29.2008

    I honestly can't tell you how we went a whole day without noticing, but Tabula Rasa's Patch 1.4 is currently active on the live servers. With it comes a wealth of new changes that we've been talking about over the last couple weeks. All players have had their attribute and skill points refunded with the change to in the effects of attributes. Alien hybrids are about to become the next big thing as players start churning out colorful clones for the changes in looks and base stats. Health now plays a bigger factor in the game than ever before, giving healers a greater role to play. There are of course lots of other tweaks, bug fixes, and additions to numerous to list here. If you want to review the full patch notes, take a peek after the jump.One of the things I noted about the patch that I don't recall seeing in test is that the Military Surplus has a curiously low cap of 30 items per account. This will likely have the unfortunate effect of stunting whatever market there may have been for schematics, ammo, or... well, pretty much anything but blue and purple items. There's no real clear reason for the change, but it's kind of unfortunate. People have been struggling with crafting from the start, and now it looks like there's no real out waiting for them. Bummer.Again, patch notes available for your perusal after the jump.

  • Tabula Rasa crafting made easier with disassembly chart

    by 
    Chris Chester
    Chris Chester
    01.29.2008

    One of the most bewildering aspects of Tabula Rasa (and believe me, there are many) is the almost inexplicably difficult crafting system, which not only turns out weapon modifications that are close to useless in combat, but also requires a style of component micro-management that borders on the insane. Part of the problem is that the only way to get most components is by breaking down other weapons, with no clear guide as to what parts you can expect to get out of the deal. So for most people, you end up with a footlocker full of strange-sounding parts, and somehow still end up without the parts you need to fill those recipes.Alpha Wolf Wonderlus over at Tabula Rasa Vault has done us all an enormous favor by posting a disassembled item chart that shows what sort of components you're liable to get from a weapon with a given modification. It's still only a matter of probability whether you'll get a certain item, but it's good to know where to start looking if you've got a specific modification in mind.This will come in handy if I ever make it to level 50 and make a crafting clone, which is just about the only time that crafting in Tabula Rasa is viable. Since crafting talent points are drawn from the same pool as combat abilities, most people don't bother trying crafting until after level 30, when it becomes possible to make a clone with all the crafting talents maxed out. Still, it's neat!

  • The Daily Grind: Should crafting be risky?

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.24.2008

    In certain MMOs like EverQuest II, you can whiff profession combines -- which is to say you can fail to craft an object if your skill isn't high enough. We've even heard tales of people bombing them so badly at the highest levels that they wind up nearly killing you on top of destroying pricey materials. In other games like World of Warcraft, your tradeskill combines are guaranteed to work every time. There's also no mechanic in "specialization" that opens up the ability to make slightly better gear than a non-specialized person -- in WoW, you either are able to do that tradeskill, or you aren't. Some of the hardcore crafters out there enjoy the element of risk for the trade-off of being able to make slightly better items if you've practiced that trade a lot. Others like the knowledge that you're guaranteed to make at least as good an item as everyone else with your expensive materials. This morning we'd like to ask you where you stand? Do you think that crafting should have an element of risk, wherein you can lose materials but may wind up with slightly better items on a particularly good combine? Or do you prefer the model that WoW uses, that guarantees that you'll wind up with an item, exactly the same as everyone else's item, without the fear of losing materials or taking damage?

  • As the Worlds Turn: Ramblings of a mad man

    by 
    Adam Schumacher
    Adam Schumacher
    01.09.2008

    In case you missed it while madly dashing about for your festive hat, 2008 has arrived. Since it is the New Year, we have all seen the articles making predictions and projections of what is to come in the following months. Some of these articles are great while others seem lacking. My problem with all of them is that they are too firmly grounded in reality. That's about to change. Several hours of sleep depravation, a couple candy bars, and the last few drops of that glorious orange liquid called "Game Fuel" have lead to the following list of wishes that I would like to see granted in the next 12 months. So, game companies, get out your barbed whips and chain your developers to their desks! You've got a lot of work ahead of you.

  • Insider Trader: A year in the making (err, crafting)

    by 
    Lisa Poisso
    Lisa Poisso
    01.04.2008

    Insider Trader is your inside line on making, selling, buying and using player-made products. I'm a details girl – and I think that's why I enjoy crafting. I actually enjoy the process of researching where to find recipes, making shopping lists and traveling to collect ingredients. I'm intrigued by the idea of crafting failures and more complex crafting systems seen in some other games, and I definitely believe that player-made products should be a vital part of a vibrant game economy. That said, sometimes I get so caught up in minutiae that I lose track of the flow of time. (My husband can tell you the month and year any remarkable event took place, while I can't even remember how many years we've been married. /blush) What I can say for sure is that crafting has changed over the past year, morphing from the everyman's tool for making money and filling holes in gear to a means to an end for end-game players to gain access to BoP crafted items. Oh, there's a bustling market out there for certain enchantments and potions, odd and ends, to be sure ... But the face of professions across most servers looks radically different at the dawn of 2008 than it did one year ago.This week, Insider Trader looks not at a timeline of changes during 2007 -- but rather, a review of trends and notable changes that are turning the tide of where crafting is headed in today's World of Warcraft.

  • World of WarCrafts: Healthstone

    by 
    Maureen Carter
    Maureen Carter
    01.02.2008

    Every Wednesday World of WarCrafts features a recipe or craft that teaches you how to make own real life version of in-game recipes and items. Today in World of WarCrafts I thought I would show you how to make a more "crafty" project. So this time I am going to make a Healthstone. How you may ask can a mere mortal conjure a Healthstone? Ah, young ones I am more than just a mortal. I am a mighty Warlock with special powers. Okay, maybe not but I can make a soap that looks a bit like a Healthstone. To make your Healthstone you will need to gather a few supplies.

  • Tabula Rasa in an equipment bind once again

    by 
    Chris Chester
    Chris Chester
    12.24.2007

    About a month ago, I wrote an editorial about the controversy surrounding a change that Destination Games was planning to make to the itemization in their hit sci-fi MMO Tabula Rasa. At the core of contention was the proposed change that would make items have basic armor and weapon damage bonuses commensurate with the item's rarity. This was to be an important first-step to jump-starting Tabula Rasa's economy with the introduction of the Military Surplus. I came out strongly backing the fix, because I thought it would add some value to Tabula Rasa's credits and get the crafter aspect of the game kick-started.I'm sad to report that things didn't work quite as I expected. The Military Surplus has seen a huge volume of business since it was put in, but once the initial price bubble for rare items burst, it became clear that the market for equipment in Tabula Rasa was broken, and for one simple reason: the game still lacks a mechanism where items are bind on equip. The consequence? The Military Surplus is flooded with rare item drops and quest rewards, and the market is only getting more saturated as players use their items, out-level them, then put them up for sale. The crafting element of the game, where items are taken apart for components that can be used to upgrade other items, isn't taking items off the MS fast enough. While it's made finding 1337 equipment an easy task for even the most casual player, the quest for gear has fallen into the general background noise of the game. It's gotten to the point where it's scarcely worth putting items on the Military Surplus at all anymore, because one can make more money just grinding in the time it would take to list them. While I implore Paul Sage and company to continue to make the end-game the priority, I think it might also be in their best interest to slap a Bind on Equip sticker on items in the meantime.

  • Don't pay extra for the white

    by 
    Amanda Miller
    Amanda Miller
    12.07.2007

    If you think back to your first character, you will probably cringe at the memories of some of the mistakes you made. At the time, I remember things being very confusing; later, it just seems silly. One of the most common mistakes made by new players is spending money where they shouldn't, or spending more than they could have. This may not be of consequence to a level 70, or to those who have level 70s funding their lower characters; but for anyone leveling for the first time, getting swindled can severely eat into your wallet. When leveling professions in particular, which is a very expensive endeavor, one must take extra care. The various recipes you can purchase in the auction house are sometimes overpriced, and other times, are scamming you out of figures such as 80x more than you would have otherwise paid. How can this be? The main way in which you'll see players getting away with this is through selling patterns that are white, as opposed to green, blue or purple. White patterns are vendor-quality items, which means that there are vendors out there, somewhere, that are selling them. Often for 25s-1g pre-Outland, and 4-6g in Outland. These same patterns often sell on the Auction House for up to 20g. In fact, many players go out of their way to hunt down white patterns and sell them at marked up prices. Here are some ways to determine whether the player selling your item is a reseller: Is that player selling multiples of the same pattern? Does the player have other white patterns for sale?

  • What Rase Kenzo means for virtual property

    by 
    Mike Schramm
    Mike Schramm
    12.05.2007

    Our own Tateru Nino has been covering the Second Life case of Rase Kenzo very closely, but with the settlement yesterday, it seems the ruling might have effects on the concepts of virtual worlds at large. At issue is whether or not an avatar named Rase Kenzo could use an exploit to duplicate items created by Second Lifers-- does copyright and intellectual property matter when the items you're talking about are virtual? As Tateru herself noted, yes-- virtual theft matters.And Raph Koster agrees. He points to the Rase Kenzo settlement as all the precendent any court would need to consider virtual goods "merchandise" in every sense of the word, with all the normal protections and inherent properties included.Now, the Second Life items had some properties that most other virtual world items do not-- they were actually coded and created by the creators, and while you do hit a button to create, say, an Epic in WoW or a ship in EVE, the item you create wasn't actually created by you. So the intellectual property laws probably won't cross over-- whether you virtually "crafted" an item or not, you don't have a lot of claim on it when the design didn't come out of your head.But we are another step closer to putting a real (and real-world) value on virtual items. This case took place in Second Life, but like many things in the Lindens' world, odds are it will have repercussions in lots of different virtual worlds.

  • A booming economy (and a lack of PvP) in the PotBS beta

    by 
    Mike Schramm
    Mike Schramm
    12.04.2007

    The Pirates of the Burning Sea NDA lifted the other day when the beta went open, and so lots of bloggers are posting their own impressions of the game (we at Massively got to post ours a while back, but hey, we're cool like that). Tobold, though, has an interesting post up about a favorite subject of mine in the game: the economy and crafting system. Once again, you can read my thoughts in the crafting writeup from a while back, but Tobold says something I hadn't considered-- that it is extremely easy to raise a fortune in PotBS.Or is it? Tobold says you can make a lot of money just by using your stored labor (which stores up in real-time-- my favorite innovation in the game), and right now, that's true. But having played the beta for a while, my prediction is that prices in starter and close-to-starter ports will drop pretty sharply after the game comes out. Right now, PvP is still in its infancy in the game (either because people are still learning how to do it, or because pirates haven't geared up yet to the point where they can really crush newbies). I was able to sail around the world to trade without any trouble at all. But in the live game, it'll become that much more dangerous to travel across the seas, and that will push the system to where FLS wants it: with PvP and the economy as two sides of the same paper.Right now, it's easy to make a ton of money because money is moving fast around the world. When the game comes out, and the real pirates make their way to the open seas, the economy will fall much more into the pattern that FLS is trying to get it in: goods at home will be bought and sold cheaply, and to make the real production and trading money, you'll have to travel through dangerous waters and survive to sell at the other side.