crafting

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  • Massively Exclusive: Jake Song introduces Civilization Online

    by 
    MJ Guthrie
    MJ Guthrie
    08.07.2013

    You might have heard about a little project called Civilization Online, a new MMO in development based on the popular Civilization series of turn-based strategy games. You also might have heard that XL Games CEO Jake Song, of ArcheAge and Lineage fame, is overseeing the project as Executive Producer. But chances are, that's really all you have heard. Until now, that is. We had the opportunity to sit down with Song, XL Games Senior VP Jung Hwan Kim, and Producer Garrett Bittner from 2K Games to get the scoop on the project. Follow along for all the juicy details about building up civilizations in a new open world environment, including crafting, PvP, and more!%Gallery-195539%

  • Breakfast Topic: Does your main character craft?

    by 
    Lisa Poisso
    Lisa Poisso
    07.30.2013

    Crafting, to me, is an integral aspect of a well-rounded WoW character. I suppose that once you've played enough characters and run through the various professions and skills, there's no real reason that every new character you make should need to craft, too. But don't you feel like a half-baked shell of a character without professions? I know I do. Does your current main character craft? %Poll-83769%

  • The Nexus Telegraph: What WildStar isn't revealing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.29.2013

    We now know about the last two races coming to WildStar. We don't yet know about the last two classes, but that's pretty much assured for release in the near future. (I'm betting on PAX Prime, based on nothing more than speculation.) In fact, we're getting plenty of interesting and deep reveals... as well as a few things that the developers aren't talking about, things that are mentioned in passing and then allowed to just go unaddressed. Some of this doesn't really matter one way or the other, but there are some places where these unreveals are pretty worrisome. I'm not sure how much of this comes down to limited time for reveals and how much is actually shady, but in lieu of more information, I think some questions should be asked about why we've heard nothing regarding some stuff that, logically, should have gotten its own day in the revelation sunlight.

  • Flameseeker Chronicles: Guild Wars 2's endgame progression is leveling up

    by 
    Anatoli Ingram
    Anatoli Ingram
    07.23.2013

    I don't like Guild Wars 2's Ascended gear. I've never liked it. My initial response to the controversy surrounding it was "wait and see," but after the details came out and the first pieces were implemented, my opinion of it settled somewhere between frustrated disappointment and apathy and has lived there ever since. While I didn't have much of a problem giving ArenaNet the benefit of the doubt where its desire to avoid a never-ending gear treadmill was concerned, what did bother me was how reactionary and rushed Ascended's inclusion seemed. When I thought of all the cool things the developers could have done to provide players with ways to continue progressing our characters after level 80, a new tier of gear with slightly higher stats and largely time-gated acquisition was not even on the list. I'm sure it was on the very top of some people's lists, because I remember reading several of their comments and thinking, "Wow, I could not be less excited for this, but at least somebody likes it."

  • 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!

  • 7 Days to Die has 27 days to raise funds

    by 
    Justin Olivetti
    Justin Olivetti
    07.19.2013

    Excuse me, but you got your zombies all over my Minecraft. What, that's the intent? Well then, carry on! Dubbing itself "the survival horde crafting game," 7 Days to Die is appealing to Kickstarter patrons to help fund this new title to completion. The game puts players in an Arizona county that has largely survived nuclear fallout but is infested with zombies throughout. Players will scavenge for materials, level up classes, build up defenses to survive each night, and use destructible terrain and buildings to their advantage. It remains to be seen whether or not 7 Days to Die crosses over into MMO space; the creators boast a multiplayer feature that may be expanded if stretch goals are met. The Fun Pimps, the developing studio, is looking to raise $200,000 to expand its full-time team. We've got the pre-alpha trailer for you to check out after the break. [Thanks to Dengar for the tip!]

  • Allods Online celebrates Needle Eye Day

    by 
    Justin Olivetti
    Justin Olivetti
    07.17.2013

    "Raise those fabric scissors in the air like you just don't care," the Allods Online team soberly commands. This comes as the call goes out for tailors to celebrate Needle Eye Day (well, more like 10 days, but who's counting?). Needle Eye Day is a special in-game holiday for folks who have specialized in tailoring. Tailors participating in the event can earn several new items, including a peaked cap, festive suit, and a tailor's bag. The festival will take place from July 18th to July 27th. Just as a reminder, please do not run with those fabric scissors like you just don't care, because it's dangerous. Massively loves you too much to see you succumb to scissor wounds.

  • Captain's Log: Interview with Star Trek Online's Al Rivera, part two

    by 
    Terilynn Shull
    Terilynn Shull
    07.15.2013

    Last week I began a series of columns based on the numerous interviews I conducted while I visited the Star Trek Online team at Cryptic Studios. I continue today with part two of my interview with Star Trek Online's Lead Designer, Al (CaptainGeko) Rivera, who had lots of things to say about his hopes for the future of the game, including its duty officer system and how the "JJverse" affects the things we see in the game. So join me past the jump and let's get to it!

  • 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.

  • Captain's Log: Interview with Star Trek Online's Al Rivera, part one

    by 
    Terilynn Shull
    Terilynn Shull
    07.08.2013

    Late last month, I had the opportunity to drop into the offices of Cryptic Studios to talk with the Star Trek Online team members. While they were still recovering from the intense work required to bring the Legacy of Romulus expansion to bear, they were all still very busy working on new material being produced for the game. New ships, UI changes, fleet holdings, and events were all being worked on. I even got the opportunity to play a bit of the summer event before it went live in the game. However, I was really there to talk to the developers themselves, and I interviewed several different people. This week I begin my series of interviews with the team of Star Trek Online with a synopsis of my discussion with Lead Designer Al "CaptainGeko" Rivera.

  • Cubeworld launches into paid alpha

    by 
    Mike Foster
    Mike Foster
    07.07.2013

    Cube World, developed by Picorama, is billed as a voxel-based, randomly generated, action-adventure RPG with borderless worlds and infinite character progression. It's not exactly an MMO, but it's pretty darn close: It also has a crafting system, PvP combat, and cooperative play via LAN or the web. If that sounds like something you would enjoy, you're in luck: Cube World's paid alpha phase has officially begun. Well, sort of. In order to get into the alpha, you'll need to pay for the game via the Picorama shop. In order to use the shop, you'll need to register. And thanks to what the developer claims are regular denial-of-service attacks, registrations are currently disabled. Foiled again. In the meantime, you can get an extremely limited taste of the game's looks by checking out its mini demo.

  • 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."

  • Pathfinder to feature hands-on construction, building, planning

    by 
    Jef Reahard
    Jef Reahard
    06.27.2013

    Many modern-day MMOs have relegated crafting to an automated afterthought. Not Pathfinder Online, though. No sirree, GoblinWorks' crowdfunding sandbox will feature plenty of hands-on construction, according to the firm's latest blog post. "While it may be easier to wave your hand and decree that your minions build whatever you want, we think it's a little more interesting if players have to think hard, plan ahead, and cooperate to get the most out of their settlements," writes developer Rich Baker. How is it all going to work? That's a pretty lengthy discussion, which you'll find on the official Pathfinder dev blog. You'll also find a brief work-in-progress video clip that shows the progression of a market settlement. We've embedded that for you after the break.

  • Hearthstone's crafting turns lead into gold cards

    by 
    Justin Olivetti
    Justin Olivetti
    06.20.2013

    It stands to reason that Hearthstone players are going to end up with a mountain of cards that are either worthless, uninteresting, or duplicates. Instead of putting them in a virtual bicycle's spokes so that it sounds like a motorcycle when you pedal, you'll have the option to craft cards into new (and hopefully better) ones. Blizzard sees the crafting system as a better alternative to trading between players, since trading can lead to a pile of cards that nobody wants as everyone chases the most popular ones. With the crafting system, players can simply disenchant unwanted cards for arcane dust and then use the dust to purchase the cards they desire. You won't be getting a 1:1 trade for cards via crafting. For example, common cards disenchant for five arcane dust but cost 40 to purchase, while legendaries disenchant for 400 arcane dust and cost 1600 to buy. Gold versions of all cards give more and require more arcane dust with the crafting system.

  • Aion interview discusses changes in crafting, a new rift, and more

    by 
    MJ Guthrie
    MJ Guthrie
    06.11.2013

    With Aion: Dark Betrayal just a short two weeks away, many eyes are turning (and returning) to the world of Atreia. The Gunslinger and Songeweaver have certainly sparked interest in new and veteran players alike. But 4.0 is more than just the new classes; it also includes an updated crafting system (to create items comparable to those in dungeons and the Abyss) and changes to neutral zone mechanics (to prevent invulnerable healers). To answer some player questions about 4.0 and beyond, developer Seunguk Baek discussed these topics with Massively, touching on lower-level PvP, racial abilities, and even a new type of rift for higher-level Daevas that opens to another dimension entirely. See what he has to say after the break.

  • TUG makes first stretch goal, unlocks alchemy

    by 
    Jef Reahard
    Jef Reahard
    06.10.2013

    TUG has officially achieved its first stretch goal! That goal is alchemy, and the nerds at Nerd Kingdom are pleased to announce that TUG's Paypal crowdfunding initiative is moving right along. You might recall that the firm's successful Kickstarter project pulled in over $293,000 for its fledgling sandbox, and now that Paypal donations have pushed the whole shebang over the $300,000 hump, it's time to start getting excited about stretch goals. Alchemy is "an intermediate to advanced process of creation that may lead to darker practices and unlock things you perhaps should not have," Nerd Kingdom says.

  • Tattered Notebook: There's too much to do in EverQuest II!

    by 
    MJ Guthrie
    MJ Guthrie
    06.08.2013

    For this latest Tattered Notebook, I'd already planned -- and in fact was in the middle of -- writing impressions of Scars of the Awakened, EverQuest II's most recent meaty update. I've collected a slew of notes taken from the adventurer and crafter questlines, including some tips and time-saving tricks. But amidst all that intense update research (I gladly sacrifice myself for you guys!), I got distracted. And no, it wasn't by a shiny! You see, although the land of Cobalt Scar opened up just over a month ago, I've been pulled away and unable to complete everything I want to in that zone. Why? Because in that same time, there have been multiple city festivals, a round of Moonlight Enchantments (with new quests and brand-new housing items that were a must have), a double XP weekend that just begged for some serious crafting advancement, a commissioned housing project to complete, personal houses to decorate, old quests to finally finish up... and that was just to start! As the guilt for not finishing the entirety of GU66 settled in, friends who weren't as high-level as I wanted to play together in areas they had access to, which coincidentally did not include the latest update. So off I ran through older zones and dungeons with lower-leveled friends. Needless to say, my in-game adventures of late have stretched all over the map of Norrath. Sounds busy, no? It was during all this that I had to finally lay my delusions of finishing everything I have planned before EverQuest Next to rest; there's just too much to do in EQII!

  • 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!

  • The Tattered Notebook: EQ Next scoops up Emily 'Domino' Taylor

    by 
    MJ Guthrie
    MJ Guthrie
    05.25.2013

    A curious thing happened as I was strolling through EverQuest II this past week. It seems there was a bit of commotion in the Norrathian community, with races good and evil cheering and dancing in the streets. Personally, I didn't even know Sarnak could move like that! What was the catalyst of this celebration? Why, didn't you hear -- there was news about EverQuest Next! And with the scarcity of that kind of treasure, it's understandable that folks went a'frolicking. But this wasn't just any old news, either. This week, fans learned that Emily "Domino" Taylor, also known as Pentapod, was returning to the EverQuest franchise as the producer for EQ Next. Can the presence of just one person really send prospective players into a tizzy of anticipation? Yes, it can. I watched as a number of EQII players, once ambivalent or on the fence about EQN, not only look twice at the upcoming sandbox but hop right on over into the newest Norrath's camp. More eyes than ever are watching the development of this game (even though there is scant little to watch at the moment). And this is why.

  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - crafting

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.25.2013

    The thing about Final Fantasy XIV's crafting is that it's always been an odd mixture of wonderful and terrible, much like the game as a whole. You had crazily interconnected crafts that could be frustrating to level, the simple difficulty of trying to find the items you need, and a minigame that made mass production maddeningly slow. But you also had a real sense of personal craftsmanship, and the complex interplay between quality, durability, and progress meant that your successes or failures were truly your own. None of these elements has been removed from the beta phases, but each has been streamlined and largely improved. The test phases allowed us to explore the two crafting classes based in Gridania, Carpenter and Leatherworker, and so I got to really dive into the heart of working with wood and dead animal hides. It was a lot more fun than that summary might imply.