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Crafting

Latest Pathfinder Online devblog emphasizes player-driven economy

Fantasy, Economy, New Titles, News Items, Dev Diaries, Sandbox, Crafting, Pathfinder Online

Although players in Pathfinder Online's Alpha 7 run will earn 5,000 XP per hour (in order to help them test more things), the latest devblog warns that things will get decidedly harder once gameplay starts after Early Enrollment. At that point players will face a "cold start," beginning the game with only simple peasant clothes, a club, and 1,000 XP to spend on initial feats. Everything else, from feats to gear to cash, will grow from that.

The devblog also details the player-driven economy; by design, nearly everything characters use will be player-crafted. Mobs will drop only starter equipment, coin, salvage, or -- the rarest and most valuable -- recipes. Players can only upgrade gear past the starter level through crafting, and gear can be crafted with certain key words that add bonuses when combined with specific slotted feats. For full details, and a look at what Pathfinder devs are doing at PAX Prime, check out the official site.

Guild Wars 2 previews crafting backpacks

Fantasy, Game Mechanics, Patches, News Items, Guild Wars 2, Crafting, Buy-to-Play

I said there's got to be some good reason for your crafting themed backpack, gold stack, turn around your gems are back, yeah.
Do you consider yourself nice and crafty in Guild Wars 2? Are you fond of being a master of your chosen profession? If so, you're going to be nabbing some nice upgrades when the September 2014 feature pack rolls out. For example, there's the new line of craft-based backpacks available to players that don't take much to make but show off just how good you can be at making stuff in the game. If you've ever wanted to haul around a miniature forge on your back as part of your wardrobe, your ship has come in.

Players can also look forward to new exceptional weapons that can either be crafted for leveling characters or found via exploration, giving your character a little boost while leveling through Tyria. There are also loot changes that make you more likely to receive items you can use on a character rather than receiving an endless string of greatswords on your Thief. Take a peek at the official post for more details.

Guild Wars 2's feature pack will improve dungeons and the crafting UI

Fantasy, Game Mechanics, Patches, News Items, Guild Wars 2, Dungeons, Crafting, Buy-to-Play

I think we can all agree that the Norn fellow on the right is quite striking and will hopefully show up in a variety of future promotional materials.
September is just around the corner, which means that the next major update for Guild Wars 2 -- the September feature pack -- isn't far behind. The pack aims to improve several parts of the game, starting by demolishing the concept of dungeon owners. Currently, the first player to zone into a dungeon is counted as the "owner" of the dungeon, which can lead to problems if that player disconnects; by contrast, after September there will be no dungeon owner, avoiding issues with progression if that owner leaves or gets kicked.

The game's crafting UI is also receiving an overhaul, making it faster and easier to access crafting sub-components without navigating away from the main item that you want to craft. The update will also bring a number of performance improvements to make the game run faster and better on various bits of hardware. Take a look at the full update for a few more details as the feature pack release approaches.

Hyperspace Beacon: SWTOR conquests are good but not there yet

Sci-Fi, Events (In-Game), Expansions, Guilds, Patches, PvP, PvE, Opinion, Free-to-Play, Hands-On, Star Wars: The Old Republic, Hyperspace Beacon, Crafting, MMORPG

Hyperspace Beacon: SWTOR conquests are good but not there yet
I'm writing this late on Sunday night, and I have some disappointing news: My Star Wars: The Old Republic guild did not make the top 10 on the planet we were attempting to conquer. It's partly my fault; I happened to choose the planet that would be the most hotly contested. Who knew that other guilds would flock to Makeb when conquests went live?

It wasn't all bad. In fact, I'd say that SWTOR kind of pulled our guild together a bit. We participated in content we hadn't done in a long time. It was a rallying cry for us: "Hey, look, this stuff is fun, and you can still have fun doing it." On top of that, it's reintroduced the idea that open-world PvP is possible. But with all the good that it's done -- player housing, guild housing, and open-world PvP -- there are somethings that have fallen short of what it could be.

I think the best way to explain is to tell you about my week.

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TUG update talks predators, apothecary, alchemy, and terrain tweaks

Fantasy, Game Mechanics, MMO Industry, New Titles, News Items, Sandbox, Crafting

TUG is prepping some "major content and engine updates," according to a blurb on its Kickstarter page. New goodies include performance enhancements, predators, alchemy, apothecary functionality, and a new terrain system.

The KS update also features TUG's latest In The Works video diaries which cover the aforementioned potion-making, predator, and terrain tweaks. View all four clips just past the cut.

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The Daily Grind: Do you make use of mule characters?

Culture, Game Mechanics, MMO Industry, Opinion, The Daily Grind, Miscellaneous, Crafting

If you go to any bank in World of Warcraft, you're going to see two different kinds of characters: actual players bedecked in fine combat gear... and level 1 bank mules with cute names and even cuter guild tags. These characters are often seen as worse than alts; they're not merely alternatives to someone's main character but characters who exist solely to hold extra gear or sell items on an auction hall, usually circumventing the intended inventory limits system. In short, they're real characters' pack mules.

In some games, especially early sandboxes, such mules were loaded down with tradeskills to allow a single player to craft items for his real character, allowing him to circumvent intended character interdependency too and seriously impacting player-driven economies.

Do you make use of mules or bank alts in your MMO of choice? Or has your MMO found a clever way to make muling unnecessary?

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!

Tamriel Infinium: The sweet and sour of Elder Scrolls' new dye system

Fantasy, Culture, Game Mechanics, MMO Industry, Opinion, Crafting, The Elder Scrolls Online, Subscription, Tamriel Infinium

So, armor dyes! Elder Scrolls Online now has them. They're pretty slick, too, and they add quite a bit of personality and personalization options to my Tamrielian alter-ego.

The dye process is straightforward. In fact, the hardest thing about it is finding a dye station, which isn't very hard at all. You'll need to travel to a town or a major city and look for the alchemy vendor on your map. The dye station, a workbench surrounded by barrels full of color, is typically located either inside the alchemy shop or very near it in the town proper.

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Flameseeker Chronicles: The curse of Guild Wars 2's precursor weapons

Fantasy, Economy, Game Mechanics, Opinion, Guild Wars 2, Flameseeker Chronicles, Crafting, Buy-to-Play

Ten thousand thank yous to eirstegalkin of Tumblr for this awesome manip of my characters together!
My wife doesn't play Guild Wars 2 any more. She hasn't exactly made a deliberate choice to leave the game and never come back, but she used to play every day. Some time around the end of season one of the living world story, she started logging in only every week or so, and then finally not at all. She dips in for a few seconds to unlock the new story chapters, but only because I remind her that they're out.

This is the first time the two of us have been seriously invested in different MMOs. When she stopped playing GW2 as often, she dived headfirst into Final Fantasy XIV, which is totally understandable because it's a great game and I play it casually myself. Normally I wouldn't consider this development to be article material because people drift away from games they used to love and find new ones all the time, and it's not necessarily a bad thing. But this wasn't a natural split: When I told her about all of the cool story stuff happening in season two, my wife's response was, "That sounds neat. Has ArenaNet implemented precursor crafting yet?"

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Tamriel Infinium: My love/hate relationship with Elder Scrolls Online

Fantasy, Game Mechanics, MMO Industry, PvP, PvE, Opinion, Crafting, The Elder Scrolls Online, Subscription, Tamriel Infinium

Quakecon was certainly interesting, wasn't it? Whether you're looking forward to new zones, the veteran system's extreme makeover, active world PvP via the thieving system, or combat upgrades, Elder Scrolls Online acquitted itself pretty well at this year's ZeniMax Media shindig.

The reveals even led to positive ESO comment vibes here on Massively, which added some much-needed love to the love/hate relationship that everyone seems to have with this particular MMO. I've got my own twisted take on said dynamic, so join me after the cut to celebrate the good and ask for more of it.

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The Daily Grind: I'll miss you, Vanguard

Fantasy, Game Mechanics, MMO Industry, PvE, Opinion, Vanguard, The Daily Grind, Crafting, Sunsets

Hey Vanguard.

I wish you could stay longer. Yeah, you've been hanging around my hard drive since 2007, but that first year was a mess. You launched right next to The Burning Crusade, which would have been the kiss of death even if you hadn't debuted with a bunch of bugs.

SOE eventually fixed you up, and the result was a niche and highly enjoyable MMO world of the kind that no one wants to make any more. You were vast, you were an explorer's dream and, stutter-step chunk lines notwithstanding, you were seamless. You had more races and classes than I can remember, though I will remember the Dread Knight and the Disciple quite fondly.

I wish more people had given you a whirl. I wish more devs would copy your crafting. I wish all MMO quests were as fun as that lengthy, lovely unicorn mount chase. I'll probably get in trouble for saying so, but I wish your labyrinthine code could've led to an emulator. Most of all, though, I wish you weren't leaving. You were the first themepark I actually enjoyed, and that's no small feat.

You will be missed.

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!

Captain's Log: Star Trek Online's eternal crafting problem

Sci-Fi, Patches, Opinion, Star Trek Online, Free-to-Play, Captain's Log, Crafting, Subscription

Out of the wreckage.
I haven't had the chance to really dive into the new crafting system in Star Trek Online just yet, but I can tell it's certainly a valid effort to revitalize the crafting system for the third time in the game's lifespan, this time with an even more fundamental teardown. Memory Alpha is gone now, along with the exploration clusters that used to provide oh-so-many spots to analyze in the hopes of getting more materials.

Back at the start of this year, the column took a look at the state of Star Trek Online's crafting and asked whether there really is a future left for it. After all, crafting as a source of items was up against the fleet stores and reputation items. Could you make something better than those systems without replacing those systems? Would it even be worth it? What could be done to clean up crafting? We've gotten our answer about what will be done, but is it a net benefit for the game as a whole?

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EVE Online: Crius launches today

Sci-Fi, EVE Online, Expansions, Patches, Sandbox, Crafting, Subscription

crius
EVE Online is just churning out expansions (or plus-sized content updates, if you will) lately, with today's Crius release being the latest of the bunch.

Crius' main focus is on revising and expanding the industrial and crafting portions of the game. Players can join industrial teams to get important jobs done, enjoy an overhauled research interface, partake in dynamic pricing of tasks, and add industry-related upgrades to starbases.

Other fun features of this update include interior atmospheric audio, a new reprocessing system, the ability to opt out of fleet warps, and API support for the industry features of this patch.

The Daily Grind: Do you craft for fun?

Sci-Fi, Game Mechanics, MMO Industry, Opinion, The Daily Grind, Star Wars: The Old Republic, Crafting

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!

Camelot Unchained plans a robust, anti-mule crafting economy

Betas, Fantasy, Historical, Economy, Game Mechanics, Previews, News Items, Crafting, Crowdfunding, Camelot Unchained, MMORPG

Welcome back to our coverage of City State Entertainment's batshit-crazy days for Camelot Unchained! A few weeks ago, we spoke with CSE co-founder Mark Jacobs about each of the topics being revealed this week via livestream; this afternoon, we're digging into my personal favorite: crafting and economy.
Massively: I just wrote about a game with excessive recovery time for crafters, likewise implemented for economic reasons, and wow, players hate those restrictions. Doesn't introducing (I'm going to say it) "designed downtime" for crafters encourage crafter mules and arbitrarily interfere with the natural economy? Aren't there more organic ways to slow down crafting? Why allow combatants to fight 24/7 but not allow crafters to craft equivalently?

CSE's Mark Jacobs: It's a really good question and a definite concern for us. My feeling was that I wanted to create a system where crafters don't have to sit around, crafting 24/7 in a manner that could lead to carpal tunnel. Other games, including Dark Age of Camelot, were more like that. Crafters shouldn't have to sit around and simply click-click-click, etc. The comparison isn't totally correct though, because combatants have downtime to recover their health or power, during travel, etc. (especially in an RvR MMORPG), while crafters can sit in a shop and use the Vox Magus to craft.

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SWTOR's legacy storage detailed

Sci-Fi, Expansions, Game Mechanics, MMO Industry, News Items, Free-to-Play, Star Wars: The Old Republic, Crafting

BioWare community manager Eric Musco has highlighted some details of Star Wars: The Old Republic's legacy storage on the game's official forums. The system will debut with the Galactic Strongholds expansion, and players will obtain legacy storage for free by completing the introductory stronghold mission. Legacy storage will also be craftable and it will appear in the game's cash shop.

The storage default is one 80-slot bay, with additional unlocks available for purchase with in-game credits or cash shop currency.

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