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Mythos Overworld delayed; more beta news leaks out

Filed under: Betas, Fantasy, Classes, New titles, Patches, Crafting, News items, Mythos, Free-to-play, Maps


Flagship Studios sends their regrets, but the mega-update to Mythos that would turn their heavily instanced over world into one seamless land spattered, Oblivion-like, with dungeons has been delayed. Due yesterday, it now looks as if Mythos beta testers will have to wait until next week to run naked and free ... through Mythos' world of Uld, at any rate.

To tide us over while we wait, player Kirent has compiled a list of all the interesting snippets of developer responses to questions about the delay. Characters won't be wiped when the Overworld goes live, but they likely will be wiped when the test server is folded into the live beta server, after which open beta will likely begin. Zones 2 and 3 (mid and high level areas) won't be enabled initially, but we knew that. The pressures of pushing the Overworld out the door means that new monsters, dungeons, and quests won't be in in any significant way. Most of the crafting changes will be on the test server, but the balancing of the heraldries (temporary buffs applied to crafted items) will not be. Special armor sets, a new class (!!!) , retirement (here you voluntarily retire a high level character to start a new character with some sort of advantage) and any sort of endgame are all taking a back seat to the Overworld. However, it sounds like Epic weapons will be in.

Mythos is currently slated to release late this year. It will be free to play, but with an item store where you can buy items for real money, though you will be able to see and do everything in the game without paying a cent. Bored with waiting for the update? Kanthalos at MMOre Insight has been writing a series of articles about the best character builds for maximum wtfpwnage -- check it out!

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World of WarcraftWorld of Warcraft
Second Life's Aimee Weber to sell her custom sim

Filed under: Real life, Screenshots, Forums, Crafting, News items, Second Life, Player Housing, Free-to-play, Virtual worlds


Arguably the most recognizable Second Life resident from the outside, with her blue-and-purple butterfly wings, Aimee Weber has made a name for herself with her metaverse development company Aimee Weber Studios. She's become so successful, in fact, that she no longer has the time to play on her own private island, so she's selling it. In a statement to Massively, she says:

"I used to love filling the sim with half-completed projects, fun little experiments in unusual texturing, experiments of my stream of consciousness, simulations of RL places I like to hang out in so that I could have virtual getaways. As Second Life became a profession I've found I had less and less time for such indulgences. SL is less a kiddy sandbox these days, and more like a serious construction zone."

Aimee takes care of the transfer fee, and you get full ownership of her jungle retreat. Such a deal! Interested residents can contact her in-world.

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Wonderland Online interview

Filed under: At a glance, Fantasy, Screenshots, Game mechanics, Interviews, New titles, Crafting, Free-to-play, Casual

PC News has posted an interview with Wonderland Online's product manager, Edwin Huang. While it's fairly short, it does present the game as a fun, casual MMO -- if there is such a thing -- with an intriguing crafting element. From the interview: "Players can make various items including: furniture, food, weapons and even vehicles ... And also if you want to take a round-the-world tour in your own private plane, simply use the manufacturing system to make one for yourself."

The piece also discusses the kid-friendliness of the title, the turn-based combat system, and the art style, among other topics. The screenshots are lush and friendly, and make the most of a top-down, isometric viewpoint. Wonderland Online is in closed beta; we'll have more on this game later.

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Wurm Online needs lyrics!

Filed under: Fantasy, Contests, Culture, Crafting, Wurm Online, News items, Browser

Wurm Online is a Java-based MMO with some interesting features, including deformable terrain. It is so beloved by its players that the developers decided to grant each of the three races its own anthem. However, these stirring compositions are without lyrics for the people to sing along with. So they've decided to hold a contest to write lyrics for each song.

The three winners of the contest will each win 6 months of Premium Time, 20 pieces of in-game Silver, and the title of Renowned Bard. The contest will be judged by a panel comprising the owners and developers of Wurm and the composer of the anthems. The competition ends at midnight (GMT) on May 31st. Aspiring Bards, start your quills!

[Thanks, Guru!]

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World of Warcraft
State of the Tradeskills in EverQuest 2

Filed under: Fantasy, EverQuest II, Patches, Crafting

Earlier this week, EverQuest 2 crafting designer Domino laid out a fantastic 'state of the tradeskills' document on the official forums. The lengthy post delves into crafting changes going all the way back to Game Update 36, just after Neriak and the Arasai were added to the game. Some of those old notes will definitely bring back fond memories - and some interesting links as well! Domino linked to, for example, an interview with Gnobrin about Neriak house items, a Rise of Kunark faction guide for crafters, and of course her developer diaries from the days of Kunark's testing.

Domino also offers up EQ2 players an advance look of what's coming for crafters in GU 45, and out into the future. We've already discussed crafting changes in the next patch, so what's out beyond that?
  • The addition of imbues to lower level armor sets. Most lower level sets are currently not able to be imbued.
  • The addition of 'missing' equipment to lower levels, filling holes in crafter's repetoires.
  • Revisiting mastercrafted jewelry, and hex doll stats.
  • Revisting cloth and leather crafted armor appearances.
  • And, of course, more quests!
  • From the maybe list: big changes to adornments - if time permits.
Make sure to check out the full post to enjoy this great retrospective.

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The Daily Grind: Is narrative important?

Filed under: Game mechanics, Lore, Crafting, Quests, Opinion, The Daily Grind

A lot of industry people talk about the importance of narrative in games, and how it's going to be a driving force in revolutionizing the state of games in the near future. Certainly, MMOs with rich histories and lore can benefit from well-written quest descriptions, but there is a cookie-cutter feel to many of them that is slightly off-putting; they're written broadly enough so that any player, any class can fulfill the requirement.

Regardless, even if the quest can be boiled down to 'Go kill 10 things', it can make a world of difference to read an engaging lead up, explaining who's involved, and how it affects the world -- but is this the type of narrative people are talking about? Is it possible to craft a true storyline, with a beginning, middle, and end, in an MMO, which for all intents and purposes, is meant to run forever? Do you feel like your favorite MMO could use more active lore? Is narrative as important as gameplay?

An introduction to Mythos crafting

Filed under: Betas, Fantasy, Galleries, Forums, New titles, Crafting, Mythos, Free-to-play, Hands-on, Casual

The old adage -- if you want something done right, do it yourself -- has never been more true than in Flagship Studios' Mythos. You can find excellent weapons and gear from monsters or treasure chests, but if you want something uniquely yours, crafting is your best bet. By focusing on certain crafting trees, master crafters can make gear with stats that dwarf that of dropped gear. Further, crafted items may be adorned with temporary buffs called heraldries. The monsters won't know what hit them. In the Shadowlands, nobody will be able to touch you. That's the power of crafted items and the heraldries that mark them.

Crafting itself is simple to pick up -- just hit R and spend points in the crafting tree. You'll see that it is impossible for a single crafter to become an expert in more than one or two skills. The skill trees themselves are oddly split -- training in Swords and Axes gives you no abilities to create Spears and Polearms. Master the crafting of chest armors, but that will do you no good when it comes to making shoulders and helms. Focus on becoming the best cobbler in Uld, but don't expect that skill to carry over into the scribing of Heraldries.

Here is a brief overview of the crafting quests and the process of crafting itself. You can read a more detailed list of the benefits of crafted items over on the official Mythos forums.


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World of Warcraft
Making/Money: My value chains are broken

Filed under: World of Warcraft, Economy, Crafting, Professions, Making/Money

There's a person out there who claims that all they need to know about business can be learned from World of Warcraft. A fine sentiment, to be sure, but I take issue with its accuracy. Today we are discussing the first of their eleven business topics: value chains – and why they don't work.

In brief, value chain analysis states that for any good requiring multiple stages of production (meaning you don't just rip it out of your backyard and eat it), value is added at each level of refinement. Therefore the price should increase along its path to becoming a finalized product.

Continue reading Making/Money: My value chains are broken


Mythos crew addresses the issue of bird-men

Filed under: Betas, Game mechanics, Interviews, New titles, Crafting, Mythos, Free-to-play, Races

At this stage of the game, it really feels like we've culled absolutely every bit of information that Flagship Studios has to give about their upcoming dungeon crawler Mythos. We've already found out about the in-game mall, email system, group content, mini-games, the class differentiation, and what color sherbet Max Schaefer prefers on a particularly hot day.

As it turns out however, there's always more minutiae to mull over! In the latest interview, the Flagship boys are asked about a bunch of things that you likely didn't even think to ask in the first place. What's going to be done about farmers, griefers, and spawn campers? (Something) How awesome will crafting be? (So awesome!) Will there be a bird race? (Like Big Bird? Maybe...) And as to the elusive question of whether and when the open beta is going to start, they still wouldn't give a solid answer. While that disappoints a little bit, at least their release date isn't set in mud, because we all know what that meant.

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Today's sunrise brings updates to Earthrise

Filed under: Sci-fi, Economy, Game mechanics, Interviews, New titles, Crafting, PvP, Making money, Endgame, Earthrise


The Italian game site Alteregonline has a new interview with the CEO of Masthead Studios, Atanas Atanasov. In it which he reveals a few more nuggets o' knowledge about their upcoming sci-fi MMO, Earthrise. The site also has an exclusive new screenshot. When you first go to the site don't worry that it's all in Italian. Just scroll down until you find the English translation towards the bottom.

When asked about the endgame, Atanasov said that term was very broad. When players max out their skill development they can do other things, like fight the biggest and baddest monsters in the game. If that doesn't interest them, PvP dominance via territory conquest is an option. Players can also gain economic power via brokering the world's resources or focus on crafting and selling the phatest loot in the land. Endgame content is important them, and the gang at Masthead realizes that if there's nothing to do -- players will leave. They hope to circumvent this with enough content at launch, as well as regular updates and expansions.

Continue reading Today's sunrise brings updates to Earthrise


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World of Warcraft
What tradeskill should I pick in EverQuest 2?

Filed under: Fantasy, EverQuest II, Game mechanics, Guides, Patches, Crafting

There are a bewildering array of options in MMOs. Which race? Which class? Factions, specs, spells ... and, of course, crafting professions. EverQuest 2's fantastic crafting developer Domino attempts to answer the question of "what profession should I pick" with a wealth of experience and firsthand knowledge. The essence of her advice can be boiled down to "do what seems like fun". Crafting is already a specialized experience; you don't want to be stuck making something boring. She offers up a number of assets on top of that, suggesting that every tradeskiller complete the artisan level tutorial quests. Domino links into the EQ2 Traders Corner guides, the Tradeskill discussion boards, and even a guide for what kind of house to buy (got to put all that stuff somewhere).

In a related thread, Domino touches on the future of EQ2 crafting. A plea from a weaponsmith has touched off an epic discussion of crafting itemization, and the tradeskill maven has commented on her future plans throughout. If you're a crafter of any kind in EQ2, make sure and page through some of these comments; they're a glimpse of what we might see in GU 45 and beyond.

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World of WarcraftWorld of Warcraft
Making/Money: Newbs at Auction

Filed under: World of Warcraft, Lord of the Rings Online, Economy, Crafting, Making money, Runescape, Making/Money

... And we're not talking about selling accounts on eBay.

One of the most frustrating aspects of being a new player in an established game, to my mind, is the cost of start-up crafting materials. Hit up any public market area, auction house, trade square or similar as a newbie and you will see what I mean. Even low-level items of any use (i.e. not vendor trash) are sold for seemingly absurd amounts given the time that would be required at early levels in order to generate the money. It can make the start of a new character infuriating and the game too taxing (pun fully intended) to continue. Why does this happen? What makes these things so costly? Why can't we all just get along...? (Oh wait, that's another column entirely)

Continue reading Making/Money: Newbs at Auction


Updates fall onto a Fallen Earth

Filed under: At a glance, Sci-fi, Screenshots, Fallen Earth, Forums, Game mechanics, Interviews, New titles, Crafting


The gang at Fallen Earth released four new images and some new nuggets o' knowledge about their upcoming end-of-the-world MMO. The images show off the updated graphics engine. While the landscapes look great we're a bit concerned about the rigidity of the humans. Granted, this game is a long ways off from being released so it's too early to lose sleep over.

They're working on a new tutorial level as well as finishing out the starter towns of Zanesville and Needle Eye. They're also revising a bunch of items and balancing out creature abilities. A question was raised by the community asking if 64 equipment slots was enough space given that crafting will be a big emphasis. Crafting = lots of raw materials, which takes up a lot of space. There are three options to offset the limited space. First are clan banks, which are accessible just like a bank vault. Next, players can store gear either in their vehicles or on their horses. Each will have different storage capabilities. Lastly, each player will have their own personal vaults set up by sector. Granted, this means there will be some back and forth running, but it does provide a large amount of storage space, which should offset any headaches.

Three more questions were answered about the state of Fallen Earth, so if you're interested in this post apocalyptic MMO, head over to the forums for all the lowdown.

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Spacetime Studios reveals character development for Blackstar

Filed under: Sci-fi, Galleries, Classes, Game mechanics, New titles, Crafting, Races, Academic, Blackstar

Blackstar is a science fiction-themed MMO currently in development by Spacetime Studios, and it looks fantastic. The latest missive from their blog gives a look into their character development process -- in this case, a look at creating an identifiable, iconic aesthetic for each character class.

According to the blogpost, by locking down the character type visually, it allows for easier apprehension of the elements of that type by both the development team and publishing partners. This, in turn, solidifies its inclusion into the rest of the game earlier on, which makes further progress that much more effective.

Plus, y'know ... it's prettier. We love concept art at Massively, and a look behind the scenes is always welcome. Check out the rest of the article!

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Fallen Earth gets broken down

Filed under: Classes, Interviews, New titles, Crafting, PvP, PvE


Lee Hammock, lead designer for Icarus Studios' Fallen Earth, recently gave a very nice, quick break down of what to expect in their upcoming "end of the world as we know it" MMO.

There will be no classes; players will be able to allocate points however they want in order to advance their character's stats. Players will eventually have to choose which faction they want to belong to (Chota, Techs, Vistas, Enforcers, Travelers, Lightbearers) however, and it's a choice not to be taken lightly.

Each character gets 22 equipment slots, six of which are dedicated to weapons. Armor and weapons have a set durability, and player generated content will be very popular. To help make your character unique, the game will include dynamic clothing (ski masks that roll up, baseball hats can be worn forwards or backwards, jackets can be unzipped, etc.) and an assortment of customizable options (i.e., war paint, tattoos, body piercings, facial hair).

Continue reading Fallen Earth gets broken down


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