Skip to Content

New to the Mac? Check out TUAW's Mac 101
AOL Games

Filed under: Crafting

Largest Wizard101 expansion launches today, introduces crafting system

Filed under: Fantasy, Expansions, Crafting, Kids, Wizard101


The kid-centric MMO Wizard101 from KingsIsle Entertainment seems to be doing quite well for itself, having already gained millions of unique users since its launch last September. Wizard101 has gotten a steady stream of updates as well. In fact, today marks the game's largest expansion release to date, adding a new land called Grizzleheim with a Norse theme, and a Bazaar in Olde Town where players can buy and sell their wares.

Perhaps the biggest addition to Wizard101 with today's expansion is a crafting system which will bring new gear into the game that spans the various schools of magic. Wizard101 players will be able to craft hundreds of items ranging from clothing to Treasure Cards. In addition to using crafting tables in their houses and dorm rooms, players can progress through five tiers of crafting advancement.

Age of Conan's Update 5 goes live, game director hints at future improvements

Filed under: Fantasy, Age of Conan, Classes, Game mechanics, Guilds, MMO industry, Patches, Crafting


The fifth major update to Age of Conan,"Gangs of Tarantia", has gone live. The update adds the Tarantia Commons District, a high level area with both single player and group dungeons, as well as a revamped RPG system. There are substantial system changes that have gone into effect in Update 5, which impact every class in Age of Conan, covering everything from itemization changes to feat trees, as well as abilities, spells, and combos. Plus Funcom has rolled out a complete overhaul of the gem crafting system and introduced new rewards tied in with guild cities. Any in-depth look at the sweeping changes made to Age of Conan with Update 5 is beyond the scope of this post, but are summarized in the patch notes.

In the June letter from the game director, Craig Morrison explains how Gangs of Tarantia is the most significant update made to the game thus far. Morrison also drops some hints about the directions Funcom plans to take Age of Conan with future game updates. He writes that the next update to Age of Conan will focus on three main areas: improving guild gameplay; new high level content in the House of Crom; and more goals and objectives with Border Kingdom PvP.

Beyond the letter from the game director, Funcom has grouped together a ton of information related to Gangs of Tarantia and AoC in general, which can be found in Issue #23 of the Age of Conan newsletter.

Rohan unveils new crafting system

Filed under: Fantasy, Game mechanics, Guides, Crafting


Rohan: Blood Feud players can rejoice in the streets of Einhoren as the new crafting system has now been unveiled! For many players, this has always been a major gap in the game mechanics of this free-to-play MMO, but for others, it simply adds more to keep them in the game.

If you're interested in learning more about Rohan's crafting system, you can check out some extensive guides put together by the devs at YNK Interactive. There's one on Gathering, one on Producing, one on Upgrading and one on Extracting. From what we've been able to gather (see what we did there) since the announcement, these guides are extremely in-depth and explain just about everything you'd want to know to get started. From there you can check out the forums to see what players are saying about the advantages of crafted vs. dropped items, and how the new system will affect the economy. If you haven't played Rohan in awhile, this might also be a good time to take a look at our previous coverage and jump on in.

Earthrise newsletter Issue X updates players on game's state of development

Filed under: Sci-fi, New titles, Crafting, Earthrise


Newsletter X for the post-apocalyptic MMO Earthrise is here, after these community updates from Masthead Studios went on hiatus since March. This tenth newsletter mentions how their current development focus is on the game's crafting system, which they've said will allow for a high degree of customization, allowing skilled players to become well-known among their peers for their particular creations. There's also a fair amount of coverage of some of the various Earthrise community efforts, ranging from fansites to player-created art, as well as a media coverage recap. There's definitely a few things in there worth checking out if you're interested in keeping up with Earthrise.

While Masthead Studios may not feel quite this way about the game, this writer feels that Earthrise has some of the makings of a terrestrial EVE Online: a sandbox setting; guild-level world and resource control in what are now called 'Concession grounds'; and hopefully with that, player politics. If they can develop Earthrise along these lines, we suspect it could prove to be popular with fans of both sci-fi and post-apocalyptic games.

Next EVE Online patch will boost Tech III production

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Patches, Crafting


The Apocrypha expansion for EVE Online introduced wormhole exploration to the game and with it, the potential to reverse engineer advanced technology from the Sleeper NPC race. The goal for many such explorers is ultimately to produce the next iteration of ship technology in the game; these Tech III strategic cruisers feature modular designs that can accomplish some impressive things. This, coupled with their rarity and sky high prices make Tech III ships into everybody's favorite multi-billion ISK gankmagnets, and it's that scarcity that EVE game designer CCP Chronotis addresses in his latest dev blog.

He writes that CCP Games will make some changes in the next Apocrypha patch that will affect the supply of Tech III materials. Specifically, they're going to boost reverse engineering while also balancing out the types of salvage gained from Sleeper NPC wrecks, and increase the availability of Tech III production materials in general. If you're involved in wormhole exploration or Tech III production, consider this dev blog from CCP Chronotis a heads up as to the changes on the way.

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

Filed under: Fantasy, Patches, Crafting, Free-to-play


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.

LotRO Book 8 crafting enhancements

Filed under: Lord of the Rings Online, Patches, Crafting


Turbine has posted another developer diary for Lord of the Rings Online, which details changes coming to crafting in the upcoming Book 8 update. The major changes are to the levels of crafted items that can be equipped to smooth out the progression of items through the first 50 levels. All affected crafted items will have their new updated required level after the patch unless the item is currently equipped and would raise the level above the player's current level. This will prevent currently equipped items becoming unusable from the patch.

The rare items used in crafting as mastery options are also being changed. Currently these items just have a cryptic message saying that the item can be used for crafting and no details as to which crafting profession uses them for which level recipes. With the patch these items, such as eyes and claws, will no longer be used and a new system introduced that will drop from sentient creatures and as rare spawns in the resource nodes that contain the initial crafting materials. Any existing optional components players may have will become barter items that can be traded in for the equivalent items in the new system. Finally the last page contains a list of other changes, such as the updating of stack sizes for crafting to 100 items and the introduction of new recipes.

A look at crafting updates in EQII's Game Update 52

Filed under: Fantasy, EverQuest II, Patches, Previews, Crafting


It's not just new dungeons and adventuring quests that will be hitting EverQuest II in the next big patch, Game Update 52; there'll be plenty for those with a crafting bent as well. Niami Denmother of EQ2 Traders Corner had an early look at some of what will be available and has shared her impressions with the community. We already found out that the player-written books in GU52 will come from crafters, and Niami's preview includes screenshots of a variety of different bindings that can be made (by Sages level 50+, by the way).

There will also be some revamping of crafted hex dolls and ranged items, and the new stats should please most. Existing hex-dolls will be upgraded to the new stats upon logging in after GU52's release, but the ranged items will not, just in case some people like the stat distribution of their current gear. The last thing we get to see in Niami's sneak peek is a screenshot of some player-crafted furniture. SOE was quick to mention that this is not all the new furniture that GU52 holds, but the preview should be enough to get people to dust off their crafting equipment ahead of time. Make sure to check out the screenshots of the other goodies that will be available.

Designing a single-server MMO

Filed under: A Tale in the Desert, EVE Online, Culture, Economy, Game mechanics, Crafting, PvE, Opinion


Game Set Watch have posted an opinion piece by James Portnow, founder of Divide by Zero Games, that looks at the design approaches to creating unsharded MMOs, and the advantages that they can bring.

Games that manage this, such as EVE Online and A Tale in the Desert, manage to provide an environment in which players can affect the world they play in due to the fact that they share a single world. Portnow suggests that MMOs won't be able to provide meaningful stores in games that don't provide this due to not being able to change the world because different servers may have made different choices. Portnow goes on to explain in detail what the problems are with creating a single shard world and proposes some solutions to the design to support the large number of people involved. This includes the resources supporting crafting, letting the players build their own settlements and making the PvE content to make it interesting.

You can read the full article over at Game Set Watch.

Earthrise question of the week is a call to crafters

Filed under: Sci-fi, Economy, Crafting, Earthrise


Earthrise is the post-apocalyptic MMO being developed by Masthead Studios that will have a game setting quite different from the crumbled, burned out world we'd typically associate with global armageddon. Earthrise is set in a utopian future that's quickly turning dystopian, one that's still rather crumbly on the outskirts to keep that aftermath feel to the game. Beyond the guild warfare and sandbox elements of gameplay Massively has looked at in the past, Masthead Studios is putting a great deal of emphasis on the game's crafting system.

In fact, this is the focus of the Earthrise Question of the Week on the game's forums, posted by the game's community manager Moll. However, instead of simply doing a brief Q&A as in other weeks, Moll explains the concepts behind the crafting system before eliciting feedback from Earthrise fans.

Analyzing Mortal Online: Is it for you?

Filed under: Betas, Fantasy, Culture, Game mechanics, MMO industry, New titles, Crafting, Mortal Online


Mortal Online is a game that has piqued the interest of many bored or jaded MMO gamers lately, as it has a few features that promise to be different. What's that? You've heard it all before, dozens of times? Yes, but this time it's different! Seriously though, don't take our word for it (because none of us have actually played the game...), but as we get closer to the game's launch, we're still getting a lot of info on the game to possibly even excite us. Yes, even the jaded among us.

In a recent feature article at IncGamers, they take an in-depth look at what the game has to offer, thanks to a recent presentation by Star Vault, Mortal Online's developer. "We would like you to please forget your preconceptions of MMORPGs." Star Vault begins the presentation by saying. "Mortal Online deviates from most modern fantasy MMO's, and although it contains a lot of elements from let's say World of Warcraft or Age of Conan, the playing experience is very, very different from those games." Check out the complete 3-page article to learn more about what Mortal Online has to offer. You might find it's just the game for you, if released with everything they claim.

Several new crafting instance screenshots for Lord of the Rings Online

Filed under: Lord of the Rings Online, Patches, Crafting, News items


The new crafting instances are certainly a big part of the upcoming Lord of the Rings Online Volume 2, Book 7 update, which is why Turbine has released several new screens showing off the content. We're fairly certain that we're not missing the point when we get excited about shiny, pretty swords and images of a Dwarf mining with a mighty pick axe.

That's normal, right? We're not entirely certain, but it seems like the kind of thing a balanced person would get all hot and bothered over. In any case, you can find plenty of sweetly sized images to salivate over (or is that still just us?) in our gallery just below. Enjoy!

GDC09: Massively previews Earthrise page 2

Filed under: Sci-fi, Economy, Lore, New titles, Previews, Crafting, PvP, Massively Interviews, Massively Event Coverage, Earthrise



The struggle for dominance

Earthrise will be a very PvP-centric title, with open PvP and full looting adding greater risk to combat. How long will players have to loot fallen opponents (or allies)?

Atanasov says, "There will be a time limit. Right now we're planning for 30 seconds, which means that once you die nobody can pick up your inventory for that first 30 seconds. So you have the time to choose whether or not you want your inventory back," at a cost, of course.

A key game mechanic that's central to Earthrise's combat is a player's "battle rating" which is a numerical ranking of how tough you are (as presently skilled/equipped) and conversely how tough your opposition is. Your own battle rating and that of your opponents determines the experience you can gain from defeating them, or how juicy a target you are to them.

Your battle rating is determined by a few factors. The armor and weapons you equip and the abilities you've learned largely dictate battle rating. A target's battle rating will be visible to you and determines how much experience you'll get from taking down a mutant or other opponent.

The battle rating system will also give players flexibility in how quickly they advance. For example, you may be very strong but if you want greater experience gains from taking on weaker opponents you can choose to use weaker gear to match. In effect, you lower your own battle rating but earn more rewards by facing a greater challenge. The battle rating system isn't just a system that determines individual gains, it will also carry over to groups. Atanasov says, "I would say it's very unique in the MMO field. Nobody has tried it so far. I hope it will work well and will bring some new ideas to the future of MMO games."

The Daily Grind: How difficult do you like your crafting?

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


Once, long ago, when you wanted to craft in EverQuest, you had to know precisely what it was you wanted to put into your crafting box/bag/spit/etc. - or you could sit there swapping things in and out in combination for hours. Once you'd hit upon a combination that would create something, you then had the potential chance to lose your materials if you didn't manage to craft it. While this wasn't such a big deal when you were sitting around cranking out Batwing Crunchies, if you were making items that required hard to get materials, you can imagine the frustration when your combine whiffed.

On the opposite side of things, we have the extreme ease of World of Warcraft, which allows you to pop to the auction house, buy everything if you have enough gold, and then craft piles and piles of items with those mats by pressing one button on a handy menu that shows you everything you can make. The crafting system there has no failures, nor does it have the chance of making a greater or lesser item; all of the items are exactly the same on the basic level. While many felt this was a great improvement, some others prefer at least some small risk for reward - making it more like a mini-game - and thus we still have at least marginally harder crafting scenarios in several MMOs.

This morning we thought we'd ask you; do you feel that crafting should be easy, guaranteeing a successful combination every single time? Do you think there's something to be said for slightly harder crafting, where you may risk commonly-gathered materials, but not rare ones? Do you think we need a return to extremely hard crafting? Or do you just not really care, and would rather pay someone else gold to craft things for you?

Fallen Earth dev interview with designer Brandes Stoddard

Filed under: Sci-fi, Fallen Earth, Interviews, Crafting, PvP


We're keeping our eyes open for information dealing with the post-apocalyptic MMO title Fallen Earth in development at Icarus Studios. Netherlands-based gaming site MMOZONE got a hold of Fallen Earth systems designer Brandes Stoddard, asking questions ranging from the game's PvP system to design decisions as they relate to the title's ESRB rating.

Since there will be no classes in Fallen Earth, Stoddard explains what a typical group will look like -- a mix of melee and ranged combatants, he says, with others using their mutations to heal and buff. Stoddard also goes into how gear specialization will impart advantages tempered with drawbacks specific to those items in question. Mounts will also be a key aspect of Fallen Earth's gameplay. Since teleportation of any sort won't exist, characters will actually have to travel to visit other locations in the game's world. Despite the importance of these means of transportation (or perhaps because of it), it looks like it won't be possible to steal them from other players. Mounts, whether vehicles or animals, will be bound to their owners, and will require either energy or food to maintain. Fallen Earth's vehicles, in general, will only be available through player-crafting efforts.

If you're interested in hearing what else Fallen Earth's system designer has to say about the game, check out the MMOZONE interview with Brandes Stoddard.

Massively Features


Featured Games

Events Calendar

NameDate
Fallen Earth Launch Q2 2009
Global Agenda Closed Beta July 2009
CrimeCraft Launch Aug 25 2009
Champions Online Launch Sep 1 2009
Cities XL EU Launch Sep 3 2009
Aion Launch Sep 22 2009
Earth Eternal Open Beta Q3 2009

Massively Podcast


New episodes every Wednesday. Now playing:
Episode 59, for Wednesday, July 1st, 2009.



Archive | RSS | iTunes | Zune

Featured Galleries

One Shots
Hands on with Cities XL
Earthrise wallpapers
Runes of Magic: The Weeping Coast
Aion Beta: Asmodian Ascension Quest
Aion Beta: Asmodae
Aion Beta: Crafting your Asmodian
Runes of Magic: The Elven Prophecy
GamerDNA: A brief look at free to play games