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Posts with tag crafting

Grimwell takes a look at Atlantica Online

Filed under: At a glance, Fantasy, Game mechanics, Free-to-play, Hands-on


Atlantica Online is one of those MMOs that people always seem to talk about, but never really get fully in-depth with. Insight into the game recently came from an unexpected source: Craig "Grimwell" Dalrymple, a noted MMO blogger and senior community relations manager for Sony Online Entertainment. Craig just recently spoke up about the turn-based MMO, relating his experiences and gripes with the game on his blog.

For him, the strong points of Atlantica are the turn-based combat (as it allows PvP to be a bit more tactical rather than a fast paced gankfest,) the mercenary system (which is different from the NPC system of Guild Wars, as you actually build up your mercenaries like second or third characters,) and the crafting system (which features both the ability to craft any item in the game and learn crafting skills from other players rather than NPCs.) The game's swift advancement seems to also be in Grimwell's liking, as he's hit 61 out of the 120 levels since he's begun playing in October. For the rest of his experiences with Atlantica, including his two gripes with the game, check out his blog post on the matter.

A five-hour look at Ryzom

Filed under: Classes, Game mechanics, Crafting, Ryzom, Opinion

Ryzom certainly has a very shaky time-line, changing business models, being canceled and then saved. This sounds like a bit of a disaster, but in reality, it's proved that it can survive in the often-harsh MMO industry. A huge part of this resilience is the game's loyal fanbase, and in a recent first-impressions piece over at Eurogamer, it looks like the single server's community is still going strong -- in fact, it might be one of the reasons to give Ryzom a try.

The author of the article documented his first five hours with the game, reporting on each hour's experiences. He learned about the lack of restrictions with class choices, the stanza system (which allows players to customize their abilities), and discovered that Ryzom is definitely a lot more hardcore in terms of the hand-holding gameplay hints that most MMOs offer these days. Luckily, he found a lot of real people willing to help him out in learning the ways of the world.

This all sounds fine and dandy, but there are a lot of negatives too -- chief among these, the unintuitive crafting system, the grinding to raise different levels, and the harsh penalties associated with failure. These things are apparently bad enough to turn a lot of folks away, but for some, it's easy to look past them and enjoy what is there. We'd be interested to know where our readers stand on this title at this more peaceful stage in its life.

An update on the EVE Online starbase exploit

Filed under: Sci-fi, EVE Online, Economy, Exploits, Crafting, News items

In the wake of last week's revelation of a market disrupting exploit in EVE Online, a growing number of players have been calling for increased transparency on the situation. EVE's developer CCP Games has stated they've discovered seven player-run corporations taking advantage of the player owned station (POS) exploit, which yielded a vast amount of materials used in the EVE Online's manufacturing (crafting) system. Three of those corporations were in two alliances, and over 70 accounts have been banned thus far in connection with the exploit. The starbases used in the exploit have been destroyed by CCP, and they've stated that the corporations in question are now effectively inactive following the bans.

CCP Games has not released the names of characters, corporations, or alliances linked to the exploit, but a player named "moppinator" of the AMT. corporation (part of Ev0ke alliance) stepped forward and issued the following statement on the extent of his alliance's involvement:

Continue reading An update on the EVE Online starbase exploit

World of Warcraft
Tabula Rasa crafting: What didn't work then, and what works now

Filed under: Sci-fi, Game mechanics, Crafting, Tips and tricks, Tabula Rasa


Several times I've wanted to just sit myself down and write an in-depth article explaining the original crafting system in Tabula Rasa (before it was announced to close), but it's just one of those things where the explanation would not make much sense unless you've frustrated yourself with it firsthand. It was complicated, time consuming and you would only need to kill 3 or 4 more Bane to get a better item anyway. Yet in Deployment 13, the crafting system was completely overhauled, simplified, and caused players to actually craft again. But was it just too late?

Over at Van Hemlock's blog, he takes a practical look at the past and present of TR crafting, explaining what we once dealt with versus the new and improved system. For anyone who has simply ignored the crafting in TR based on previous bad experiences, this post if worth a read.

The Daily Grind: On MMOs and Alts

Filed under: Economy, Crafting, Opinion, The Daily Grind


Sign in on the auction house mule in World of Warcraft, check mail, and then scan the AH. Log in to EVE Online, pull up the markets, check what's up in Jita. Figure out if you need to make something to sell or use then log in the alts to do the dirty work. For some people, an alt is as simple as having a bank character that you send everything to for selling, or as involved as having a string of alts who can do every single production/tradeskill in your favorite MMO. Personally, I'm one of those folks who has a bank alt on pretty well every MMO account possible and a couple of profession alts purely for the professions I think are fun or interesting. This morning we thought we'd ask you - do you have any of those alts floating around, and if so, what are your alts for?

Why you should be playing EverQuest II: Crafting

Filed under: Fantasy, EverQuest II, Crafting, Why You Should Be Playing


"Why you should be playing ..." is a freeform column from Massively.com intended to inform you about our favorite parts of our favorite games. We want you to know why we're playing them, so you can know what to play.

An accusation that gets leveled at MMOs a lot is that they're too violent. Most people who play videogames have sort of a laissez' faire attitude towards roughing up virtual baddies, and rightly so. It's all make-believe, after all. The problem is that this 'bonking out the baddies' gameplay is the bread and butter of the online gaming trope. All you do, in a lot of these games, is endlessly kill critters, bad guys, monsters, and demons for hours on end. Not only can it get repetitive, it's all a bit ... unseemly?

That's why I love the crafting in EverQuest II (EQ2) from SOE. It's an integrated system that gets you out of the killing fields and challenges you without putting you in a morally questionable situation. Read on for a quickie crafting system explanation and notes on why building things up can be a ton of fun.

Continue reading Why you should be playing EverQuest II: Crafting

WoW Enchanting mats are selling high, opportunists -- to the auction house!

Filed under: World of Warcraft, Fantasy, Economy, Expansions, Crafting, News items


Virtual economies are a fascination for us, and EVE Online isn't the only game with people who spend much of their time playing the markets, of course -- World of Warcraft is rife with opportunities for rampant capitalism. Case in point: gold-making advice blog The WoW Economist reports that some materials used by the Enchanting profession are selling for outrageously high prices at the auction house post-Wrath of the Lich King launch -- an excellent time for money-minded players to cash in.

Writer John Murphy points out that Infinite Dust and Greater Cosmic Essences are selling for 150g and 250g per stack, respectively, and that he made 2,300g in one Sunday afternoon taking advantage of the situation. The recommendation: disenchant, sell now! Level up Enchanting later! There are always these oddly destabilizing surges after expansions in these games, so it's good to know how to exploit them to the max. Go forth and become filthy rich, guys and gals!

Read up on Age of Conan's culture armors

Filed under: Fantasy, Age of Conan, Crafting, News items

Culture Armor, just what is it exactly? Better yet: How is it going to work? Well, Funcom has some answers to your questions. First of all, culture armor (and weapons) are designed to be end-game crafting creations, thus giving more weight to the crafting aspect within Age of Conan. Eleven cultures are being represented in the armor sets and yes, certain classes won't be able to wear culture armors that don't fit their origins. For instance, Priests of Mitra probably aren't going to be running around in Kushite gear.

As it stands now, players can expect one version of each armor from the culture. So plate, chain, cloth, etc are all going to be in representation here. Atlantean armors won't be included with this first set and it sounds like the reason is that Funcom has much bigger plans for them. We wouldn't be surprised to see them as a part of some kind of major game update.

Our impressions are that these culture pieces will be a great boon to the visual flavor in the game as well as make crafting much more worthwhile. They'll of course serve a utility role as well, but the inclusion of more variety is something any MMO should be looking to add.

Bill Roper featured in Champions Online's newest Meet the Team

Filed under: Interviews, New titles, News items, Champions Online

Even though former Blizzard veteran and Flagship CEO Bill Roper just recently joined Cryptic Studios as a design director, it hasn't taken them long to sit him down and put together a brand new "Meet The Team" segment for his position with the Champions Online team. If you haven't read many (or any) of these often interesting interviews just yet, we highly recommend giving this one a chance. Not only does Bill speak about his time with Blizzard, but also the essential lessons he's taken from being the CEO of Flagship and how he plans on applying them to his work at Cryptic.

Attentive readers will notice that the interview also hints at the progress of Champions Online. With Bill discussing his interest in implementing the crafting system, which isn't in the game yet, but also mentioning that the title is pretty far along. Most MMOs in development experience a delay or two, but by the sounds of it we may actually get to play this one on time.

Establishing trust in EVE's player-run financial institutions

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Interviews, MMO industry, Crafting


The player-driven economy of EVE Online is very much a playground for those interested in being financiers, traders, or whatever variant of corporate tycoon their greedy little hearts desire in the virtual space. EVE is a far cry from most MMOs in that its market isn't manned by NPC vendors, it's almost entirely player driven and remains dynamic due to the fact that EVE is a single-world game, where all player interactions can conceivably affect the game's economy. For some players, EVE's economics is where they immerse themselves. Indeed, in some cases it's even where they PvP with their rivals in price wars and market manipulations. To them, the market is where they live and breathe, just as much as lowsec is the ideal environment for many pirates, and lawless 0.0 space is where players interested in large-scale alliance warfare feel at home.

While EVE doesn't officially support a stock market or banking institutions, the sandbox approach CCP Games took to the game has allowed players to establish their own financial ventures in-game. However, without safeguards put in place by CCP Games, and with New Eden being a place where players can act as they wish, there's always the risk of embezzlement in any large-scale, player-driven financial institution. While it doesn't happen as often as most assume, there have been incidents like the EVE Intergalactic Bank (EIB) scam that have eroded investor confidence in such ventures. Fortunately, not all players are daunted by this, both in terms of those with a vision to establish a financial venture and the investors they rely upon. One such visionary in New Eden is "Ricdic", Founder and Managing Director of EBANK.

Continue reading Establishing trust in EVE's player-run financial institutions

An insider's tips on drug smuggling in EVE Online

Filed under: Sci-fi, EVE Online, Crafting, Professions, Tips and tricks


Among the numerous professions available to players in EVE Online, there are few that seem as arcane to an outsider as engaging in the booster (drug) trade and smuggling. One of the newest EVE blogs out there -- part of the ever-growing Blog Pack -- is something quite different. "Paradise Engineering" is written by Uhr Ptrak, who is part of the Es and Whizz cartel of drug producers and smugglers in EVE.

Paradise Engineering is a blog dedicated to giving readers some more exposure to this shady side of the game. "Many pilots may not even be aware of the vibrant black market in contraband in EVE... combat boosters get a hard rap from the larger EVE community, either scorned or unknown to many pilots. I thought I'd try to correct the record through a series of posts and guides on boosters and smuggling," Uhr Ptrak writes.

Continue reading An insider's tips on drug smuggling in EVE Online

Substantial changes to industrial ships in EVE's Quantum Rise

Filed under: Sci-fi, EVE Online, Expansions, Forums, Game mechanics, Crafting, News items, PvE

New additions to EVE Online through the Quantum Rise expansion are on the way, some of which are already on the Singularity test server. CCP Chronotis followed up his announcement of the Orca by outlining some big changes to ships that are some of the mainstays of industry in EVE. "Much has changed in EVE since many of the hauler of mining class ships were introduced. With Quantum Rise we felt the time was right to review these ships and make changes where necessary to refocus their roles and ensure they can still perform in the age of New Eden's Great War," he said.

The changes outlined aren't finalized, and will go through testing on Singularity before any of this goes live. Chronotis addressed how CCP Games would like to change three categories of ships: blockade runners, deep space transports, and mining vessels.

Continue reading Substantial changes to industrial ships in EVE's Quantum Rise

CCP Games introducing new economic measure in EVE

Filed under: Sci-fi, EVE Online, Economy, Forums, Game mechanics, Crafting, News items

CCP Games generally takes a hands-off approach to EVE Online's economy, letting the collective actions of players determine what happens. But at times there are bottlenecks in terms of supply. CCP Greyscale cites the example of how the limited number of T2 blueprint originals (BPOs) decreased availability of items while driving up prices. CCP stepped in by introducing 'invention', where players can attempt to create higher-end items via R&D, eliminating the issue of supply and normalizing prices.

CCP Greyscale's latest dev blog is called "Alchemy" and looks at the newest issue they've identified with EVE's economy, the inflated price of rare moon minerals. Greyscale says, "In particular, two rare moon minerals - dysprosium and (to a lesser extent) promethium - are becoming ever-more expensive as increased demand puts pressure on a limited supply. This is likely to become an increasingly large issue as time goes on, with prices for these minerals continuing to rise due to demand, and the increased price being passed on to the consumer of the final product." As we've mentioned in the past, these rare minerals in New Eden are something that the largest, most powerful alliances have sought to control and thus has been one of the drivers of conflict in lawless 0.0 space.

Continue reading CCP Games introducing new economic measure in EVE

Eskil Steenberg interviewed about his one-man MMO project "Love"

Filed under: Game mechanics, Interviews, MMO industry, New titles


Have you ever wondered what it would take for a single person to create an MMO? Is a task this monumental even possible? Apparently it is, given what we've seen and read of Love, an MMO being developed by a single man -- Eskil Steenberg.

Love isn't being created by a team of devs, nor does it have a multi-million dollar development and marketing budget. It's just one man with a vision, building the best game he can and showing it off on his laptop. Rock, Paper, Shotgun recently got an exclusive first look at the Love trailer and Jim Rossignol from RPS followed that up with an interview with Eskil Steenberg. They discuss how Love's unique visual style evolved into what we see today and talk about the game's trinity of activities -- exploration, combat, and building -- namely the system of city building. It's a very interesting talk with Steenberg, and really is a must-read if you're enthusiastic about Love and the ambition of its creator.

The Daily Grind: Can we solve problems intertwined with MMO economies?

Filed under: Economy, Game mechanics, Crafting, Opinion, The Daily Grind, Legal, Virtual worlds

In-game economies can make MMOs more vibrant places to play, lending depth to these games that generally isn't found in regular PC or console titles. Then again, the perceived value attributed to virtual currency and items can lead to a slew of problems, not limited to acts of real world violence, the plague of gold spamming, and the slippery slope of ownership in the virtual space.

At least one company out there is working with MMO publishers to create a regulated secondary market, the hope being that it's possible to reclaim the black and grey market commerce so often attached to massively multiplayer titles. Do you think this approach is a viable solution to some of the problems associated with MMO economies? What are your ideas on how these issues intertwined with virtual currency and items should be resolved? Is there even a solution at all?

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