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Filed under: Crafting

EVE Evolved: Preparing for the Inferno expansion

Filed under: Sci-fi, EVE Online, Economy, Expansions, Game mechanics, Patches, PvP, Opinion, EVE Evolved, Guides, Sandbox, Crafting

EVE Evolved title image
The Inferno expansion is set to launch on Tuesday May 22nd, promising a complete revamp of EVE Online's war declaration system and a whole host of new modules. If you're in a wardec corp, you'll need to make a few adjustments to the way you operate when the patch goes live. The minimum war fee will increase to 50 million ISK even if you're declaring war on a small corporation, making very small corps less-appealing targets. The fee increases based on the number of members in the target corp, but it doesn't start increasing until around the 130-member mark. If you want to get your money's worth, you'll be best off picking a target corp with 100-150 members or selecting very high-value small targets.

Be very wary of wardeccing large alliances after the patch. While the previous war system swung in favour of the attacker, the new system has gone to the opposite extreme. Large corps and alliances are now significantly more costly and dangerous to declare war on, especially as the defender can now call mercenaries into the war at any time. Players have complained that the increasing war costs could be abused by getting all alliance members to add alts to the corp, but this would be a logistical nightmare to apply in practice and would increase fees by only a few hundred million ISK. If alt padding becomes a problem, CCP will undoubtedly step in and revise the fee structure.

In this week's EVE Evolved, I look at the new modules and gameplay changes coming in Tuesday's Inferno expansion and give some tips on preparing for the patch.

MMObility: An exclusive look at the Runespan in RuneScape

Filed under: Fantasy, Game mechanics, Interviews, Patches, News items, Opinion, Free-to-play, Browser, Mobile, Hands-on, Casual, Miscellaneous, MMObility, Crafting

RuneScape screenshot
Jagex, developer of the ever-popular browser-based game RuneScape, is known for its rapid development schedule. Heck, I fully expect that this article will be outdated by the time I finish its rough draft. Players of the Jagex flagship MMO can log in to find new items, places to explore, and quests to do almost weekly. I tend to poke my nose into the game several times a week, so I know that a more casual player has endless amounts of content to run through. I might level up my construction skill and then switch to something completely different. I just recently spent an afternoon playing with just the new bonfire skill.

Of course, those pesky developers are at it again: giving me more content to go through even though my highest skills hover around only the level 40 mark. This time it's the Runespan, a brand-new area that helps players level runecrafting by offering them a one-stop shop that is more casual and non-competitive than the normal runecraft experience.

I got the chance to call up some of the lead developers on the phone and ask not only about the Runespan but about the new FPS improvements, so be sure to check that out!

Some Assembly Required: I saw the wilds of Salem (and lived to tell about it)

Filed under: Betas, Fantasy, Economy, Game mechanics, Interviews, MMO industry, New titles, Previews, PvP, News items, Opinion, Free-to-play, Hands-on, Massively Hands-on, First Impressions, Some Assembly Required, Sandbox, Crafting

Some Assembly Required - Salem dev tour
I spent an hour romping through the woods of Salem last Friday with Seatribe head honcho Bjorn Johannessen. The tiny indie company (current dev population: two) is hard at work on its followup to Haven and Hearth, an acquired taste of a sandbox game notable for its no-holds barred approach that includes permadeath and the ability to summon (and kill) criminal characters -- even while their lulz-loving puppet-masters are offline.

Publisher Paradox bills Salem as "the crafting MMO," and boy it's not kidding. Over the course of this particular dev tour, I saw crazy amounts of tradeskill functionality, all kinds of cool world-building stuff, and ultimately, more than enough reasons to spend time with the game when it launches later this year.

Fallen Earth 2.4 patch to feature territory control, automated harvesting, and more

Filed under: Sci-fi, Fallen Earth, Economy, Game mechanics, MMO industry, Patches, PvP, News items, Free-to-play, Post-Apocalyptic, Crafting

Fallen Earth - Park City
GamersFirst has formally announced its next update for Fallen Earth. The Global Territory Control patch, or 2.4 if you're counting at home, will bring quite a bit of new functionality to denizens of the game's Grand Canyon wasteland.

As you might expect given the update name, territory control plays a big role. The devs are adding new outposts and settlements throughout the game world that can be conquered by each of Fallen Earth's six player factions. Capturing a settlement grants sole property rights to the controlling faction, which in turn provides valuable mineral extraction capabilities.

The 2.4 patch also features a new 50-plus PvP zone called the The Foothills, new player-crafted prospecting and harvesting technology, and various quality of life tweaks like bulk purchasing, merchant buyback, and faster mounting. Check in with Massively later this week for more exclusive info on the new patch as well as an interview with the devs.

[Source: GamersFirst press release]

The Anvil of Crom: Age of Conan turns four, taps SWG for crafting inspiration

Filed under: Fantasy, Age of Conan, Game mechanics, Interviews, MMO industry, News items, Opinion, Free-to-play, The Anvil of Crom, Crafting

The Anvil of Crom - Age of Conan turns four, looks to Star Wars Galaxies for inspiration
The last time I did an anniversary retrospective for Age of Conan, we had a recent expansion, some new dungeon content, and several class revamps fresh on our minds. The year before that, we had the earth-shaking combat and itemization changes. This past year, the major development was, of course, the switch to a freemium business model, followed closely by the game's first adventure pack.

Join me after the break for a quick rundown on the last 12 months as they happened in Hyboria, as well as an anniversary interview with game director Craig "Silirrion" Morrison that sheds a bit of light on the crafting revamp.

Allods Online prepares players for patch 3.0.2 with a new mini-site

Filed under: Fantasy, Trailers, Video, Patches, PvP, Free-to-play, Allods Online, Dungeons, Crafting

Allods Online
Allods Online's mascots are back for another humorous video, as Troll and Crab try their hands (claws) at making potions. It doesn't quite go as expected, but it's hard to blame Crab for what happens (he's just an earnest little guy). This is all to promote the game's newest update, patch 3.0.2, which promises to be a savory concoction for players to quaff. Over the weekend, gPotato opened up a new mini-site to promote the update and has since posted several new articles highlighting the changes.

Some of patch 3.0.2's big selling points include a revamp of the Alchemy profession, the ability for pets to do the looting, a neat-sounding mentor system, a new skirmish called The Deserted Farm, a free-for-all treasure hunting space, a new raid boss, and better questing.

Before you head over to see all of the patch changes, make sure to catch up on the latest episode of Troll and Crab after the break!

[Thanks to Alex for the tip!]

MMObility: Glitch's new updates stretch players' imaginations

Filed under: Betas, Patches, Opinion, Free-to-play, Browser, Casual, MMObility, Sandbox, Crafting

Glitch screenshot
When Tiny Speck, maker of the wonderfully odd browser-based sandbox Glitch, announced that it would be taking the game back to a beta state in order to retool many of the game's most essential systems, I was skeptical. Heck, I've remained skeptical. I stopped streaming the game due to time constraints but continued to log in and enjoy it. More specifically, I didn't feel like continuing to stream it until the new releases were officially released. I tend to enjoy betas but want to hold back my opinions until games are actually open, and this return to beta made me feel the same way.

Lately, however, the changes being tested and implemented into the game have just been too cool to stay hushed about. Housing is receiving wonderful, wonderful updates that will allow for complete creative freedom that is rarely seen in MMO housing. The UI is transforming as well, and new skills and creatures are being introduced.

Beta or not, there is some crazy-cool stuff going on in the land of Ur. In fact, check out these brand new patch notes!

Grimlands closed beta features new dungeons, crafting revamp, and more

Filed under: Betas, Sci-fi, Classes, Game mechanics, MMO industry, New titles, News items, Free-to-play, Post-Apocalyptic, Crafting

Grimlands - landscape shot
What's better than a post-apocalyptic online shooter? How about a post-apocalyptic online shooter that you don't have to pay for? Free-to-play publisher gamigo is hoping you'll feel that way about Grimlands, which heads to closed beta this week to focus test "technical details such as server stability, optimization of the network code, and new features."

The game's first beta build boasts a dozen new dungeons, dynamic weather effects, and vehicles that consume gasoline and feature both weapon and armor mounting capabilities. Oh yeah, there's crafting, too, and a player-run economy that includes weaponsmith, armorer, and engineer professions as well as various specializations. Sound interesting? If so, you can register for beta at the official site.

[Source: gamigo press release]

Enter at Your Own Rift: Handy tips for fishing and survival in Telara

Filed under: Fantasy, Opinion, RIFT, Guides, Enter at Your Own Rift, Crafting

rift fishing
In my last column about RIFT, I looked at a few highlights that were coming with Update 1.8, but because of the buzz surrounding the two new skills of fishing and survival, I wanted to delve into both a little more closely and perhaps even give a few tips I picked up so far that might be helpful if you're thinking of giving it a try.

Whether you're an old salt or a greenhorn, and if you're curious about what exactly it takes to fish in Telara or what you need to build yourself a nice camp and a warm meal, this week's Enter at Your Own Rift might help!

Pathfinder Online developer blog outlines the path of production

Filed under: Fantasy, Game mechanics, Previews, News items, Sandbox, Crafting

Someone made the small jagged sword being stabbed into my gut!  Wait, this is less cool than I had envisioned.
Everything comes from somewhere. That's one of the axioms underpinning Pathfinder Online -- almost every single object that players see will have been produced by a player. In the most recent development blog, the process for gathering and producing items is outlined, and it bears all of the detailed hallmarks of the game's other systems. This isn't a game in which players grab a pickaxe and swing at the nearest rock face for ore; instead, you construct a camp and start up an entire mining operation.

The game has a basic three-tiered structure to its non-combat operation, starting with harvesting the resource, moving on to processing and refining the items in question, and finishing with crafting a usable item. And as an outgrowth of the game's open systems, these elements work in multiple directions. Starting a camp to harvest resources, for example, can generate a lot of commotion and attract hostile monsters, necessitating that players deal with the fallout or find someone else willing to do so. No one can accuse the designers of making crafting activities a secondary goal with this degree of detail involved.

Enter at Your Own Rift: Fishin' and survivin'

Filed under: Fantasy, Game mechanics, Previews, Opinion, Hands-on, RIFT, Enter at Your Own Rift, Crafting

rift fishing
One of the parts of the recent RIFT producer's letter that caught my eye was the hint that there will soon be more to do in game besides "stab" stuff. Maybe I'm mellowing in my old age, or perhaps it's because of my inner Bartle explorer player-type, but I'm enjoying activities in MMOs that don't involve mass slaughter all the time. Usually, that means crafting, but the inventory management that's required often leaves me cross-eyed by the time I'm done.

With Update 1.8, RIFT will add two new skills to the game: fishing and survival. Non-combat activities have already been introduced in past updates, like the wedding instance, but these two new skills look to be fun games within the game, so I was eager to check things out. Join me as I don some hip-waders, pack up some flint, and head to PTS for a peek at fishing, survival, and a quick peek at the looking-for-guild tool.

The Repopulation broadcasts its first public gameplay footage

Filed under: Betas, Sci-fi, Video, Previews, Sandbox, Crafting

The Repopulation
Drips and drabs of information about the sci-fi sandbox The Repopulation have been coming in, but as with any title in early development, it's never enough to satiate the masses who want the whole scoop. So consider today's bounty of the first gameplay footage and a lore piece as an appetizer to tide you over until the main course.

The gameplay video demonstrates one of the core features of The Repopulation: its city-building system. During the 12-and-a-half minutes the video runs, fans can check out how cities are put together piece by piece using a wide variety of tools and fellow player cooperation. The devs also take this opportunity to discuss the UI, controls, and how alliances work in the game.

The team also posted a lore piece called Leesa's Story on the site. The vignette introduces the titular character, a cook who also happens to be a cook, and her misguided adventures going duck hunting.

The Repopulation is currently accepting signups for its alpha testing, which begins in June. You can watch the full video after the break.

[Thanks to J.C. for the tip!]

En Masse reveals TERA crafting guide

Filed under: Betas, Fantasy, Game mechanics, MMO industry, New titles, News items, TERA, Crafting

TERA - crafting interface
Crafting probably isn't the first (or even the second) thing that springs to mind when someone says TERA, but thankfully Bluehole and En Masse didn't opt to leave the system on the cutting room floor when designing the new fantasy MMO.

En Masse recently released a fairly detailed tradeskilling guide, and while it won't tell you exactly where to get rare materials, it does give you plenty of info on the basics. TERA features six different crafting disciplines, and your character can learn them all at any time. There are no training costs; all you'll need to worry about is finding patterns and raw materials.

Crafted items are usually better than random loot drops, but generally you'll be outpacing your gear every five levels, so you'll want to upgrade fairly often anyway. There's a lot more info on TERA's tradeskilling system at the official website.

Champions Online cuts the craft in favor of the mod scene

Filed under: Super-hero, Game mechanics, Patches, Previews, News items, Free-to-play, Champions Online, Crafting

I'm going to use Fusion to fuse this arrowhead to your brainmeats.
Whether or not you're fond of Champions Online, you probably don't like the game's crafting system. Almost no one does, and apparently not even the developers have been terribly pleased with it. That's why the game is putting that system aside and replacing it with a new system. The Mod and Fusion system will work more along the lines of gear slotting as found in other MMOs. Certain gear comes with slots for Mods, and by combining Mods via Fusion, you can produce more powerful enhancements.

The old crafting skills, meanwhile, tie into the new method of fusing Mods by helping you create stronger Mods and harvest new ones. Extant crafters will also be integrated into the new system; all existing crafted benefits will stay in place (although new ones won't be available), and the crafting-specific travel powers and bags will be moved to other vendors. It's a pretty radical reinvention of the game's current dynamic, but it will hopefully make the game a bit more fun for crafters and non-crafters alike.

Some Assembly Required: Revisiting Origins of Malu

Filed under: Fantasy, Economy, Game mechanics, Guilds, Interviews, New titles, PvP, PvE, Massively Interviews, Some Assembly Required, Sandbox, Crafting

Some Assembly Required
Many moons ago when the air just started to cool from summer's heat (aka, last September), Some Assembly Required had the opportunity to talk shop with a new outfit that is developing a promising new sandbox MMORPG, Origins of Malu. And you know me: Sandbox is the magic word! As skeptical as I knew I should be, I still came away from that interview with renewed hope that a game with some of the features for player-generated content could exist again.

Back then, Burning Dog Media made the bold statement that it would absolutely release its flagship game in 2012, with a target of early 2012 to boot. But as the first quarter of the year quickly drew to a close with scant information available, it became pretty clear the game is still a ways off. In the realm of games, no news is not necessarily good news... and we definitely hit a drought in news.

Now that drought has ended. In our second exclusive interview, we spoke with Michael Dunham, Producer, Jason Mitchell, Senior Developer, and Dave Cruikshank, Art Director, to learn what's been going on behind the scenes and get the scoop on more details about those very features that have sandbox lovers salivating.

Massively Features

Events Calendar

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Cataclysm Launch
Dec 7, 2010
DCUO Launch
Early 2011

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