We’ve got a deluge of new Smash Bros Wii U information out today! 8 player local play (using 3DS as controllers and only on select stages), DLC character Mewtwo coming to those who buy both versions of the game (hint at future DLC characters?), a sort of board game, video clips of fighters, access to certain parts of games from each character’s game/series, the return of Coin and Stamina battles, and much more!
For the video and full press release, click past the cut.
Nintendo Unveils Over 50 New Features and Other Details for Super Smash Bros. for Wii U
For the First Time in the Series, Eight Players Can Join the Mayhem at Once
REDMOND, Wash.–(BUSINESS WIRE)– Today Nintendo unleashed a deluge of information about its upcoming Super Smash Bros. for Wii U game, including an eight-player mode, the ability to build and share custom stages and an exclusive soundtrack offer. Nintendo revealed these and many more details in a live-streamed video announcement. To view the video in its entirety, visit http://www.nintendo.com/nintendo-direct.
In Super Smash Bros. for Wii U, a special mode lets eight players fight simultaneously in local multiplayer. (Photo: Business Wire)
“Super Smash Bros. fans got a full look today at the unbelievable variety of options and surprises that await them in the Wii U version of the game,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “Millions of fans around the world already can’t get enough of the Nintendo 3DS game, and we want the Wii U version to build on that momentum.”
Some of the topics covered in the video include:
8-Player Smash: In a major first for the franchise, a special mode lets eight players fight simultaneously in local multiplayer. This option appears only in the Wii U version, and lets players compete on even larger stages to accommodate all the characters.
amiibo Figures: When a player touches an amiibo figure to the Wii U GamePad, the character joins as a “figure player.” The amiibo figures can gain levels to become stronger and add equipment as they gain experience through battling. Players can have amiibo fight one another, and amiibo will bring you presents from the battles they fight in.
Custom Stage Creation: The touch screen of the Wii U GamePad makes it easier than ever for players to build their own stages and eventually share them with friends and other players around the world using broadband Internet access.
Controls: Players who own the Nintendo 3DS version of the game can use their Nintendo 3DS systems to control the action on the TV screen, in addition to the many other control options available.
Importing Fighters: Fans of the Nintendo 3DS version of the game can immediately benefit from the fruits of their smashing labors. Players can import custom Nintendo 3DS fighters to the Wii U game, along with their customized equipment, costumes and hats.
Special Soundtrack Offer: Everyone who buys both the Nintendo 3DS and the Wii U versions of Super Smash Bros. and registers both games on Club Nintendo by Jan. 13 will receive a two-disc soundtrack of music from the games.
Mewtwo: Like the soundtrack, this series veteran fighter will be made available as free downloadable content in spring of 2015 for anyone who buys both versions of the game.
Modes: The Wii U version of the game offers many new modes and different ways to play that keep players coming back for more:
Masterpieces: This menu gives players a peek into the past lives of some of the Super Smash Bros.characters. Players can play cut-down versions of the characters’ greatest games.
Stages: The Wii U game offers more stages than any game in the series. The expanded Big Battlefield makes its debut in addition to the traditional Battlefield Stage. The Great Cave Offensive, based on the underground labyrinth found in Kirby games, challenges players to avoid potentially lethal danger zones – or throw their opponents into them. The Jungle Hijinxs stage, based on Donkey Kong Country Returns, lets players fight in the foreground and background. Blast barrels shoot players from front to back and vice versa.
Tunes: The game includes hundreds of music tracks, songs and jingles that players can listen to and settings to customize what music plays during game play. Players add songs to their library by collecting CDs that appear while smashing or after completing challenges.
Movies: When players clear Classic or All-Star modes, they’ll be treated to a brief movie featuring whichever fighter they used. Every fighter has a movie, so it’ll be a challenge to view them all.
Ridley. Yes, Ridley: Fans have been clamoring for Ridley to appear in a Super Smash Bros. game for a while, and now they’re getting their wish. But true to form, Ridley appears in an unexpected way. Players will find him in the Metroid series-inspired Pyrosphere stage, but he does more than just hassle players. If one player attacks Ridley enough, Ridley will join that fighter’s side and attack others. Players (including the one on Ridley’s side) can KO Ridley to earn a point toward the match result total. And if Ridley consumes enough energy, he will become Meta Ridley and all the more vicious.
Characters: The Wii U version offers 40 characters and the use of Mii characters from the start. Each character’s moves match those found in Super Smash Bros. for Nintendo 3DS, so players who hone their skills in the portable game will have an edge over opponents in the console version of the game.
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This is the first of a series of guides that will look at one of my favorite aspects of ArcheAge: naval warfare. We’ll start by getting some general tips out there for those of you who want to learn more about and be more effective on the sea. The next guide will look closely at tools and weapons of ships, followed by one on player gear that can enhance your seafaring experience. Then we’ll wrap it up with a few that will help you get to know the various ships on the seas and what’s available to players to own and captain (and plunder).
Gliders and Turbulence, or: How to Spot the Newb
I’m putting this at the top because if you take nothing else away from this guide, remember this: Don’t use your glider on the sea. If you can avoid that habit, at the very least you won’t embarrass yourself. Pretty much everywhere on the sea and on the smaller islands, like Growlgate and Freedich, players will receive the Rough Sea Winds debuff. When it says it can be “difficult to maneuver a glider” what it actually means is that you’ll very likely end up underwater, upside-down, and 15 meters in a direction other than you intended.
It seems a natural way to board another ship, and for those of us that played early alpha, before the introduction of turbulence, trust me– we loved it. I got so used to it I am occasionally the newb out of habit. If you’re lucky, you’ll just fly slower… slow enough that people beneath you will be swimming (and snickering) faster than you. But most of the time you’ll spiral out of control and be late to the party or, worse, left treading water.
Floater Tip: Ryan recently posted about double tapping jump to deploy your glider. Good call, but be sure you don’t remove it from your toolbar. Keeping the Use Glider skill (found under Skills -> Basic) or glider there will allow you to deploy it if you are floating at the top of the water. Double tapping jump will not. This is helpful when you’re close enough to land that the Rough Sea Winds debuff does not apply.
Boarding the Ship
Seems like a no brainer, right? All ships have a ramp to the rear you can walk up. The fishing boat, galleons and merchant ship also have ladders along the side. Well, here’s an important tip to keep in mind: Whether it’s the ramp or the ladder, the initial interact button (default F) will cause your character to grab and hold on to the ship. If you are in the habit of doing this, your pilot shouldn’t have to slow down or stop to pick you up. Be ready to grab on as the ladder or ramp floats by.
Sails and Speed and Turning
Each of the ships, with the exception of the fishing boat, rely on sails, and these can be interacted with by a player to change the speed and turning rate of a ship. When sails are hoisted (unfurled to catch the wind) the ship will move forward at full speed but turn somewhat slower. If the sails are furled, the ship will move forward more slowly but the turn rate will be significantly improved.
Details for all ships will be covered in their guides soon, but as an example: the clipper’s move speed is 11.1 m/s with sails hoisted but its turn speed is only 14.8 degrees/s. Furl the sails and you are slowed to 9.1 m/s, but turning shoots up to 19.8 degrees/s. The difference becomes even more pronounced on the larger ships, and you’ll find it worthwhile to have someone assigned to sails for quick maneuvering.
Sails can be furled or hoisted from the masts, and if a ship has multiple sails each is controlled separately. The action takes 1.5 seconds with a 5 second cooldown until the sail can be manipulated again.
A storm can also affect the speed of your ship. These are low-lying clouds that you’ll see lightning in from a distance and rain when you’re in them. More importantly, when you’re in a storm movement speed is reduced for all players, mounts and ships. There doesn’t seem to be an exact global modifier as different types of ships are slowed to a different degree (i.e., clippers lose approximately 22% speed, galleons 16%), but the debuff is significant and these should be avoided.
At the Helm
When piloting a vessel, the same movement keys that work for your character work for the ship. Forward is forward, back is back, turn left and right do the same, and auto-run will keep the ship moving. The ship will slow to a complete stop if the wheel is released.
Frustrating, though, is that strafe does not work to turn your ship, only turn character does. Like most gamers, I don’t waste two keybinds on turning, an action done considerably more efficiently with a mouse, but in ArcheAge I have to. My middle ground solution has been to bind Shift+A and Shift+D as turn keys for short trips at the helm. If I’m going to be getting into all sorts of shenanigans on the sea for a while, I’ll change my A and D binds from strafe to turn. YMMV.
While some ship types have unique skills, which we’ll look at more closely in later guides, there are three buffs that all offer for the captain’s management. The buttons for each will appear on the ship’s toolbar for whoever is at the helm.
This 90 second buff is placed on the ship whenever the ship is initially summoned or the ability is selected. Owner’s Mark prevents anyone but the owner of the ship from taking control of the helm. Anyone can board, grab items, and interact with cannons or radar, but only the ship’s owner can control the ship’s movement while the buff is active. If you’re not the owner of the ship but you are piloting, activating this buff will not kick you off the wheel, though you won’t be able to take it back if you let go, at least until the buff ends. There’s no cooldown, so if a fight is going awry it’s worth refreshing often to delay an enemy from taking control.
This is a player buff granted by the ship, significantly increasing the evasion ability of the helmsperson. It doesn’t make you immune, but the pilot is often the main targeted person to stop the ship’s movement by pulling them off, so this boost to evading attacks from other players (or seabugs) should always be running. Fortunately it has no strict duration, lasting until you release or are removed from the wheel, so making it a habit to get the buff running every time you take the helm will serve you well.
This speed boost increases the move speed of the ship for 10 minutes at the cost of 15 Eco-Friendly Fuels. The reagents for Forewind are not trivial to obtain, but they are certainly easier than what was needed in alpha. It’s a good shift, making it something a captain can keep on hand for when some extra speed is needed, whether it’s to deliver some trade packs that much faster or to be that much faster to interrupt another’s delivery of trade packs. Forewind is on the ship itself so letting go of the helm does not cancel the buff. Ships running this buff will be recognized by an increased amount of spray at the bow (front) of the ship.
The Perils of the Sea
I wouldn’t be doing you any favors if I neglected to mention that there is no forced peace on the sea. Once you have sailed out of a land’s boundaries, all sea zones are in one of two stages: In Conflict or War. There is never a cycle of peace, never a time where it is safe to traverse the ocean. This is what makes ArcheAge’s naval warfare a constant investment of risk and reward, attested to by the bloodstains and ship remains in the above image.
As I stated in my trade run guide, the best rewards to be had are from intercontinental deliveries. Come brave the seas. Let the trolls stick to blocking trade routes with their farm carts in zones where they have no fear of being attacked. To those of us who came to play: I’ll look for your sails on the horizon. And if you want to know more about how to develop those sea legs, stay tuned for the next guide on the tools and weapons of ships.
Before hopping on Final Fantasy XIV: A Realm Reborn‘s gathering wagon, ask yourselves whether you like farming or not. Are you the type of player who can mindlessly click your mouse while staring at the monitor like a zombie for hours? If that applies to you, then hop on– let’s start a gathering class.
Disclaimer: This is not a detailed guide of how you should level your class, you can find those guides from many other sites in our Ultimate Linkage guide. This article will, however, give you some ideas about what to expect when you level your gathering classes, based solely on my experience and opinion.
1. Choosing Your Gathering Class:
If you are a crafter and just want to gather your own materials, read my tips on getting start with crafting, and skip this first section. If you’re just seeking some extra gil without having to level a crafting class or simply want to test out a gathering class, read on.
There are three gathering classes: Miner, Botanist and Fisher. Out of the three, Mining and Botany are pretty much the same. You get a Gathering Log that gives you list of items you can gather and the location for those items. It’s almost always guaranteed that you will get the item you want from Mining and Botany, except for seeds and soil.
Fishing, however, is a totally different class from the other two. You need to discover the Fishing Log yourself, and you need the right kind of bait at the right time, in the right weather, etc. It isn’t guaranteed to always catch the type of fish you want– or even any fish at all.
However, Fishing is much faster to level than Mining and Botany, and it’s the perfect class to play with Pokemon. Put on your headphones and let the sound guide your fingers while you choose which move your Pokemon would use to be the best
Here’s where you’ll need to go after choosing your class:
2. Level Up Your Gatherer:
For Fishers, the best way to level is to just go fish. You can also do Levequests if it’s convenient for you. Keep this list handy. If you happen to get a few of the fish that are in the list, trade them in for Levequests. You can also try and discover all of the fish and fill in the Fishing Log, but if you’re lazy and don’t want to fish up just any fish, what I personally do is fish only those that can be sold for a high price on the Market Board. Keep this Fishing Log handy as a reference. It lists the location of each fish and the bait needed.
For Miner and Botanist, the fastest way to level is to do Levequests since gathering items is rather time consuming and doesn’t give much EXP in return. Some items aren’t even worth gathering because they’re not in demand whatsoever. Your best bet is to do Levequest while gathering only those items that can be sold for a good price.
Also, don’t wait until level 50 to do all the class quests at once. They’re worth decent chunks of EXP as you level.
Don’t forget to take some gathering food with you. Not only does food give you 3% bonus EXP, you also get bonus stats from them:
3. Gearing Up Your Gathering Classes:
Most gathering gear comes from Leatherworking, but it’s okay if you don’t have a Leatherworker. All class quests give you new main-hand/off-hand equipment and other pieces of new gear. You should change your gear every 10 levels, especially as a Miner and Botanist, otherwise it becomes more difficult to level. If you have a bit of gil, get yourself HQ gathering gear. If not, just get normal quality ones. Remember, the Market Board is your friend, not a monster that sucks gil out of you (although it has done that to me).
4. Make the Market Board Your Friend:
It is much easier to make gil out of gathering now than when 2.0 just came out. At the start of FFXIV:ARR, the number of bots and gil sellers flooding the Market Board with items was insane, making it impossible for any hardworking gatherer to sell their items. But thanks to the anti-cheating campaign, there are not many bots anymore, increasing the prices of shards and crafting materials by 200% or even 300% (on Behemoth at least).
As mentioned in my earlier guide, Shards, Crystals, Clusters, Logs, Ores, Alumen, Cotton Bolls, Flax, etc. are things that you can almost always count on to sell when it comes to making money. For Fishers, there are some fish that are used in crafting recipes that you can obtain at low level. Look for those (for example: Princess Trout (lvl 5) for Fish Oil, Navigator’s Dagger (lvl 18) for Dagger’s Soup…).
And don’t forget the rules for playing with the Market Board. Whether crafting or gathering, those rules apply for everything that goes on the Market Board.
5. Level 50 Gathering:
At level 50, the first thing you want to do is get your level 50 gear and start
Level 50 gathering is a little different for Miner and Botanist. All the star items are from unspoiled nodes that only appear at a certain time, so using the Eorzea clock really helps. This clock also lets you keep track of the fishing time.
Here’s a handy trick for Miners and Botanists: If you only want one type of item from unspoiled nodes, don’t use Toil of the Mountaineer/Toil of the Pioneer. Find out which slot the item you need is (the Eorzea clock has the slot info) and hit it to reveal the item. Use King’s Yield II/Blessed Harvest II or Unearth II/Leaf Turn II if you want HQ. Enjoy the benefit of the extra 300 CP.
Enjoy gathering. If you get any rare pets from the treasure maps,
Image credit: Official Lodestone blog
Back in March of this year Tom Abernathy, Riot Games’ narrative Lead, and Richard Rouse, a design lead for Microsoft Games, ruffled more than a few feathers with some comments made at the annual Game Developers Conference. Abernathy’s most memorable statement, “Plot is highly overrated,” made headlines throughout the gaming world. His words provocative not only for the League of Legends community, but for many other gamers as well. Now, a few months on, as we find ourselves on the eve of Riot’s next major lore reboot and subsequent retconning, it seems an auspicious time to explore this discussion a bit more, particularly for LoL, but other games as well.
Riot’s Plot Problem
Abernathy’s seemingly spurious proclamation attacked what some gamers find so essential about the medium: the fantasy. For the LoL community—which had already struggled with Riot’s handling of lore—there was a clear sense of frustration. It struck a nerve because Riot had fumbled in previous years to make lore a compelling part of their game. The LoL universe has always been a little bit thin; a skeletal framework at best. Each character that populates its universe adds a bit more dressing to the frame: they each come with their own short backstory. But, it’s hard not to see the bony scaffolding peeking out from underneath. For some, the characters are enough; for others, LoL needs more to engender their sense of fantasy.
In order to flesh out its universe, Riot briefly (for about one season) ran a serial publication called the Journal of Justice. Writers for the journal took characters from the game and framed them in a larger storyline that attempted to make the game feel a bit more dynamic—a bit more alive. The journal was discontinued in January 2012. Although Riot claimed to be looking at ways to bring the narrative back, we are quickly approaching three years on without an answer to how narrative will be handled. Certainly with Abernathy’s recent comments it seems highly unlikely that it will play a prominent role in LoL in the future.
Though, the point here is not to bemoan that loss. That’s something I hope people got out of their systems months ago. But, Abernathy’s statement has some real gravity to it and deserves more than just a few forum flames. The statement commands attention not merely for being provocative, but because it is inextricably linked to what is arguably (though is there really any argument at this point?) the biggest game in the world.
“Death to the Three-Act-Structure!”
The first thing to get out of the way is that by and large the quote was taken somewhat out of context. Does it stand alone? Yes. But, it also has a place within a much larger talk entitled, “Death to the Three-Act Structure!”. The presentation is critical of the way which plot is conveyed—most obviously the three-act structure, which has been kicking around since at least the Greeks. Do you tire of Hollywood’s repetitive summer schlock? The three-act structure has more than a little to do with that. Abernathy’s conclusion that “In games, plot is highly overrated,” is an attempt to understand games as something not necessarily adaptable to such a structure. Or more precisely that, in Rouse’s words, “Game stories are NOT about structure.”
Their conclusion points away from the comforting structures many of us have, knowingly or not, become used to in our media consumption. But, why doesn’t this structure work for gaming? The most compelling evidence that Abernathy and Rouse offer in their presentation are the abysmal completion rates of games: statistically, players often never make it to the end. They cite statistics that say, depending on the game, completion rates hover between thirty and fifty percent. What is the point of that mind blowing dénouement if half (or even more) of your players never see it? Instead, Abernathy and Rouse insist that the emphasis should be on characters and user experience.
Now, characters are something that LoL has in abundance. They are, since the Journal was dissolved, the primary, hell, only way of conveying story—the fantasy, as it were. Playing a character should excite our own fantasy. In fact, these are words that Riot has tried to instill as part of their design mantra: “Every champion in League of Legends should represent an ideal power archetype (or fantasy).” Do you want to be the big, chemically tweaked, muscle-bound freak that can run right in the middle of the battle? Take Dr. Mundo. Do you want to be a lithe, high mobility marksman with an awesome bird? Take Quinn. But, the fantasy of the character is not just lore; it’s also play mechanics. What makes the lore come to life is how you play the character. For most casual gamers, the fantasy of the character is multifaceted: lore, art, and mechanics.
What better way to engage with the player than by putting the characters and their stories–the fantasy– directly into his or her hands. “Death to the three-act structure!” rings true in its insistence that game developers should reevaluate how players engage with plot if it is to have any real value. A particularly insightful observation that Abernathy makes is that even when it comes to movies and television our viewing patterns have changed.
Perhaps the most popular and critically acclaimed form of the past ten years has been the serialized TV drama—The Sopranos, GoT, etc.—a form that Abernathy sees as more helpful to understanding narrative in games. Certainly with DLC becoming more normal, and particularly with LoL—which depends on installments of new characters on a regular basis—we have come to expect our games in smaller chunks that can be consumed in more manageable pieces and with more control over our time. Our entire culture of media consumption has changed very quickly and games have to change too.
But, despite much of the talk’s tremendous insight, there still remains for me a nagging suspicion about its conclusions. In the next part I will talk about how LoL‘s status as the major esport in the world is important to this discussion.
It is finally here and it’s what fans have been waiting for– the first official trailer for the upcoming patch in Square Enix’s Final Fantasy XIV: A Realm Reborn, Patch 2.4: Dreams Of Ice, was released only 5 hours ago and does it deliver! The trailer itself does a great job at showcasing the new features that are coming to the game such as the Shiva primal, the Rogue and Ninja classes, the Final Coil of Bahamut, and much more. But don’t take my word for it– take a look at the trailer for yourself:
Personally, I have never been this excited for a patch on its own. What stands out to me the most from this trailer is actually the battle with Shiva as a primal. For those who are dedicated readers know that I have been a fan of Final Fantasy for many, many years so being able to see Shiva finally is almost reliving my childhood all over again. The other piece from the trailer that stands out to me is what they show off from the Final Coil of Hahamut. What we were shown, in a nutshell, made me completely feel like a kid again. There’s only one problem with this trailer and that’s the fact that no release date has been given yet for the patch.
So, let us know in the comments below: When do you think Patch 2.4: Dreams Of Ice will be released?
As hinted in a recent podcast interview, there’s a huge content patch coming to ArcheAge that’s going to keep guilds busy for quite a while. We’re talking The Conquest of Auroria which goes live November 4th. Now, in case you’re unfamiliar with ArcheAge as it stands currently in other areas of the world, Auroria is the continent for siege warfare. Four new zones will be dedicated (of the 6 total new zones being added in the update) to siege combat where guilds can compete for the ownership of player-build castles.
Along with siege fun and 6 new zones that include 30% more player housing areas, the update will include Serpentis– a 10-man endgame dungeon– new elite enemies and field bosses, the farm wagon that’s perfect for completing trade runs, and the Steamfish Submarine. Yes, a submarine. It’s time to conquer a castle then dive in your nearby submarine for a bit of underwater exploration. Now when’s the last time you said that line in an MMORPG?
Is it worthwhile to level crafting in Final Fantasy XIV? The answer is both yes and no. Crafting enables you to repair your gear anywhere– anytime you want to. You can also earn a bit of gil from crafted goods. Crafting also means you don’t have to look for people to meld materia in your gear for you. And finally, yes, crafting in FFXIV can be a fun game in itself if you’re into that sort of thing.
However, it costs a lot of gil and takes a lot of time to level crafting. Crafting only starts to become effective when you have a few cross-class skills and crafting is not the only way to make gil anyway. On top of that, the only good thing about level 50 crafted gear is that you can meld it with the materia of your choice, but the ilvl of most crafted gear is lower than the ilvl of items that can be picked up with with Tomes or that drop in dungeons.
If, after considering all of the options, you still want to be a crafter, here’s a basic guide to get you started:
Disclaimer: This article’s written from a personal point of view and includes quite a few of my own opinions. Your experiences may vary. Realm economy and population are also large factors when it comes to the given success of any crafting trade.
1. Choose Your Main Craft
It’s pricey to level a crafting class, and it’s even more pricey when you reach lvl 50 because you need to materia up your crafting gears for 2 star and 3 star recipes. You can level several crafts at the same time to save time and teleport money but before you choose, here are some points you need to consider:
Gathering your own materials can save you a shitload of gil and you can sell the leftovers to make some profit, too. The list below is the “primary” ingredient, while many of them require a mix of something else. For example a piece of armour from an armorer could need cloth from a weaver.
The best way to level up your craft is to do Levequests. Go do some research on Google (alternatively, check out our guide for a list of resources) and you will find many sites that give you a list of what Leves to do and what items to get. Although it saves a lot of time doing this, I have to confess I have never followed those sites. I find it more fun finding out what Leves to do and which items to get as I go along. You can do all the Leves available if you like but I wouldn’t recommend you to do so. Some of the Leves just give too little return for the effort you put in. Here are some tips for choosing the right Leves:
Trying to HQ the required items also gives you more EXP than just hitting the Synthesis button or doing Quick Synthesis. The higher the quality bar, the more EXP you get in the end whether you actually get HQ or not. Besides, trying to craft HQ items benefits you in various ways:
You can complete all entries on your Crafting Log for the reward EXP, but I personally don’t do this because it takes a lot of time to gather all of the materials.
Food also helps when you’re going to synthesis a whole bunch of items. Choose the food with these crafting stats:
Most of the crafting gear comes from Weavers and Goldsmiths, but you don’t have to start with those two classes to be able to wear gear. Doing class quests will grant you numerous pieces of gear and even a main-hand and off-hand tool. If you have a bit of gil to spend, get yourself new crafting gears every 10 or 15 levels.
I have some friends complaining to me that they can’t make any gil out of their crafting and that it costs too much to continue leveling it. But that is generally not true. I might not be the best person to give advice on how to make gil, but I can give you some ideas on how to increase the amount of gil in your pocket. My best record was 500k gil in a week which probably isn’t a lot, but it’s not bad for someone who generally doesn’t concern herself with money-making strategies.
When you reach lvl 50 on your first crafting class, you will realize that the journey has not ended. Rather, it hasn’t even started. Most people give up right here. It could be that they don’t find crafting rewarding or they simply just dislike the whole crafting thing. If you choose to continue on this road, then you need a plan.
And that’s it. Go pick up the craft of your choice and get started. At the end of the road, you will be a better crafter than I can ever be (because I never reached the end– I admittedly abandoned the ship midway). If you quit halfway through, don’t worry– you’re not the only one. No one will judge you by the number of lvl 50 classes you have. While you’re at it, I hope you have fun. I certainly did until I leveled the last 2 crafting classes. Cheers.
Trade runs are an integral part of ArcheAge– driving the economy, providing unique materials, and encouraging small and medium scale PvP. Whether you’re a farmer, a crafter, or a pirate, trade packs and the potentially perilous paths their carriers traverse help shape your game.
At its heart, a trade run is exactly what it sounds like: Making and moving unique goods across the world. Supply and demand affect payouts, and the riskier the route, the higher the rewards. Each zone of the Nuia and Haranya continents has specialty goods that can be crafted at a regional specialty workbench, and most zones have special traders ready to take those goods off your hands. The only requirement is to trade the goods in a zone other than where they were made. How far you travel is up to you.
Looking at the payout for your trade run may seem like putting the farm cart before your donkey, but because they vary so significantly, planning ahead for what you want to gain is necessary; that choice determines what you’ll be making, where to craft, and where you’re headed. Your first decision is what traders you want to deal with… are you looking for gold, gilda stars or crafting materials/stabilizers?
Most zones have a Gold Trader NPC that will take your trade pack from another zone. Gold Traders deal in domestic goods, meaning they will only accept packs made on the same continent. For some reason these elitist NPCs don’t want goods from across the pond, so don’t even try to pass Nuia goods off on Haranya Gold Traders.
Of the three traders, though, they’re the only ones interested in domestic goods. That makes for considerably safer routes for trade runners looking to avoid significant, or even any conflict by staying in protected or peaceful zones. As the safest option for trade runs, dealing with Gold Traders is the least lucrative of the three, but it can fund whatever craziness you’re up to in ArcheAge.
Gilda Star Traders
Gilda stars are a unique currency accepted on Mirage Isle to purchase a myriad of items… from warships and homes to cow mounts. While some items can be traded after they’re purchased with gilda stars – not the cow mount! – the currency is bound to the player that earns it. There are several dailies that will reward gilda stars (guide coming soon), but trade runs remain an efficient and fun way to acquire them.
Gilda Star Traders are only interested in foreign goods: Specialty packs made in a zone across the ocean. If, after making your specialty trade pack, you’re willing to brave the sea, Gilda Star Traders will gladly pay you in gilda stars so you can, in turn, shop the Mirage Mall to your heart’s content. They tend to be near a port, meaning there won’t be a whole lot of ground travel once you’ve crossed the sea.
Like Gilda Star Traders, Resource Traders only deal in overseas goods. Where you find one you’ll find the other, but selling to a Resource Trader will reward one of the unique crafting stabilizers that can only be earned through trade runs: Charcoal Stabilizers, Rock Salt Stabilizers, Crystal Stabilizers, and Dragon Essence Stabilizers. Cross the sea with a trade pack and visit the following locations:
Tycoon Tip: While trade runs are the only way to earn these stabilizers initially, they are not bound and can be sold to other players. If you keep an eye on their value, selling the stabilizers you earn from an overseas trade with a Resource Trader can net you significantly more gold than dealing domestically with a Gold Trader.
Supply and Demand
There is a mechanic in-game that lowers the value of trade packs if a particular specialty item is flooding a zone. Fortunately the current trade rate is accessible and updated in real time on the Trade Info tool (click the scythe in the mini menu). Select the crafted and potential sale locations for the going rate – max is 130% – and choose which pack to make or consider other delivery options.
To understand the risk of trade runs consider this: 20% of the reward for all packs turned in will be mailed to the creator of the pack, the other 80% to the player that actually turns it in. So maybe you take it from start to finish for 100%, or maybe you make a pack and hand it to a friend so they can get a few gilda stars… or maybe a ship full of scurvy individuals kills you on the sea, straps on a pair of Baktehan’s Swimfins, and swims down from your lifeless body to pick up your trade pack from the bottom of the ocean for 80% of what would have been your Dragon Essence Stabilizers. Welcome to ArcheAge
Prep, Run, Profit
Now that you have an idea of the risk and particular rewards of trade packs, it’s finally time to make the trade run. Utilize your Folio (O is the default keybind) to know the materials to grow/gather/buy for your chosen trade routes, and visit a General Merchant to purchase Quality Certificates; you’ll need one for each trade pack you create. Then cozy on up to your preferred specialty crafting bench and make the trade pack. This will immediately put it on your back, slowing your character.
You won’t be doing much actual running with a trade pack on, but there are several options for moving the packs. Walking… I wouldn’t recommend.
Most mounts are useless with the added weight of a trade pack, being slowed to 1.7m/s. Donkeys, however, are able to maintain a base speed of 4m/s with a trade pack. They also have a unique speed boost skill at level 20, a 30% increase for 1 minute at the cost of a carrot. The player receives a donkey foal as a quest reward for the second trade run quest that begins in Windshade (Nuia) or Anvilton (Haranya), and they can be purchased on Mirage Isle for 5 gilda stars.
Farm carts and farm wagons are particularly useful in trade runs. These vehicles have two and four storage crates for trade packs, respectively. Both have a base speed of 4m/s, the same as a donkey, but are a bit slower once the donkey gets speed boosts from armor. That is until the driver of the farm vehicle uses an Eco-Friendly Fuel for a 50% speed boost for 8 minutes. The biggest benefit, however, is the multiplicative value of the storage crates.
When placing a trade pack in a storage crate, only other members of the owner’s party or raid can remove them. If the vehicle is desummoned or destroyed they will drop to the ground and become free loot, but short of that happening you can safely transport trade packs in the crates as well as carry one on your back while driving. The donkey can handle rougher terrain, but a farm cart arrives with 3 or 5 packs to the donkey rider’s 1. The bottleneck for building the farm cart is a Thunderstruck Log, but if you want to take advantage of trade runs that’s a log well spent. Farm wagons require materials only available on Auroria, so they are not yet in game.
Like walking, swimming works for crossing the ocean but I wouldn’t recommend it. Clippers are fantastic ships for their speed, but without storage crates you are limited to what’s on your back and burdened with the Overburdened debuff at all times. Galleons (Lutesong Junk and Eznan Cutter) do have 4 storage crates, but they’re fairly slow for a trade run. Merchant ships are ideal, equipped with 20 storage crates, so grab some friends for defense and everybody move a few packs. Just keep an eye on radar, and have at least 15 Eco-Friendly Fuel handy for its speed boost, a 10% increase for 10 minutes.
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Now that you’ve made it to an NPC with a trade pack on your back (regardless of who made it… I’m not judging!), turning it in starts the 22 hour countdown for your reward. You’ll be mailed the gold, gilda stars or stabilizers– 100% of the reward if you crafted the pack or 80% if you came across it by other means.
Whether you hit up the auction house or farm the materials needed, or just farm other players running trade packs, I hope this guide has been helpful. Post any questions you still have below.
We’re going to be posting tips & tricks for the latest games we’re playing for the community. The first Pro-Tip is for ArcheAge (yes I’ve been playing a lot)! See after the post on how you can contribute and get your Pro-Tip on Junkies Nation.
Pro-Tip – ArcheAge: Best Way to Deploy a Glider
In ArcheAge there is a setting under Options > Game Settings > Functionality to enable the ability to Double-Tap Jump to Deploy Glider (spacebar). I was surprised to see this wasn’t turned on by default, since its counterpart Double-Tap to Dash is. In my opinion this is better than setting your glider deploy to a hot key. Double-tapping the spacebar feels very natural and just makes sense.
It’s a charming realization when something as simple as planting a mushroom and being able to harvest it in a PvP zone without dying is luxuriously satisfying, like that very first MMO you played killing a boss in a dungeon without a clue as to whether or not you were wearing the right gear or if you should be doing more DPS as the healer. The senses are stirred creating nostalgia, reminding us of those long lost days and next thing you know this forgotten courage sends you on a Poplar tree planting spree somewhere where anyone can reap the rewards and look out if you manage to succeed harvesting these beauties! A can-do-anything attitude occurs that leads you to run across every mountainside searching for other courageous planters with unattended bounty.
These baby steps occur at many angles of ArcheAge, feeding the competitive nature of every avid, soaked-to-the-bone-in-pixels gamer. Amidst the obnoxious queues during the first few days and not getting land where you’d hoped, the rush when you did get to play or do plant your plot in the ArcheAge world quickly outweighs what’s become a trend in MMORPG launches. Lag? Expected. Disconnects? Used to those.
To some this might deem morally corrupt to be so forgiving when “hiccups” happen and sure, we could head to forums and join the many disgruntled fellow players who express their outrage daily, BUT ArcheAge waits for nobody Free-to-Play or Patron. Frankly, our time’s better spent marking places and guides to refer to often so we get a leg up in this economy-driven sandbox.
Along the way there are many learning curves for those that either didn’t pre-test ArcheAge before it went live or were like those of us who applied themselves sparingly in every pre-launch phase to save some mystery and time for launch. For many of us, everything we thought we knew went out the window the moment we logged in with or without queues. In a bind to keep ideals in between being scammed of APEX/gold, losing tradepacks crossing that notorious sea, or while disconnecting from the server, the very pitfalls that momentarily tip the apple cart of reason and fairness catapult you to quickly find a rhythm in your planting schedule, husbandry timers, and warzone peace periods to soothe every loss with an ego balm made from small gains.
It’s these small gains and this very rhythm that has you humming, plotting, and strategically calculating time and effort right down to the very last hereafter stone cultivating the pace of your own progression adding even more attachment to what then goes from being a data-based, beautifully artistic game equipped with relentless gold sellers to a thoughtful roller coaster of choices including spending more of our precious spare time than we intended. Sleeping habits turn inside out and alarms on clocks or phones are being used more than ever to squeeze every minute out of stakes we have claimed in whatever corners we could find in this digital world.
As we roll across ArcheAge habitually checking un-built plots for demolition notices, low beginning bids on the auction house, and possible PvP-flagged players nearby, we become territorial. Trusting no one creates a tug of war since relying on your community is also an integral part of gameplay as you meld into your guild that’s segmented into families and your faction that’s divided into alliances and pirates.
Experiencing a guild dissolving from burning out in beta, to transferring with those left over to a new guild that gave hope but also found us subconsciously observing active alliance guilds on our server that matched attitudes and every other calculation being made; throughout it all the determination among fellow tag mates to not be at the bottom of the resource pool never waned. Experiences had, items built, proficiency milestones attained, and content achieved adds a new thought process daily and this workers compensation potion-slugging Ferrin rises to every challenge. Next thing you know, you’re hooked! (Don’t get me started on the thrill of fishing!)
It has been too long between server resets that a game has captivated this imagination on every level and with all of this in mind we wish every “ArcheAgeian” a happy one month anniversary!
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