Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for May, 2009

Some Killing Floor tips.

Posted by nefchast on May 16, 2009

So I’ve spent a bit of time playing the game now, got the support specialist up to level 2, got several other perks up to 1 — just enough to figure stuff out and learn a thing or two.

The first tip: If you’re starting out, want to level a perk you haven’t touched and are doing it solo — go with beginner mode. Especially if you’re looking at doing a perk like Firebug.  It should be pretty obvious, since it is the easy mode, but the higher levels can get you killed pretty fast without the perks or support. (or knowledge of the weapons)

Tip two: Bloats and corridor maps don’t always work so well — especially if you use the bloat mutator. They’re huge and literally take up the entire space. Another obvious tip, but if you want to get the achievement for killing them, try west London or the farm.

Tip three: West London is probably the easiest map. Three of the shops are located in easy to access areas, the map is well lit — save for the police station, but you don’t even need to go in there — and the streets are nice and wide. If you’re wanting to work on your sharpshooter perk and get it up fast — select this map, make it beginner and long and add the clot mutator, then just grab your favorite handcannon and blow the specimen to bits. I’d also recommend this map to anyone wanting to get the firebug perk up.

Tip four: Flamethrowers will get you killed without proper use. You need to hit targets that are at a medium distance from you and keep things at that range. This can be hard while solo, especially in cramped maps, so take the above tip and choose west London for the easiest time.

Tip five: Specimen don’t try to dodge grenades — get some good use out of them! If you’re a support specialist you can get even more damage with them.

Tip six: Melee is quite good. Try the Berserker perk out with a chainsaw — you’ll be tearing through gobs of enemies! Works very well on the Patriarch and the Fleshpound, too.

Tip seven: Pick up any ammo laying around that you can before visiting the trader — it’ll cut down on costs. (another obvious one, yup — another coming up) Also, when starting out — if there’s equipment laying around that no one wants you can pick it up and sell it — quick boosts in cash to get you what you really want.

Tip eight: Banshees may not deal a lot of damage to you, but their screams will mess up your vision quite badly — kill them quickly to avoid taking more damage from the other specimen.

Tip nine: Bloats explode, similar to the boomers in Left 4 Dead, and spray acid everywhere — kill at range, even if you are a berserker.

Tip ten: Crawlers can be a pain in the ass, literally. They hug the ground so any melee attacks will need to be directed towards it — recommend killing at range, shotgun works quite well.

Tip eleven: Decapitating enemies can really help — especially against larger ones like the fleshpound. It doesn’t always kill them, but it does make them effectively useless and they’ll just run around spurting blood. It’s also quite funny — try taking out a fleshpound’s head and one leg, he’ll hop around spurting blood for a bit.

Tip twelve: There are a few specimen that charge when taking damage or when they get close. These are: fleshpound, scrake, and gorefast. The fleshpound and scrake can both take a decent amount of damage, but they can be killed before they close in. The gorefast is just a step up from the clots, but deal a good bit more damage. Crawlers can leap and close range. Stalkers use their stealth to get close, and are quite fast. These zombies aren’t all slow, remember that.

Tip thirteen: Welding doors can be used for more than keeping specimen out — it can be used to keep them in. A perfect example is the chain gate on the west London level. Weld that shut and any specimen that spawn within that section will have to tear it down to get out — which will provide you some possibly needed time, or you can take the opportunity to shoot through the gate and kill them.

Tip fourteen: Sharpshooters have a few options available to them. The rifle, lever-action, holds 10 shots and has a pretty fast semi-automatic time between each shot, but the reload time is quite long. The crossbow has the best scope and is quite lethal, however it is a single shot with a bit of a reload between each — not really recommended for solo play. The handcannon is my choice, but only a single handcannon. You can dual wield them, but that will throw your accuracy off. Taking a single handcannon offers a good bit of damage, a decent clip, and pretty fast reload times. It won’t pack the firepower of the larger weapons, but handles most things quite nicely. The bullpup does not count for the sharpshooter, though it is the commando’s weapon.

Tip fifteen: Lastly, the only flashlights in the game exist on the 9mm pistol (which everyone has) and the pump shotgun. Using the flashlight hotkey of ‘F’ will bring up whichever weapon  you have that has one. If you’re prone to accidentally hitting buttons you didn’t mean to hit, you may want to change this hotkey.

That’s all the tips for today. To end it, here’s some Killing Floor screen shots — bloody gore and support specialist level 2 stats. Yay!

Shotgun fun.

Shotgun fun.

Support Specialist Level 2 Stats.

Support Specialist Level 2 Stats.

Bullpup scope, Clot head 'sploding.

Bullpup scope, Clot head 'sploding.

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Killing Floor.

Posted by nefchast on May 15, 2009

Killing Floor, mod turned stand alone, released yesterday on Steam. The game is a FPS co-op survival horror set in England. 1-6 players face off against waves of ‘specimens’ — cloned soldier-monsters — that vary in appearance and difficulty. So, that’s the overview — on to a bit of the features.

Shop

Shop

The thing that really drives the game is the shop. Not only do you get most of your weapons, ammo or armor here, but it also is important to the overall gameplay. At the start of each wave the shop will move to a different location on the map and players will have to fight their way to it if they want to use it. There is only a limited amount of time that the shop stays open (though this can be modified in the map settings) so finishing off the wave as close as possible to the shop will allow you more time to browse and setup for the next wave.

It is completely possible to forego any attempt at reaching the next shop and setting up in an area that has item spawns (there are ammo and weapons/armor spawns around the maps — though the non-ammo ones are more rare) and complete the maps successfully.

Perks

Perks

In lieu of set ‘classes’ is the perk system; perks can be changed at the shop between waves. Perks provide passive buffs to gear or other abilities that revolve around the specific perk class. For instance here we have the Support Specialist — or Engineer. They’re naturally better at welding doors (more on that in a second) and using grenades/shotguns. So, they not only get a discount on shotguns from the shop but are better at using them. The Berserker perk focuses on the melee weapons (Fire Axe, Machete, Chainsaw, Knife)  and allows its users to not get slowed down when attacked by Clots. (clots are the basic bread and butter zombie/specimen, think of them like the infected from Left 4 Dead — they attack in large numbers, have little health or power but slow you down) Each perk has multiple levels (up to 5 I think) and each level is unlocked by meeting a certain requirement — such as welding a certain amount of door hitpoints or dealing a certain amount of total damage with a specific weapon. The higher level perk you have the more bonuses you get. (of course)

Aiming...

Aiming...

Either I’ve just missed the option, or I’ve been too busy killing specimens, but I did notice that there is no crosshair. Aiming is done with the right mouse button, and you look through the sights like the real thing. In case of alternate fire modes — the default is the middle mouse button if you get confused. I’m liking the lack of crosshair, it adds a nice bit of skill requirement to really get the headshots from a distance. Of course, I tend to use the shotgun as a support specialist so aiming isn’t too much of a requirement for me… If you can’t aim worth a spit without a crosshair, though, be warned!

Welding

Welding

One of the fun gameplay features is welding. This is available to everyone and just requires you equip your welder (think the hotkey is ’5′, hit it twice since the medical equipment is hotkeyed there too) and find a closed door to use it on. This can be used in a number of strategic ways, from sealing off certain routes to create bottlenecks, to completely sealing off an area in order to recoup and heal. It won’t be possible to completely seal off an enemy advance — unless your whole team is made up of support specialists — since the welder does use up its energy pack pretty fast and needs to recharge. The medical syringe works in the same way — use it once to heal someone (or yourself) then wait for it to recover. Of note: the alt-fire mode on the welder removes the welding so you can re-open a door, alt-fire mode on the syringe heals yourself.

Win.

Win.

The last wave will see the Patriarch — a big, bad boss monster — that you will have to defeat in order to win. If you don’t want to know what he does, don’t read the next line…

He has a decent amount of health, can go invisible (when he does he moves quite fast), has an arm that doubles as a chaingun and rocket launcher, and is just generally nasty. If he gets in close he can deal a good bit of melee damage and knock you back. Killing him automatically wins the map.

Ok, that’s a brief intro to Killing Floor. Having played it for a day I can’t really say how the long-term will be for the game, but the price of 20 bucks (15 if you pre-ordered) is very, very good. Grab some friends, get a server and you should have a blast.

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2D6.

Posted by nefchast on May 14, 2009

No video game talk today. (tomorrow will see an overview of Killing Floor that releases today and unlocks on Steam at some funky time — like 1-2 PM EST) So I’ll have a brief explanation of my choice of the 2D6 for a pen and paper game system. *Fun!* I know, I know…

The first and major reason for choosing 2D6 was the availability of said dice — everyone that has a few board games lying around likely has them. Since I don’t plan on selling this mechanic or anything I might put out there about it — making the entire process as free and easy as possible sounded good to me.

Secondly, I wanted to try and make the system as simple as possible. I don’t want a lot of dice to go through, I don’t want a lot of math, I just want something that gives a random factor to the game’s actions and something to base some difficulty on.

So, that’s the reasoning. Now to the maths. It’s simple to figure out the probability of rolls using 2D6 — there’s 21 possible combinations. Of that 2, 3, 11, and 12 all have only one combination — or roughly 4.7% chance of being rolled, each. 4, 5, 9, 10 all have 2 combinations each — or roughly 9.5% chance of being rolled, each. And 6, 7, 8 which all have 3 combinations — or roughly 14% chance of being rolled, each. Using percent chances it’s pretty easy to tell the difficulty of something. So, if I set a skill check to require a 6+ to be rolled, you will know that you have a 15/21 chance of rolling successfully — or 71.4% — and it should be pretty easy, but the random factor is still there and you could just as easily fail.

The next step is determining how skills effect the chance of success, or if they should at all. Since I’m still building and testing everything, this is the portion that is still being refined. I’m not too worried about exact skills since I want this system to be generic and work in any genre — and you wouldn’t have something like laser based skills in a fantasy game, well… you could. At the moment I’m looking at skills having 4 levels and be categorised as basic and advanced. (should be pretty similar… yeah, it does work) Using a skill that you don’t have trained will provide a negative bonus to your roll, simulating the lack of the skill, while having the skill and having higher levels of the skill will add a positive bonus. I think this is likely the best way to handle them, though some skills will not effect rolls so much as other skills. (say, advanced shield training increases the amount of damage blocked)

Attributes are also a part of this unfinished portion. How should they effect the character? Skills? Rolls? At the moment I’ve only gotten down what I feel should be the basic attributes to effect characters in any given genre: Physique, Coordination, Intelligence, Wisdom, Charisma; and that starting stats will not be rolled to be determined, but players will be given a set amount of points to distribute. The reasoning for this is that some characters are rolled too powerful, while others will be too weak… the only problem I can see with having distributed stats is players using a dump stat or two — so I’m working on making every attribute worthwhile to have at least some points in. This will likely be done in either negative bonuses to rolls that are using that attribute, or skills that use that attribute costing more experience to gain. (and skills lower in cost when you get higher attribute points…) 

Still quite basic, as you can see. I can definitely see how larger games (MMOs especially) take awhile to balance, if they ever get balanced. It’s quite a lot of work and thought, even on a simple system like this.

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Lord of the Rings Online — Housing.

Posted by nefchast on May 13, 2009

Housing in Lord of the Rings Online is a bit different from Wizard101 or Everquest 2. You do not start with a house, it much be purchased — there is no level requirement as far as I can tell. The house is shared across all characters on your account on that server.

First up is a few pictures of the standard house I purchased for my characters; the house is in the Elven neighborhood.

Front of the house, including the yard.

Front of the house, including the yard.

First floor.

First floor.

Second Floor.

Second Floor.

This is a standard house, the cheapest available. It has a decent sized lawn and two floors — one small room on each. The houses come unfurnished, but it is easy to get a few pieces — in fact they give you a quest that rewards you with a few bits once you obtain a house — either through questing or merchants/auction. Decorating is the part that’s a bit different from W101/EQ2, as you can see below.

Placing items.

Placing items.

Once you enter decorative mode (little button on the mini-map) you can see glowing boxes around your house and lawn. Each of these boxes holds a certain size item and only decorative items fitting that category can go there. This places a limit to the items you can place (EQ2 and W101 also have those limits) but also limits potential decorating designs. I can’t say I like the system, it just feels too cookie-cutter for me — the whole: chair here, rug here, plaque here bit. You can rotate items, but that’s about it.

As far as obtaining a house goes, in front of (or near) each entrance to the neighborhoods stands a house seller like this.

Housing Broker

Housing Broker

It’s quite easy to find the house you want from the three available types: standard, deluxe, kinship. The prices will also vary from 1 gold for a standard up to 16ish gold for a kinship (think the deluxe is roughly in the middle, around 7 gold or so) with increased upkeep expenses also. Upkeep is paid weekly, but when you first purchase your house you will have roughly 3-4 weeks paid in advance automatically, so you won’t have to worry about it at first.

LotRO’s housing is not terrible, I really like the house I got from a visual perspective, but there is a lot more that I think could have come from it — especially with the costs of the houses compared to their sizes and the limited decoration options. I got my standard house on a character that was in the teens, so it is quite possible (though a bit of harvesting and auctioning work) to do early on, but the cost is likely not worth it unless you really want it. Even then the standard houses are not really worth it — I’d wait for a deluxe house. The biggest bonus I can think of is the house teleport you get when you own one — and this works across all characters on that server. However, if you join a kinship that has a kinship house near the city you want a port to (say, Bree) it will work just as well. (you get a kinship house teleport in addition to a personal house one)

If you love fishing though… well, a house is the perfect way to display all your trophy catches.

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Wizard101 — Housing.

Posted by nefchast on May 12, 2009

Wizard101, the family friendly magical MMO, has added housing fairly recently. Here’s an overview.

Every wizard starts off with a dorm room that is accessible by two different ways.

 

Entrance to Dorm Room

Entrance to Dorm Room

Just inside of Ravenwood, from the Commons, you can find the door leading to your dorm room. Or…

 

Go Home button

Go Home button

 

 

 

You can click the go home button on the bottom right of your UI. This will instantly teleport you to your currently equipped castle, or dorm room. (if you do not have a castle) If you have a castle and would like to port to your dorm room, you can do so from within your castle using the Go Home button again. The cooldown is one minute.

 

 

Regardless of which way you choose to enter your abode, the inside of the dorm room will look a bit like this:

 

Dorm Room

Dorm Room

The dorm room comes with a bed and bank box, these other pieces I’ve gotten from various quests — you can also get decorative items from merchants. The dorm room holds 50 items, as shown in the ‘Item Count’ above — that bar is also the UI window used to interact with your decorations, the various tabs are filters. Actual interaction with the decorations is similar to Everquest 2′s housing.

 

Incorrect...

Incorrect...

 

Correct!

Correct!

 

As you can see, on the left when an item is in a location it cannot be it will be red — to the right the item is in a correct location. Also similar to EQ2′s system is the rotation of an item while placing so you can adjust it to suit your tastes.

 

 

 

Once you hit level 15 you can purchase a castle. These are far bigger and more expensive than the dorm (which is free) but you will still keep the dorm. In fact, you can have your dorm and up to three castles! Tons of room for house items. Of note: castles have a one time fee, no rent — once you purchase it you own it and you can sell it at a later time if you choose, also you can only have one castle equipped at a time (like any other piece of gear) and that will be your primary home teleport.

To get a castle seek out the castle shop. You can find one in the shopping district.

 

Castle Merchant

Castle Merchant

As far as I know there’s different merchants in the different worlds you can go to and they’ll have different castles to buy. The one in this post is for the starting world. Regardless, you’ll need to find a merchant like this one above. Once found you can view his wares…

 

Castle Emporium

Castle Emporium

There’s two types of housing available, a Wooded Cottage for 8000 gold and the Forested Mansion for 15,000 gold. Rather expensive. The forested mansion is greyed out here since I’ve already bought it. (more on that below) If you’re short on gold you can wait or buy some crowns and trade them in to Prospector Zeke for gold. Once bought, you simply equip the castle like any other piece of gear and you’re ready to use it. I’ve got a few shots of it I’ll go through below, then talk about it some.

 

Forested Mansion

Forested Mansion

 

Stage

Stage

House

House

 

Top Floor

Top Floor

 

Water Feature

Water Feature

Ok, the actual castle portion is a theatre complete with stage and curtains. (none of it move-able as far as I can tell, but a good amount of space) The house is rather large, at least compared to the dorm room. It can hold 250 items and has 6 rooms spread over 3 floors. On the grounds of the estate you’ll find some room for outdoor decor and a nice stream that flows into a small pond with a bit of a beach.

If you really love housing and have tons of decoration items stored up — this is definitely something to look into. I can’t find many other reasons to get it besides that or for bragging rights. Well, apart from this:

 

World gate

World gate

Yup, your own World Gate so you can hop to anywhere in the spiral that you want. I’m not sure if it comes with the cheaper cottage, but I would guess so.

For a family and kid friendly freemium MMO, and even for hardcore subscription based MMOs, this is quite a nice housing system. If you haven’t given Wizard101 a try yet, I recommend it.

Tomorrow will see the Lord of the Rings Online’s housing.

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A bit of story.

Posted by nefchast on May 11, 2009

Enjoy the weekend? I hope so. Didn’t get as much gaming in as I’d hoped so today I’ll just talk a little bit about the back story to the practice module I’m creating to test my pen and paper gaming system. Tomorrow I’ll have housing in Wizard101 that was added pretty recently (castles!) and on Wednesday I’ll touch on the Lord of the Rings Online’s housing. (only the standard house, my characters aren’t rich…)

When choosing a genre I immediatly thought fantasy. It’s a pretty easy genre to work with I think. Next I refined the idea to include only one large city. The city is still unnamed; I’ll come up with it once I have the details finished. Within the city are 15 districts, with walls and gates between each — very important.

The actual back story begins with two children, a boy and a girl — fraternal twins. South of the city, within a forest, lies a clearing that everyone is forbidden to enter. Within this clearing there lies only a single, large, ancient stump. The twins love to play around the stump, even with the warnings of their elders, and spend a lot of time there. They loved it because they could hear music playing there, soft and sweet, and they would dance and play to this music. One early morning the two snuck off to the clearing — before the sun had even risen — to play. This time they found a soft light coming from a small hole in the ground near the stump. It was covered in grass and dirt and was small enough not to notice when the sun was out. The music was coming from this hole. The two decided to dig and make the hole larger so they could find the source of the music they loved.

A few hours passed by and the sun had risen before the two dug out a hole large enough for them to crawl into. It was dark, but the faint light from morning shined within, illuminating a passageway a few feet in. The boy was first to enter, crawling through the hole before falling down to the floor of the passageway — it was high enough for a grown man to walk easily, and the floor was a few feet from the hole. With a bit of help the girl entered the passageway next. Neither had brought a torch or any other form of light, but none was needed here — though dark the two could see the path ahead and followed the source of light. The light emanated from a small hole in a wall at the end of the corridor. The brickwork here was different from the walls and floor — it looked slightly newer and rushed. The bottom of the wall had crumbled, the small hole was there and the light and music came from it. The two did not even think twice before entering — they were entranced in the music and curiosity. Within they found a fireplace, roaring with flames of unnatural hues — beautiful to watch — a table covered in a feast fit for royalty, a bed with a canopy that looked like the night sky, and at the back, before a large mirror, sat a young and beautiful woman who was singing…

That’s the rough story details so far. What happens next is the two children eat, sing, and play with the mysterious woman before heading back to the city. Before they leave the woman will insist that the children play with their friends the next day, and with other children of the city. They will do this and all the children, including themselves,  that they come in contact with will fall ill in a few days. The food the woman gave them to eat had a magical disease within it that would create a plague. Spreading to children first, they would fall terribly ill and succumb to it — after dying the children would come back to life and attack their parents and other family members, spreading the disease or outright killing them. The plague spread alarmingly, within a week whole districts were closed off and travel into and out of the city was forbidden. The king, who also resides within the city, sent out messengers to request aid from the three neighbouring kingdoms. These three kings convened to discuss what should be done; none of them wanted to take in survivors in case they carried the disease and destroying the city was unthinkable. While in discussion a witch appeared to them and told them she could solve the problem. By sealing off the city with her magic she could insure that the plague would not spread and the city would not be destroyed. The kings were still worried about the people within the city, but none of them wanted to handle the problem themselves, so they begged the witch to solve it and do as she wished. Overnight giant thorny vines covered the walls and gates, and whirlpools covered the harbor, ensuring nothing could enter or leave the city. The survivors within were terrified and trapped. Plague victims roamed the streets, feeding on anything living. Soon only 5 of the 15 districts remained plague free. It would only take a few more days before the other survivors in the 10 infected districts would succumb to the plague and plague victims.

And that’s all the basic story I have so far. Not a lot but enough to base a few adventures for practice. What I’m working on next is detailing the different districts, some different enemies, and general parts of the people’s lives.

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Mother’s Day weekend.

Posted by nefchast on May 9, 2009

Going to be busy, so no posting. Hope everyone enjoys the weekend!

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Crafting — EVE Online.

Posted by nefchast on May 8, 2009

No screenshots for this one, I’d have to reactivate the account I used to do it on for that. Here’s hoping my memory is still good because of all the systems this week EVE’s is probably the most complex.

To start off you need the skills, most of which you’ll find under industry or science. There’s several of them and you can typically tell what you need by reading their descriptions in the market.

Before you can begin manufacturing you’ll need a blueprint to work with — this can be either a blueprint original (BPO) or blueprint copy (BPC). Originals can be found on the market and come un-researched, copies can be gotten through contracts and have the same research values as their originals. What’s research? There’s two types, one effects the mineral cost of manufacturing the blueprint, the other effects the time it takes to complete the manufacturing. Research can be done at any science and industry lab in a station — POS or NPC based — just note that NPC ones are generally always full and the research could easily take months, even with a POS. After you get the blueprint you’ll need the minerals to make the item — show info on the blueprint and you can find the costs.

After gathering the minerals (either through the market, mining or reprocessing) all you have to do is set up the job and wait for it to finish.

That’s the basics of manufacturing in EVE; invention, tech 3, boosters and all are another beast that I won’t even begin to touch on. The process does take far longer than most MMOs and it is a bit more complicated, but with the economy in-game it’s still quite worth the effort.

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Runes of Magic — Crafting.

Posted by nefchast on May 7, 2009

Runes of Magic’s crafting is pretty traditional — if you’ve played World of Warcraft or Lord of the Rings Online you’ll be quite familiar.

Starting off as always is gathering resources. The big difference in RoM is the ability to gain all crafting professions and gathering professions, so don’t worry about having to choose or have alts/others to depend on.

Resource Gathering

Resource Gathering

The nodes will have icons that appear on the mini-map that will allow for quick and easy locating. Once there simply click to begin harvesting and repeat till the node is empty.

After gathering up a bag full of resources it’s time to take em back to town where the crafting stations are.

Smelting

Smelting

This is the crafting window. Up under ‘Recipes’ you can see a few drop-down filters that allow access to your other crafting skills. The process for both is pretty much the same — have resources, hit craft.

Blacksmithing

Blacksmithing

Annnnnnd… it’s done!

While a simple and traditional crafting system, it is quite nice when you consider it’s the same used in several paid MMOs — while RoM is free to play. Having access too all the professions is wonderful as well, though it does kind of break down some social aspects that crafting typically creates. Also of note: you can purchase crafting stations for use in your house, similar to Everquest 2 or City of Heroes. (probably closer to CoH since I think the stations require power in the form of diamonds, the RMT in-game currency)

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Crafting — Free Realms.

Posted by nefchast on May 6, 2009

Crafting in Free Realms has an overall system that’s pretty familiar to the average MMO gamer, but with some slightly unusual methods.

Going through the steps to make a weapon in Free Realms involves two different jobs and a few mini-games.

The first job you’ll need (unless you want to buy the materials) is the Miner which will allow you to gather the ores and smelt them into use-able bars for a Blacksmith. Finding some mine-able ore is easy as they are scattered throughout the world; once you find a node it will launch a mini-game:

 

Harvesting Ore

Harvesting Ore

This game works a bit like the harvesting mini-game. You match the different colored rocks to break them apart and try to force the ore and gems (in this case copper and turquoise) to the bottom of the grid. Once they reach the bottom they will fall into their respective mining cart.

Whenever you gather any materials, or refine anything, it will show up in your inventory. There’s several different filters to go through but the one that displays what materials you currently have looks like this:

 

Materials

Materials

You’ll need to keep track of how many crafting materials you have, just like most MMOs.

After gathering the ore you then need to refine it. This can be done at a forge. Note: you will need to purchase the appropriate coal to use in refining, like the Singing Coal below, from a supplier — there is usually one nearby.

 

Smelting

Smelting

The smelting process is another mini-game that is similar to cooking:

 

Bashing Ore

Bashing Ore

You start the process off by hammering the ore, breaking off the excess rock and flattening the metals. The gauge near the hammer displays the strength that the hammer will hit with — you want this to be full so you’ll get the most out of each swing, unless you are trying to finish as fast as possible.

 

Pouring...

Pouring...

Next you have to pour what seems to be the crushed ore from one container into another. This is done by holding down the left mouse button and pushing it forward — the farther you push the faster it will pour. You want to stop on the yellow line exactly. (I’m sure that was pretty self-explanatory)

 

Heating up...

Heating up...

 

 

 

 

Next is to heat up the forge. Holding down the mouse button again you simply drag the mouse left and right as fast as you can — it does seem like keeping a fairly even rhythm helps.

 

Pouring... again

Pouring... again

Last is pouring the molten metal into bar molds. This is done like the other pouring step, only you have to really control the speed that you use. Pouring too fast or too slow will cause you to spill which will reduce the number of bars you end up with.

After all that’s done you’ll have some shiny new crafting materials in your inventory and you’ll be ready to start making things as a Blacksmith. Thankfully, there’s just one mini-game to play to craft items — but you’ll also need to purchase some materials from a supplier to make them.

 

Smithing

Smithing

This mini-game is very similar to the mining one. You need to get the ores/rocks out of the way and let the hammers fall down; the hammers will begin filling up the mold at the bottom. This game is timed so you will need to work a bit fast or fail. After you finish you’ll have created a new item.

Crafting in Free Realms has quite a few steps involved and a decent time investment. I haven’t gotten far in it since I’ve been doing other jobs, as such I can’t really say if the items higher up are worth crafting or not. But, the system is certainly different and fairly enjoyable. I do really like the smelting stage, like the cooking one, since it is more involved and kind of ‘mimics’ the real process. I wish the smithing was a bit more involved; I wouldn’t mind hammering out a shiny new weapon on an anvil.

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