Auto Assault Happy Hour Report #3 (Page 2 of 2) Another new change to AutoAssault is the addition of nonrefinable crafting items that drop in the world. Every recipe will require one of these items, and the items are discipline specific. For example, if you want to craft any projectile weapon — chain gun, flame thrower, you name it — you will need a barrel. This was another effort to make the game more casual friendly; if you get a barrel drop, it’s a no-brainer as to what you can use it for.Other changes include the reduction of the number of commodities and the focusing of disciplines on certain commodities; there is now a finite list of associated crafting commodities for each discipline. All of these changes are geared toward making crafting more accessible; previously, you had to be a real hardcore crafter to really get into it.
One frequent crafting question is whether the process is the same for all three races. The answer is mostly yes; Mutants, Biomeks and Humans will both use the same recipes and the same crafting process to create the same item types. The one place where it does differ is in regards to some of the race specific items… for example, Mutants have access to contamination-based items that the other two races can’t use. The crafting process will still be the same, but there are a few commodities that are used in these items that only the Mutants will get. Moving on to more advanced crafting, let’s take a look at research and development skills. There are four skills in the game that make the AutoAssault crafting system even more unique, and allow you to personalize your crafting experience even more. The four research and development skills are Memorization, Experimentation, Tinkering, and Reverse Engineering. Memorization is the ability to memorize how you fix a broken item so you can repeat that process over and over. You can memorize up to five ‘recipes’ at once (this number may or may not change before launch). The reason they limited it is so that people can corner the market on particular items; if you could memorize an infinite amount of recipes and make virtually anything, there would be no demand for the supply. Once you’ve memorized a fix it’s just a matter of finding the commodities you need to mass produce an awesome item to sell, use, or give to your clan. Experimentation is one of the coolest skills in the game. While fixing a broken item you can use experimentation to put an uncalled for commodity or component in it and see what it does. Not all items work with all recipes, and your efforts may produce no results — or even destroy the item. But the risk is worth the reward, as you can add some pretty cool effects to your items. Tinkering allows you to unlock slots on weapons to put gadgets into. This system is somewhat reminiscent of Diablo’s slots. Currently, Tinkering with an item risks losing that item, though before launch it might change so that you lose the gadget only and possibly lock up the slot. Last but not least, Reverse Engineering allows you to break a non-broken item so that you can memorize it or rebuilt it using Experimentation or Tinkering. There is some risk of breaking the item beyond repair, but again the risk can be worth the reward. One of the great features of the AutoAssault crafting system is that there is no level restriction on anything; you can be a level one making Advanced or Exotic Weapons if you have access to the necessary commodities. And even if you’re not working on the advanced stuff, hope is not lost. A new player can enter the game, take advantage of the dynamic loot generator and find a cool basic projectile weapon recipe, memorize it, and mass produce it to make a quick and tidy profit.
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