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Old 11-03-2006, 10:12 AM  
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Default Re: Did anyone else like how crafting was when the game first came out?

The old was was a lot more interesting, now it is so lame that they may as well make it like WoW with the one click and wait for the combine to be done.

They made a mistake in making the system so dependant upon one class for everyone else, but it encouraged me to interact with other crafters a lot more often.

Whenever they say they are going to revamp something, I shudder.
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Old 11-03-2006, 10:24 AM  
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Default Re: Did anyone else like how crafting was when the game first came out?

I don't think it's gotten THAT easy.... WoW you can just queue up stuff and walk away. EQ2 you have to counter events and watch. You have writs you can do to break things up also.

I didn't like the subcombines. Not so much that as having to depend on other crafters for advancement. It was a good idea on paper, but it faltered when people stopped crafting as much or reached the higher tiers. The new way is much better.

There is still a ton of crap they need to fix (which Niami reminds them frequently bless her sweet heart), but I think overall it's better.
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Old 11-03-2006, 10:30 AM  
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Default Re: Did anyone else like how crafting was when the game first came out?

Quote:
Originally Posted by 3devious View Post
The old was was a lot more interesting, now it is so lame that they may as well make it like WoW with the one click and wait for the combine to be done.

They made a mistake in making the system so dependant upon one class for everyone else, but it encouraged me to interact with other crafters a lot more often.

Whenever they say they are going to revamp something, I shudder.
It also encouraged people to try to gank you by charging too much for the intermediates. And not to mention that if you have one crafter you probably brought up another so you wont HAVE to be dependent on others, so there goes that chance to interact...lol
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Old 11-03-2006, 10:36 AM  
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Default Re: Did anyone else like how crafting was when the game first came out?

The problem with the old crafting system was that it was expected that you would get your subcombines from lower-level crafters and just do finals that way, and you would continue on that way in your entire leveling. As you got to a new tier, you would be the lower-level crafter and you would do the sub-combines for the higher-level people. The problem was that Alchemists were required for everything which caused a huge problem. If they had lessened the Alchemist requirement and/or split the WORTS around all the other classes, then the old sub-combine crafting system would have worked out, and not have been decimated into what we have now.
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Old 11-03-2006, 12:05 PM  
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Default Re: Did anyone else like how crafting was when the game first came out?

Subs still would have failed to me no matter how they did it for one reason- they did nothing and still expected people to grind them for crap xp. People complaining now about how boring the new system is and lack of recipies in the same breath as they cheer the original system make me wonder. In the original system you would have had to feed the machine. You wouldn't have been grinidng on finals, you would have been grinding on pointless subs so someone else could grind on subs so that eventually there would be enough subs for everyone.

I liked the concept of subs and interdependency, the implementation however was pure tedium. The subs were a sink and illusion to me. It didn't matter what subs you made, the end product was going to be the same. Had subs some special features like one hilt gave a + to -hit and agi whereas another gave + str and damage (like diablo where the prefixes/suffixes carried the attributes) then I would be game to want them back and sing their praises. But they didn't and at least as the base economy goes the new system is far better. Maybe in the future they can do something like this but to me, the current system is superior in every way to the old(itemization is a different argument) and about the only things lost are the esoteric feelings of creation and the artificial barrier of tedium that limited things before. Is it perfect? Not by a longshot but it's better than everything that came before it mechanically.
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Old 11-03-2006, 12:21 PM  
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Default Re: Did anyone else like how crafting was when the game first came out?

I can honestly say that I hated making subcombines and I hated depending on anyone else to get the ones I needed for myself. I don't miss the dependancy at all. It just wasn't working for me at the time, because I could not find the pieces I needed to skill myself up. I had to spend hours making deals with people to get just a few pieces that weren't enough to level me. I think the system now is too simple and the original system was an idea for a perfect world, that didn't work in game. I really don't know what I'd do to fix it, so I'm content with what I have now.
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Last edited by Choadley; 11-03-2006 at 12:22 PM. Reason: Damned spelling...
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