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Old 05-29-2008, 01:10 PM  
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Default crafting too simple, gimme swg system anyday

dunno if anyone every posted anything about the star wars galaxies crafting system but imo it was way better and much more versatile than the simple crafting mode of eq2.

i will not go into the particulars of swg but i will say it was intricate and the chance for 2 armorsmiths or 2 of the same any crafting class (besides architect) making the exact same piece was VERY few and far between.

i am a pretty hardcore crafter, 6 level 80's, a 65, a 56 and a 35 but its so monotonous making the same crap as everyone else because there is no difference, cant even change the color of items! the only items that sell on a regular basis or t8 adept 3's.

the crafting in this game could be alot better from the harvesting to the components that were taken away from us long ago. i will elaborate on the swg system if anyone cares to know just say and i will write the book haha.

anyway that's my 2 cents for now on this simple crafting system that really gives no means to the end game besides adornments and a handful of tinkered items and those arent even real crafting imo.

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Old 05-29-2008, 01:26 PM  
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Default Re: crafting too simple, gimme swg system anyday

swg crafting was pretty fucking elite, the fact that you created unique items was awesome. i hate that no matter what i make in eq2 somebody else makes the exact same item, exact same stats. no skill, no stash of uber resources, no max bonus experimentation, nothing matters.
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Old 05-29-2008, 01:41 PM  
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Default Re: crafting too simple, gimme swg system anyday

SWG's crafting system ended up costing SOE a metric fuckton in database costs and will never, ever, never, ever, never be duplicated again.

I sat down and talked to some devs at a Fan Faire about how awesome SWG's crafting was and what that comment resulted in was an hour long rant about database cost.

Don't get me wrong, I loved it to, but its not happening.
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Old 05-29-2008, 01:55 PM  
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Default Re: crafting too simple, gimme swg system anyday

wow thanks for the info...never thought about what it would take to make the complexity work but makes sense.

still the basic idea of color choices, added components and rare drop limited recipes could be something not too hard to impliment. i mean there was a difference in a good and crappy weaponsmith in swg. eq2 1 tailor or 1000 tailors they are all the same.

my main complaint is crafting just doesnt really matter cause there is no point to it in the end game. there should be a reason someone lvl 80 would want to use a master crafted (fable crafted hint hint) item as part of his actual items that doesnt get blown away by some treasured piece from a simple kp quest.

your thoughts?
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Old 05-29-2008, 02:02 PM  
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Default Re: crafting too simple, gimme swg system anyday

My thoughts are crafting like that only worked in SWG because it had no endgame. It was a sandbox game with a player driven economy where everything that mattered was crafted outside of a few insanely rare mob drops that you hardly ever saw, and even if you did see one eventually it went to 0/0 and was worthless anyway.

EQ2 is different type of game, and crafting that holds the importance that crafting held in SWG will never work because it lessens the need to actually kill mobs and take their shit, which is what EQ2 is all about.
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Old 05-29-2008, 02:23 PM  
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Default Re: crafting too simple, gimme swg system anyday

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Originally Posted by Gaige View Post
My thoughts are crafting like that only worked in SWG because it had no endgame. It was a sandbox game with a player driven economy where everything that mattered was crafted outside of a few insanely rare mob drops that you hardly ever saw, and even if you did see one eventually it went to 0/0 and was worthless anyway.

EQ2 is different type of game, and crafting that holds the importance that crafting held in SWG will never work because it lessens the need to actually kill mobs and take their shit, which is what EQ2 is all about.
your points are true about swg being pretty much all crafted but my argument is there is no individuality in eq's system. like i said the ability to choose a color for armor would be a neat idea and not too difficult i'd imagine just for appearance alone.

heck gimme some 1 or 2 use recipes from a raid mob thats no trade but still player crafted, lose the knowledge after your 1 or 2 builds would be interesting.

as it stands right now crafting in eq2 is for alt leveling at best and imo there is no need for it in the game without a revamp
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Old 05-29-2008, 02:34 PM  
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Default Re: crafting too simple, gimme swg system anyday

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Originally Posted by seethe View Post
your points are true about swg being pretty much all crafted but my argument is there is no individuality in eq's system. like i said the ability to choose a color for armor would be a neat idea and not too difficult i'd imagine just for appearance alone.

heck gimme some 1 or 2 use recipes from a raid mob thats no trade but still player crafted, lose the knowledge after your 1 or 2 builds would be interesting.

as it stands right now crafting in eq2 is for alt leveling at best and imo there is no need for it in the game without a revamp
The only reason why crafting died out as useful was because they made rares common and then they added insanely good heroic dropped legendary and fabled which makes the mastercrafted gear look like ass, so it became crap. They made it crap in their ever growing game. In T5 and T6 Mastercrafted gear was great for certain classes, the best available until you started to raid, with a few minor pieces floating around that would be better but not as many as there are now. Then T7 came out, and well, that was the end of it, mastercrafted gear became crap in comparison to what heroics, and even solo mobs dropped, and it all went downhill from there.
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Old 05-30-2008, 01:41 AM  
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Default Re: crafting too simple, gimme swg system anyday

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Originally Posted by Gaige View Post
My thoughts are crafting like that only worked in SWG because it had no endgame. It was a sandbox game with a player driven economy where everything that mattered was crafted outside of a few insanely rare mob drops that you hardly ever saw, and even if you did see one eventually it went to 0/0 and was worthless anyway. EQ2 is different type of game, and crafting that holds the importance that crafting held in SWG will never work because it lessens the need to actually kill mobs and take their shit, which is what EQ2 is all about.
i dunno, we farmed the fuck out of krayt for tissue and acklay for bones and shit like that. even the best crafted weapon got fucking crazy better with the rare drops in em, and with the way slicing worked your uber toy was trash probably 3/4 of the time which meant more farming.

overt imps & rebs fighting for control of the krayt graveyard, good times. i guess the pvp and farming the rare drops were the endgame, it was a fucking blast.
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Old 05-30-2008, 01:57 AM  
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Default Re: crafting too simple, gimme swg system anyday

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Originally Posted by Pinski View Post
The only reason why crafting died out as useful was because they made rares common and then they added insanely good heroic dropped legendary and fabled which makes the mastercrafted gear look like ass, so it became crap. They made it crap in their ever growing game. In T5 and T6 Mastercrafted gear was great for certain classes, the best available until you started to raid, with a few minor pieces floating around that would be better but not as many as there are now. Then T7 came out, and well, that was the end of it, mastercrafted gear became crap in comparison to what heroics, and even solo mobs dropped, and it all went downhill from there.
I never raided until t7. I always sought out the best gear I could for my main, and mastercrafted was where it was at until t7.

So I have to fully agree with that, there were small points here and there where there was better gear that wasn't mastercrafted. But it was either a very rare thing or a reward for a good long quest.
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Old 06-04-2008, 01:57 AM  
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Default Re: crafting too simple, gimme swg system anyday

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Originally Posted by Gaige View Post
SWG's crafting system ended up costing SOE a metric fuckton in database costs and will never, ever, never, ever, never be duplicated again.

I sat down and talked to some devs at a Fan Faire about how awesome SWG's crafting was and what that comment resulted in was an hour long rant about database cost.

Don't get me wrong, I loved it to, but its not happening.
Because they overdid it. Resources with varying stats, that only spawned for a limited time, that had to have a unique spawn name, and that never repeated, and were also unique to each server. That was too much.

Add in that every single item created had a UID, it's own unique stats, could be given custom label information.

Tad bit of overkill there.
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