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 Thread (14 posts)
Azureal  11/18/08 2:43:27 AM

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Novice Member

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Anyone have an idea as to who was responsible for the original SWG crafting system? I say original, as I have no idea what its like today.

 

Id like to look them up, see what theyre doing, if theyre working on something else and hopefully watch them build something as beautiful as SWGs crafting system.

 

God damn Im sick of the same old shit that gets regurgitated for new MMOs. Currently playing WAR, and whilst I consider it to be a mildly entertaining form of online crack, the crafting is pure shite.

 

Any help is appreciated.

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Obraik  11/18/08 5:14:01 AM

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Ewok

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SWG's crafting system is still mostly the same as it always was.  There are differences obviously, but the core of it is unchanged.

Suvroc  11/18/08 7:50:42 AM

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Between the velvet lies
There''s a truth as hard as steel.

Yes it's true crafting has remained as it was, but the overall concept differences between pre-CU and the NGE make crafters into second class citizens IMO.

One of the best design features (again IMO) for an open world MMO like pre-CU was the one character per server concept. This made you really think about the role you wanted to play in a simulated world. This combined with things like crafted items being superior to looted items and item decay insured that you were a valuble member of that onine community.

 

 
Kazara  11/18/08 8:50:52 AM

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"Denial does not change reality."

Originally posted by Suvroc

Yes it's true crafting has remained as it was, but the overall concept differences between pre-CU and the NGE make crafters into second class citizens IMO.

One of the best design features (again IMO) for an open world MMO like pre-CU was the one character per server concept. This made you really think about the role you wanted to play in a simulated world. This combined with things like crafted items being superior to looted items and item decay insured that you were a valuble member of that onine community.

 


 

 Exactly. The CU /NGE favored magical abilities over player-made pharmaceuticals which obliterated one entire segment of the crafting economy. Certain areas of crafting were dumbed down, such as making subcompenents generic, many experimentation lines removed, and most schematics were never adjusted to reflect the game changes of each major revamp. The game was purposely shifted to a loot based economy, thus crippling the most unique feature that set SWG apart from the run-of-the-mill WoW knock-offs. SEA crafting was suppose to be a trader revamp, but it is just a mere mind-numbing loot based grind.

I will give an example. Actual weapons crafting  had a lot to consider and the weapons themselves were much more unique. At one time, ranged weapons actually were most accurate and efficient at specific ranges, such as making pistols do more damage at short range than a rifle. Condition, speed, damage type, range, accuracy. etc. depended on resource qualities, experimantation and preferences. Looted enhancements used in subcomponents allowed for the creation of some awesome weapons. While the recent much needed revamp to Weapnsmith certainly helped, it is no longer what it once was.

Chef was actually a great profession when it received a revamp during Pre-CU, but foods never were adjusted revamp to revamp, so now only a few schematics are worthtwhile. Clothing used to have up to four sockets and could also have built in enhancements via the BE line of goods. No more. DE has been nerfed even more recently, and it will be quite sometime before it receives any help.

The noncombatant portion of the game added a lot more to SWG than the devs ever realized, but with wave after wave of new dev nooblings, that dimension of the game keeps getting watered down in favor of simpler crafting, magical abilities and more desirable noncrafted items (collections, TCG, loot, rewards).

PreCU  11/18/08 9:28:37 AM

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Originally posted by Obraik
SWG's crafting system is still mostly the same as it always was.  There are differences obviously, but the core of it is unchanged.

uhh, the crafting system was horribly disfigured by the CU and I doubt it's gotten better since then ~ capped stats, decreased # of stats, differences in calculations, etc.

 
Impacatus  11/26/08 3:56:28 AM

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I would guess Raph Koster had something to do with the crafting system, or at least the interdependent economy.  Don't have any way to prove it though, just a guess.

 
Dkevlar  11/28/08 4:39:14 AM

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Apprentice Member

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Originally posted by PreCU

 


Originally posted by Obraik
SWG's crafting system is still mostly the same as it always was.  There are differences obviously, but the core of it is unchanged.

 

uhh, the crafting system was horribly disfigured by the CU and I doubt it's gotten better since then ~ capped stats, decreased # of stats, differences in calculations, etc.
 


 

there were always hard caps on most stats in swg since the start.  the difference from today was they were dependant of things like, for example, legendary kray tissuew. On the rest you are half right, while they were several diferent stats in lets say weapons, the fact that everyone had massive buffs all the time  make many of those stats irrelevant in the end.

 
Faxxer  12/04/08 11:53:12 PM

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Star Wars Galaxies, R.I.P. NGE was your final death blow.

I just remember spending HOURS upon HOURS looking for overall quality to be in the high 900's and thinking I hit pure oil when i found one that I knew a doctor would want to buy from me.....  best time i've had being bored in a game.  

migrating resources was a pure joy, because some idiot could not monopoly the good stuff.

I loved the crafting system for that reason alone.  survey IV baby!

 
Raph  12/11/08 5:42:13 PM

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The lead developer on crafting was Mr. Reece Thornton, most recently, I believe, at Spacetime Studios. He worked within a framework that the team developed, which included things like shifting resources, marketplace, vendors, economic rules, etc, but boy did he run with the ball and do excellent work.

 
Ginaz  12/11/08 5:50:09 PM

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Originally posted by Raph

The l