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Hey guys, I unfortunatly never had the opertunity to experience the crafting system of Pre-CU SWG although from fans of tradeskilling it's been revered as an amazing design model for crafters.
I was hoping you guys could share a brief outline of:
1) How the crafting (both harvesting/production) worked.
2) What aspects of it did you enjoy most?
3) What did you feel were it's shortcomings?
4) A memmorable experience or story related to harvesting/production
Note: If aspects of harvesting had multi-tiers such as a tier 1 grass harvester yeilded some grass but through x task I could enhance it to a tier 2 grass harvester, please include those details so I can gain a strong understanding of why Pre-CU was such a crafters delight.
I'm greatful for any information you can share with me and am all ears. I only ask that we keep the ranting and SOE bashing down a bit as I'm looking for information not venting, just to keep the discussion on topic. Thanks!!
-Arioc
Arioc Murkwood
Environment Artist
Sad but true.
Comments
I'll give it a try, but I might have forgotten some of the stuff.
To begin with, each crafter unlocked schematics as they gained xp and trained up a new skill box. Some of these schematics were for components while others for finished items. The schematic would list the ingredients required to make it and the quantity needed. The crafter would assemble the various items and then "craft" the item using a crafting tool. The crafter could also choose to have the item delivered as a blueprint which could be used to craft multiple items using a factory all identical to on another.
The raw materials were collected via harvesting hide/bone/meat from dead creatures or utilizing a machine you placed over a concentration of a mineral. You could scan a area to determine if there were any minerals there and what their concentration was, with higher concentrations giving up higher harvesting rates.
All the raw materials had several characteristics that changed with each new spawn. These values were used to determine how effective they were for crafting. As an example, a particular type of copper might have a value of 800 for conductivity one week and then respawn the following with a value of 300 in that area. The higher the number, the better the mineral might be for a particular item when crafting.
So crafters would try and find the best materials for whatever they wanted to craft, and then would start a crafting session using the crafting tool and most likely a crafting station which was required for higher level items. You would select the schematic you wished to use, then the materials. Indicators would show how different stats on two materials would make the item better or worse so you could choose the best. Once the items were selected you moved on to the next part of the crafting process which was the experimentation part.
Crafters earned experiment points as they increased their skills, with a master crafter getting 10 exp points. This value could be increased to 12 points using looted clothing which the best crafters usually had. In essense, the experimenting part allowed you to increase a particular trait of an item by using up your experiment points until you ran out of points or maxed out that particular trait. As an example, if you were making a gun, you could experiment on 3 things, speed, damage or durability. You could spend 7 points on damage, 3 on speed and then hope you got a successful experiment dice roll. If you did, you could then craft the item or make it into the blueprint. If your experiment went bad, you most likely started over and hoped for a better result next time.
It was this mixture of ever changing material quality, increased stats from experimenting and just general knowledge of what was better to spend your time on that made crafting so deep.
If that helps clear up your questions, great. If not ask for clarifications and I'll do what i can to answer them.
The crafting itself was pretty straightforward. Combine the necessary materials in the schmatic into the finished good.
The detail was gathering the right mats for the good, with the correct qualities, to craft the best finished good, using the experimentation system to get the most out of the materials used in crafting.
To that end, there still is a minigame of resource gathering that involves finding the right resources when they spawn. There were problems early on because some items, say a flame thrower, required a specific resource type (some odd flavor of copper or iron or something) that didn't spawn often, so some servers took quite a while for flame throwers to appear at all, let alone high end flame throwers.
The right materials could enable you to have some amazing finished goods, like high resistance armor that had a direct impact on how the combat aspect of the game played out.
Then there was the entire pharmaceutical crafting game that affected combat trhough buffs, debuffs, and DOT attacks.
It was very deep and very complex, and very database resource intensive, which is one of the reasons it was nerfed into nothingness in the CU.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi
Im gonna answer question three, what i felt was the shortcoming of crafting. I only had two problems with it. The first was the 3 month veteran reward. It was a 30k unit resource deed. With this you could choose a crate of any resource you wanted one time and get a crate of 30k of that resource. The result was that there was to much of the great resources and competition between crafters suffored.
The other one was the 1 year veteran reward, the infamous ADK(Anti Decay Kit). You could apply this to a piece of equipment and it would never decay. This meant that prices for top equipment went up.
Accept for that i found crafting one of the best features of the game. Running a successfull business was great fun and so was supplying my guild with top wares.
Hauken Stormchaser
I want pre-CU back
Station.com : We got your game
Yeah?, Well i want it back!!!
The ADK was a serious game imbalance mistake. Without it, even the best players were forced to eventually replace their weapons. One of the things about decay was that it not only created a reason for crafters to continue on, it became a leveler of the playing field for combat players.
With a lightsaber with an ADK attached, Jedi never had to worry about replacing the decayable components of their lightsabers, which would eventually become useless as they used them They'd have to go out and find more of those flawless pearls and so forth. Even the color crystals decayed!
A friend of mine used to go through a pistol a week, so he spent a lot of time searching for good weapons. This created a new form of "down time" that made for actual relationships between combat players and armor and weaponsmiths.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi
I want to go straight to #2 as that is what is important to this discussion (IMHO)
The most important elements of the crafting system implemented by SWG comes in two parts - one was that it was dynamic and two for 99.5% of everything in game, the crafted item was better than what could be looted (exception was exceptional items, which I remember reading accounted for less than 0.5% of in-game items) - which had the effect of creating a real player driven economy. In pretty much every other cookie cutter mmo out there the crafting system itself is static. You gather x resource and build y component/end product. You can't change the stats of the component/end product, no matter what you do, you are only capable of building y component/end product. Your only way to distinguish yourself in game is cost of production and scale of production. In SWG the final output was based off a dynamic resource spawning system and a dynamic loot drop system. Thus, through diligence and effort, you could gather the best resources, with the best stats. Get a great group of friends together or build relationships with loot drop guys and you put together the best crafted stuff. Not only that, but in most mmo's loot drop items surpass anything craftable in terms of performance stats and thus at a certain point, the game is dominated by loot farming. In SWG the economy and player gear was dominated by crafters and crafters continually competed against each other to craft the best items.
Just my two cents and what I miss most about not having SWG since November 2005
Kind Regards
Thank you for your informative replies. From what I understand the perks of the system were that not only was there the goal of aquiring rare recipies but also rare resources which were more then just low/med/high quality but offered a variety of levels per component which affected the product.
While this system deffinitly offers a greater variety of combinations and product varients, to simplify it would be to create a smaller pallet of each component. So Copper ore (per your example) might exist in Low/Med/High/Perfect qualities and harvesting them may depend on the node quality as well as your skill and tool quality. The recipe for the copper pipe/sword/rifle whatever, that you're making would produce a Copper Pipe with attributes affected by the quality of the input resource.
So lets use the fantasy genre as a template:
The Player has a high mining skill and a high quality mining pick. While in a dungeon he discovers a Pefect Quality Copper node. And is able to harvest several perfect coppers and a few High Quality coppers.
Returning to town he goes to a forge and opens his copper shortsword recipe. The statistics of the product shortsword will be displayed and alter depending on the resources he places in the required slot. While the copper shortsword requires five copper ingots to produce the player only has three Perfect and two High Quality. The effect is a sword with a high top damage but poor low-end damage. Perhaps the crafter is able to add infusions to the ore to enhance the swords speed or durability. These would be you're experimentation (to a diminished degree of diversity).
In a system such as this the database would need to contain the varients of player crafted shortsword depending on the combination of quality resources and infusions as well as an overall product quality.
Now the downside is that the market might have 200 shortswords on the auction broker of various quality and speed and durability with only a handfull being high on all three. Would players even buy the shortswords which aren't maxed? Does this produce a monopoly for the top end crafters who can produce these max quality swords over a crafter of that level who can't sell his sword because his product is only 90% top quality?
In a system with predefined products, which is the case of most MMO's. The players who have the same resources produce the same item. There is in some games a chance for a high quality product vs a low quality but the diversity in selection is far less. Players know they can buy a standard sword or pay more for a top quality one, but they will outgrow it sooner or later.
This is all very interesting food for thought, and all things being equal a crafting system such as this would need to be tied into loot rewards to some degree but not replace them. Resource nodes themselves should be part of the crafters reward who delves into the deep dungeons with his adventuring friends to fight the boss. While his friends might get a magic sword or robe off the monster, the crafter finds a cache of Perfect Quality resources which would otherwise be difficult to obtain and perhaps a rare high quality infusion.
Now the balancing feature would be that the resources would still need to be harvested so every adventurer isn't looting ultra rare resources and reselling them on the market as they do daily dungeon runs for their magic robe and sword.
Just food for thought.
Arioc Murkwood
Environment Artist
Sad but true.
Actually, the SWG Craft system was far more complex than that. Resources gathered had between 2 and 4 stats, depending on the resource, and the spawning system was dynamic such that resources spawned in different locations(planets) and different periods. Certain resources, for example Liquid Petro, might not spawn for over 3 months. Not only that, but on my server Gorath, we went through a period in Spring 2004 through Spring 2005 where no decent liquid petro spawned at all.
I cannot emphasize enough the dynamic nature of the crafting system in SWG and how much it enhanced gameplay.
Kind Regards
Actually, the SWG Craft system was far more complex than that. Resources gathered had between 2 and 4 stats, depending on the resource, and the spawning system was dynamic such that resources spawned in different locations(planets) and different periods. Certain resources, for example Liquid Petro, might not spawn for over 3 months. Not only that, but on my server Gorath, we went through a period in Spring 2004 through Spring 2005 where no decent liquid petro spawned at all.
I cannot emphasize enough the dynamic nature of the crafting system in SWG and how much it enhanced gameplay.
Kind Regards
It still works in this way.
Actually, the SWG Craft system was far more complex than that. Resources gathered had between 2 and 4 stats, depending on the resource, and the spawning system was dynamic such that resources spawned in different locations(planets) and different periods. Certain resources, for example Liquid Petro, might not spawn for over 3 months. Not only that, but on my server Gorath, we went through a period in Spring 2004 through Spring 2005 where no decent liquid petro spawned at all.
I cannot emphasize enough the dynamic nature of the crafting system in SWG and how much it enhanced gameplay.
Kind Regards
It still works in this way.
Not really.
Jedi once had to decide if they wanted to craft their sabers for damage, for force usage, or for accuracy.
Now they craft them only for damage.
This is true of crafting across the board. You no longer have to make tradeoffs, because they've all been taken away.
Crafting was seriously dumbed down by the NGE.
Don't even get me started on the obliteration of pharaceutical crafting by the CU...
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi
August 1st, 2003. I bought a 12 month subscription right off the bat. I can remember my (now ex) girlfriend at the time going into shock that I could be so stupid as to spend that much money on a computer game. Raph Koster had worked on SWG, what the hell did she know?
I can remember picking Artisan as my starting class. There was never going to be any other choice. The first time I fired up my mineral surveyor, I knew this was it. The resource names were crazy, what in gods name were the devs thinking, but funnily enough, when a really good one spawned you memorised the spelling, and even practised pronouncing it. I had mistakenly started on a different planet to the rest of my guild (I was on Corellia, they were on Naboo) and I think in a way it was what I needed. Whilst they were all out raising pistol skills, or teras kasi, or bio engineering, I was wandering around the plains sampling everything I could get my hands on.
ABOVE: Resources were varied and many. A smart crafter knew what to look for, and when.
You had to pay a great deal of attention when collecting resources. Resources cycled about once per week (sometimes less if the server population pulled more resources than normal) and with every cycle, the stats of the resources would change. A lot of traveling and sampling was required every day just to stay on top of the next best resource spawn. Those crafters that didnt often fell behind and had to make do with sub-par materials that oft times resulted in sub-par weapons and armor.
Definitely what I would class as a defining moment would be the day I got my first couple small harvesters. Plonked them down a couple klms outside of town, feed them money and chemicals (another aspect of crafting was continually upkeep of buildings/structures) and let them do there things. It was great, I could head off and find other resources while the machines pulled what I wanted out of the floor. Many many months later I ended up having a 30 unit harvesting farm, pulling anywhere from 500k to 5million units for any given spawn, depending on the concentration. Cost me around 10+mil credits per month to run, but by then I was making that per day.
ABOVE: 10mil in the bank, 15 in my back pocket! After a long and oft times grueling road, I had finally come into my own. My store made anywere from one to 20 million credits per day, most of which was cycled back into resources and structure maintenance.
I worked my way through Artisan, and onto Weaponcrafting. There were so many items to make, and I figured out early on, that I would simply be too busy trying to source every resource to make every item, that I simply would get time to craft anything. I can remember the day my next door neighbour popped into my shop and asked if I would take her on as an apprentice. She had finally hit Master Weaponcrafter, but didnt know how to go about collecting resources, how to own and operate vendors. She had noticed the constant trickle of players to'ing and fro'ing from my store. I was flattered, and immediately saw an excellent oppurtunity. I would specialise in Firearms and she would do the same for Melee type weapons. A few weeks later, Az and Soars Weapons opened in the player run city of New Roseholme.Soar left a few months later which was a blow, as we had made a name for ourselves. I decided to remodel, and rename. Az'Tech Industries was born.
ABOVE: The main showroom of Az'Tech Industries. Owning and decorating your own home and owning and operating vendors was just as much fun as crafting, and crafting wouldnt have worked as well as it did without these two extremely vital systems.
It wasnt uncommon to log in, and before your screen had loaded have around 7-10 custom requests waiting. After Soar left I converted my store for firearms sales only. Business didnt seem to slow. If anything most days seemed better than the one before. I can remember missing a few good resource spawns as I was usually tied up filling/emptying factories, setting new schematics, refilling vendors and making custom weapons, which might I add was one of the most fun things about SWGs crafting system. You could name a weapon for a player, practically anything they wanted.
ABOVE: One of my most loyal customers, and definitely one of my most memorable moments. I had finished making an excellent weapon, and the poor guy just couldnt decide on a name. Of course it didnt help that his friend and I kept giving him a hard time.
When I think about it, what made SWGs crafting system work, wasnt just the (obviously) excellent design implemented by the Devs, it was also the fact that if you were a crafter, you werent anything else. You had to dedicate yourself to your art, and pursue it to the end. I was Master Artisan, Weaponsmith and Merchant, which left practically sero skill points for combay of any kind. I carried a Scout blaster (simply because they were the nicest looking weapons EVAH) but I dont think I ever fired it more than 100 times over almost 2 years. Another memorable event was standing at Coronet spaceport on my alt account, waiting for a shuttle with about 50 other players and over hearing a conversation between two players, discussing the weapons they had bought at my store. I felt famous! Other players began asking where my house location was. I caught my shuttle, and headed off feeling extremely pleased with myself.
You asked about shortcomings? I dont know, really. Its hard to admit to yourself that something you loved so dearly had faults. The grind to Master was insane. I simply crafted 48 billion of the same thing, day in day out till I achieved Master status. No exactly the most amount of fun to have. At times it felt a little too much like a job. Id go to my RL job for 9 hours to make enough money to afford internet subscriptions and gaming subscriptions just so I could play...at my second job. Those times were few and far between, but they were there.
I know you asked for bried replies, but I couldnt help it. I loved the game so much, and it hurts to think we will never see its like again. Ever. The stuff that dribbles out of gaming studios these days is depressing, but it seems to please the masses, so I dont expect it to stop anytime soon.
Your final request was for memorable experiences and all I can say it 99.9% of time spent in SWG was such an occasion.
Feel free to PM me to chat more. Id love to.
PAST: UO-SWG-DAOC-WOW-DDO-VG-AOC-WAR-FE-DFO-LOTRO-RIFT-GW2
PRESENT: Nothing
FUTURE: ESO
i think every one forgot to mention that there was not an auction hall (well there was a bazzar but it was extremely limited with a cap of 3000 credits)
not only crafters had to compete to make the best quality stuff, or standard quality mass production for the grinding. they had to make sure they where visible. they had to set up a shop (house) in their own workshop or a mall house (guild hall) and then get players to go visit that house/mall in order to buy their items.
this brought the yellers in major starports such as theed(naboo) bestine(tattoine) coronet (corelia) where they would yell an advertisement such as : come get your droids at droid emporium (coordinates) longest lasting droid and components for one cheap price of (insert price).
then came droid yellers which would be completely useless because they would run out of batteries fairly quick. but on the good note you could be crafting while your droid yelled for you.
on a side note. all crafting professions in anygame would work more efficiently if they would add decay and remove item loot and replace by component loot. the AH is sometimes unavoidable, but it could be improved by making it localized and not world wide.
EDIT: i once made a Overall Quality 999 set of doc buffs. took me close to 1 year to make. cuz some ressources did not spawn for months less a 999 quality. some i had to buy from other merchants that where selling it for a ridiculous price, but hey, when they havent spawned in more than 3 months in my point of view its priceless. man how tempting it was to settle for the 936.
could have made a good 45 mil with that if it wasnt for the CU and NGE with made them completely useless.
Wow thanks for the detailed post Azureal. I see now why the system appealed to crafters. Rather then a facet of the game it in itself was an enormous and in-depth system which almost overshadowed the adventure aspect. (Probably why Lucas Arts forced SOE to change it into a more EQ like game)
I understand that naming a weapon creates a new database entry, after all the new ID has a ton of unique strings associated with it. However in games like EQ2, crafted weapons and armor do have the crafters name on them. Playing devils advocate here, the only reason I can think of off the cuff as why not to let people name items is that it opens the door for A) Profanity or lewd names. It confuses players who are trying to figure out what an item is, but see a customized name and are not sure what the weapon is.
From a designer point of view having such a variety of resources and modifications to a single item means making it hard to balance content when the range of your player made items can vary so greatly. Also it makes it hard to seed NPC loot items vs player crafted items when a NPC loot item might have a high dmg, but the player base finds that faster weapons are better. I am on the fence as I understand and appreciate that as a player you're given such variety of output and a breadth of tasks involved in the creation of a single item. This however reminds me very much of EVE Online.
" -- Side Story: I am an avid player of MMO's since they began and enjoyed PnP Games like D&D back in the day. EVE Online appealed to my sci-fi geek and I gave it a try for 3 months. I found the UI to be very spartan, and often was forced to look at numeric values and decimal points which conveyed mathematics I had to go online to understand. The feeling of controlling an RTS unit rather then piloting a ship set in, and the most frustrating was when a clear route of advancement wasn't visible to me.
Rather then understand I go from tier 1 to tier 2 and so on, upgrading slots and weapon power, the entire game was a series of numeric trade offs which -- while balanced for combat -- was cryptic and difficult to absorb to a mundane player like me. Without other players to immediately hold my hand or introduce me to the systems, I was overwhelmed and confused which led to frustration. I am not a simpleton and have a strong understanding of mathematics, but the progression of power and trade off was masked too much in raw data and poorly presented to a novice user. --"
The reason for my side story was to show a parallel to this advanced and cryptic crafting system. I can see how some people may be enthralled and entertained by a system so complex and dealing with so many values, while others wish things to start allot simpler and add some complexity as they advance. They want a clear introduction and growth in complexity. ("Easy to learn, difficult to master" to quote an old boss of mine).
So distilled (in all respect) from your post Azureal:
- Variety of Resources and Availability
- Variety of Resource Potencies/Quality
- Customization of Product
- Signature of said Product
- Vendor location owned by Producer
- Cyclical resource system where funds from Product are re-invested in production
- Cost to production beyond resources and fuel
Arioc Murkwood
Environment Artist
Sad but true.
The Pre-CU crafting system was insanely good for those that dived into it.
You could totally ignore every single aspect of having your character look for combat. You could have that character totally dedicated to crafting, and you'd find more than enough things to do.
A far cry from most MMOs after 2003 where crafting is a mere side distraction or an afterthought, sort of like it was tacked on by the devs who felt forced in implementing it. Like they had to put it in for some reason.
Not so in Pre-CU SWG. Crafting by itself was a huge game in itself that you could actually dedicate yourself to in-game. And profit from it.
Not of this loot-based BS that was later introduced.
Also, Azureal... were you on Ahazi? I want to say you were since I recall buying a number of your blasters I was one of those rare freaks in Pre-CU Ahazi server who walked around in 30% Stormtrooper Armor all the time.
"I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)
Yes, Az was on Ahazi.
One of the premiere WS of the server before the Dark Times....before the NGE.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi
I recognized the Az'Tech name right away even though I never really knew you in game.
I spent the first 9 months in SWG as an Architect and finally gave it up because of the incesent /tells coming my way for structures. I simply couldn't keep up production, and couldn't get a rest from all of the requests :P
Don't forget, one of the most important aspects of this crafting system is that NPCs did not drop equipment or upgrades for characters. The loot that was obtained by killing NPCs were usually vanity items used for decoration or collections. Oftentimes, the loot that was dropped would have to be taken to a crafter and "added" to the recipe during the crafting process in order to give it's bonuses to the final item. This way, loot drops were desired by the community but they did not remove the need for highly skilled crafters.
I noticed you didn't mention that in your bulletpoints at the bottom of your post. But it's really important to note because it created inter-dependency between combat characters and crafters, and solidified crafters as the only place to go to get equipment.
Don't forget, one of the most important aspects of this crafting system is that NPCs did not drop equipment or upgrades for characters. The loot that was obtained by killing NPCs were usually vanity items used for decoration or collections. Oftentimes, the loot that was dropped would have to be taken to a crafter and "added" to the recipe during the crafting process in order to give it's bonuses to the final item. This way, loot drops were desired by the community but they did not remove the need for highly skilled crafters.
I noticed you didn't mention that in your bulletpoints at the bottom of your post. But it's really important to note because it created inter-dependency between combat characters and crafters, and solidified crafters as the only place to go to get equipment.
Right, krayt tissues dropped from krayt dragons. These tissues were added to blaster handlers. The blaster handlers were just one component that went into the gun. Some weapons needed 1 tissue, some needed 11. Each of these tissues had to be identicle to add them into a weapon, so if you needed 11 tissues, all 11 would have to drop off a single krayt when you killed it. You couldn't just save up 11 of them.
You had to maximize each component that you crafted to make a final weapon good. There might be 3-5 compnents that went into a weapon. So you needed good resources of the right type and any loot enhancement for each single component. You could experiment on each component to customize and maximize it. Then you put em all together to craft the weapon and experiment then as well to customize it further.
See you in the dream..
The Fires from heaven, now as cold as ice. A rapid ascension tolls a heavy price.
and then you get that 1 in a million chance of critical failure and bam so many ressources and components poof gone!!
ahhh good times
I'd rather a critical failure than a speed slice:) I had about 10-15 krayt t-21's laying around because they didnt get the damage slice.
See you in the dream..
The Fires from heaven, now as cold as ice. A rapid ascension tolls a heavy price.
I spent the first 9 months in SWG as an Architect and finally gave it up because of the incesent /tells coming my way for structures. I simply couldn't keep up production, and couldn't get a rest from all of the requests :P
hehe, well during pre-cu I couldn't get enough of the custom orders but like you said there where times I wanted to do something fun with the guild or with friends and time started to become very limited to do so as I was turly into my crafting profession and at the time felt I didn't wanted to lets anyone down...;) overall even that was still allot of fun to me
But the funny thing is when I returned for 8 months (last year) the same thing started to happen (custom orders), which in this case made me stop playing SWG, as with pre-cu I had some more time to play MMORPG's then I have since a few years and due to the limited time I had last year I simple had far to less time to devote myself to the massive custom orders I started to recieve, which suprises me as like most when looking visually at the population I would never have thought to even start getting custom order. And also basicly was hearing so many complaints that before I returned never would have thought to still find that GAME I enjoyed in pre-cu to be alive and kicking when I went back, I was also happy to see many new items where added, never went back into crafting after hte NGE so most new items where truly new to me, afocurse wished they would kept adding new items.
Everything else about crafting has been nicely explained in this topic and have nothing more to add
Yes, Az was on Ahazi.
One of the premiere WS of the server before the Dark Times....before the NGE.
I figured so, aspecially seeing "Az" in his post / sig for SWG. Yeah, I used to buy a bunch of his blasters. Can't remember where his shop was located, but I'm taking my gut feeling in the valley North of Theed, Naboo. There and the valley N/NW of Coronet, Corellia on Ahazi used to be home of alot of top notch Weaponsmiths on the server in the Pre-CU days.
Good days, they were.
"I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)
To be remembered so many years after I quit is extremely humbling. Thats what SWGs crafting system allowed though, to be remembered for something different.
Thanks folks. Good times indeed.
P.S. Im pretty sure we were north-ish of Theed, at the base of a fairly large platuea. New Roseholme was the name of our player run city.
PAST: UO-SWG-DAOC-WOW-DDO-VG-AOC-WAR-FE-DFO-LOTRO-RIFT-GW2
PRESENT: Nothing
FUTURE: ESO
Yes, a fine city it was. North of my own home in Lake Destiny.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi