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SWG (Pre CU) Crafting?

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  • OrthedosOrthedos Member Posts: 1,771

    Many of the facets of Pre-CU crafting has been elaborated above.

    One of the interesting feature is shifting resources.  The meat from this mob in this week is not the same as the meat next week.  Resources change state (shift) every week.  So after every resources shift, everyone in the server scramble to find out which resources is good for what.  The shift is unique for each server, meaning the meat from this mob for server A is not the same as in server B.  Each server will have to find out on its own.

    That, plus experimentation and lots of other features, means the end products are not the same from each producer, and for each batch of production, even from the same producer, its different.

    The houses of each vendor is located in different parts of the world,  We have to go to each house and shop around, from the vendor machine.  Its very real, unlike the crazy idea of an auction house, which is universal, in fantasy old worlds like WoW.  The auction house is the least convincing feature of fantasy RPGs, in which we use swords, but we have galaxy wide trading firms, with instant bids and such.  Some one in orgrimmar put up an auction and suddenly every other town sees it and can buy right away.

    Pre-CU is the only game in which merchants are meaningful classes, not just an auction house,  Shops are real shops, not just a list of everything in the universe.  Products are unique, so that your gun is almost never the same as mine.  And with decay, good guns eventually wear out, the better (buffed as in spliced by smugglers) wears out faster.  So everyone's gun is unique and every now and then everyone replaced worn out gear.  Its dynamic.

  • SuvrocSuvroc Member Posts: 2,383
    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.

  • ObraikObraik Member, Newbie CommonPosts: 7,261
    Originally posted by Suvroc

    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.



     

    You can't exactly "casually" get into crafting.   Being a top end crafter is quite an investment of time and credits to get there.  Making a crafter just to supply your character with new weapons and armour as you want them really isn't a feasible option.

    Besides, it wasn't uncommon at all for people to have a combat and crafter alt pre-nge.  Yes, it meant buying a second account but for most this wasn't much of a problem.

    image

    image

  • SuvrocSuvroc Member Posts: 2,383
    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.



     

    You can't exactly "casually" get into crafting.   Being a top end crafter is quite an investment of time and credits to get there.  Making a crafter just to supply your character with new weapons and armour as you want them really isn't a feasible option.

    Besides, it wasn't uncommon at all for people to have a combat and crafter alt pre-nge.  Yes, it meant buying a second account but for most this wasn't much of a problem.



     

    Sure you can Obraik. All of my alts are crafters and I craft for no one but myself. I would call that casual.

    And of course people had mutliple accounts to have a crafter, but if you were willing to pay for a second account you were much more likely to be active in using that account IMO.

  • KhalathwyrKhalathwyr Member UncommonPosts: 3,133
    Originally posted by Suvroc

    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.



     

    You can't exactly "casually" get into crafting.   Being a top end crafter is quite an investment of time and credits to get there.  Making a crafter just to supply your character with new weapons and armour as you want them really isn't a feasible option.

    Besides, it wasn't uncommon at all for people to have a combat and crafter alt pre-nge.  Yes, it meant buying a second account but for most this wasn't much of a problem.



     

    Sure you can Obraik. All of my alts are crafters and I craft for no one but myself. I would call that casual.

    And of course people had mutliple accounts to have a crafter, but if you were willing to pay for a second account you were much more likely to be active in using that account IMO.

    Aye, sum total I had three accounts. My Doctor, a combat oriented on (CH and something else) and a third account for mayor. Of all those accounts I played my crafting the most. As you stated above the setup made it so dedicated crafters were actually usefull. Post NGE they aren't as anyone can do it. Takes away from a community dynamic, for sure. But, companies today are under the assumption the only community dynamic that is meritable is the "looking for group to kill something one". So, they in turn kill any systems that promote social enteraction. *shrug*

     

    "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."

    Chavez y Chavez

  • ObraikObraik Member, Newbie CommonPosts: 7,261
    Originally posted by Suvroc

    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.



     

    You can't exactly "casually" get into crafting.   Being a top end crafter is quite an investment of time and credits to get there.  Making a crafter just to supply your character with new weapons and armour as you want them really isn't a feasible option.

    Besides, it wasn't uncommon at all for people to have a combat and crafter alt pre-nge.  Yes, it meant buying a second account but for most this wasn't much of a problem.



     

    Sure you can Obraik. All of my alts are crafters and I craft for no one but myself. I would call that casual.

    And of course people had mutliple accounts to have a crafter, but if you were willing to pay for a second account you were much more likely to be active in using that account IMO.

    Again, there's a heavy investment involved to "casually" craft something worthwhile.  You're not going to one day decide that you want to make something and you're going to do it by respecing your alt to a crafter and make it right then.  Without the correct resources, buffs, suit and knowledge whatever you make is going to be pretty crap.

     

    If this is something you personally can do then congratulations, but I wouldn't call that casual.  At some point you had to spend alot of time and effort getting to that point.

    Every now and then I see people attempting to respec their alt to a Munitions crafter as they believe they can make themselves a super weapon and not need to worry about going to a dedicated Weaponsmith.  Unfortunately for them, this usually ends up in dissapointment (if they even get that far) when they make a weapon that's rather underspecced. 

    From what I've seen, the issue you mention is really quite insignificant in reality.

    image

    image

  • SuvrocSuvroc Member Posts: 2,383
    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.



     

    You can't exactly "casually" get into crafting.   Being a top end crafter is quite an investment of time and credits to get there.  Making a crafter just to supply your character with new weapons and armour as you want them really isn't a feasible option.

    Besides, it wasn't uncommon at all for people to have a combat and crafter alt pre-nge.  Yes, it meant buying a second account but for most this wasn't much of a problem.



     

    Sure you can Obraik. All of my alts are crafters and I craft for no one but myself. I would call that casual.

    And of course people had mutliple accounts to have a crafter, but if you were willing to pay for a second account you were much more likely to be active in using that account IMO.

    Again, there's a heavy investment involved to "casually" craft something worthwhile.  You're not going to one day decide that you want to make something and you're going to do it by respecing your alt to a crafter and make it right then.  Without the correct resources, buffs, suit and knowledge whatever you make is going to be pretty crap.

     

    If this is something you personally can do then congratulations, but I wouldn't call that casual.  At some point you had to spend alot of time and effort getting to that point.

    Every now and then I see people attempting to respec their alt to a Munitions crafter as they believe they can make themselves a super weapon and not need to worry about going to a dedicated Weaponsmith.  Unfortunately for them, this usually ends up in dissapointment (if they even get that far) when they make a weapon that's rather underspecced. 

    From what I've seen, the issue you mention is really quite insignificant in reality.



     

    I think you're missing the original point Obraik.

    If you only had 1 character to create on your server would it be a crafter or a combat toon?

  • ObraikObraik Member, Newbie CommonPosts: 7,261
    Originally posted by Suvroc

    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.



     

    You can't exactly "casually" get into crafting.   Being a top end crafter is quite an investment of time and credits to get there.  Making a crafter just to supply your character with new weapons and armour as you want them really isn't a feasible option.

    Besides, it wasn't uncommon at all for people to have a combat and crafter alt pre-nge.  Yes, it meant buying a second account but for most this wasn't much of a problem.



     

    Sure you can Obraik. All of my alts are crafters and I craft for no one but myself. I would call that casual.

    And of course people had mutliple accounts to have a crafter, but if you were willing to pay for a second account you were much more likely to be active in using that account IMO.

    Again, there's a heavy investment involved to "casually" craft something worthwhile.  You're not going to one day decide that you want to make something and you're going to do it by respecing your alt to a crafter and make it right then.  Without the correct resources, buffs, suit and knowledge whatever you make is going to be pretty crap.

     

    If this is something you personally can do then congratulations, but I wouldn't call that casual.  At some point you had to spend alot of time and effort getting to that point.

    Every now and then I see people attempting to respec their alt to a Munitions crafter as they believe they can make themselves a super weapon and not need to worry about going to a dedicated Weaponsmith.  Unfortunately for them, this usually ends up in dissapointment (if they even get that far) when they make a weapon that's rather underspecced. 

    From what I've seen, the issue you mention is really quite insignificant in reality.



     

    I think you're missing the original point Obraik.

    If you only had 1 character to create on your server would it be a crafter or a combat toon?



     

    Both.  I'd get a second account like I did pre-nge ;)  I enjoy both playstyles.

    image

    image

  • SuvrocSuvroc Member Posts: 2,383
    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by Obraik

    Originally posted by Suvroc

    Originally posted by BadgerSmaker

    Originally posted by Krelnor


    I hear all over the forums that crafting in SWG (Pre CU) was amazing. Could you tell me in depth about that crafting system and how it worked? And if there is/was a better crafting system than SWG (Pre CU) crafting could you also go into details about it? I've watched a few youtube videos but i can't really tell too much from them. Thanks in advance.



     

    Log in to SWG to see it, it's still pretty much the same core crafting system that all SWG players past and present know and love with a few improvements.

    With the removal of decay, some of the stats on some craftables were not updated and this is why many veterans claim that crafting has been "dumbed down", when all it really means is that one stat, the condition of the craftable item, is missing.

    This has been addressed for many craftable schematics and work is ongoing to clean up the rest.



     

    Nah, I completely disagree about your "dumbed down" theory Badger. It's much more then that.

    One of the key things IMO (albeit a difficult thing to describe due to it's intangible nature) is that before the NGE we had a one character per server allotment per account. This ensured that those who played crafters were doing it because they really wanted to. I think they were much more dedicated to crafting, and therefore brought an added dimension to an online society.

    Now with alt characters people are able to participate in crafting in a much more casual way but at the expense of that added dimension to the community. People can now do crafting as a distraction to their main focus of whatever combat role they choose, as well as being much more self supportive.

    This IMO gives a diminished sense of worth to the crafting community - as well as being less "sandbox" like.



     

    You can't exactly "casually" get into crafting.   Being a top end crafter is quite an investment of time and credits to get there.  Making a crafter just to supply your character with new weapons and armour as you want them really isn't a feasible option.

    Besides, it wasn't uncommon at all for people to have a combat and crafter alt pre-nge.  Yes, it meant buying a second account but for most this wasn't much of a problem.



     

    Sure you can Obraik. All of my alts are crafters and I craft for no one but myself. I would call that casual.

    And of course people had mutliple accounts to have a crafter, but if you were willing to pay for a second account you were much more likely to be active in using that account IMO.

    Again, there's a heavy investment involved to "casually" craft something worthwhile.  You're not going to one day decide that you want to make something and you're going to do it by respecing your alt to a crafter and make it right then.  Without the correct resources, buffs, suit and knowledge whatever you make is going to be pretty crap.

     

    If this is something you personally can do then congratulations, but I wouldn't call that casual.  At some point you had to spend alot of time and effort getting to that point.

    Every now and then I see people attempting to respec their alt to a Munitions crafter as they believe they can make themselves a super weapon and not need to worry about going to a dedicated Weaponsmith.  Unfortunately for them, this usually ends up in dissapointment (if they even get that far) when they make a weapon that's rather underspecced. 

    From what I've seen, the issue you mention is really quite insignificant in reality.



     

    I think you're missing the original point Obraik.

    If you only had 1 character to create on your server would it be a crafter or a combat toon?



     

    Both.  I'd get a second account like I did pre-nge ;)  I enjoy both playstyles.



     

    Sorry for the later reply. I work in health care and this possible pandemic thing has a lot if us very busy trying to get prepared.

    Anyway, my point originally was that having a one character per server ensured you went into crafting becasue it was the role you wanted to play. Now, anyone can pick up a crafting prof on their second toon and work at that by combining the resources of both toons (i.e. credits, structure lots). It's simply much easier now to be self sufficient.

    What you've shown me with this comment Obraik is that you're in a postition to be a much more self sufficient crafter when you have at least 2 combat toons on your main account to support your crafter. Also, you're probably (at least in a reletive way) a casual crafter as you have at least two main combat toons.

  • CasualMakerCasualMaker Member UncommonPosts: 862
    Originally posted by Obraik


    Again, there's a heavy investment involved to "casually" craft something worthwhile.  You're not going to one day decide that you want to make something and you're going to do it by respecing your alt to a crafter and make it right then.  Without the correct resources, buffs, suit and knowledge whatever you make is going to be pretty crap.

     
    If this is something you personally can do then congratulations, but I wouldn't call that casual.  At some point you had to spend alot of time and effort getting to that point.

     

    Define "worthwhile". PreCU, I was a Master Artisan and Medic 0004. I made vehicles, low-end food and stims and wound-packs for personal use, and tossed the rest on a vendor cheap. That's casual crafting and it suited me fine. Then CU wrecked it.

  • royalewitroyalewit Member Posts: 78

    If pre-CU servers came around I would immediately subscribe yesterday.  Best MMO ever, but the live game sucks now.

  • indiramournindiramourn Member UncommonPosts: 884
    Originally posted by Ilvaldyr


    Some of the key (good) points from the SWG crafting system that I remember:
    1. Shifting resources.
    Iron wasn't "Iron" and wasn't found in an "Iron Mine". There were several different types of iron, dozens if not hundreds of resources in total, and many of them were uniquely needed in the crafting of powerful items. This was complicated by the fact that every few days the resources changed. A place that was rich in high-grade polonium-iron one day could be barren the next, or have a nice new source of ferrous-copper or something.
    Being a "miner" was full of exploration. People even made money selling waypoints to the resource sites they'd found.
    2. Offline gathering.
    Quite a bit of resource gathering in SWG could be done offline. You placed an "ore harvester", set it going and pump some cash into it then log off. When you come back it will still be there and will have mined you up a considerable amout of ore.
    3. Specialisation.
    This is, for me, the defining aspect of the pre-NGE crafting experience.
    In SWG you got one character per account (two if you unlocked a jedi) and it wasn't a level based game; you could pick and choose what paths you wanted to put your "points" in, and some of those revolved around crafting. Naturally, this meant that in order to be a skilled crafter you would have to sacrifice some (a significant amount) of your other abilities.
    This was a great thing because the vast majority of people didn't want to nerf their damage, healing, survivability/etc just to craft things that they could easily just buy; meaning that dedicated crafters were rather uncommon and those who were skilled and dedicated were often amongst the most recognizable people on the server.



     

    Nailed it, Ilvaldyr.  God I miss that.  Oh, and on that point, have mentioned lately how much I hate SoE with every fiber of my being for what they did to the orginal SWG?

  • kivechkivech Member Posts: 58
    Originally posted by zoey121


    The biggest difference with swg crafting back then verses anything out there today, was one could be certain proffessions without ever having to do combat if one did not want to. You could level up your crafting skills without it being dependant on your level as is most games are designed today. You have to be a certain level to do a certain thing.
      This game due to the informal and formal party clothes brought folks into the game that would have never normally played mmorpgs before. There were cases of entire families playing together. What was a neat happening  before all the changes cu and nge there were family pa groups .
      They had an entertainer class that could go out in the wilds or stay in town dance play an insturment and have a party like atomsphere for the cantinas.
       The smuggler had the ability to have a line of crafting skills to make spice and equipment but still be a fighter. The beauty was not stuck into one class one role which the game turned into with the onset of nge.
     It forced people to socialize with others when they went to town. It was through other players folks got their needed equipment.

     

    Zoey makes some fundamental points here:

    In SWG pre-CU one could do anything they wanted in the game. Sure, it was not complete. It wasn't complete in beta when we all complained and shouted:"This game is NOT ready for release!" They released it anyway and never really fixed what had to be fixed or finished what had to be finished.

    However, what was there, did allow just about any type of player to have their playstyle in the same game. For that matter it was unique and amazing. The player driven market was great (a bit simple though, but it worked very well).

    All professions in one way or another needed another to do their business, be it crafting, fighting, entertaining or healing.

    One could do two things at the same time: craft and be a pistoleer for example. Since one could pick your own skills and by your selection you defined your own profession. Yep, you read it well, one used to define their own profession with the only limitation the number of skill points one could spend on skill boxes in professions.

    Honestly, I think it was the greatest concept for an MMO ever. Ok, quests were basically abscent, the GCW doesn't really exist, etc. But the core dynamics of the game were great. It's just a shame they never finished the original game and that they had the idea of putting jedis in there.

    Now, compared to how it was and the potential it had, it has become a very bland, boring 3rd class MMO. The power and charm of SWG was the skill system and how all professions evolved around others. Everyone was needed by others. Now it has become a big joke. The stuff that was lacking is still lacking and what made it unique was taken out. It really baffles me to see what they did to this game. I understand they wanted to improve something, but what they should have done was finish the unfinished professions, put in real SWG content, quests and give some more purpose in the game. Not completely ruin it and then think that people are going to be interested in a very poor copy of WoW. Really, I cannot fathom why they ever chose to go this route.....

    So yes, it was all better in those days (j/k). But even though a lot was unfinished, it was great fun to know that everything had its purpose in the game. And of course, all cities were bustling with players. Now the game is practically one big ghost town, even on crowded servers.

    It died a silent death and that is it. A real shame if you ask me, but obviously this game ended up in the wrong hands. What can you do?... Move on and find something else that is fun. ;)

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