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5th Holy Grail found Crafting System more advanced than Star Wars Galaxies.

DragonMyth88DragonMyth88 Member UncommonPosts: 245

Source:(http://www.eqnexus.com/2013/08/soe-live-day-3-everquest-next-landmark-updates/

"Crafting comparable to that of Star Wars Galaxies, but more advanced."

Ok even for me that is a bold statement because everyone knows Star Wars galaxies has the best crafting the world has ever seen but if its true that should have been the 5th grail and they should have mentioned it because that pretty much changes the whole damn game.

Well I'm hyped again someone bash EQnext so it can be lowered again.

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Comments

  • Whiskey_SamWhiskey_Sam Member UncommonPosts: 323
    I'll believe it when I see it.

    ___________________________
    Have flask; will travel.

  • AabelAabel Member Posts: 32
    For those of us who didn't play star wars galaxies could you fill us in on what made the crafting so amazing? And what kind of possibilities that a world like EQN's might add to a crafting model like SWG's?
  • Shadowguy64Shadowguy64 Member Posts: 848
    Should I expect limited bag slots before the cash shop kicks in?
  • IsawaIsawa Member UncommonPosts: 1,051

    Crafting in SWG was also about resource gathering. A lot of effort went into resource gathering and the mats had different stats. Land surveys, extraction or harvesting machines, merchants, and your friends all contributed to crafting here. Different mat's stats were better for different weapons. I went from a Rodian master beast master, to a fencer, to a master weaponsmith, and then I had friends track down rare mats for me.

    I think everyone is approaching this skeptically, with a big "We'll see".

    Sidenote: A thread has been created on this subject, but your presentation as the 5th Holy Grail may be better.

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by DragonMyth88
    Source:(http://www.eqnexus.com/2013/08/soe-live-day-3-everquest-next-landmark-updates/"Crafting comparable to that of Star Wars Galaxies, but more advanced."

    No.

  • MindTriggerMindTrigger Member Posts: 2,596
    Originally posted by Isawa

    Crafting in SWG was also about resource gathering. A lot of effort went into resource gathering and the mats had different stats. Land surveys, extraction or harvesting machines, merchants, and your friends all contributed to crafting here. Different mat's stats were better for different weapons. I went from a Rodian master beast master, to a fencer, to a master weaponsmith, and then I had friends track down rare mats for me.

    I think everyone is approaching this skeptically, with a big "We'll see".

    Sidenote: A thread has been created on this subject, but your presentation as the 5th Holy Grail may be better.

    Someone posted about this the other day and I said the same thing.  In addition, crafting high level items was also about player interaction and relationship building since crafters had to get some of their components made by other crafters, and they had to find bulk resources from people who specialized in farming.

    Also, the shops were huge.  What brought the whole system together was letting people run vendors in their own homes and shops.

    SWG's crafting wasn't so much about the crafting / experimenting screen as it was about the whole system.  It was a standalone, complete game play path, and it touched every aspect of gameplay in SWG.

    A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.

  • syntax42syntax42 Member UncommonPosts: 1,385

    Star Wars Galaxies' crafting was centered around material attributes and gathering high-quality materials.  For example, copper is a great conductor of both heat and electricity, but it is also very soft and not suitable for structural loads.  Each material could be found in varying qualities and quantities which changed periodically, forcing raw material gatherers to move their mining equipment.  Other materials could also be used from enemies, like a carapace from an insect or meat from animals.  

     

    Certain sub-components of each crafted recipe required certain attributes of the raw materials to be high in order for the final product to be of a high quality.  For example, a circuit board would use copper for a conductor and a laser pistol barrel would require a durable metal for the barrel.  If both components were produced with a high quality, the final recipe would have higher damage or last longer.

     

    The final part of the crafting system was the fact that items wore out.  The economy was heavily player-based.  High-quality items were priced at a premium while items made with common attributes were easy to obtain.

  • onlinenow25onlinenow25 Member UncommonPosts: 305

    For two reasons crafting will not be as good as SWG, there is no item decay and BOE.

    There will be BIS items, and that was never the case in SWG.

     

  • vidiotkingvidiotking Member Posts: 587

    I was a 'top' weapon smith on Kauri(swg server) and it was THE best mmo experience I've ever had.

    I farmed all my own resources. Had to start a second account for this.This meant that every day i would travel to every planet( or every day/planet i could) and drive all over the place w/ my resource scanner(or whatever it was called) looking for new spawns. When i found something good, i would tear down my harvesters from where they were least needed and plop em down at the new spot.

    Some hours/days later I would then take those resources back to my houses/warehouses and store or use them. Resources had many stats. Some were good for mines, other for melee weapons, others for pistols, rifles, etc.

    I would make blue prints for the different parts I needed to make my weapons. Then use those blue prints of the parts  to make the blueprint of the final weapon.

    If some one had soem 'krayt' or other special item, I would craft a specialty item for them. Otherwise, I could craft a crate of weapons, and sell them at my house.

     

    We ARE in trouble if items don't decay over time. That will kill crafting.

     

    BEST GAME EVER(end of quote)

  • IsawaIsawa Member UncommonPosts: 1,051
    Originally posted by Aabel
    For those of us who didn't play star wars galaxies could you fill us in on what made the crafting so amazing? And what kind of possibilities that a world like EQN's might add to a crafting model like SWG's?

    In addition to my comment, in SWG, the best crafters would become recognizable names on their servers. The economy was player run. If you wanted the best power hammer or the best blaster, you'd search out the most famous weaponsmith for that weapon. You'd most likely end up in his store or house and buy from his droid vendor or another location with the help of the merchant profession. Crafters took pride in their items. Crafting professions included weapon and armor smiths, architects, droid engineers, tailors, and merchants (more about advertising items). Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.

  • vidiotkingvidiotking Member Posts: 587
    Originally posted by Isawa
    Originally posted by Aabel
    For those of us who didn't play star wars galaxies could you fill us in on what made the crafting so amazing? And what kind of possibilities that a world like EQN's might add to a crafting model like SWG's?

    In addition to my comment, in SWG, the best crafters would become recognizable names on their servers. The economy was player run. If you wanted the best power hammer or the best blaster, you'd search out the most famous weaponsmith for that weapon. You'd most likely end up in his store or house and buy from his droid vendor or another location with the help of the merchant profession. Crafters took pride in their items. Crafting professions included weapon and armor smiths, architects, droid engineers, tailors, and merchants (more about advertising items). Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.

    THIS^^

     

    This is what made SWG so awsome, to me atleast. People came looking for me to craft them stuff. I had a reputation.  But I needed them to bring me items for specialty weapons. It was symbiotic. It was awsome.

  • ste2000ste2000 Member EpicPosts: 6,194
    Originally posted by Shadowguy64
    Should I expect limited bag slots before the cash shop kicks in?

    Yes

  • AeliousAelious Member RarePosts: 3,521
    Shadowguy24

    You should expect a lot of limits before the CS kicks in if you're playing for free. A quality product has a certain value.
  • AeliousAelious Member RarePosts: 3,521
    Since you're already mining for real materials having a complex crafting system on top of it would be fantastic. I'm also in the wait and see camp however.
  • GruugGruug Member RarePosts: 1,794
    Originally posted by DragonMyth88

    Source:(http://www.eqnexus.com/2013/08/soe-live-day-3-everquest-next-landmark-updates/

    "Crafting comparable to that of Star Wars Galaxies, but more advanced."

    Ok even for me that is a bold statement because everyone knows Star Wars galaxies has the best crafting the world has ever seen but if its true that should have been the 5th grail and they should have mentioned it because that pretty much changes the whole damn game.

    Well I'm hyped again someone bash EQnext so it can be lowered again.

     

    That statement is really incomplete. What it does NOT say is if it is crafting pre- or post-NGE. ;)

    Let's party like it is 1863!

  • AabelAabel Member Posts: 32
    Originally posted by onlinenow25

    For two reasons crafting will not be as good as SWG, there is no item decay and BOE.

    There will be BIS items, and that was never the case in SWG.

     

    Is this confirmed or conjecture?

  • vidiotkingvidiotking Member Posts: 587
    Originally posted by Aabel
    Originally posted by onlinenow25

    For two reasons crafting will not be as good as SWG, there is no item decay and BOE.

    There will be BIS items, and that was never the case in SWG.

     

    Is this confirmed or conjecture?

    I have watched a lot, but not all of the videos.. I did not see/hear this mentioned either way... So there is hope, however misguided.

  • AabelAabel Member Posts: 32
    Thanks for the information on SWG crafting, it does sound amazing! Since it's been done once it can be done again and expanded upon. Hopefully they pull it off.
  • FratmanFratman Member Posts: 344
    Originally posted by vidiotking
    Originally posted by Aabel
    Originally posted by onlinenow25

    For two reasons crafting will not be as good as SWG, there is no item decay and BOE.

    There will be BIS items, and that was never the case in SWG.

     

    Is this confirmed or conjecture?

    I have watched a lot, but not all of the videos.. I did not see/hear this mentioned either way... So there is hope, however misguided.

    They did confirm that items will be BOE.

     

  • vidiotkingvidiotking Member Posts: 587
    Originally posted by Fratman
    Originally posted by vidiotking
    Originally posted by Aabel
    Originally posted by onlinenow25

    For two reasons crafting will not be as good as SWG, there is no item decay and BOE.

    There will be BIS items, and that was never the case in SWG.

     

    Is this confirmed or conjecture?

    I have watched a lot, but not all of the videos.. I did not see/hear this mentioned either way... So there is hope, however misguided.

    They did confirm that items will be BOE.

     

    BOE I can live with, but no item decay will kill crafting.

  • Whiskey_SamWhiskey_Sam Member UncommonPosts: 323
    Originally posted by Aabel
    Thanks for the information on SWG crafting, it does sound amazing! Since it's been done once it can be done again and expanded upon. Hopefully they pull it off.

    I'd love to see it, but with the other details they've released so far about the game I simply don't see it.  Like others have mentioned, it went beyond the crafting itself to entail the resource gathering and in-home vending.  I don't know of any other games that have attempted something that ambitious let alone pulled it off.

    ___________________________
    Have flask; will travel.

  • vidiotkingvidiotking Member Posts: 587
    Originally posted by Whiskey_Sam
    Originally posted by Aabel
    Thanks for the information on SWG crafting, it does sound amazing! Since it's been done once it can be done again and expanded upon. Hopefully they pull it off.

    I'd love to see it, but with the other details they've released so far about the game I simply don't see it.  Like others have mentioned, it went beyond the crafting itself to entail the resource gathering and in-home vending.  I don't know of any other games that have attempted something that ambitious let alone pulled it off.

    Archeage 'seems' to have some SWG'ness to it. I'm looking forward to trying that game out.

  • NadiliNadili Member Posts: 197
    I can see them applying the same class system to crafting so 40 or so crafting classes.  For instance a jeweler might need each component crafted by the other crafting classes somewhat like EQ2 crafting pre LU24.  Horizontal progression to crafting as well as combat.

    image
  • TelondarielTelondariel Member Posts: 1,001
    Originally posted by Shadowguy64
    Should I expect limited bag slots before the cash shop kicks in?

    If you are FTP, it remains to be seen as they haven't released details yet.   SOE used to have pretty tight restrictions, but they've recently lifted a lot of them.  Here are the current  EQ and EQ2 matrices.  If you sub then there are no restrictions.

    image
  • TelondarielTelondariel Member Posts: 1,001
    Originally posted by MindTrigger
    Originally posted by Isawa

    Crafting in SWG was also about resource gathering. A lot of effort went into resource gathering and the mats had different stats. Land surveys, extraction or harvesting machines, merchants, and your friends all contributed to crafting here. Different mat's stats were better for different weapons. I went from a Rodian master beast master, to a fencer, to a master weaponsmith, and then I had friends track down rare mats for me.

    I think everyone is approaching this skeptically, with a big "We'll see".

    Sidenote: A thread has been created on this subject, but your presentation as the 5th Holy Grail may be better.

    Someone posted about this the other day and I said the same thing.  In addition, crafting high level items was also about player interaction and relationship building since crafters had to get some of their components made by other crafters, and they had to find bulk resources from people who specialized in farming.

    Also, the shops were huge.  What brought the whole system together was letting people run vendors in their own homes and shops.

    SWG's crafting wasn't so much about the crafting / experimenting screen as it was about the whole system.  It was a standalone, complete game play path, and it touched every aspect of gameplay in SWG.

    I didn't play SWG, but I've always heard great things about its crafting system.  I'm an avid crafter, so I will definitely be keeping an eye out for more information on this.

    image
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