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Best Crafting Systems of All Time

UnkillableUnkillable Member UncommonPosts: 123

I really have been wondering what peoples favorite crafting systems in a past or current MMO are lately. What is your "Best Crafting System of All Time"? and WHY was it so great.

i want to start an open ended discussion on what the best elements of crafting in mmos have been thus far. do you like the gather "nodes" idea best just moving in search of nodes? or do you like the SWG style setup shop style?

what crafting system is most desired by most MMOers?

just throw whatever you got into the discussion!

Comments

  • RinnaRinna Member UncommonPosts: 389
    SWG pre CU, hands down best crafting/harvesting experience I've ever had in any MMO ever.  Best housing system too imho and can't wait for another sandbox to try and match it.

    No bitchers.

  • VincerKadenVincerKaden Member UncommonPosts: 457

    Personally, I'm all for the SWG crafting. It gave me a level of customization and presentation that let me stand out on the open market,and offer a real service to my customers. My product line was different then every other crafter: both better in some areas, and worse in others.  Everything would fluctuate based on available materials and qualities. It was a fun challenge to find a niche in a complex market and turn a profit.

    All other crafting systems have bored me since SWG set the standard in my mind.

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  • ZandilZandil Member UncommonPosts: 252

    I loved Vanguards crafting and gathering system, depending what dusts and runes etc that you put into a item depended what came out and even then depending on your skills in crafting you could get better then average just with good skills.

     

    Liked the fact if you grouped and 2 or more people in a group hit a node togther you got more out of it with higher chance of rares.

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  • MurashuMurashu Member UncommonPosts: 1,386
    The crafting and resource gathering/shifting systems in SWG are the main reasons why I loved that game so much. Having to travel from planet to planet searching for the perfect resource stats and moving harvestors around as they shifted was a game within itself for me. I also loved being able to load up a schematic and start crafting 50, 100, 500 items without the tedious work of crafting every single item individually.
  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601

    Hmm  I liked Swg's gathering system.  But I liked Istaria's housing system of building able to build multiple things on a plot and having towns, and their crafting system of building well everything.

    If you could combine Istaria's plots/town/building in the real world, with CoH room design and decoration, with EQ2 brick and board house building - that would be my dream. 

    Just because you don't like it doesn't mean it is bad.
  • HowryHowry Member UncommonPosts: 116

    Totally agree on Vanguards Crafting. It wasnt just a combine materials and poof you have an item. When you leveled crafting you actually felt like you had accomplished something.  It was awesome. 

     

    I also agree on the gathering. Being able to gather as a group was stellar.  It was a game that was way ahead of its time on alot of things. I hope that EQnext incorporates some of those things.

     

     

  • BitterClingerBitterClinger Member UncommonPosts: 439

    Pirates of the Burning Sea.

    I don't know if you've ever played any of the "Anno" games(1404, 1706, etc), but POTBS really captured that type of port-dependant harvesting and crafting. They even integrated it into the Port Battle PVP system.  If another nation captured your port, the player govenor would always raise taxes on all opposing nation's trades in that port. Most of the time, this meant shutting down your production facilities until your nation recaptured the port.

    The only down side to this is they limited players to ten structures per account.  Yes, that's per account, not character. This means you were certainly dependant on other players and the auction house for constructing anything as complex as a ship. This became a big problem when the plethora of other problems with game caused the player base to plummit.

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