The ignorance in the last comment really irritated me. Item decay is not bad nor does it have to be the end of the world for loot drops.
When Rage of the Wookies came out I would go to the Avatar Platform and farm Transdoshan Hunter Rifle Barrels and sell them to Frostwind - one of the best Weaponsmith's on Starsider Galaxy at the time. I was paid very well. The relationship started when I looted a few barrels and wanted a rifle made, I of course sought out the best weaponsmith to get the job done.
This is a great example of how loot drops for components encourages social interaction and commerce as well. Now imagine you get a rare drop in EQN of a sword component... let's call it an "Obsidian Core". You take this to a weaponsmith ..the best mind you...and have it crafted into a sword. Maybe you go out and gather other components so it's just the way you like it..whatever. You have the sword made and you are mindful that it will decay over time and at some point be useless. So now you find some magic using type and offer to pay him to port you to the other side of the world, because over there is someone who has learned a rare magic that helps preserve weapons.
You go see this guy to get him to cast a spell on your blade to make it last longer and instead he talks you into a spell where your sword will always be on Fire!..but will decay just a little faster. But the damage...ah..the damage it will do.
You end up going for a weapon with a shorter life but whoa..it hits hard and burns. Weeks later, your weapon is almost decayed..you have repaired it a time or two, so you have to choose. Do you hang this on your wall to remember that ultimate flaming sword or do you break it down for a chance to recover your "Obsidian Core"?
I have a feeling in the future you will be visiting that Weaponsmith again..and most likely the guy who gave you the port..and that mage to enchant another weapon maybe too..
Great story. There is no meaningful PvE or PvP content, but hey at least the 3-4 people in the whole game had fun... I guess that is a success, in a weird kind of way.
The ignorance in the last comment really irritated me. Item decay is not bad nor does it have to be the end of the world for loot drops.
When Rage of the Wookies came out I would go to the Avatar Platform and farm Transdoshan Hunter Rifle Barrels and sell them to Frostwind - one of the best Weaponsmith's on Starsider Galaxy at the time. I was paid very well. The relationship started when I looted a few barrels and wanted a rifle made, I of course sought out the best weaponsmith to get the job done.
This is a great example of how loot drops for components encourages social interaction and commerce as well. Now imagine you get a rare drop in EQN of a sword component... let's call it an "Obsidian Core". You take this to a weaponsmith ..the best mind you...and have it crafted into a sword. Maybe you go out and gather other components so it's just the way you like it..whatever. You have the sword made and you are mindful that it will decay over time and at some point be useless. So now you find some magic using type and offer to pay him to port you to the other side of the world, because over there is someone who has learned a rare magic that helps preserve weapons.
You go see this guy to get him to cast a spell on your blade to make it last longer and instead he talks you into a spell where your sword will always be on Fire!..but will decay just a little faster. But the damage...ah..the damage it will do.
You end up going for a weapon with a shorter life but whoa..it hits hard and burns. Weeks later, your weapon is almost decayed..you have repaired it a time or two, so you have to choose. Do you hang this on your wall to remember that ultimate flaming sword or do you break it down for a chance to recover your "Obsidian Core"?
I have a feeling in the future you will be visiting that Weaponsmith again..and most likely the guy who gave you the port..and that mage to enchant another weapon maybe too..
Great story. There is no meaningful PvE or PvP content, but hey at least the 3-4 people in the whole game had fun... I guess that is a success, in a weird kind of way.
except it would be far more people than that, one of the significant factors in SWG's debacle that was the NGE, was that the first section of the player community to leave the game, was the crafting one, and it was a significant proportion of the playerbase. Its plain foolish to underestimate the interest in crafting that exists, by proportion its much larger than the PVP playerbase.
Great story. There is no meaningful PvE or PvP content, but hey at least 3 people in the whole game had fun...
I guess that is a success, in a weird kind of way.
What does one have to do w/ the other? Why can't you have meaningful pve for item components instead of the items themselvs?
PvP, I don't know much about....
If I spend months to get gear from difficult PvE only to have it fade away, then people are going to be pissed. Thus these players will rarely use their best gear, which means the content has to be made easy. You just destroyed end game PvE!
If items can be destroyed, then you won't go into PVP using your best gear either. You are going to use stuff you can easily replace. You just destroyed end game PvP.
You spend the whole game in fear that you will lose the rare item you worked for!
That is the opposite of fun, which is why its not a popular system.
Meanwhile the crafters sit back as kings of the world.
The smart thing to do would be to work on your crafting as well to dethrone the douche charging you ridiculous prices to push a button. Problem is that crafting is so boring you would rather stab yourself in the face with a fork, than spend your limited game time doing a 2nd job.
PvE is a joke
PvP is a joke
And the most powerful players in the game are the least skilled, crafters and grinders.
Great story. There is no meaningful PvE or PvP content, but hey at least 3 people in the whole game had fun...
I guess that is a success, in a weird kind of way.
What does one have to do w/ the other? Why can't you have meaningful pve for item components instead of the items themselvs?
PvP, I don't know much about....
If I spend months to get gear from difficult PvE only to have it fade away, then people are going to be pissed. Thus these players will rarely use their best gear, which means the content has to be made easy. You just destroyed end game PvE!
If items can be destroyed, then you won't go into PVP using your best gear either. You are going to use stuff you can easily replace. You just destroyed end game PvP.
You spend the whole game in fear that you will lose the rare item you worked for!
That is the opposite of fun, which is why its not a popular system.
Meanwhile the crafters sit back as kings of the world.
The smart thing to do would be to work on your crafting as well to dethrone the douche charging you ridiculous prices to push a button. Problem is that crafting is so boring you would rather stab yourself in the face with a fork.
Im not sure what you're saying about pve. What if items decayed w/ general use, not when you died or took damage. I can't remember how it worked in SWG. The game mechanics would include the fact that items decayed. Then everyones items are decaying at a proportionate rate.
As has been described in this thread, crafting doesn't have to be boring.
I never got pissed in EQ when others, maybe others more active in the guild, got thier uber lewts first....
Great story. There is no meaningful PvE or PvP content, but hey at least 3 people in the whole game had fun...
I guess that is a success, in a weird kind of way.
What does one have to do w/ the other? Why can't you have meaningful pve for item components instead of the items themselvs?
PvP, I don't know much about....
If I spend months to get gear from difficult PvE only to have it fade away, then people are going to be pissed. Thus these players will rarely use their best gear, which means the content has to be made easy. You just destroyed end game PvE!
If items can be destroyed, then you won't go into PVP using your best gear either. You are going to use stuff you can easily replace. You just destroyed end game PvP.
You spend the whole game in fear that you will lose the rare item you worked for!
That is the opposite of fun, which is why its not a popular system.
Meanwhile the crafters sit back as kings of the world.
The smart thing to do would be to work on your crafting as well to dethrone the douche charging you ridiculous prices to push a button. Problem is that crafting is so boring you would rather stab yourself in the face with a fork.
Im not sure what you're saying about pve. What if items decayed w/ general use, not when you died or took damage. I can't remember how it worked in SWG. The game mechanics would include the fact that items decayed. Then everyones items are decaying at a proportionate rate.
As has been described in this thread, crafting doesn't have to be boring.
I never got pissed in EQ when others, maybe others more active in the guild, got thier uber lewts first....
WoW Raids require you to sometimes die hundreds of time just to kill the boss. The general use and deaths would decay your weapon so fast that you would never be able to use good items during encounters. The only solution to this problem is to not make encounters hard!
The biggest problem with the system is that the most powerful players in the game are the least skilled, crafters and grinders.
This is fine if and only if the whole game is built around crafting and the player driven economy.
SWG and EvE are such games. It works for them, but only because the whole game was built around it.
WoW Raids require you to sometimes die hundreds of time just to kill the boss. The general use and deaths would decay your weapon so fast that you would never be able to use good items during encounters. The only solution to this problem is to not make encounters hard!
The biggest problem with the system is that the most powerful players in the game are the least skilled, crafters and grinders.
This is fine if and only if the whole game is built around crafting and the player driven economy.
Again, if the mechanics of the game were that you died a lot, or that you took tons of damage, or that you used your item a great deal in each encounter, then the game would NOT be set up so that your 'uber' item would decay that fast.... but they would still decay.
I'm beggining to think this is just another opinion issue. Some people like to get their uber gear and be done w/ it. Other people may like to get 'uber' gear, and then have to get it again some months later? Or is this a pro/anti crafter issue?
Items that decay and are lost trivialize every aspect of the game just to make crafting slightly less boring and more valid.
This is the most idiotic statement I think I have ever read. Item decay is key to a thriving player run economy. It's not about getting the ultimate magic sword of awesomeness. It's about having a crafter make you a few great quality swords and armor and you use them and buy more when needed.
This is what theme park dungeon reward games have bred. Idiots.
Player driven economies are shit.
The whole game has to be made casual and craptastic just so crafting can be amplified to being made more than nearly worthless.
Sorry, but that isn't a good system if you enjoy doing anything other than crafting or grinding materials.
"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.
That would only take away item decay. Some crafting profressions became a lot more complex in the end. The customising possibilities in Munitions and Engineering became a lot more advanced. Especially the Munitions system was something I would like to have seen pre NGE. Not the lvls of course, but the component overhaul to make it a lot more sci fi. It made more sense and people could get weapons customised to their needs. This made them coming back for other weapon types. (Less of course without item decay).
And droid creating was a lot more advanced in the end too. The customization was expanded here loads too.
Players kept buying new weapons and droids because of the crazy amount of possible combinations. So no decay was not as much as an issue anymore.
Food system got an overhaul too and then beast engineering was added. I always wished for a combination of Creature Handler and the genetics part of Beast Engineering. That would've been perfect.
As for item decay, I am on the fence here. I used to think it was mandatory, but I am not sure if I still have the stomach for it. It is also very dependant on what kind of lootsystem you have in a game I think.
Anyway, my main issue with post NGE is the class system. A combination of late post NGE content and features with a preNGE skillsystem would have been perfect for me. This is what I hope EQN will be.
Originally posted by vidiotking Originally posted by IsawaOriginally posted by AabelFor 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.
I have never been into crafting, but that actually sounds pretty cool. I hope they do add this framework to EQN. The thought of becoming a regular and getting to know a famous crafter in teh area is pretty immersive.
WoW Raids require you to sometimes die hundreds of time just to kill the boss. The general use and deaths would decay your weapon so fast that you would never be able to use good items during encounters. The only solution to this problem is to not make encounters hard!
The biggest problem with the system is that the most powerful players in the game are the least skilled, crafters and grinders.
This is fine if and only if the whole game is built around crafting and the player driven economy.
Again, if the mechanics of the game were that you died a lot, or that you took tons of damage, or that you used your item a great deal in each encounter, then the game would NOT be set up so that your 'uber' item would decay that fast.... but they would still decay.
I'm beggining to think this is just another opinion issue. Some people like to get their uber gear and be done w/ it. Other people may like to get 'uber' gear, and then have to get it again some months later? Or is this a pro/anti crafter issue?
It is more of an anti-crafter issue.
Crafters constantly make unrealistic demands about any game they play in. The thing is we know what happens when we cave into those demands, SWG. Which is great if you are a crafting fanatic, but pretty shitty otherwise. Yet, every single MMO that comes out these same people make the same demands over and over. They want every MMO to be a copy of SWG!
Crafters are like politicians. They want to be in power for the sake of being in power, and to make money.
Crafters constantly make unrealistic demands about any game they play in. The thing is we know what happens when we cave into those demands, SWG. Which is great if you are a crafting fanatic, but pretty shitty otherwise. Yet, every single MMO that comes out these same people make the same demands over and over. They want every MMO to be a copy of SWG!
I still don't understand why it's 'shitty' if you're not a crafter. I had tons of players comming to me for specialty weapons. They loved it. They looted the component. I made the weapon. A few months later, they would come back for another... Is this any better or worse than the 'themepark' loot grind?
Originally posted by Dihoru Originally posted by MindTriggerOriginally posted by LeirosOriginally posted by Isawa Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked. Damn I miss that game. Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak.RANGERS LEAD THE WAY!Just because I love you old SWG vets who aren't bitter a-holes a whole huggy bunch here's something to show people when you're trying to explain: Biophilia's scrapbook . whoa. blast from the past. im in some of those threads being such a noob haha! Thank you for this!
Other professions that used the crafting system would be the chef, bio engineer, doctor, and probably some ones that I"m missing.
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked. Damn I miss that game.
Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak.RANGERS LEAD THE WAY!
Just because I love you old SWG vets who aren't bitter a-holes a whole huggy bunch here's something to show people when you're trying to explain: Biophilia's scrapbook .
whoa. blast from the past. im in some of those threads being such a noob haha! Thank you for this!
There is nothing to do other than crafting and grinding crafting materials. When you get materials you get better gear, so you can grind more, and get more materials.
Can you name a game with a player driven economy, with good crafting, and has solid PvE and PvP?
SWG is only remembered for crafting and the player driven economy.
Is Eve online known for anything other than crafting? Not really. Some might say PvP, but PvP is horrible in that game. Completely unbalanced, usually involves camping gates. Even if you encounter a fair fight the winner is determined by whose ship and equipment counters the other guy! Which is complete chance! Combat is an utter joke. Target other ship, click on weapons to auto-fire, and try to stay at ideal distance from target.
There is nothing to do other than crafting and grinding crafting materials. When you get materials you get better gear, so you can grind more, and get more materials.
Think about it was SWG remembered for anything other than crafting? NO
Is Eve online known for anything other than crafting? Not really. Some might say PvP, but PvP is horrible in that game. Completely unbalanced, usually involves camping gates. Even if you encounter a fair fight the winner is determined by whose ship and equipment counters the other guy! Which is chance!
One could say in any mmo that all there is to do is kill mobs and grind for gear. It's practically the same thing. One includes crafters, one does not. In my mmo you grind for gear components. In yours you grind for the gear itself.
Why couldn't some one make a game that has good crafting AND good PVE AND good PVP?
I'd like EQN to be that game. Part EQ, part SWG, part GW.
Originally posted by jesusjuice69 There is nothing to do other than crafting and grinding crafting materials. When you get materials you get better gear, so you can grind more, and get more materials. Can you name a game with a player driven economy, with good crafting, and has solid PvE and PvP? SWG is only remembered for crafting and the player driven economy.Is Eve online known for anything other than crafting? Not really. Some might say PvP, but PvP is horrible in that game. Completely unbalanced, usually involves camping gates. Even if you encounter a fair fight the winner is determined by whose ship and equipment counters the other guy! Which is complete chance! Combat is an utter joke. Target other ship, click on weapons to auto-fire, and try to stay at ideal distance from target.
SWG had fun pve. Krayt hunts, DWB, Genosian cave. The pvp space battles were legendary on Starsider. In NGE I had a smuggler who would get into epic cat n dog chases that spanned speeder bike chases across entire planets then being followed into space for dogfights. Smuggler vs Bounty Hunter fights could last hours. Probably some of the most epic pvp Ive ever experienced.
SWG is only remembered for crafting and the player driven economy.
I have to disagree here. SWG is remembered for a heck of a lot more than that. It had an amazing Faction system, entire professions dedicated to entertaining and non-combat features (which made for an awesome community in the cantinas), player cities with their own governments (including a politician profession), lots of planets to explore, Space Combat (with full ship customization), and so many other things that games have been missing out on lately (for the most part).
Personally I mastered several professions, but my main was a Master Commando. I enjoyed the PvP and PvE aspects of SWG. I still remember running the Imperial Theme park and doing missions for Darth Vader. Fun times. My point being, this game is remembered by those who played it for more than just crafting and the economy.
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)
Items that decay and are lost trivialize every aspect of the game just to make crafting slightly less boring and more valid.
Originally posted by grifj There is almost zero chance of their claim being accurate given that they are making gear bind on equip (blech!). Therefore their economy is already not as good as SWG's.
BoE gear removes it from the market so the market doesn't get flooded.
That is the best move you can possibly make to ensure the health of the economy.
If you need proof just take a look at the Diablo3 AH. It is so cluttered with items, that it is near impossible to sell anything that isn't amazingly good.
BoE would only remove it from the market assuming it was immediately equipped. I've played games with BoE, and there were plenty of items being farmed and sold on the market that were BoE and had never been equipped. Bind on Acquire/Pick-up would be the only thing that would keep things off the market.
___________________________ Have flask; will travel.
SWG is only remembered for crafting and the player driven economy.
I have to disagree here. SWG is remembered for a heck of a lot more than that. It had an amazing Faction system, entire professions dedicated to entertaining and non-combat features (which made for an awesome community in the cantinas), player cities with their own governments (including a politician profession), lots of planets to explore, Space Combat (with full ship customization), and so many other things that games have been missing out on lately (for the most part).
Personally I mastered several professions, but my main was a Master Commando. I enjoyed the PvP and PvE aspects of SWG. I still remember running the Imperial Theme park and doing missions for Darth Vader. Fun times. My point being, this game is remembered by those who played it for more than just crafting and the economy.
Yeah, there are some who did not like that a full-time game was there for crafters and merchants. Dancers, politicians, Bio-Engineers, all that was apparently bad for the Combat-Only player somehow.
SWG is only remembered for crafting and the player driven economy.
I have to disagree here. SWG is remembered for a heck of a lot more than that. It had an amazing Faction system, entire professions dedicated to entertaining and non-combat features (which made for an awesome community in the cantinas), player cities with their own governments (including a politician profession), lots of planets to explore, Space Combat (with full ship customization), and so many other things that games have been missing out on lately (for the most part).
Personally I mastered several professions, but my main was a Master Commando. I enjoyed the PvP and PvE aspects of SWG. I still remember running the Imperial Theme park and doing missions for Darth Vader. Fun times. My point being, this game is remembered by those who played it for more than just crafting and the economy.
Yeah, there are some who did not like that a full-time game was there for crafters and merchants. Dancers, politicians, Bio-Engineers, all that was apparently bad for the Combat-Only player somehow.
The non-combat classes gave the game depth and flavor. Entertainers were always good for a fun RP night, and Politician doesn't get enough love. There were people who did nothing but act as mayor for their cities and help facilitate trade, plan expansion, and organize city/guild events.
___________________________ Have flask; will travel.
Crafters constantly make unrealistic demands about any game they play in. The thing is we know what happens when we cave into those demands, SWG. Which is great if you are a crafting fanatic, but pretty shitty otherwise. Yet, every single MMO that comes out these same people make the same demands over and over. They want every MMO to be a copy of SWG!
I still don't understand why it's 'shitty' if you're not a crafter. I had tons of players comming to me for specialty weapons. They loved it. They looted the component. I made the weapon. A few months later, they would come back for another... Is this any better or worse than the 'themepark' loot grind?
What am I missing here?
I wasn't on your server, but I respected guys like you who wanted to make top quality weapons/armor and went to the great lengths and time investment to be able to do it. I was originally on Eclipse, and everyone on the server knew Striker to be our most accomplished weapon maker. Was he rich? Of course he was. Did it take an amazing amount of dedication to get where he was? Yes, and he was rewarded for it by the game and its players.
Comments
Lol
Great story. There is no meaningful PvE or PvP content, but hey at least the 3-4 people in the whole game had fun... I guess that is a success, in a weird kind of way.
What does one have to do w/ the other? Why can't you have meaningful pve for item components instead of the items themselvs?
PvP, I don't know much about....
except it would be far more people than that, one of the significant factors in SWG's debacle that was the NGE, was that the first section of the player community to leave the game, was the crafting one, and it was a significant proportion of the playerbase. Its plain foolish to underestimate the interest in crafting that exists, by proportion its much larger than the PVP playerbase.
If I spend months to get gear from difficult PvE only to have it fade away, then people are going to be pissed. Thus these players will rarely use their best gear, which means the content has to be made easy. You just destroyed end game PvE!
If items can be destroyed, then you won't go into PVP using your best gear either. You are going to use stuff you can easily replace. You just destroyed end game PvP.
You spend the whole game in fear that you will lose the rare item you worked for!
That is the opposite of fun, which is why its not a popular system.
Meanwhile the crafters sit back as kings of the world.
The smart thing to do would be to work on your crafting as well to dethrone the douche charging you ridiculous prices to push a button. Problem is that crafting is so boring you would rather stab yourself in the face with a fork, than spend your limited game time doing a 2nd job.
PvE is a joke
PvP is a joke
And the most powerful players in the game are the least skilled, crafters and grinders.
Im not sure what you're saying about pve. What if items decayed w/ general use, not when you died or took damage. I can't remember how it worked in SWG. The game mechanics would include the fact that items decayed. Then everyones items are decaying at a proportionate rate.
As has been described in this thread, crafting doesn't have to be boring.
I never got pissed in EQ when others, maybe others more active in the guild, got thier uber lewts first....
WoW Raids require you to sometimes die hundreds of time just to kill the boss. The general use and deaths would decay your weapon so fast that you would never be able to use good items during encounters. The only solution to this problem is to not make encounters hard!
The biggest problem with the system is that the most powerful players in the game are the least skilled, crafters and grinders.
This is fine if and only if the whole game is built around crafting and the player driven economy.
SWG and EvE are such games. It works for them, but only because the whole game was built around it.
Again, if the mechanics of the game were that you died a lot, or that you took tons of damage, or that you used your item a great deal in each encounter, then the game would NOT be set up so that your 'uber' item would decay that fast.... but they would still decay.
I'm beggining to think this is just another opinion issue. Some people like to get their uber gear and be done w/ it. Other people may like to get 'uber' gear, and then have to get it again some months later? Or is this a pro/anti crafter issue?
I want to hear Brats and Strippers. Almost forgot... Led Zeppelin.
That would only take away item decay. Some crafting profressions became a lot more complex in the end. The customising possibilities in Munitions and Engineering became a lot more advanced. Especially the Munitions system was something I would like to have seen pre NGE. Not the lvls of course, but the component overhaul to make it a lot more sci fi. It made more sense and people could get weapons customised to their needs. This made them coming back for other weapon types. (Less of course without item decay).
And droid creating was a lot more advanced in the end too. The customization was expanded here loads too.
Players kept buying new weapons and droids because of the crazy amount of possible combinations. So no decay was not as much as an issue anymore.
Food system got an overhaul too and then beast engineering was added. I always wished for a combination of Creature Handler and the genetics part of Beast Engineering. That would've been perfect.
As for item decay, I am on the fence here. I used to think it was mandatory, but I am not sure if I still have the stomach for it. It is also very dependant on what kind of lootsystem you have in a game I think.
Anyway, my main issue with post NGE is the class system. A combination of late post NGE content and features with a preNGE skillsystem would have been perfect for me. This is what I hope EQN will be.
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.
I have never been into crafting, but that actually sounds pretty cool. I hope they do add this framework to EQN. The thought of becoming a regular and getting to know a famous crafter in teh area is pretty immersive.
It is more of an anti-crafter issue.
Crafters constantly make unrealistic demands about any game they play in. The thing is we know what happens when we cave into those demands, SWG. Which is great if you are a crafting fanatic, but pretty shitty otherwise. Yet, every single MMO that comes out these same people make the same demands over and over. They want every MMO to be a copy of SWG!
Crafters are like politicians. They want to be in power for the sake of being in power, and to make money.
I still don't understand why it's 'shitty' if you're not a crafter. I had tons of players comming to me for specialty weapons. They loved it. They looted the component. I made the weapon. A few months later, they would come back for another... Is this any better or worse than the 'themepark' loot grind?
What am I missing here?
Don't forget Smugglers! Smugglers could make "spice" which was like in-game illegal drugs. They would give you great buffs but after a while you would come down hard off of them and be debilitated for a period of time. They could also "slice" weapons to make them more powerful. It was awesome. Storm troopers would also randomly run scans on people and if they found contraband (spice or sliced weapons) on you, you would get attacked. Damn I miss that game.
Me too. whenever I start explaining it to people I find it's a rabbit hole of information, because the game had so much going on and most things were linked in some way, and focused on player cooperation. MMOs today are just weak. RANGERS LEAD THE WAY!
Just because I love you old SWG vets who aren't bitter a-holes a whole huggy bunch here's something to show people when you're trying to explain: Biophilia's scrapbook .
whoa. blast from the past. im in some of those threads being such a noob haha! Thank you for this!
-nods- My pleasure friend.
There is nothing to do other than crafting and grinding crafting materials. When you get materials you get better gear, so you can grind more, and get more materials.
Can you name a game with a player driven economy, with good crafting, and has solid PvE and PvP?
SWG is only remembered for crafting and the player driven economy.
Is Eve online known for anything other than crafting? Not really. Some might say PvP, but PvP is horrible in that game. Completely unbalanced, usually involves camping gates. Even if you encounter a fair fight the winner is determined by whose ship and equipment counters the other guy! Which is complete chance! Combat is an utter joke. Target other ship, click on weapons to auto-fire, and try to stay at ideal distance from target.
One could say in any mmo that all there is to do is kill mobs and grind for gear. It's practically the same thing. One includes crafters, one does not. In my mmo you grind for gear components. In yours you grind for the gear itself.
Why couldn't some one make a game that has good crafting AND good PVE AND good PVP?
I'd like EQN to be that game. Part EQ, part SWG, part GW.
SWG had fun pve. Krayt hunts, DWB, Genosian cave. The pvp space battles were legendary on Starsider. In NGE I had a smuggler who would get into epic cat n dog chases that spanned speeder bike chases across entire planets then being followed into space for dogfights. Smuggler vs Bounty Hunter fights could last hours. Probably some of the most epic pvp Ive ever experienced.
I have to disagree here. SWG is remembered for a heck of a lot more than that. It had an amazing Faction system, entire professions dedicated to entertaining and non-combat features (which made for an awesome community in the cantinas), player cities with their own governments (including a politician profession), lots of planets to explore, Space Combat (with full ship customization), and so many other things that games have been missing out on lately (for the most part).
Personally I mastered several professions, but my main was a Master Commando. I enjoyed the PvP and PvE aspects of SWG. I still remember running the Imperial Theme park and doing missions for Darth Vader. Fun times. My point being, this game is remembered by those who played it for more than just crafting and the economy.
BoE would only remove it from the market assuming it was immediately equipped. I've played games with BoE, and there were plenty of items being farmed and sold on the market that were BoE and had never been equipped. Bind on Acquire/Pick-up would be the only thing that would keep things off the market.
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Have flask; will travel.
Yeah, there are some who did not like that a full-time game was there for crafters and merchants. Dancers, politicians, Bio-Engineers, all that was apparently bad for the Combat-Only player somehow.
Survivor of the great MMORPG Famine of 2011
The non-combat classes gave the game depth and flavor. Entertainers were always good for a fun RP night, and Politician doesn't get enough love. There were people who did nothing but act as mayor for their cities and help facilitate trade, plan expansion, and organize city/guild events.
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Have flask; will travel.
I wasn't on your server, but I respected guys like you who wanted to make top quality weapons/armor and went to the great lengths and time investment to be able to do it. I was originally on Eclipse, and everyone on the server knew Striker to be our most accomplished weapon maker. Was he rich? Of course he was. Did it take an amazing amount of dedication to get where he was? Yes, and he was rewarded for it by the game and its players.
Survivor of the great MMORPG Famine of 2011