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MMORPG.com Discussion Forums

Star Wars Galaxies

Star Wars Galaxies 

SWG Veteran Refuge  » Are crafter's worthwhile now?

13 posts found
  Shari

Advanced Member

Joined: 9/13/05
Posts: 672

Shorah!

 
2/17/07 10:21:19 AM#1
Hi there, I was a vet of swg and I know they have changed crafting again now in chapter 5, does this mean they can craft the best items in game now? thnx for replys

"I believe in god and I believe in loving
But I don't speak to anyone who knows"

  HudsonD

Novice Member

Joined: 10/02/06
Posts: 26

2/17/07 11:21:42 AM#2
No.

"Peace through superior firepower"

  smg77

Apprentice Member

Joined: 4/25/06
Posts: 685

Just wait until SOE ruins *your* game...

2/17/07 12:02:07 PM#3
Crafters still serve no purpose.
  iskareot

Novice Member

Joined: 3/20/06
Posts: 2158

I like green eggs and ham, I am Isk I am.

2/17/07 2:14:50 PM#4

No decay -

No loss -

No item better then ingame ones -

No need to be a repeat customer -

(This hurts when there is not that many people playing the game obviously)

 

______________________________
I usually picture the Career builder commercial with the room full of monkeys and upside down sales chart when thinking about the SOE/SWG decision making process.....
SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes." Ref NGE
Winner of the worst MMOS goes to.... the NGE and SWG..!!! http://www.mmorpg.com/showFeature.cfm?loadFeature=1034&bhcp=1

  Suvroc

Novice Member

Joined: 1/09/07
Posts: 2404

2/17/07 2:31:21 PM#5

 

 

What a shame to....

It was one of the best aspects of SWG 

Originally posted by smg77
Crafters still serve no purpose.

  Nobius247

Novice Member

Joined: 11/12/06
Posts: 9

2/17/07 2:37:06 PM#6
if only SOE didnt suck ass............god damn they ruined everything
  Suvroc

Novice Member

Joined: 1/09/07
Posts: 2404

2/17/07 2:40:24 PM#7

 

lol

So, similar to the Midas' touch SOE has the Mr. Hankey touch?

 

Originally posted by Nobius247
if only SOE didnt suck ass............god damn they ruined everything

  lauxes

Novice Member

Joined: 5/24/05
Posts: 94

2/17/07 2:42:18 PM#8
Originally posted by iskareot

No decay -

No loss -

No item better then ingame ones -

No need to be a repeat customer -

(This hurts when there is not that many people playing the game obviously)

 


there are alot of ppl still playing the game, i myself just went back to swg on bria, and there are alot on at all times, not sure about other servers
  Suvroc

Novice Member

Joined: 1/09/07
Posts: 2404

2/17/07 2:45:56 PM#9
Originally posted by lauxes
Originally posted by iskareot

No decay -

No loss -

No item better then ingame ones -

No need to be a repeat customer -

(This hurts when there is not that many people playing the game obviously)

 


there are alot of ppl still playing the game, i myself just went back to swg on bria, and there are alot on at all times, not sure about other servers


Would you mind taking a screenshot of the server listings and posting it please?

I'd like to see if it has gone passed "medium" yet.

  Dundee

Novice Member

Joined: 12/06/06
Posts: 234

2/17/07 3:04:43 PM#10
Originally posted by Shari
Hi there, I was a vet of swg and I know they have changed crafting again now in chapter 5, does this mean they can craft the best items in game now? thnx for replys

This might not be the best forum in which to ask. 
  Obee

Novice Member

Joined: 8/07/06
Posts: 1560

2/17/07 3:48:05 PM#11
Originally posted by Shari
Hi there, I was a vet of swg and I know they have changed crafting again now in chapter 5, does this mean they can craft the best items in game now? thnx for replys

Craft the best things in the game: No.

Act as content for combat toons: Yep.

They reimplemented creature aggro for crafters to create an interdependency for crafters and combat toons (ie., the crafters will need to be protected by combat toons in certian areas now).  This comes after it was specifically proclaimed that there could be no changes with the crafting system that would make combat toons dependent on crafters (that was the rationale for not making crafted items better than looted).

To sum up:

Combat toons needing crafters to get the best in game items is bad.  Crafters needing combat toons to protect them so they can harvest resources to make the best sub par items in the game is good.

  Obraik

Ewok

Joined: 5/02/05
Posts: 7267

2/18/07 5:28:09 AM#12
Originally posted by Obee
Originally posted by Shari
Hi there, I was a vet of swg and I know they have changed crafting again now in chapter 5, does this mean they can craft the best items in game now? thnx for replys

Craft the best things in the game: No.

Act as content for combat toons: Yep.

They reimplemented creature aggro for crafters to create an interdependency for crafters and combat toons (ie., the crafters will need to be protected by combat toons in certian areas now).  This comes after it was specifically proclaimed that there could be no changes with the crafting system that would make combat toons dependent on crafters (that was the rationale for not making crafted items better than looted).

To sum up:

Combat toons needing crafters to get the best in game items is bad.  Crafters needing combat toons to protect them so they can harvest resources to make the best sub par items in the game is good.

Um, not quite.  With Chapter 5, there are going to be alot more reasons for combat characters to visit a crafter.

  • While armour was already gotten from Crafters by the majority of people in the game, those that were opting out and sacarficing resists for stats have little reason to do so now.  A combat person will be able to buy a socketed suit of armour from a crafter.  They can then go out and loot a  bunch of armour that has stats and then take them to the AS who can then strip the stats from the armour, make some modifier bits, combine the two and make up to a 3 stat AA to the combat characters specifications that can then be put on the armour.  The majority of these stats that the AS can make do not drop on loot.  If the combat character later decides they want to spec out with different stats (as is usually the case), then they'll need to come back for a new suit.
  • Clothing is much the same as the above.
  • The new camps made by architects will be somewhat appealing to combat characters & entertainers with new modules for them such as a Shuttle becon, cloning tubes and a cantina.  These are consumables.
  • Domestic crafters can now craft some HoT stims.  These are consumables.
  • Weaponsmith is still a little left behind.  Weapons now have sockets and 3-stat attachments can be made that will slot into them just like a peice of armour.  So you could add a Rifle Damage increase attachment into a lvl 88 high quality crafted weapon which could actually end up with a higher DPS then any of the reward weapons.  Will have to see if this catches on.
  • Chefs foods and drinks have their own timers and so can be stacked with any profession or reward type buffs.  With the return of BE additives, the stats on these foods can get rather high.

Also, the overall crafting mechanics that have been around since launch are not being changed with Chapter 5.  So you still harvest resources the same, still produce items in factories the same, still sell them the same way, still experiment on them, etc.

  User Deleted
2/18/07 7:22:33 AM#13
Originally posted by Obraik
Originally posted by Obee
Originally posted by Shari
Hi there, I was a vet of swg and I know they have changed crafting again now in chapter 5, does this mean they can craft the best items in game now? thnx for replys

Craft the best things in the game: No.

Act as content for combat toons: Yep.

They reimplemented creature aggro for crafters to create an interdependency for crafters and combat toons (ie., the crafters will need to be protected by combat toons in certian areas now).  This comes after it was specifically proclaimed that there could be no changes with the crafting system that would make combat toons dependent on crafters (that was the rationale for not making crafted items better than looted).

To sum up:

Combat toons needing crafters to get the best in game items is bad.  Crafters needing combat toons to protect them so they can harvest resources to make the best sub par items in the game is good.

Um, not quite.  With Chapter 5, there are going to be alot more reasons for combat characters to visit a crafter.

  • While armour was already gotten from Crafters by the majority of people in the game, those that were opting out and sacarficing resists for stats have little reason to do so now.  A combat person will be able to buy a socketed suit of armour from a crafter.  They can then go out and loot a  bunch of armour that has stats and then take them to the AS who can then strip the stats from the armour, make some modifier bits, combine the two and make up to a 3 stat AA to the combat characters specifications that can then be put on the armour.  The majority of these stats that the AS can make do not drop on loot.  If the combat character later decides they want to spec out with different stats (as is usually the case), then they'll need to come back for a new suit.
  • Clothing is much the same as the above.
  • The new camps made by architects will be somewhat appealing to combat characters & entertainers with new modules for them such as a Shuttle becon, cloning tubes and a cantina.  These are consumables.
  • Domestic crafters can now craft some HoT stims.  These are consumables.
  • Weaponsmith is still a little left behind.  Weapons now have sockets and 3-stat attachments can be made that will slot into them just like a peice of armour.  So you could add a Rifle Damage increase attachment into a lvl 88 high quality crafted weapon which could actually end up with a higher DPS then any of the reward weapons.  Will have to see if this catches on.
  • Chefs foods and drinks have their own timers and so can be stacked with any profession or reward type buffs.  With the return of BE additives, the stats on these foods can get rather high.

Also, the overall crafting mechanics that have been around since launch are not being changed with Chapter 5.  So you still harvest resources the same, still produce items in factories the same, still sell them the same way, still experiment on them, etc.

None of its the same IMO. Yes, you said the mechanics are the same. But, resources are not as importaint now, so the "minigame" that was resource collecting has changed..its easier, and not as rewarding. It's not a fun game all by itself. There were many players who did nothing but resource hunt..thats how they choose to play the game. Sure they can still do it, but that rare resource isnt so rare anymore, so it lost its appeal. Thats a significant chang IMO.

You can still produce items in the factory the same. But the list of items that was worth even doing a factory run for has been dessimated. So a far fewer items that are worth mass production is a significant change IMO.

You can still sell them the same way..but again, the list of 'crafted' items that you'd bother putting on a vendor has been practically wiped out. Also a significant change IMO.

I know you said the mechanics are still the same..but you werent being completely honest when you didnt mention that only the mechanics (what you click on to do something) havent changed. again, just my opinion.

The reverse engineering for crafters is cool i guess. I dont think it will keep anyone playing who is thinking of leaving, i doubt many will come back for it, and no one new will care. Should be adding more professions and allowing players to pick ablities from any of the professions the want, like before. Dunno if its possible, but stuff like that are the only things that will get people's attention. But Smed said people wants teh content. Surprised me too really, now that everything is pretty much neutered in terms of its affect. People want content, but they also want that content to be worth the effort. I personally dont think they are gonna add more content thats more than a quest line or dungeon or planet that you can use to "gear' your toon up. I dont think we'll be seeing guild controled capital ships that can be boarded or reconstruction of the death star in the hands of the players (like it shoulda been).  Of coarse smed said "once they got threw the pre-nge part" they asked for content...what other choice did they have? Content was the only option left, especially when you removed most of the tools we used to use to create our OWN content. Geez, just look at places like myspace to see how big user created content could have been. Thats a "risk' you should take...thats what will make you famous. But SOE will not be the ones to break the mold. They had the money, they (had) the talent, they had the ability...but they are not the leaders they were 5 years ago. Now its about accessing your toons inventory via a cellphone that you have to watch a little advertisement before you proceed.

I dont remember what my point was. Oh ya, crafting..its not the same. Its less fun overall than it was before. I think even Obi can agree to that. Basically, i would say imagine shipwright, except ship chasis are lootable..thats what the rest of crafting is like now IMO.