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Star Wars: The Old Republic

Star Wars: The Old Republic 

General Discussion  » SWTOR Lazy Crafting "Best of Both Worlds"

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81 posts found
  maxtlion

Apprentice Member

Joined: 3/03/09
Posts: 79

You don't stop playing because you get old - you get old because you stop playing.

3/17/11 1:54:30 PM#41

Items should have some form of decay, but allow repair like in Diablo. If you repaired yourself, the item lost max durability, but if you took it to the master smith, it could go on forever. Items shouldn't be indestrucible without a specific purpose and if you value an item, you learn to take care of it.

Similarly crafting should be accessible to all, but the more skilled you are at it, the better results you can get. The grind of making 100's of unused items to skill up is the norm and to be fair is pretty true to life, but imagine the difference between a blacksmith with 1 skill and a maxed out master smith with 350 skill - I'd want the same item, crafted by both, to be signifiantly better when crafted by the master - identical items from different skills should be different and reflected in stats.

  mrw0lf

Novice Member

Joined: 4/09/05
Posts: 2311

3/17/11 1:56:58 PM#42
Originally posted by Sovrath
Originally posted by maskedweasel

With the way SWTOR has talked about their crafting system,  it seems to be extremely robust not just in the sense of CRAFTING... but its the entire CREW SKILLS system that will really change the way you play.  For someone like you Sovrath, if you aren't a big crafter,  set your companions sights on gathering, treasure hunting, or diplomacy.  Say you have treasure hunting up high enough,  your companion could come back with a really great piece of armor that you can then trade, or sell.  If you or your companions continue gathering, you put those materials back into the economy for crafters.  

 

Oh believe me, I'm not complaining about having virtual hired hands gathering stuff for me. I say "great" now get out their and get me a flux capacitor!

I would say that I would hope that dedicated crafters would eventually be able to do more than me.

I get the feeling that is the case, so long as they are dedicated to running this instance 100 times or that BG again and again to get the merits to buy these leet mats from the quartermaster. Bloody daft.

They can have top notch collection and crafting mechanics, it's unlikely to matter because you'll be able to get the sme item from a dungeon and they will all be alike and they will last forever. The level of whine heading their way if they tell people the only way to buy gear is from other players only, that sort of hate could bring down a building.

It's going to be crafting lite because that's what a lot of people think they want due to their past experiences.

-----
“The person who is certain, and who claims divine warrant for his certainty, belongs now to the infancy of our species.”

  Sovrath

Elite Member

Joined: 1/06/05
Posts: 17594

3/17/11 2:08:59 PM#43
Originally posted by Solestran
 

 I don't raid, but I do expect my quests and and explorations  to drop upgrades to my current equipment.  I like the instant gratification of being able to immediately put on that upgraded equipment.  I'm not interested in an economic simulation either.  If people want to trade, that's fine, but don't force me to.  I want to get my get my rewards from adventuring, not other people.  When crafting becomes a requirement in the loot reward system, I move on to a different game.

And that's where we diverge. I actually don't expect to get upgrades to equipment from drops or quests.

I mean, we are just coming from two different game backgrounds. I came from Lineage 2. You could go 10 levels and never see a drop. And these are lineage 2 levels, not "bang out 10 levels in a weekend" levels.

What was interesting was that we had dedicated and trusted crafters. They could even sell you mats if you needed. And they could be trusted so you could give them your mats and they would craft for you. They spent time building their reputation. They would then screen shot the result if it failed and send to you so you had a record of it failing.

The quests were more about character development for the most part so you weren't getting rewards. My "reward" came when I went to an area to hunt because I knew the recipe for a demon staff dropped with something like .000000000000283%

And I got it on the 3rd try. Still have to laugh about that.

This is not to say that I say "no" to quest rewards in games that are designed for them. But more often than not I buy from players and their wares are better than most of the quest drops.

  User Deleted
3/17/11 2:17:57 PM#44
Originally posted by Sovrath
Originally posted by Solestran
 

 I don't raid, but I do expect my quests and and explorations  to drop upgrades to my current equipment.  I like the instant gratification of being able to immediately put on that upgraded equipment.  I'm not interested in an economic simulation either.  If people want to trade, that's fine, but don't force me to.  I want to get my get my rewards from adventuring, not other people.  When crafting becomes a requirement in the loot reward system, I move on to a different game.

And that's where we diverge. I actually don't expect to get upgrades to equipment from drops or quests.

I mean, we are just coming from two different game backgrounds. I came from Lineage 2. You could go 10 levels and never see a drop. And these are lineage 2 levels, not "bang out 10 levels in a weekend" levels.

What was interesting was that we had dedicated and trusted crafters. They could even sell you mats if you needed. And they could be trusted so you could give them your mats and they would craft for you. They spent time building their reputation. They would then screen shot the result if it failed and send to you so you had a record of it failing.

The quests were more about character development for the most part so you weren't getting rewards. My "reward" came when I went to an area to hunt because I knew the recipe for a demon staff dropped with something like .000000000000283%

And I got it on the 3rd try. Still have to laugh about that.

This is not to say that I say "no" to quest rewards in games that are designed for them. But more often than not I buy from players and their wares are better than most of the quest drops.

 I understand that, but what I don't understand is why people come to specific game's boards and complain about certain aspects of content when they never intended to implement those types of things in the first place.  It's like some country music fan going to a rock concert and whining about why they don't play country music.  If you want an economic simulation / crafting centric loot system, then haunt the games that currently include or intend to include that type of content.

  Konfess

Elite Member

Joined: 10/10/07
Posts: 795

3/17/11 2:28:14 PM#45
Originally posted by maskedweasel
Originally posted by Konfess
Originally posted by maskedweasel
Originally posted by Konfess

I voted for Fallen Earth Crafting, because FE is the successor to SWG pre-NGE.   

But FE doesn't have a great economy either.  Every crafter can make everything and they don't need to trade materials or collaborate.  

In SWTOR you would have to make 6 alts just to be able to craft EVERYTHING for yourself.  

 In SWG I ahd 10 Alts,  

I don't think you understand what I was saying about the alts.  You would have to make 6 alts JUST for crafting.  

 In SWG I had 10 Alts, is my way of saying you just described the WAY I PLAY.  In fact it was you that didn'ty understand this.   Your Entire post is rolled up into one phrase I had 10 ALTS to suppost my need to craft.   I assure you I understand everying thing you said in your second post when you said it the first time in your first post.  I have been playing and progamming games since 1983.

The mechaics exist for the player to crafct and gather, but the Design Intent is to offload all crafting on the BOTs to free the player for Heroic SW gameplay, that was the part of my first post you didn't understand.  If YOU could read the Design Document that describes SWTOR, it would read "Fully Autonomuos Crafting and Gathering, that minimizes player interaction".  TWIICE you have been unable to refute this.

Pardon any spelling errors
Konfess your cyns and some maybe forgiven
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.

  TheIllusive

Novice Member

Joined: 10/31/10
Posts: 201

3/17/11 2:56:43 PM#46

I guess that in the end we all want a crafting/economics system like EVE, but the truth is that it won't happen. Games like WoW and SWTOR are made for the masses, they don't want complicated skill or craft systems.

  User Deleted
3/17/11 2:58:18 PM#47
Originally posted by TheIllusive

I guess that in the end we all want a crafting/economics system like EVE, but the truth is that it won't happen. Games like WoW and SWTOR are made for the masses, they don't want complicated skill or craft systems.

SWTOR crafting system is complex, it isn't EVE but i isn't WoW either.

  maskedweasel

Tipster

Joined: 9/24/07
Posts: 7284

"Kids, try imagining how far the universe extends! Keep thinking about it until you go insane."

3/17/11 3:06:54 PM#48
Originally posted by Konfess
Originally posted by maskedweasel
Originally posted by Konfess
Originally posted by maskedweasel
Originally posted by Konfess

I voted for Fallen Earth Crafting, because FE is the successor to SWG pre-NGE.   

But FE doesn't have a great economy either.  Every crafter can make everything and they don't need to trade materials or collaborate.  

In SWTOR you would have to make 6 alts just to be able to craft EVERYTHING for yourself.  

 In SWG I ahd 10 Alts,  

I don't think you understand what I was saying about the alts.  You would have to make 6 alts JUST for crafting.  

 In SWG I had 10 Alts, is my way of saying you just described the WAY I PLAY.  In fact it was you that didn'ty understand this.   Your Entire post is rolled up into one phrase I had 10 ALTS to suppost my need to craft.   I assure you I understand everying thing you said in your second post when you said it the first time in your first post.  I have been playing and progamming games since 1983.

The mechaics exist for the player to crafct and gather, but the Design Intent is to offload all crafting on the BOTs to free the player for Heroic SW gameplay, that was the part of my first post you didn't understand.  If YOU could read the Design Document that describes SWTOR, it would read "Fully Autonomuos Crafting and Gathering, that minimizes player interaction".  TWIICE you have been unable to refute this.

 

Perhaps you should state more clearly what you're trying to profess rather than pretending everyone knows what you're talking about.   There is no need for me to refute anything.  What you fail to realize is the similarities between this and your much sought after system in Fallen Earth.  The system is a clean blend of the two you find to be most agreeable.  "Fully autonomous crafting and gathering"  Hey that sounds like Star Wars Galaxies to me right there.    In the end you still setup your crafting queues (just like all the other games),  YOU still gather materials when you don't have the funds to pay your companions (just like other games)  and YOU still sell the items.

 

I really couldn't care less if you were creating games since 1983 or if you created the abacus, you are favoring a system like Fallen Earth over a system that is not just fairly similar mechanically,  not just more complex in the way you gain recipes and utilize them,   but one that actually encourages an economy and necessity to craft.   Fallen Earth lets you gather WHILE crafting.  SWG let you go find new nodes while harvesters gathered for you.   I can't help but feel that TWICE you're impetuously obstinate just for the sake of doing so.

 

Agree to disagree on this point if you want,  but I've played both SWG and FE and this system sounds fantastic to me.

"Loan me a Dragon I wanna see space"


  User Deleted
3/17/11 3:16:54 PM#49
Originally posted by TheIllusive

I guess that in the end we all want a crafting/economics system like EVE, but the truth is that it won't happen. Games like WoW and SWTOR are made for the masses, they don't want complicated skill or craft systems.

 Of course, since it's preferred by the masses, it can't possilby be a valid reason to design a game that is contrary to your desires.

  Robsolf

Hard Core Member

Joined: 4/21/06
Posts: 4047

Let go of my ears, I know what I'm doing!

3/17/11 3:17:20 PM#50
Originally posted by Sovrath

Well, one of my issues with crafting (in order for me to actually do it) is the collecting of bits to make bits that are put together to make more bits until you have an item.

It's very tedious to my tastes. So that is why I like the npc gatherer idea in SWToR.

But that's just lowering the barrer that exists in some games in order for me to try my hand at crafting.

That's where crafting in SWG was pretty cool compared to most crafting systems, today.  Whereas a recipe in LotRO or WoW might require "stringy wolf meat", and "hearty wolf meat" wouldn't work, for example, SWG, in comparison, would just require "meat".  Bear meat?  Sure.  Croc Meat?  Cool.  Mystery meat?  Throw it in! 

What would change, though, is the effectiveness of the food, and/or the odds of a successful craft.

And that's what I liked about it.  It was less restrictive in terms of crafting for XP, but yet, if you knew all the best ingredients to make the most potent item, then your stuff was worth more on the market.

 

  Sasami

Novice Member

Joined: 2/20/08
Posts: 330

3/17/11 3:25:29 PM#51
Originally posted by Robsolf

In terms of the different ways crafting can be done, I'm good with SWToR's direction.

But I hope that crafting makes for a great deal of item customization, as it did with SWG.  You could make weapon barrels, batteries, etc, and they could have many different properties and buff your weapon in many different ways.  Different color clothes, armor, etc.

If they went with an SWG-ish system, I'd be happy with that, too.  But I'm just glad that it sounds like there's not going to be a big material grind where I'm crafting X number of useless, underpowered widgets to get crafting XP.  That just seems like a waste.

 There was wonderfull posting in GW2 forum about crafting.

The learning of crafting should be minigames, a puzzle or something like that. And reward from that puzzle would be some refined materials and skill points. Now learning should be easy and you should get maxed pretty fast, because otherwise it gets boring. After that all mass crafting, the dreary part, is done by NPCes. That way you would be like chef of kitchen, you don't do most stuff anymore you are just quality control. To make sure those puzzles won't be wasted you would lose some skill points after while and had to redo some puzzles. It makes just sense. People didn't like spending hours watching there character crafting but they did like fact that it would take sometime to make stuff.

Time solves one major problem why economy doesn't work in MMOs today. If crafting takes few minutes the market will be spammed. Other and maybe even bigger problem is lack of corrosion. Not just corrosion of weapons and armors but everything else also even crafting materials.

  Connen

Novice Member

Joined: 6/15/03
Posts: 6

3/17/11 3:26:42 PM#52

The only fix for crafting or any specific skill in mmo's is endless amounts of abilitlies that require ever increasing levels of grinding.

 

Example: so you've reached L999 Crafting Ships GJ!! Now you can begin working on the following specializations:

(Increased Ship Base Armor Level (0-999)) * (Special BOE Item) * (proc chance(based on specialization level)) = Congratz you've increased "X" ship with +2% Base Speed Bonus

Increased Ship Base Speed (0-999) "" "" "" "" = Congratz you've built "X" ship with 5% base speed bonus.

And have ex: 10 of these specializations - A Master Crafter will spend the time required to max them all. An adventurer doesn't care about leveling these things, they want the basics and to get back to killing mobs and finding loot, and will seek the services of the crafter for these services..

Make a % of Endgame items from raids etc... BOE and able to be re-manufactured only be the best of the best crafters.

Make things break and require professional repair.

Allow adventurers to sell patterns or original BOE items so they can be "learned".

Thats all.

You Scratch my back, And I'll scratch yours.

  Isane

Novice Member

Joined: 5/24/06
Posts: 2698

"Some do , Some don''t , Others just cry"

Jean Sali

3/17/11 5:46:52 PM#53

Shouldn't the thread be titles Lazy Gathering.

Who is to say that the crafting will not be fun.

________________________________________________________
SWTOR and COS games that could deliver !!

  Sovrath

Elite Member

Joined: 1/06/05
Posts: 17594

3/17/11 5:49:56 PM#54
Originally posted by Solestran
Originally posted by Sovrath
Originally posted by Solestran
 

 I don't raid, but I do expect my quests and and explorations  to drop upgrades to my current equipment.  I like the instant gratification of being able to immediately put on that upgraded equipment.  I'm not interested in an economic simulation either.  If people want to trade, that's fine, but don't force me to.  I want to get my get my rewards from adventuring, not other people.  When crafting becomes a requirement in the loot reward system, I move on to a different game.

And that's where we diverge. I actually don't expect to get upgrades to equipment from drops or quests.

I mean, we are just coming from two different game backgrounds. I came from Lineage 2. You could go 10 levels and never see a drop. And these are lineage 2 levels, not "bang out 10 levels in a weekend" levels.

What was interesting was that we had dedicated and trusted crafters. They could even sell you mats if you needed. And they could be trusted so you could give them your mats and they would craft for you. They spent time building their reputation. They would then screen shot the result if it failed and send to you so you had a record of it failing.

The quests were more about character development for the most part so you weren't getting rewards. My "reward" came when I went to an area to hunt because I knew the recipe for a demon staff dropped with something like .000000000000283%

And I got it on the 3rd try. Still have to laugh about that.

This is not to say that I say "no" to quest rewards in games that are designed for them. But more often than not I buy from players and their wares are better than most of the quest drops.

 I understand that, but what I don't understand is why people come to specific game's boards and complain about certain aspects of content when they never intended to implement those types of things in the first place.  It's like some country music fan going to a rock concert and whining about why they don't play country music.  If you want an economic simulation / crafting centric loot system, then haunt the games that currently include or intend to include that type of content.

Well, in part, that's where we agree.

I can understand a player getting caught up in a settign/art design and then putting forth their argument why there should be x and y.

However, if after a while the developers are clearly going for Z the I don't see the point of whining about it.

  romanator0

Novice Member

Joined: 12/02/10
Posts: 2425

3/17/11 5:57:44 PM#55
Originally posted by slpr
Originally posted by TheIllusive

I guess that in the end we all want a crafting/economics system like EVE, but the truth is that it won't happen. Games like WoW and SWTOR are made for the masses, they don't want complicated skill or craft systems.

SWTOR crafting system is complex, it isn't EVE but i isn't WoW either.

Can you please show me proof that TOR's crafting system is complex?

The last time I asked to be shown TOR's crafting system I was given a link to to the crew skills video and all it told me was "your companions can do it for you" which I don't consider a crafting system.

  gaou

Keeper of the Archives

Joined: 12/04/09
Posts: 2017

3/17/11 5:58:28 PM#56

In SWTOR, you are forced into 1 crafting profession per character, with 2 sub professions,  either gathering or crafting (or mission skills).  This stimulates the need for other crafters, and other players in general, hence starting an economy.

i just want to clarify this.  you aren't forced to have a crafting skill.  you can choose to not take a craft and just take gathering or missions, and you can have any mix of them (i.e. 3 missions, or 2 gathering and 1 mission, ect.).  however you are correct in that if you do want crafting skills you can only have 1 at a time.

 

edit: for my source

Damion Schubert expounds further in the thread:
 

You can have three gathering skills, or three mission skills, or one of each. Or two gathering and a craft. The only limit (right now) is you can only have one crafting skill, and you can only have three as a whole.

 

and just to add more thoughts on crafting in tor by damion:

Responding to MegaBubble on the fact that people can't be jack of all trade crafters, Damion Schubert explains why that is in greater detail:

To be more precise, players can have up to three crew skills but only one of those can be a crafting skill. The fictional reason is that you only can have room for one crafting table on your ship, but the real reason is that we don't want all players to be self-sufficient.

We call the system Crew Skills because they are skills possessed by your amorphous crew as a whole. If your crew can go treasure hunting, you can order any of your crew members to run treasure hunting missions. Vette may have a bonus to treasure hunting (being a native treasure hunter and all), but to be honest we currently have these bonuses set to be relatively mild - we don't want people to choose NOT to take their favorite companion out on the field with them because the economic bonus to keeping them on the ship is that much greater.

 

In a later response, Damion Schubert answers MorgonKara's question on whether Crew Skills are a permanent choice:

Originally Posted by MorgonKara
Are the three crew skills a permanent choice or can you experiment with different combinations and change them?
You can unlearn skills. If you relearn it later, you must progress it up again. (You will not lose your schematics for crafting skills, but they are inaccessible until you reach the proper skill level).

Damion Schubert explains a few more points BioWare's philosophy on Crew Skills:

So just to throw a couple more stray thoughts about our philosophy.

No, you the player cannot craft currently - which is to say you cannot choose to watch the progress bar fill up yourself. That being said, to us, watching a progress bar has always been the least interesting part of crafting in other MMOs. The part of being a crafter that is interesting to us is things like finding rare schematics, finding hard-to-find components, and the social game of finding customers and suppliers. We really wanted devoted crafters to be able to focus on these aspects of crafting, and not so much on the 'watch a progress bar go forward' part of things. Crafting should be a social thing - staring at a progress bar is not.
 
No, you don't see companions running missions out 'in the real world'. While I laugh at the idea of a stream of companion characters filing into the palace on Alderaan, it's unfeasible for a lot of reasons.
 
The real test of the value of crafting is less about whether companions or players are swinging the hammer and tongs, and more about how the itemization of crafting is balanced in a way that the gear is useful. Crafting is important to the systems team, and we're devoted to ensuring that crafted gear has a place in the economy, especially at the endgame, and doubly especially for the devoted crafters.
 
It's worth noting that we really want the system to support the casual crafter (the guy who is taking crafting largely to outfit himself while leveling up) and the devoted crafter (the guy who wants to be known as the best Armormech in the galaxy). Supporting the former means making the system accessible and easy. Supporting the latter means ensuring that hard work can allow you to provide goods and services that almost no one in the galaxy can. The systems design team is striving to satisfy both groups of people.
 
My own personal goal is that some crafters can get so good that players all over the server seek them out. My problem being a crafter in most other MMOs is that you tend to become a guild's pet at some point, and you're expected to do all of the work for free. We want those devoted crafters to be exceptional enough that they can actually demand a price, and that people will actually break out of the guild in order to pursue those goods and services. The system isn't there yet, but we have plans...

 

from one of darth haters devtracker highlight posts http://darthhater.com/2010/11/15/devtracker-highlights-for-the-week-of-november-15-2010/

  gwbrew

Novice Member

Joined: 6/02/09
Posts: 54

 
OP  3/17/11 6:05:18 PM#57
Originally posted by romanator0
Originally posted by slpr
Originally posted by TheIllusive

I guess that in the end we all want a crafting/economics system like EVE, but the truth is that it won't happen. Games like WoW and SWTOR are made for the masses, they don't want complicated skill or craft systems.

SWTOR crafting system is complex, it isn't EVE but i isn't WoW either.

Can you please show me proof that TOR's crafting system is complex?

The last time I asked to be shown TOR's crafting system I was given a link to to the crew skills video and all it told me was "your companions can do it for you" which I don't consider a crafting system.

Same.. where is all the information coming from that the crafting is so complex and in depth??

  gaou

Keeper of the Archives

Joined: 12/04/09
Posts: 2017

3/17/11 6:15:23 PM#58

and here is a interview with damion schubert about crew skills from askajedi:

 

Crew Skills Q&A With Damion Schubert

Crew Skills are BioWare’s implementation for harvesting and crafting in Star Wars™: The Old Republic™, but they’re really much more than that. From off-line crafting to diplomacy missions – not to mention companions who can do most of the work for you – this system is unlike any that you’ve seen in other MMORPGs.

Recently, Damion Schubert, Lead Systems Designer for Star Wars™: The Old Republic™ was nice enough to take some time for a little Crew Skills Q&A with Ask A Jedi to help expand our understanding of the system!

Ask A Jedi: How and when is the player first introduced to Crew Skills? Is it via narrative, or visiting a trainer at a certain level?

Damion Schubert: The Crew Skills trainers all like to hang out on the capital worlds, where the player can encounter them.  Each trainer will give the player a description of the Crew Skill they teach, along with the benefits they provide, so the player knows which Crew Skills may be most beneficial to their play style.

Ask A Jedi: How are the various Crew Skills Missions obtained? For example, are they auto-populated? Found in the wild? NPC Trainer? All of the above?

Damion Schubert: Most Crew Skills missions are drawn from a random pool for the player to choose from, and that pool refreshes from time to time.  However, some missions are unlocked by rare objects you might find in the world.  These missions are one-off, but tend to offer more substantial rewards.

Time to get busy.

Time to get busy.

Ask A Jedi: Artifice is one of the revealed Crafting skills, and is mentioned as the production of Jedi and Sith artifacts. Is this Crafting skill available only to Force users? Are any other Crew Skills limited to certain classes?

Damion Schubert: Nope!  There are no limits in that regard. It is the player’s call as to whether they want to choose a skill that might not be directly beneficial to their character.

Ask A Jedi: Will companion Crew Skill bonuses be unique per companion?

Damion Schubert: Each Companion has Crew Skills that are unique to that companion, designed to help create a little flavor for what that companion is all about.  However, these benefits are fairly minor – we don’t want you to leave a companion on the ship that you’d really like to take out, just because they have a crafting bonus.

Ask A Jedi: Is there a risk to your companions while on Missions? Can they die? In other words, what are the downsides of sending a companion on a mission?

Damion Schubert: They don’t die but they can fail, which means that the player will lose his initial capital investment (i.e. his credits and time spent).  It is up to the player to decide if he wants to play it safe with his companion missions, or go for higher risk, higher reward missions.  We have some ideas on how to expand this in the future.

Diplomatic Missions

Diplomatic Missions

Ask A Jedi: Are there mechanics in place that allow for crafting an item of better “quality” from the same recipe? For example, with additional or more rare materials?

Damion Schubert: Yes and at the same time, no – but we’re not ready to spill the beans yet on what that means, sorry! Trust me when I say we still have a few surprises to spring on the crafting community, once we prove the features are fun in the Game Testing Program.

Editor’s Note: We would like to help you prove those things in the Game Testing Program :)

Ask A Jedi: When gathering with your player character or with your active companion, do you physically need to take the resources back to your ship in order to use them in crafting? Does the ship have a “stock room” to hold these items for crafting?

Damion Schubert: Currently, items craft from and drop to your inventory.  This may change based on feedback from Game Testing and as we iterate on the system, though.

Ask A Jedi: Another concern regarding missions that might award dark or light side points is that it trivializes the morality system, essentially allowing you to “grind morality.” How is this system intended to work?

Damion Schubert: The system is less designed to allow you to ‘grind’ morality than it is to allow you to correct some bad decisions – which is fairly vital in an MMORPG, where you have no reload button.  It would take a pretty hefty time and cash investment to use this system to ‘grind’ morality.

Ah, the spoils.

Ah, the spoils.

Ask A Jedi: When sending companions out on missions, can you send them to locations you haven?t been yet? Or bring back materials you?ve never found yourself before?

Damion Schubert: Yes and yes.  In fact, one of the key benefits of the missions system is to find rare crafting materials that aren’t ‘drops’ elsewhere in the world, usually used for making very high quality items.

Ask A Jedi: In the context of master crafters, “dedication” is cited as the avenue to achieve this status. Is it “time” that will allow you to become this elite crafter, or will there be rare resources, quests, raids (pve or pvp) or other activities that you need to do in order to achieve this status?

Damion Schubert: We want our top crafters to progress and get to be the best in their field by doing things that crafters like to do: research, gather very rare materials, and interact with other players as customers or resource suppliers.  We’re not a big fan of ‘you can be the best there is by staring at progress bars’, if for no other reason than then there is no way for great craftsmen to differentiate themselves from a casual craftsman with a lot of free time.

As for the other activities, we have some things we’ll be talking about eventually, but the general gist is that we want there to be a symbiotic relationship.  We want top-end raiders and PvPers to need crafters, but we want the crafters to need them in return.  And we’re trying to keep away from making anyone play a game they don’t want to play.  We want crafters to be primarily playing a social game, not spending hours doing stuff they don’t want to do.

Ask A Jedi: It?s been stated (by you in fact, on the forums,) that Crew Skills will not be the method players use for creating light sabers. Will there be an equivalent non-crafting “weapon” system for non-Force users?

Damion Schubert: Guns and vibroblades are made via a Crew Skill.  However, they are also ripe for… well, let’s just call it tinkering for now, and promise to tell you more at some point.

You guys keep working while I'm at dinner.

You guys keep working while I'm at dinner.

Ask A Jedi: With so much of this activity centralized on your ship, what is being done to assure that player hubs/cities are still filled with players, making them feel vibrant and alive?

Damion Schubert: Just because the activity is happening on your ship doesn’t mean that the player has to be there – he can direct his companion characters on his ship to craft while he is out adventuring, exploring, or socializing in the cities.  We anticipate most of our hardcore crafters will actually spend most of their time in the cities, where they can reach their customer base, engage in person to person transactions, or put their items up for sale – but then that’s another feature discussion for another day.

We just wanted to say thanks again to Damion for taking the time to answer these questions for our readers, and we cannot wait to hear more about the Crew Skills system in Star Wars™: The Old Republic™.

  romanator0

Novice Member

Joined: 12/02/10
Posts: 2425

3/17/11 6:22:55 PM#59

That shows nothing of how crafting is complex. Basically all it told me was that crafted gear would be viable (which it better be seeing as TOR is just another gear>skill game) and some companions would be better at crafting some things than other.

  gaou

Keeper of the Archives

Joined: 12/04/09
Posts: 2017

3/17/11 6:28:17 PM#60
Originally posted by romanator0

That shows nothing of how crafting is complex. Basically all it told me was that crafted gear would be viable (which it better be seeing as TOR is just another gear>skill game) and some companions would be better at crafting some things than other.

i was in no way providing it to say its complex. i honestly cant say how easy or complex it will be.  i'm just trying to provide information on what has been said regarding the crew skills system because many people seem uniformed about it.

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