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EverQuest Next

EverQuest Next 

General Discussion  » Would EQ-Next benefit from an SWG crafting/resource system?

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64 posts found
  BearKnight

Apprentice Member

Joined: 4/24/13
Posts: 445

 
OP  5/16/13 1:12:24 PM#1

A simple question.

 

One of my most favorite things from SWG was its complex take on crafting. It gave real physical emotional meaning to an item, or the "Made By:" tag on an item. You knew, that if "Billy Bob Show's" name was attached to something it was "server best". (example of course)

 

However, that's my personal take from the experience, and I also know for a fact it'd never work without an item durability system. So, you can't have awesome crafting without perishable crafted items. Keep that in mind :)!

 

 

Sincerely,

Bear

 

 

ps: I don't believe quested items (aka: no-drop) should be perishable. However, I do believe they should be RARE, hard to obtain, and mean something to own. That, and I do not want to EVER see the "no-drop" tag on anything except ultra-powerful or extremely rare to get items(Think artifacts from EQ1, or Epics)!

  Arglebargle

Elite Member

Joined: 6/13/07
Posts: 1047

5/16/13 1:34:59 PM#2

From what I've read, the SWG resource/crafting system was one of the better ones around.  I know I was impressed (and confused) with the complexity of Vanguard's version.

 

Durability/Decay of items is a way to keep things moving economically, but I'd prefer some form of repair as well.  Preferably something that requires a similar level of skill to repair the item, or perhaps it's not as good as it was.  Possibly even capping the  repaired item to the new level of the repairer.  Making the decision of when and who to repair things an important  consideration.

I did like seeing the names of makers on items, and getting to patronize a particular crafter. 

If you are holding out for the perfect game, the only game you play will be the waiting one.

  Ecoces

Hard Core Member

Joined: 7/25/11
Posts: 792

5/16/13 1:38:00 PM#3

every game would, instead of oh look there is a random "Ore Node" sitting on the ground.

 

I like the idea of having to go around and trying to find "good quality" minerals, bone, skins or whatever other resource was needed. I made so much money in SWG by doing that.

  Tierless

Apprentice Member

Joined: 7/01/08
Posts: 2090

joie de vivre

5/16/13 1:38:22 PM#4

EVERy game can benefit from SWG :)

mmorpg.com/blogs/Xobdnas

  jimdandy26

Apprentice Member

Joined: 6/28/12
Posts: 559

5/16/13 1:43:21 PM#5
Originally posted by Tierless

EVERy game can benefit from SWG :)

Yes, every game should emulate games that have been shut down. Makes perfect since!

 

@op No. Spreadsheet crafting is not fun.

I did battle with ignorance today, and ignorance won.

To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.

  danwest58

Hard Core Member

Joined: 5/14/09
Posts: 503

5/16/13 1:46:08 PM#6
Yes EverQuest Next can benefit from SWG crafting and resource system and hope they go that route.  They only thing I would change is this.  Sometimes resources would last only 3 to 4 days and I feel thats a little too fast for resources to change.  I would like to see them change every 7 to 14 days.  It was a pain every other day to check if the resource changed.  
  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 291

5/16/13 4:32:03 PM#7
Originally posted by Arglebargle

From what I've read, the SWG resource/crafting system was one of the better ones around.  I know I was impressed (and confused) with the complexity of Vanguard's version.

My 2 favorite crafting systems. :)

I hope they chose 1 of the two. A good crafting system is vital for EQnext. :)

 

(Please do NOT give us a *click and wait* system like most games today. Even SWtor/Neverwinter versions of the *click and wait* by using companions, completely sucks!)

  Xthos

Elite Member

Joined: 4/18/10
Posts: 2623

5/16/13 11:05:56 PM#8
I like both systems, really liked the way Vanguard did harvesting and crafting, group harvesting was a nice touch also.
  Ecoces

Hard Core Member

Joined: 7/25/11
Posts: 792

5/17/13 5:06:22 AM#9
Originally posted by jimdandy26
Originally posted by Tierless

EVERy game can benefit from SWG :)

Yes, every game should emulate games that have been shut down. Makes perfect since!

 

@op No. Spreadsheet crafting is not fun.

just because a game is shut down does not mean it did not have good ideas, or are you one of those sheep that think WoW is the best game ever because it has the most subscribers?

  Phry

Elite Member

Joined: 7/01/04
Posts: 5037

5/17/13 5:12:14 AM#10
Originally posted by Ecoces
Originally posted by jimdandy26
Originally posted by Tierless

EVERy game can benefit from SWG :)

Yes, every game should emulate games that have been shut down. Makes perfect since!

 

@op No. Spreadsheet crafting is not fun.

just because a game is shut down does not mean it did not have good ideas, or are you one of those sheep that think WoW is the best game ever because it has the most subscribers?

and also points out how little knowledge they have of the crafting systems in SWG, the problem really is that not many games can support a crafting system with that degree of complexity. But if EQ did have a crafting system like SWG's you'd find that more players would concentrate so much on crafting that the rest of the game would be ignored, perhaps thats not such a bad thing either

  Caldrin

Hard Core Member

Joined: 10/02/04
Posts: 4033

5/17/13 5:17:49 AM#11

yes for sure.. i mean they don't have to copy it exactly but it was a very good system so certainly taking the best bits from it cant be a bad thing.

 

 

My 3D models
http://dragon3d.webs.com/

  nerovipus32

Hard Core Member

Joined: 1/15/11
Posts: 2698

5/17/13 5:21:37 AM#12
I actually got addicted to the surveying and resource extraction part of the game.
  Vocadi

Apprentice Member

Joined: 3/21/04
Posts: 194

5/17/13 6:29:06 AM#13
Sadly I never did play SWG so I missed out on the crafting experience. My husband did however and he had nothing but raving reviews for it. The idea that your character could be a crafter/gatherer and never touch combat is very intriguing. That groups would need to get together in order to protect the gatherer so that he could harvest his goods on some harsh and unforgiving planet. Thats just plain awesome! I would love to be a part of something like this.

  Benedikt

Tipster

Joined: 12/12/04
Posts: 1290

We live for The One, we die for The One.

5/17/13 6:34:56 AM#14
Originally posted by jimdandy26
Originally posted by Tierless

EVERy game can benefit from SWG :)

Yes, every game should emulate games that have been shut down. Makes perfect since!

 

@op No. Spreadsheet crafting is not fun.

sorry, but that question should be only answered by people who really like crafting

it is same as if i said "no, there should be no pvp in any game" just because i dont like pvp

if you dont crafting, simply dont do it, and leave it to those who do

  jimdandy26

Apprentice Member

Joined: 6/28/12
Posts: 559

5/17/13 9:46:59 AM#15
Originally posted by Ecoces

just because a game is shut down does not mean it did not have good ideas, or are you one of those sheep that think WoW is the best game ever because it has the most subscribers?

No, Wow does a number of things wrong, yet remains exceedingly popular in spite of them. While Galaxies may have had a couple of idea's, when you look at how many (especially on these forums) claim it could do no wrong when in fact it was not popular. The Nge happened because it was bleeding subs, not from greed.

 

Originally posted by Phry

and also points out how little knowledge they have of the crafting systems in SWG, the problem really is that not many games can support a crafting system with that degree of complexity. But if EQ did have a crafting system like SWG's you'd find that more players would concentrate so much on crafting that the rest of the game would be ignored, perhaps thats not such a bad thing either

You would have a point if it were actually complex. The most complex part about Galaxies crafting was downloading the spreadsheet and making the deals to acquire materials. When it comes to crafting I do not want to have to plug a bunch of numbers into my spreadsheet to make the determination of what I should build today. that is tedium, not fun.

 

Originally posted by Benedikt

sorry, but that question should be only answered by people who really like crafting

it is same as if i said "no, there should be no pvp in any game" just because i dont like pvp

if you dont crafting, simply dont do it, and leave it to those who do

Out of which orifice are you pulling the idea that I do not like crafting?

I did battle with ignorance today, and ignorance won.

To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.

  SpottyGekko

Elite Member

Joined: 9/26/04
Posts: 2723

5/17/13 9:57:16 AM#16
Originally posted by nerovipus32
I actually got addicted to the surveying and resource extraction part of the game.

 

Gathering resources, negotiating supply contracts with other players, experimenting with new resources and stat combo's, making manufacturing blueprints, mass producing food and marketing & distributing my products was 90% of my game play in SWG 

 

It's all I did and I played every single day from launch to the NGE. 

  Agnostic42

Novice Member

Joined: 8/19/04
Posts: 322

5/17/13 10:17:36 AM#17

I have several problems with the old SWG-pre and post NGE, but crafting is not one of them. SWG's crafting was by far the best system in any game.

In SWG two crafters of the same level could craft the same item and have different results and still have a successful item that will carry their particular brand name on to the rest of the server. Experimentation points and what quality of the materials made it hard to get into, but once you did, it was very complex.

I ran an Item Mall on Chilastra outside of Theed. My specialty was armor, maxed stats and of any type you wanted, including the faction armor, both sides. I ran my Item Mall from about 2 weeks before the jedi village opened, until around 9 months before the servers shutdown. It took skill, patience and drive. Not everyone could be a successful crafter in SWG and that was a good thing. Well everyone could craft, but to actually put out quality gears took what some people just didn't have. And I took a lot of pride in seeing people wearing the armor I made.

In EQnext they really need to have two types of tradeskilling. One that helps with small things like bandages and camp kits that any class can take. And then make the Armorsmiths, Weaponsmiths, Architects and Alchemists their own class. Only allow two characters per server per account to make it so not everyone can have all of the crafters, and viola. You have your own in game economy that helps itself with little need for outside activity from Sony.

  redcapp

Novice Member

Joined: 5/13/11
Posts: 733

5/17/13 10:19:54 AM#18

First, I wasn't a crafter in SWG.  I am not too familiar with the system.

 

I do know that *many* fans of the game praise the crafting system as one of the best.

 

Therefore, it is clear that SOE would be wise to at least look into the features that made SWG great, while trying to avoid whatever pitfalls there may have been.  That doesn't mean dumbing it down to appeal to the 'instant gratification' crowd, though. 

  Saxonblade

Novice Member

Joined: 6/11/12
Posts: 278

5/17/13 10:23:50 AM#19
I crafted in swg and loved going to my harvesters, surveying etc, that said if they do not have item durability the crafting system will not matter. What made the crafting in SWG so important was the fact that your equipment broke, as the old clone camping saying went turn him red, people would quit guilds so they would not have to lose their armor during a war.  

  Tabloid42

Apprentice Member

Joined: 9/12/07
Posts: 143

We're going to need a bigger FlashDrive!

5/17/13 10:42:29 AM#20
Originally posted by Phry
 

the problem really is that not many games can support a crafting system with that degree of complexity. 

 

I cannot abide by this.   In this day and age,..c'mon Devs.   DWG's 'complex' system was working and that was 10 years ago!

 

I will never accept this as an excuse.  Graphics,..ok,..I understand.

 But coming up with a complex yet accessible and fun system has nothing to do with hardware, imho. 

I blame their laziness and lack of imagination and fear of 'not being WoW'.

 

 

What current game really has people 'wanting' to craft?  not many,..it's an afterthought.  So I wouldn't think it would 'scare' anyone away who didn't craft anyway.  Give those crafters who do want to spend more time crafting than killing something to chew on.

 

 

 

bah,..I am ranting,..sry.

 

I will go mindlessly beat up thugs in DCU and wait for the Lotro upDate.

 

:p

 

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