| Username | SuperMatt |
| Real Name | |
| Rank | Hard Core Member |
| Joined | February 8, 2004 |
| Gender | Male |
| Age | 37 |
| Location | Sautee, GA, United States |
| Last Visit | November 21, 2008 |
| Post Count | 34 |
| Biography | |
| Quote |
It's a rare. Sell it for a fortune! ![]()
Originally posted by Arioc
I was hoping you guys could share a brief outline of:
1) How the crafting (both harvesting/production) worked.
2) What aspects of it did you enjoy most?
Harvesters rock. I liked finding resources and setting up a harvester much better than the endless harvesting of other games.
Resources had stats, such as Conductivity. Item quality depended on certain stats. So, if you wanted to craft an item that depended on Conductivity, you had to harvest not just metal, for instance, but metal with high Conductivity to make the best quality item. Each item usually required multiple types of resources. It wasn't good enough to run out and slap down harvesters just anywhere. You had to keep current on which planet had the resources with the stats you needed. Another way to way to say it. The system had depth. I liked the depth.
3) What did you feel were it's shortcomings?
One of the problems with pre-CU was it had, as one article phrased it, everything but a soul. IMO the main reason for this was the entire game was centered on crafting! I kid you not. This meant that all monsters from kreetles to krayts dropped worthless newbie loot or crafting components. Kill a krayt, get a cdef was a joke and not a funny one. This was one of the biggest failings of the game. There was no reward for adventurers other than crafting components. Even the coveted krayt pearl was just a crafting component. You could be in a thrilling, titanic struggle, emerge victorious by the skin of your teeth and get...nothing. WIth no rewards adventurers drifted to other games that did reward their efforts. I loved that the economy was so real, but the restraints it put on loot was one of the things that killed the game and led to the the NGE.
4) A memmorable experience or story related to harvesting/production
I played on Kettemoor. In the beginning of the game there was a resource named Ipima. I still remember it! hehe Most stats were 900+. It was awesome. I harvested a bunch of it and kept it. The devs jerked around with resource stats and lowered them after the economy got going. I still had my Ipima. I was able to use it in lightsabers and special items later on. It wasn't the greatest resource in the galaxy, but it was really nice having it around and giving some to good friends to make lightsabers with.
www.gamespot.com/news/6199726.html
The amount of energy, resources, and enthusiasm being thrown at The Old Republic raises one obvious question: What about Galaxies? LucasArts was emphatic about the fact that there's enough room for two viable Star Wars MMORPGs to co-exist.
There's enough room for two "viable" Star Wars MMOs to co-exist. The key word is viable. SW:NGE is down to an estimated 9 devs(www.mmorpg.com/discussion2.cfm/thread/202626), has no expansions, isn't sold in stores and doesn't have SWG2 coming after it. Not from $OE anyway. ;) Viable? lol
'We're focused on a chapter release around Hoth,
Hoth was supposed to be a full planet at launch and was rumored to have been finished at launch. Then it was going to be an expansion. Now it's been hacked into an instance. This isn't the "high quality" I'm looking for. Moving along.
Neri also said that SOE Austin was working in conjunction with LucasArts on further additions to Galaxies for years to come, with no end to the game in sight.
That means 366 days at which point they'll be able to say 1.x years and still technically be truthful. No end in sight means no end date that the consumer can see.
Bonus conspiracy theory: The free character transfers may never happen. It's a gimmick to keep people paying by giving them a goal to wait for. $OE has used this trick repeatedly since the beginning. I remember in 2003 a dev said the combat revamp was being worked on. Then in July 2004 another one(?) said the combat revamp hadn't even been designed yet! Making character transfers free involves changing the $49.99 box to $0. That's not something that takes months and months to do. My theory is the whole free transfer thing is yet another con to hang onto as many subs as they can until the game closes when SW:TOR launches.
"Anyone who did not do the holo grind, get out now and close the door."
ROFL
That was great!
I grinded up crafting to activate the next Self Heal Life. It still doesn't work. I saw another person in chat with the exact same problem. He's been out of the game a long time. None of his Self Heals work. He was told to contact customer service. When I tried that I ended up on an error page on different nights. I give up. I'll look for a CSR ingame, but I switched to newbie isle. It's been completely revamped, so at least there's that. This has been annoying, but since I'm basically freeloading, I can't complain too much.
What is your favourite Mage archetype class in Age of Conan?