Artisan Archive
Thread: Now What?
Baracca wrote:
Since we're going to be able to create 4 toons per server, you can pick one of your hybrid professions to respec on your present toon, create a new toon for another, etc. In the long run, it's hard to decide which half to keep on your favorite toon, but the extra characters sounds pretty good to me! I don't know about others, but I will gain 2 new professions and finally get a full combat character again to play when Jedi is not appealing. At the moment, it's a matter of wait and see since our information is still very limited.
Sere
????????
all the dev posts have said ONE TOON PER SERVER.
Oreet wrote:
Gyopi wrote:
I think that the *real* reason why they left out BE and CH is that they are not "iconic". I don't ever remember seeing a BE in the original trilogy and the CH I remember is the rancor handler in Jabba's palace. Of course, that rancor trainer *is* pretty memorable.
Oreet wrote:
i USED to pay for 2 accounts, but as of about a half hour ago, i'm not paying for any accounts anymore.one of the dev's posts reasoned that the reason for removing CH and BE, and combining crafting and stuff is due to the lack of players playing those profs. but think about it, if we had 50% of the player base as Master Tailor, no one would buy anything due to market over-saturation.
i can just forsee the utter dumbing down of all crafting in-game.i don't know if any of you have ever played World of Warcraft, but if you have, check out some crafting there, and you'll see just how dumbed down crafting can get. if i create a certain potion, it's stats are ALWAYS the same, no matter what.
Crafting in EQ1 is the same, though there you can master them all if you want to take the time (armor and tailor are very long - and the results are still not better than looted items).
Crafting in EQ2 was a little different when I tried it out, but may have been wrecked since then - sony does like to do things similar in all 3 games.
That is really my fear, but there is still room for experimenting on resists for armor, effectiveness for food and on both damage and range for weapons. They *say* that they want to keep the robust crafting system because it is so unique to SWG. Until we see otherwise we just have to take that at face value. I know it is hard considering everything, but with no other information there is nothing more we can do!
Oreet wrote:
i can just forsee the utter dumbing down of all crafting in-game.
i don't know if any of you have ever played World of Warcraft, but if you have, check out some crafting there, and you'll see just how dumbed down crafting can get. if i create a certain potion, it's stats are ALWAYS the same, no matter what.
Unless there has just been an annoucement that I missed there is no word on how many characters per server we will get except the "official" word that we will get only one or if we have two from opening our jedi slot we will be grandfathered in. I personally expect that we will end up with more than one character per server in the end but for now anything more than the status quo is rumor.
Baracca wrote:
Since we're going to be able to create 4 toons per server, you can pick one of your hybrid professions to respec on your present toon, create a new toon for another, etc. In the long run, it's hard to decide which half to keep on your favorite toon, but the extra characters sounds pretty good to me! I don't know about others, but I will gain 2 new professions and finally get a full combat character again to play when Jedi is not appealing. At the moment, it's a matter of wait and see since our information is still very limited.
Sere
SachielDVangel wrote:
I want to believe that they will not change crafting to WoW or EQ2 style.
They have effectively screwed all experimenting crafters over.
Think about it. Super badass drops that acrafter can't touch without +12 (and some seriously ultra rare and extremely expensive resources) are everywhere now.
ToOWhas made this more apparent.
I need a hug.
Or I'm going to throw my desk through my window.