Business And Economy Archive

Thread: Ideas to Enhance SWG Crafter Experience

dankar2
Mon Mar 07, 2005 8:47 pm
#14

i support your ideas




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ALeoNN
Tue Mar 08, 2005 2:46 am
#15

/sign


Crafters, sooner or later, need to be integrated into the GCW.

Also like the Merchant ideas/incentives.




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Jittaba
Tue Mar 08, 2005 3:28 am
#16

Didn't the dev's said first step of CU were the Combat Classes, and 2nd Step are the Non-Combat-Classes?

I might be wrong, but I recall to read somthing like this somwehre..
Kalano
Tue Mar 08, 2005 12:31 pm
#17






Jittaba wrote:
Didn't the dev's said first step of CU were the Combat Classes, and 2nd Step are the Non-Combat-Classes?

I might be wrong, but I recall to read somthing like this somwehre..





I understood it as each profession gets there own revamp, but not an overall crafting revamp. That would affect part of the smugglers, but probably not exactly the way they would want. But they need new system for the part that isn't spice and WUK productions. The crafting upgrade would affect all the crafting hybrid pros, like doc, CM, smuggler, medic.



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ALeoNN
Tue Mar 08, 2005 5:27 pm
#18






Jittaba wrote:
Didn't the dev's said first step of CU were the Combat Classes, and 2nd Step are the Non-Combat-Classes?

I might be wrong, but I recall to read somthing like this somwehre..





That does sound familiar and I hope it's true.




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Diorchas
Wed Mar 09, 2005 7:15 am
#19


I'm pretty sure I read somewhere that the devs have said there will be a crafting revamp after the CURB.


While a few months ago I would've said "I'll believe it when I see it", with the devs' recent track record of actually saying what the mean and meaning what they say I'm hoping that we see some new ideas for crafting coming down the pike.


That said, I hope they don't do a complete overhaul. The SWG crafting system is light years (no pun intended) better than the industrial/economic model of any other MMO. The devs don't need to reinvent the wheel, they just need to make the ride a little smoother and more enjoyable.

Message Edited by Diorchas on 03-09-2005 06:16 AM

Tinkergirl
Wed Mar 09, 2005 12:45 pm
#20

Not that I usually disagree with Dio, but there are other games out there that focus on crafting more. Admittedly they're nowhere near as mainstream as SWG, nor as accessible, but they are out there. Because I'm on SWGs forums, I won't name names.

I will however agree with Flatfingers that the essential act of crafting should be worked on to be made more 'fun'.

To an earlier poster, it's all well and good saying that being able to place harvesters on watery areas will make things easier for you - but it won't make it more fun. A more challenging, pattern forming and breaking system with interactivity and risk could bring this.

(I proposed something like this, but it was met with resounding silence)



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Ackowa
Sat Mar 12, 2005 4:36 am
#21

I have posted a idea for a change to the craftingsystem here: http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=53337so please read it and tell me what you think of it



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MeciniaLua
Sat Mar 12, 2005 6:11 am
#22

Very good ideas, and I would love to see em



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admrl_pellaeon
Mon Mar 14, 2005 6:42 pm
#23

/sign



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Krawid
Tue Mar 15, 2005 11:50 am
#24

I remember that too. They said that after the CU when through that each of the non-combat professions would get a revamp afterwards. As a crafter and combatant, I think the Cu is more important right now.

I mean we have people taking down kimos, krayts and NS Elders by themselves. That should not be possible. And rather than a quick fix of increasing their HAM and resists, they have elected to do it properly and revamp combat all together. So I'm going to wait until after the CU to see what happens with crafting.



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TheRealTK421
Tue Mar 15, 2005 9:21 pm
#25

Roe,

I should have known you'd come up with something this good.

/agree


/bow

Respectfully,



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Nageek
Wed Mar 16, 2005 7:44 am
#26

/agree


Quite like you contests/rankings idea


Also: Kalano - I totally agree with you and wrote a similar post on the artisan forum - though mine was entilted 'Am I going mad!' As it seems all good concentrations of a resource seem to be either on a steep cliff/hill or water - dont figure??!!


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