Business And Economy Archive
Thread: The future of crafting
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Camelz
Thu Jul 28, 2005 4:18 am
#14
P__Day wrote:
Aleskander wrote:
Pawlin wrote:
I'd agree with this in general. Overalll the design of the crafting system is pretty good. It just needs some tweaks here or there. Adding new content on a periodic basis would help a lot to keep things moving.
sciguyCO wrote:
...
I think the underlying crafting system in SWG is pretty good the way it is and doesn't need a "revamp". New items can be added within the current system, maybe some schematics could use a tweak to required resources or contributing stats, but overall I believe the foundation of crafting is solid.
I think gradual changes that help the system evolve would be better than a big 'throw it all out and start over' kind of revamp like CURB seemed to be.
Have to agree with Pawlin on this. If we geta CU type revamp, we'll end up with an EQ2 style no-point crafter system where everyone makes the same thing.
Message Edited by Aleskander on 07-27-2005 05:10 PM
/cancelaccount if that happens
Just look at the way that the rest of the game is going - we are only a few patches away from EQ in Space. Already the combat system is very similar to EQ and it makes economic sense for SOE to use one game engine for all their MMORPGs. It also means that they can keep using the "not so good" EQ coders to work on SWG.
smokesomemushrooms
Thu Jul 28, 2005 11:15 am
#15
I believe fixing the bugs-even over a long period of time-would be better than a switch to, say, and EQ style, loot and NPC economy. Of course, I haven't crafted in a while, so im not sure how truly annoying the bugs are at this time.
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