Business And Economy Archive
Thread: The future of crafting
Sorry if this comes off as pessimistic. All I want SOE to do is fix the existing bugs and maybe tweak a couple of things. I do not want any kind of major overhaul or rebalancing to crafting, because I don't trust SOE to do anything but either A) screw it up worse or B) dumb crafting down so much it looses all challenge and interest.
Overall crafting works pretty well. Just fix the damn bugs.
Slim Vargo, Corbantis
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.
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.
I guess I get to be the iconoclast today. ![]()
I agree with two of the sentiments:
- The foundation of the crafting system is good.
- Crafting does not need what the combat system got.
Having said that, I still think that there are two places where crafting does need to be improved (beyond fixing bugs and not introducing more bugs):
- More emphasis on process over product (make experimentation more meaningful/fun)
- Epic content (dungeons, quests, theme parks, etc.) for crafters
There's nothing wrong with getting new schematics, but that may not be the most effective use of a developer's time. Not every crafter can use a schematic, so the impact of adding a new schematic is limited. And schematics are just about what crafters can make for other players. That's nice, but what about what's fun for crafters?
Epic content (can you imagine a Corellian Corvette for crafters?) and a new system for experimentation that allows crafters to play around to get interesting effects in final products would be a more effective use of development time. They'dbenefit more crafters, and would be content that's clearly intended to be fun for crafters.
I don't know about you, but those two changes would tell me that it's worth sticking around as a crafter in SWG.
--Flatfingers
wisp1422 wrote:
I wonder if there trying to phase all professions but Jedi,Bounty Hunter and Pilot out of the game slowly. It just seems to be suspecious that those are the only professions that ever get any fixes lately. I would like to see crafting just get fixed pretty soon everyone will be fighting in newb attire as Armorsmith and Bio Engineer clothes are still somewhat broke or are broke completely.
Jedi and Bounty hunter have always been popular for Star Wars fans. I think being a BH was at one point much more popular than being a Jedi. Pilot capitalizes on the movies. It's all marketing.
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
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