Tailor Archive
Thread: Giving up..
Aww, I remember reading your posts when I was a wee novice. Sad to see you go but completely understandable. Sometimes I feel like they created professions for alternative playstyles, but then changed focus... Hoping to change that perception but... it's really hard to break the mold the first go round.
Anyway, you can always return later for... well for something that you find interesting
Message Edited by Aynianu on 06-05-2004 11:27 AM
Well, I had three accounts at one point - had done master tailor, chef, artisan, bio-engineer, creature handler and swordsman. I was working on smuggler but gave that up when the revamp was pushed back the first time. I've never wanted to give up skills I worked hard to earn, so I ran out of things to do. If we were allowed more than 1 character per galaxy (per account), I might have hung around longer. I don't pvp, don't want to be a jedi, and don't want to fly a space ship.
I think the crafting in SWG is simply amazing - but once you've been a master for 9 months, it's hard to get excited about making the same things over and over again. Just think what just a few schematics per month would have done for us! Heck, just fix the white color bug and we could have fun making all those items in two glorious colors.
Oh well.. back to selling off the amazing amount of virtual "stuff" I accumulated with 3 accounts.
Songe wrote:
/shrug they have good reasons to push the smuggler revamp as they will be pretty involved in JTL too IMO. But I can understand that as a crafter JTL will prolly not have much to offer anyway.
The only crafting being added with JTL is ship-building. The only added content will be the space stuff - no additional planets to visit. Two new player species could be interesting, but only if they allow you to have a second character per galaxy. Since I don't enjoy "twitch" style games, and am likely to get motion sickness from it, I'm not looking forward to JTL at all.
The smuggler revamp probably ran out of developer time more than anything.. does anyone else but me get the feeling that development team on SWG is just too small for a game of this size? Why else would so many bugs remain, nearly a year after release? And why would some professions have gotten pretty much zero attention in that year?
Anyhow, I hope things get fixed and added.. and then maybe I'll come back. In the meantime, I don't want to pay to wait.