Weaponsmith Archive
Thread: The Future for Crafters
Exerpt from this page: http://pc.ign.com/articles/610/610552p3.html
IGNPC: But even assuming most players want to fight in groups, not all players want to partake in the combat system. You have individual artisans and crafters who need to ply their trade too. How can they hope to survive lone trips out to gather resources?
Dallas Dickinson: To generally respond to that, we still know that crafting is one of the things that makes Star Wars different, and we're not going to change that. We do have a really diverse gameplay experience for players. We're supporting the entertainers in the same way that we're giving more to the combat folks. In the same way, we're going to give the same things to the crafting folks.
Specific to the crafting issue, we're dealing with a real problem. Players who are playing the crafting game are, for all practical intents and purposes, invincible and are able to harvest resources in the Ancient Krayt Dragon Field. That's not what we intended. We're going to be changing that experience for some people, people who have found their way around the game design in order to have a much higher crafting experience than should be available to them. That said, we're going to be offering a number of things to the crafters in the very near future that will still make it viable for them to go out there depending on their crafting level.
We also think that if you're going to go and harvest the most essential resource on Dathomir, right next to the witches, you're going to have to bring a friend, or you're going to have to have some form of defense. In the fiction of the world, that's a dangerous place. Right now, for crafters, it isn't, and we think that's against the central design of the game. We're making some changes that are going to make it harder for you to get rare resources but that actually enhance the crafting game. Because, when you have them, they're really valuable.
Julio Torres: Right, so now someone who's a powerful and strong crafter is going to have friends that will let them get the highest, most incredible stuff which is worth the effort and will give them the elite status they deserve. That doesn't mean that crafters can't craft or that we've taken away the ability to get good resources that will enhance them. People who want to be the masters now have a chance to prove through the system that they can be and will be. They will be noted as such in the game, and I think that's really necessary. We need to have all those levels in there, and this system gives them back.
Message Edited by Buzziewaaba on 05-06-2005 10:16 PM
From the same IGN article:
IGNPC: While we're on the subject of items, how are you compensating players who have invested a lot of time or money in items that they can't use now?
Dallas Dickinson: I'm going to chalk this one up to a misconception. We changed the statistics on almost all the items that interact with the combat game, but we kept their relative values the same. If I was making the number one, top of the line blaster, it's still the number one, top of the line blaster. We just made the spread of the value much more reasonable. As you know, you can get the number one, top of the line blaster and it would make you invincible. It would, in fact, be orders of magnitude better than other blasters. We brought them into a standard deviation, but we kept the relative value the same. If someone wants to that number one, top of the line blaster, they still have to talk to that same guy who built the number one, top of the line blaster. It just happens that it won't make them ten times more effective in combat; it's going to make them a percentage more effective. For the hardcore player, that's still valuable. You still want to have the best weapon.
- Epicweapons you can get during lunchbreak - whoever came up wit h this should be flailed. Seriously.
- "best weapon before will be best weapons after curb" - Don't think so
- Weaponssmiths & Armorsmiths, the supporting professions for all combatants geting the royal shaft
- Moving from a 99.1%/0.01% ratio in terms of good crafted weapons to the 0% good crafted weapons, 100% good weapons, wait, uberweapons found on kashyyyk...... DURING YOUR LUNCHBREAK.
Tips to the devs/soe/la
- Start hiring people with Star Wars knowledge, I dare all of you to state from where within the canon star wars universe my handle is.
- Start hiringproduct developers/designers that knows their line of workof aswell as being star wars nerds (yo! hire me so we can start shaping things up, for the next bizzar expansion!)
- Things that works in other games *couch* WoW *cough* EQ2 *couch* doesn't meen they work in Star Wars Galaxies, infact, they don't becusecrafters ACCTUALLY matters in galaxies while in others, they are perhaps a joyfulexperience for the player, while here they are: their main profession, their main choise and their lives, how virtual they ever might be. We had epic weapons, they where called exceptional & legendary, they took hours upon hours of looting, combat & an amount of luck. I am pretty sure most of us like it that way, and we do enjoy buying that "invincible"-making weapon from a weaponsmith that made us run missions for hours/or looting valuble things for days.
Well, I'm spent, not a good way of starting your day, and to clearify this: it's borderline rant, it is insightful(being a product developer/designer & a part time sw rpg nerd), it is good feedback. It is not intended as flaming even though it most likly will be :/
*double post* :<
I will add that my old DE-10 even though inferior in DPS to the Trando pistol, it still has roughly 300 more in max dam. DPS is not the whole truth, but a big chunk of it.
Message Edited by Gundarkfarmer on 05-07-2005 10:20 AM
Message Edited by Gundarkfarmer on 05-07-2005 10:34 AM
a real problem. Players who are playing the crafting game are, for all practical intents and purposes, invincible and are able to harvest resources in the Ancient Krayt Dragon Field. That's not what we intended. We're going to be changing that experience for some people, people who have found their way around the game design in order to have a much higher crafting experience than should be available to them. That said, we're going to be offering a number of things to the crafters in the very near future that will still make it viable for them to go out there depending on their crafting level.
Invicible? When the f**k was I EVER invincible? Who is this idiot and how do we get him fired?
Munitionsmaster wrote:
Exerpt from this page: http://pc.ign.com/articles/610/610552p3.html
IGNPC: But even assuming most players want to fight in groups, not all players want to partake in the combat system. You have individual artisans and crafters who need to ply their trade too. How can they hope to survive lone trips out to gather resources?
Dallas Dickinson: To generally respond to that, we still know that crafting is one of the things that makes Star Wars different, and we're not going to change that. We do have a really diverse gameplay experience for players. We're supporting the entertainers in the same way that we're giving more to the combat folks. In the same way, we're going to give the same things to the crafting folks.
Specific to the crafting issue, we're dealing with a real problem. Players who are playing the crafting game are, for all practical intents and purposes, invincible and are able to harvest resources in the Ancient Krayt Dragon Field. That's not what we intended. We're going to be changing that experience for some people, people who have found their way around the game design in order to have a much higher crafting experience than should be available to them. That said, we're going to be offering a number of things to the crafters in the very near future that will still make it viable for them to go out there depending on their crafting level.
We also think that if you're going to go and harvest the most essential resource on Dathomir, right next to the witches, you're going to have to bring a friend, or you're going to have to have some form of defense. In the fiction of the world, that's a dangerous place. Right now, for crafters, it isn't, and we think that's against the central design of the game. We're making some changes that are going to make it harder for you to get rare resources but that actually enhance the crafting game. Because, when you have them, they're really valuable.
Julio Torres: Right, so now someone who's a powerful and strong crafter is going to have friends that will let them get the highest, most incredible stuff which is worth the effort and will give them the elite status they deserve. That doesn't mean that crafters can't craft or that we've taken away the ability to get good resources that will enhance them. People who want to be the masters now have a chance to prove through the system that they can be and will be. They will be noted as such in the game, and I think that's really necessary. We need to have all those levels in there, and this system gives them back.
Shame on you Dallas. Shame on you for invalidating the last 16 months of my play on SWG. You don't know a gosh darn thing about what I've done to become "invincible". Shame on you and Chapstick for nullifying my 16 months of hording resources. Shame on you for ruining the armorsmith profession. Shame on you for making my armor crafting suit obsolete. Shame on you for comparing my gameplay experience to people with 3-5 accounts. Shame on you! Shame on you! Shame on you! And shame on you the correspondents who won't do jack about rectifying this situation.
Renea,
TheTicked Off Armorsmith,
Message Edited by Cianhydle on 05-07-2005 12:11 PM
guys, i'm hardcore up for defending WS on the lack of schematics in ROTW, but the statement in this interview was correct...they didn't, and many agree, think it was fair for a WS or AS or anyone with 0 combat ability to be able to get buffs, armor, and be able to do what they want...a novice marksman can kill most mobs on dath/dant/etc pre-curb with buffs and armor so that's as close to invincible as it gets without an actual godmode cheat.
This encourages crafters to have to have a use for the combat profs other than as customers, this is a good thing. I look forward to aiding my crafting buddies, Now all this being said, before you flame me, i'm only here reading the board because i'm hoping word comes through about the schems because i think lack of schems is giving you guys the shaft big time. In 10 minutes my friend had the trandoshan pistol, it blows away everything else we have and its only downside is 5m less range, big deal. Anyway, here's hoping you guys get schems, but please pick your battles as I don't think its a legit claim that being able to walk alone on dant or dath to harvest resources is how it should be.
SteelSnoman wrote:
guys, i'm hardcore up for defending WS on the lack of schematics in ROTW, but the statement in this interview was correct...they didn't, and many agree, think it was fair for a WS or AS or anyone with 0 combat ability to be able to get buffs, armor, and be able to do what they want...a novice marksman can kill most mobs on dath/dant/etc pre-curb with buffs and armor so that's as close to invincible as it gets without an actual godmode cheat.
This encourages crafters to have to have a use for the combat profs other than as customers, this is a good thing. I look forward to aiding my crafting buddies, Now all this being said, before you flame me, i'm only here reading the board because i'm hoping word comes through about the schems because i think lack of schems is giving you guys the shaft big time. In 10 minutes my friend had the trandoshan pistol, it blows away everything else we have and its only downside is 5m less range, big deal. Anyway, here's hoping you guys get schems, but please pick your battles as I don't think its a legit claim that being able to walk alone on dant or dath to harvest resources is how it should be.