Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

SWG - Crafting - The next level --> Next MMO

MSO4StatMSO4Stat Member UncommonPosts: 7
Anyone remember / miss the crafting engines from SWG. I remember the quality factor made crafting so much more interesting. Such as, placing a harvester on a certain planet, at a certain time, in a certain location may produce a poor / good / better / great item. Thus, when this item is used in the making of something else, such as a weapon, armor, etc...the stats can increase or decrease. Another example is certain animals that yield meat would have different stats thus when used in healing pots, the effects would sometimes be better than others.

If this was introduced in a MMO, they selling potential on auctions would be insane. I would really like to see this system used again.

MSO4STAT



Image result for top 100 gaming forum signatures



Comments

  • ErillionErillion Member EpicPosts: 10,326
    I was (and still am) very much a fan of SWG crafting. I understand it was a PITB for the developers and database admins, as every item was unique.  But you could play SWG as a non-combatant ... be Uncle Owen instead of Luke Skywalker .... and to be honest, I LOVED to be "Uncle Owen". You could make a name for yourself as a crafter ... in my case droid engineer, shipwright and architect. Be THE best. Not a no name executor of a generic template. Experience and having the best materials (collected over 8 years) counted for more than having the highest level. I never succumbed to the Jedi madness.  There was something deeply gratifying to stand on a cliff and look out over a city that was primarily consisting of houses and structures crafted by myself. RIP city of "LoknLoad" on Lok, Naritus server, RIP Star Wars Galaxies.


    Have fun 
  • MMOvisionMMOvision Member UncommonPosts: 112
    Erillion said:
    ...But you could play SWG as a non-combatant ... be Uncle Owen instead of Luke Skywalker .... and to be honest, I LOVED to be "Uncle Owen". You could make a name for yourself as a crafter ... in my case droid engineer, shipwright and architect. Be THE best. Not a no name executor of a generic template. Experience and having the best materials (collected over 8 years) counted for more than having the highest level. I never succumbed to the Jedi madness.  There was something deeply gratifying to stand on a cliff and look out over a city that was primarily consisting of houses and structures crafted by myself....
    This is EXACTLY the kind of wonderful description of SWG that made me regret not having played it myself until after the catastrophe, in which I never got to play it in the sandboxy form.

    This is why I finally decided to try this other game that's "just like it" on a private server *wink*

    ... sadly, going in alone, I just couldn't stick with it.  Couldn't even get in to it, frankly.    The systems were pretty old and I didn't feel the enthusiasm to start from scratch learning the old UI and basics and whatnot since I had no direction or people to play with that I could talk shop to about the game.  (mmorpgs are a very social thing for me)  --  The graphics weren't so bad that I would consider them unbearable, but something about the way the game moved and looked was just too weird and uncomfortable for me I guess.   I really don't think I am writing it off forever. 

    I'm thinking when I have a lot of time to game again (who the frack knows when that'll be) I will take another crack at it.
  • bartold666bartold666 Member UncommonPosts: 71
    edited October 2015
    Gloria Victis is going to have such crafting system implemented, with quality of materials affecting properties of the final products, finite resource nodes forcing players to seek for new ones and a lot of interdependencies between various occupations - quite soon I'd say, matter of just few months.
    Post edited by bartold666 on
  • immodiumimmodium Member RarePosts: 2,610
    I liked the crafting, the surveying on the other hand. I'd go and get someone else to do that or buy the better stuff.

    I'd hunt animals for their parts, if I'm not trying to tame them that is.

    image
  • IrachtusIrachtus Member UncommonPosts: 18
  • PhryPhry Member LegendaryPosts: 11,004
    DMKano said:
    As Raph Koster said many times - you don't add SWG crafting to a game - it won't work, you have to START with such a crafting system and then build a game around it.

    The idea of taking features from games and Frankensteining them together can't die soon enough - it does not work period, it would result in terrible games.

    SWG had a huge interdependancy factor, its just a shame that instead of fixing the bugs etc. That SOE/Daybreak decided to try to change it, instead they just broke the game more and more. It would be good to have a game with that in depth a crafting system again, sadly, despite there being games that 'claim' to have it, they never actually seem to achieve it.
  • bartold666bartold666 Member UncommonPosts: 71
    DMKano said:
    As Raph Koster said many times - you don't add SWG crafting to a game - it won't work, you have to START with such a crafting system and then build a game around it.

    The idea of taking features from games and Frankensteining them together can't die soon enough - it does not work period, it would result in terrible games.

    Totally agree with Raph, not only at this single point but also that you can't just copy systems from another games, because they have to be designed for a certain project to fit well. Anyway, implementation of the quality factor to the Gloria Victis' crafting system has been in plans since the very beginnings of the development and now the time has come to do it. Of course it's not a copied version of SWG crafting - it's based on the medieval crafting techniques, and in medieval times there were no harvesting stations. :)
  • GdemamiGdemami Member EpicPosts: 12,342
    edited October 2015
    Customized stats on items might represent entertaining "mini game" but sucks for pretty much everything else...

    Inability to make stacks is big no no.
  • makasouleater69makasouleater69 Member UncommonPosts: 1,096
    Gdemami said:
    Customized stats on items might represent entertaining "mini game" but sucks for pretty much everything else...

    Inability to make stacks is big no no.
    I guess you didn't play SWG. 
  • GdemamiGdemami Member EpicPosts: 12,342
    I guess you didn't play SWG. 
    I did, I am just not blind folded...
  • khanstructkhanstruct Member UncommonPosts: 756
    Irachtus said:
    Oh... yeah. About that...  :(

  • ScorchienScorchien Member LegendaryPosts: 8,914
    DMKano said:
    As Raph Koster said many times - you don't add SWG crafting to a game - it won't work, you have to START with such a crafting system and then build a game around it.

    The idea of taking features from games and Frankensteining them together can't die soon enough - it does not work period, it would result in terrible games.

    Wow did it as well as GW2 .. seems to have worked out for them
  • Shoko_LiedShoko_Lied Member UncommonPosts: 2,193
    edited October 2015
    Hey, at least we got free force crystals for the CU event. It wasn't all THAAAAAAAT BAD  :D
  • WizardryWizardry Member LegendaryPosts: 19,332
    edited October 2015
    Not really because on paper it sounds good but in practice it is a superficial game/idea.

    What happens in reality is the ONLY harvest and craft people want is the highest AND the game is designed around that.I think gamer imagine that they are gaining some advantage over the game by having the highest quality,your not you are simply playing the game as intended but if using inferior harvests/crafts you are playing the game in a sub par fashion.

    Anything mathematical will be superficial it will just have some threshold cap or go through some formula that makes the numbers where the developer wants them to be.Example 25x.25+Dmg+Str -50+level sort of idea,so that your 25 ends up as a 1 or 2.We need to see added abilities and depth ,example knockbacks,stuns,paralyze,slow,gravity,buffs debuffs etc etc.

    My point is that numbers in a game will always just match you evenly against the mobs your matched against,your never going to be O/P.Those added abilities are what can really change game play.Also these Altaholic games  will always be inferior,you gain more depth via the sub class game structure,it allows you to mix and match your classes and abilities to get your desired outcome.


    Never forget 3 mile Island and never trust a government official or company spokesman.

  • TheocritusTheocritus Member LegendaryPosts: 9,990
    I didnt get to try SWG until well after its hey day, probably a year before they shut it down.....I wasnt impressed with the crafting, but I didnt see it in its glory.....The crafting system I saw was kind of chaotic but maybe that was the beauty of it?
  • khanstructkhanstruct Member UncommonPosts: 756
    edited October 2015
    Alright, I considered making my own thread about this, as I don't want to hijack, but I think it'd be more appropriate to just ask here.

    Like others, I was late to the party and didn't get to experience SWG, but I'm constantly hearing rave reviews of how brilliant its crafting was done.

    I'm developing an MMO, and I love the idea of crafting (but rarely see it done well), so can someone please explain in a pseudo-step-by-step fashion exactly how crafting was done in SWG?

    I obviously can't implement it in quite the same way in my game, since ours is cyberpunk (not a lot of people building their own rifles in the modern world), but I think this could at least give me a better sense of direction as to what people liked/disliked.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    DMKano said:
    As Raph Koster said many times - you don't add SWG crafting to a game - it won't work, you have to START with such a crafting system and then build a game around it.

    The idea of taking features from games and Frankensteining them together can't die soon enough - it does not work period, it would result in terrible games.


    There were a lot of people who resented that crafting system as well. 
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • GdemamiGdemami Member EpicPosts: 12,342
    edited October 2015
    Alright, I considered making my own thread about this, as I don't want to hijack, but I think it'd be more appropriate to just ask here.

    Like others, I was late to the party and didn't get to experience SWG, but I'm constantly hearing rave reviews of how brilliant its crafting was done.

    I'm developing an MMO, and I love the idea of crafting (but rarely see it done well), so can someone please explain in a pseudo-step-by-step fashion exactly how crafting was done in SWG?

    I obviously can't implement it in quite the same way in my game, since ours is cyberpunk (not a lot of people building their own rifles in the modern world), but I think this could at least give me a better sense of direction as to what people liked/disliked.
    SWG crafting wasn't anything special, in fact it was rather unnecessarily complicated. At the same time though, that is what made it appealing to some people due more engaging game play.

    The main "feature" was individuality and uniqueness.

    Resources carried one or more different properties of different values that subsequently added stats to an item or component. Schematics then usually required just a resource type rather than particular resource. That allowed for very customized and unique combinations of stats your item could have. Resource distribution was dynamic and constantly changing, a resources you were gathering yesterday simply might disappear from the game entirely(momentarily) and you would need to find a replacement.

    ie. when crafting a weapon, you would need to make a barrel as a component. Barrel schematics might ask for resource of metal group and depending on what kind of metal you used, the barrel might get better range or damage, etc.

    That is SWG crafting in a nutshell.

    Like I said before, it was fun for some crafter oriented people but sucked for everything else. The main advantage of the system was it's drawback as well. You had literally dozens of thousands resources because property of the resource migth come in range of 1-1000. The products were unique as well due sheer range resource quality and possible combinations.


    Firefall recently tried something very similar in it's beta but the system was scrapped, it was just a mess.
  • DistopiaDistopia Member EpicPosts: 21,183
    As a non-crafter I even preferred the SWG direction, be it in player run shops, differing qualities, the jobs and credits available in helping supply a Crafter with rare resources. It just added to the ongoing in-game lore and the story(world) we were a part of.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • thinktank001thinktank001 Member UncommonPosts: 2,144
    Gdemami said:

    Firefall recently tried something very similar in it's beta but the system was scrapped, it was just a mess.

    I think it is interesting that you mention this.   Most posts about Firefall say the game was it's best in beta. 

Sign In or Register to comment.