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.
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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.
I'd hunt animals for their parts, if I'm not trying to tame them that is.
Inability to make stacks is big no no.
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.
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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.
There were a lot of people who resented that crafting system as well.
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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.
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I think it is interesting that you mention this. Most posts about Firefall say the game was it's best in beta.