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Dev/s responsible for the original crafting system?

AzurealAzureal Member UncommonPosts: 235

Anyone have an idea as to who was responsible for the original SWG crafting system? I say original, as I have no idea what its like today.

 

Id like to look them up, see what theyre doing, if theyre working on something else and hopefully watch them build something as beautiful as SWGs crafting system.

 

God damn Im sick of the same old shit that gets regurgitated for new MMOs. Currently playing WAR, and whilst I consider it to be a mildly entertaining form of online crack, the crafting is pure shite.

 

Any help is appreciated.

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Comments

  • ObraikObraik Member, Newbie CommonPosts: 7,261

    SWG's crafting system is still mostly the same as it always was.  There are differences obviously, but the core of it is unchanged.

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  • SuvrocSuvroc Member Posts: 2,383

    Yes it's true crafting has remained as it was, but the overall concept differences between pre-CU and the NGE make crafters into second class citizens IMO.

    One of the best design features (again IMO) for an open world MMO like pre-CU was the one character per server concept. This made you really think about the role you wanted to play in a simulated world. This combined with things like crafted items being superior to looted items and item decay insured that you were a valuble member of that onine community.

     

  • KazaraKazara Member UncommonPosts: 1,086
    Originally posted by Suvroc


    Yes it's true crafting has remained as it was, but the overall concept differences between pre-CU and the NGE make crafters into second class citizens IMO.
    One of the best design features (again IMO) for an open world MMO like pre-CU was the one character per server concept. This made you really think about the role you wanted to play in a simulated world. This combined with things like crafted items being superior to looted items and item decay insured that you were a valuble member of that onine community.
     



     

     Exactly. The CU /NGE favored magical abilities over player-made pharmaceuticals which obliterated one entire segment of the crafting economy. Certain areas of crafting were dumbed down, such as making subcompenents generic, many experimentation lines removed, and most schematics were never adjusted to reflect the game changes of each major revamp. The game was purposely shifted to a loot based economy, thus crippling the most unique feature that set SWG apart from the run-of-the-mill WoW knock-offs. SEA crafting was suppose to be a trader revamp, but it is just a mere mind-numbing loot based grind.

    I will give an example. Actual weapons crafting  had a lot to consider and the weapons themselves were much more unique. At one time, ranged weapons actually were most accurate and efficient at specific ranges, such as making pistols do more damage at short range than a rifle. Condition, speed, damage type, range, accuracy. etc. depended on resource qualities, experimantation and preferences. Looted enhancements used in subcomponents allowed for the creation of some awesome weapons. While the recent much needed revamp to Weapnsmith certainly helped, it is no longer what it once was.

    Chef was actually a great profession when it received a revamp during Pre-CU, but foods never were adjusted revamp to revamp, so now only a few schematics are worthtwhile. Clothing used to have up to four sockets and could also have built in enhancements via the BE line of goods. No more. DE has been nerfed even more recently, and it will be quite sometime before it receives any help.

    The noncombatant portion of the game added a lot more to SWG than the devs ever realized, but with wave after wave of new dev nooblings, that dimension of the game keeps getting watered down in favor of simpler crafting, magical abilities and more desirable noncrafted items (collections, TCG, loot, rewards).

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  • PreCUPreCU Member Posts: 382


    Originally posted by Obraik
    SWG's crafting system is still mostly the same as it always was.  There are differences obviously, but the core of it is unchanged.

    uhh, the crafting system was horribly disfigured by the CU and I doubt it's gotten better since then ~ capped stats, decreased # of stats, differences in calculations, etc.

  • ImpacatusImpacatus Member Posts: 436

    I would guess Raph Koster had something to do with the crafting system, or at least the interdependent economy.  Don't have any way to prove it though, just a guess.

    If you're building an mmorpg, or if you'd like to share ideas or talk about this industry, visit Multiplayer Worlds.

  • DkevlarDkevlar Member Posts: 308
    Originally posted by PreCU


     

    Originally posted by Obraik

    SWG's crafting system is still mostly the same as it always was.  There are differences obviously, but the core of it is unchanged.

     

    uhh, the crafting system was horribly disfigured by the CU and I doubt it's gotten better since then ~ capped stats, decreased # of stats, differences in calculations, etc.

     



     

    there were always hard caps on most stats in swg since the start.  the difference from today was they were dependant of things like, for example, legendary kray tissuew. On the rest you are half right, while they were several diferent stats in lets say weapons, the fact that everyone had massive buffs all the time  make many of those stats irrelevant in the end.

  • FaxxerFaxxer Member Posts: 3,247

    I just remember spending HOURS upon HOURS looking for overall quality to be in the high 900's and thinking I hit pure oil when i found one that I knew a doctor would want to buy from me.....  best time i've had being bored in a game.  

    migrating resources was a pure joy, because some idiot could not monopoly the good stuff.

    I loved the crafting system for that reason alone.  survey IV baby!

  • RaphRaph MMO DesignerMember RarePosts: 243

    The lead developer on crafting was Mr. Reece Thornton, most recently, I believe, at Spacetime Studios. He worked within a framework that the team developed, which included things like shifting resources, marketplace, vendors, economic rules, etc, but boy did he run with the ball and do excellent work.

  • GinazGinaz Member RarePosts: 2,558
    Originally posted by Raph


    The lead developer on crafting was Mr. Reece Thornton, most recently, I believe, at Spacetime Studios. He worked within a framework that the team developed, which included things like shifting resources, marketplace, vendors, economic rules, etc, but boy did he run with the ball and do excellent work.

    I have to agree.  I was never much of a crafter, but the crafting system swg had was the best I've seen.  It was so good that I had an account dedicated to it.  No other game has made me WANT to craft like swg did.

    Is a man not entitled to the herp of his derp?

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  • SteamRangerSteamRanger Member UncommonPosts: 920

    I agree whole-heartedly, even though my role in the crafting sector was as consumer and supplier of raw materials. It's heartbreaking. Sony would have had a real winner on their hands if they would have only made fixing the existing game a priority. I haven't found anything even close to the deep experience that was SWG in the day.

    "Soloists and those who prefer small groups should never have to feel like they''re the ones getting the proverbial table scraps, as it were." - Scott Hartsman, Senior Producer, Everquest II
    "People love groups. Its a fallacy that people want to play solo all the time." - Scott Hartsman, Executive Producer, Rift

  • HozloffHozloff Member Posts: 193
    Originally posted by Raph


    The lead developer on crafting was Mr. Reece Thornton, most recently, I believe, at Spacetime Studios. He worked within a framework that the team developed, which included things like shifting resources, marketplace, vendors, economic rules, etc, but boy did he run with the ball and do excellent work.



    The SWG crafting has been by far the most complex, in depth and fun system I have ever seen. Yes it had some features that could have been improved, for instance to prevent people from accumulating millions and millions of resources by occupying half the planet with their harvesters, but as with all in PRE-CU it blended in nicely in achieving the community we had.

    Raph if you ever decide to be a part of an MMO again, I am so there.

    Shame current MMO developers have the narrow vision they do.

  • MetalKidMetalKid Member Posts: 10

    Yep, I'm still waiting for an MMO to at least get close to what SWG had for crafting.  I'm praying this new game called Darkfall Online is gonna be closer than any previous MMO, but we don't know a whole lot about crafting yet.  I do know that almost everything in the game is craftable, and supposedly they will have different stats, so I'm interested how they implemented it.

    I remember when I got a critical success on an EE3 Carbine that made its stats go beyond anything anyone else could make... Ahh, the good old days...

  • John.A.ZoidJohn.A.Zoid Member Posts: 1,531

    I didn't really see the need for crafters for anything I did in the game atleast when I tried the veteran trial a couple months ago. All the best stuff for my character was loot and from the loot cards themselves. All the decorations in my house I could easily loot and alot of it was veteran rewards too.

    While the core crfating is the same the role for crfaters that I saw was pitiful compared to what it used to be, I just used my crafter ALT as a vendor for all the loot. Man loot was dropping like MAD in the game like in WoW the useful items would be rare and harder to get. In SWG I was killing NPC's and getting lots of items I need and the junk was making me millions by the hour. No wonder why the economy is borked lol.

    It's just one of them many things that as you're playing it makes you hate the game because it is rather broken and gets on your nerves. Like all the stupid decisions they made in development and even before the NGE with holocrons and ADK's and having the rate of decay being sooo stupid. I'd go out grinding towards the end of Pre cu's life and my armour would go to 0 in days.

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