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View Full Version : How does EQ2's crafting system compare to SWG?


damicatz
07-03-2007, 06:49 PM
Currently playing Star Wars Galaxies and I'm just wondering how EQ2's current crafting system compares to SWG. Is it viable and/or profitable? Is it challenging and complex? Is there the ability to customize the items you create?  Thanks

Nuhus
07-03-2007, 09:07 PM
It doesn't compare at all. MOst are viable, some more than others. but complexity. nah

Rijacki
07-04-2007, 01:09 AM
EQ2 crafting is more complex than EQ1's one-click RNG fated success/failure skill up or not.  It's less complex than SWG's and -far- less complex than the pre-CU/NGE SWG crafting.  You can't customise anything but there is a player involved crafting process.

Vifarc
07-04-2007, 02:27 AM
I think if you try EQ2, you will not stand back SWG. Yes the crafting is better in SWG, but the EQ2 game is far more finished than SWG. I tried SWG, the 2nd day I leaved it, I couldn't finish the 2 weeks free, I was upset with jumping between ingame windows when you want to buy or craft! I feel SWG is for the fond of StarWars: They pay, they don't care the game is not loved by devs.

callahan
07-04-2007, 10:47 PM
Take out SWG's resource stats, experimentation, factory runs, customization, and you had EQ2 crafting pre-LU24. Then take out SWG's subcomps, and you have EQ2 crafting now. SWG's crafting system. was easily the most satisfying and challenging in any MMO, imho. I miss my 12pt Weaponsmith, still.

damicatz
07-05-2007, 01:05 AM
<cite>callahan44 wrote:</cite><blockquote>Take out SWG's resource stats, experimentation, factory runs, customization, and you had EQ2 crafting pre-LU24. Then take out SWG's subcomps, and you have EQ2 crafting now. SWG's crafting system. was easily the most satisfying and challenging in any MMO, imho. I miss my 12pt Weaponsmith, still. </blockquote> Then what's the point of crafting in EQ2?  It sounds like a very limited system.

Calthine
07-05-2007, 04:10 AM
The point is filling market need.  Different game, different systems.

Vifarc
07-05-2007, 07:14 AM
Yes it is, compared to SWG; but not to many other MMOs, it is for sure not so limited! On the paper, crafting in EQ2 must be boring, but as I said SWG is more boring because it is badly done. SWG could be a really good game <img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" /> damicatz wrote: <blockquote>Then what's the point of crafting in EQ2?  It sounds like a very limited system. </blockquote>

Terron
07-05-2007, 07:32 AM
<cite>Calthine wrote:</cite><blockquote>The point is filling market need.  Different game, different systems. </blockquote>That is one of the points. Different player, different views as to what the point is.

Lasai
07-05-2007, 08:17 AM
<cite>damicatz wrote:</cite><blockquote>Currently playing Star Wars Galaxies and I'm just wondering how EQ2's current crafting system compares to SWG. Is it viable and/or profitable? Is it challenging and complex? Is there the ability to customize the items you create?  Thanks </blockquote><p> They are very comparable.  Only the mechanics differ.  </p><p>No Factories, no schematics, no mass production here.  No resource hoarding though, no playing "catchup" on old established traders with resource stocks, nothing grandfathered in (yes, I have a Pre CU 12 pt suit in both WS and Artisan).  If by Customization you mean naming products, no.  That however, is the only "customization" left in SWG, as you can no longer experiment "customized" stats on anything but Ship components.</p><p>Consumables sell.  Adorns/SWG SEA's sell.  Good armor sells, that would be Mastercrafted here.  As in SWG, crafting is viable IF you sell the right goods.  In SWG you won't sell a common craft weapons to anyone but people leveling, same here, but, at least here with Mastercrafted weapons we do fill a niche role, SWG is primarily a loot weapon game through all levels now.</p><p>Food is essential here, as in SWG.  However, this game also has Poisons that are essentials to scouts, and abilities here can be upgraded by player produced spell scrolls.</p><p>Furniture, Boxes, Backpacks are all more essential here as they fulfill a more important role.  Furniture adds value in that it cuts down status costs for housing.  Boxes and packs are essential to maximize inventory and have far more value here than cabinets or packs in SWG.</p><p>A few major pluses to crafting here, and they are big ones.</p><p>A.  Fuel Costs are paid up always as you level, and if you do writs, you earn personal and guild status, as well as a small profit.   In SWG there was NO market EVER for less than 12 point goods.. I recall tossing thousands of projectile pistol barrel crates as I leveled, as there was no point making anything with less than 12 points of experimentation.</p><p>B. Levels and Certs.  In SWG at level 22 you buy a nice set of armor, and you are good for life.  Not so here.  People need a set per tier. There are far more restrictions here as to weapons type..so more sales.  SWG has one "top weapon", melee and ranged, per level, and basically no restrictions except commando and jedi.  Here, every class has viable "top weapons" per CLASS, and per level.  Granted, they do have to be Mastercrafted to really be desirable, but at least they are so.  SWG you can make the BEST level 72 rifle in game.. and you wont sell 2 a month.  SWG SEAs are usable by any level with a slot.. here, people will buy adorns by Tier as they level.. 7 possible sales of an adornment (SEA) vs one lifetime sale in SWG.  Level basing of more goods means that the level 70 alchemist is NEVER going to make a better level 12 Adept III than that noob level 12 alchemist.  You can compete as a new craftsman because of the level system.</p><p>C. Mastercrafted.  You have the ability here to go to the next level, and exceed common crafting, something gone from SWG since the NGE.  You can produce goods that people can actually use, and goods that exceed a lot of common loots and common crafted.</p><p>D. World wide vendoring.  No vendor costs, maint, restocking or vendors burning down.  One stop shopping, price comparison, search. Everyone and anyone can sell, the only restrictions being one char at a time, and login once every 24 hours.   Goods don't transfer to "stock room" ever.</p><p>Old SWG crafting was complex and challenging.  Current SWG is no more challenging than this is, just different.  In this game all goods, at pristine, are all the same.  Current SWG, with caps, resource buffs, no stat components, craft buffs etc... all goods at master trader are the same, save Shipwright, which Lucas forgot to "improve". </p><p>I loved old SWG crafting.  NGE.. nah, no challenge, no way to excell, no way to rise above the crowd.  At least here I can use my Mastercrafted products with pride, I feel less kicked in the teeth, and I make a good and steady income from consumable goods.</p><p>Formerly Teofa, Master 12Pt Weaponsmith of Valcyn, Master 12pt Artisan, Master Merchant.</p>

Lilj
07-05-2007, 12:20 PM
<cite>callahan44 wrote:</cite><blockquote>Take out SWG's resource stats, experimentation, factory runs, customization, and you had EQ2 crafting pre-LU24. Then take out SWG's subcomps, and you have EQ2 crafting now. SWG's crafting system. was easily the most satisfying and challenging in any MMO, imho. I miss my 12pt Weaponsmith, still. </blockquote>There are definitely some good points in the SWG system, but I like that we can't macro craft in EQ2. I find it insanely stupid that you can macro a crafter in SWG to max level in 8 hours (some of them at least, not all). But SWG did/does have some sweet ideas <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

damicatz
07-06-2007, 01:46 AM
<cite>Lasai wrote:</cite><blockquote><cite>damicatz wrote:</cite><blockquote>Currently playing Star Wars Galaxies and I'm just wondering how EQ2's current crafting system compares to SWG. Is it viable and/or profitable? Is it challenging and complex? Is there the ability to customize the items you create?  Thanks </blockquote><p> They are very comparable.  Only the mechanics differ.  </p><p>No Factories, no schematics, no mass production here.  No resource hoarding though, no playing "catchup" on old established traders with resource stocks, nothing grandfathered in (yes, I have a Pre CU 12 pt suit in both WS and Artisan).  If by Customization you mean naming products, no.  That however, is the only "customization" left in SWG, as you can no longer experiment "customized" stats on anything but Ship components.</p><p>Consumables sell.  Adorns/SWG SEA's sell.  Good armor sells, that would be Mastercrafted here.  As in SWG, crafting is viable IF you sell the right goods.  In SWG you won't sell a common craft weapons to anyone but people leveling, same here, but, at least here with Mastercrafted weapons we do fill a niche role, SWG is primarily a loot weapon game through all levels now.</p><p>Food is essential here, as in SWG.  However, this game also has Poisons that are essentials to scouts, and abilities here can be upgraded by player produced spell scrolls.</p><p>Furniture, Boxes, Backpacks are all more essential here as they fulfill a more important role.  Furniture adds value in that it cuts down status costs for housing.  Boxes and packs are essential to maximize inventory and have far more value here than cabinets or packs in SWG.</p><p>A few major pluses to crafting here, and they are big ones.</p><p>A.  Fuel Costs are paid up always as you level, and if you do writs, you earn personal and guild status, as well as a small profit.   In SWG there was NO market EVER for less than 12 point goods.. I recall tossing thousands of projectile pistol barrel crates as I leveled, as there was no point making anything with less than 12 points of experimentation.</p><p>B. Levels and Certs.  In SWG at level 22 you buy a nice set of armor, and you are good for life.  Not so here.  People need a set per tier. There are far more restrictions here as to weapons type..so more sales.  SWG has one "top weapon", melee and ranged, per level, and basically no restrictions except commando and jedi.  Here, every class has viable "top weapons" per CLASS, and per level.  Granted, they do have to be Mastercrafted to really be desirable, but at least they are so.  SWG you can make the BEST level 72 rifle in game.. and you wont sell 2 a month.  SWG SEAs are usable by any level with a slot.. here, people will buy adorns by Tier as they level.. 7 possible sales of an adornment (SEA) vs one lifetime sale in SWG.  Level basing of more goods means that the level 70 alchemist is NEVER going to make a better level 12 Adept III than that noob level 12 alchemist.  You can compete as a new craftsman because of the level system.</p><p>C. Mastercrafted.  You have the ability here to go to the next level, and exceed common crafting, something gone from SWG since the NGE.  You can produce goods that people can actually use, and goods that exceed a lot of common loots and common crafted.</p><p>D. World wide vendoring.  No vendor costs, maint, restocking or vendors burning down.  One stop shopping, price comparison, search. Everyone and anyone can sell, the only restrictions being one char at a time, and login once every 24 hours.   Goods don't transfer to "stock room" ever.</p><p>Old SWG crafting was complex and challenging.  Current SWG is no more challenging than this is, just different.  In this game all goods, at pristine, are all the same.  Current SWG, with caps, resource buffs, no stat components, craft buffs etc... all goods at master trader are the same, save Shipwright, which Lucas forgot to "improve". </p><p>I loved old SWG crafting.  NGE.. nah, no challenge, no way to excell, no way to rise above the crowd.  At least here I can use my Mastercrafted products with pride, I feel less kicked in the teeth, and I make a good and steady income from consumable goods.</p><p>Formerly Teofa, Master 12Pt Weaponsmith of Valcyn, Master 12pt Artisan, Master Merchant.</p></blockquote>Experimentation is still very relevant with every crafting profession in SWG.  Especially with the new <a href="http://forums.station.sony.com/swg/posts/list.m?topic_id=312330" target="_blank" rel="nofollow">beast master items</a> where you usually have at least two lines to experiment on.  How does the mastercrafting system work?  Do you get to choose the benefits of a mastercrafted item (like damage per hit vs speed) or is it all predetermined?  Is there any way to customize weapons to favor damage vs speed.  Is there any way to colour crafted armor?  Also what are fuels?  Are those the EQ2 equivalent of SWG's resources or something different?

Tremelle
07-06-2007, 02:41 AM
Lots of questions.. How does the mastercrafting system work?  Mastercrafted items are items that are made with rares, Do you get to choose the benefits of a master crafted item (like damage per hit vs speed) or is it all predetermined?  Is there any way to customize weapons to favor damage vs speed. Some master crafted items can be, what is called imbued by the crafter, these items have the same stats as the normal master crafted items, but have spell attached. The ability depends on the item and the crafter doesn't get to choose. But end useer can adorn there weapons to increase stats or add special abilities. These adornments also come from crafters.  Is there any way to colour crafted armor?  No, the color of that set is its color. Also what are fuels?  Are those the EQ2 equivalent of SWG's resources or something different? Fuels are items that you buy from NPC to craft, like coal if you are a jeweler, armor, or weapon smith, sand paper if you are Woodworker or Carpenter, incents for sages, candles for alchemists, wood  and a mixer for provisioners. It has been a long time since i played and crated in SWG, but resources are found in a different way in EQ2. Resources are detreamed by the level of the area you are in, we call these tiers 1-10 is tin, 10-19 is iron, 20-29 is carbonite and so on