tag:blogger.com,1999:blog-7563653272708826682.post2038965455788248460..comments2023-10-17T08:35:27.492-07:00Comments on Ixobelle (archived): Oh Boy Trade Skills!Richhttp://www.blogger.com/profile/01024497755617725448noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-7563653272708826682.post-36294894267765356542023-05-07T15:06:21.222-07:002023-05-07T15:06:21.222-07:00Thhank you for thisThhank you for thisWrap Cookbookshttps://www.makewraps.com/cookbooks/noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-6825111503729738352009-09-21T20:22:31.027-07:002009-09-21T20:22:31.027-07:00If you had been able to see SWG in its full glory ...If you had been able to see SWG in its full glory (yes I found the game to be glorious in the beginning) then I think you would appreciate the time they put into making it what I consider to be the greatest crafting system I have ever seen.<br /><br />Materials were not only of varying quality, but they were truly multidimensional (figuratively) parts of the crafting machine. There was not simply Tier 1-10 of metals and T1-10 of reactive chemicals etc. Each metal had a number of statistics that made it unique and react differently to being used in different types of crafting. You could also experiment (the way that system worked always confused me a bit, but I had some success making cool stuff) to create an item not only unique because of the materials you used, but also because of your own personal tweaks.<br /><br />Harvesting was also more than just running around picking up those pesky little dots that never want to show up on your minimap. You had to purchase (or construct) survey equipment and then run around on foot finding the best concentration of the resource you were looking for, and then if you only needed small quantities you could sample it yourself, but you could always set up a mining station if you were going to need a lot of material, and then you just have to pay for repairs/fuel to keep it pumping out huge amounts of that resource on a regular basis.<br /><br />They also made crafting a "class" so that you could do what you wanted in the game without being chained to combat. WoW and most other MMOs out there are very 1-dimensional in their approach to gameplay because crafting is always an afterthought- just something that you add to your combat character. In SWG, like Danas said above, you could actually play the SWG:Crafting game instead of the SWG:PvECombat game or the SWG:PvPCombat game.<br /><br />I don't know what anyone was thinking when SWG... well... it went to hell is what happened to the game. It blows my mind that anyone still plays it after losing the greatness and uniqueness that it was :/JediOfTheShirehttp://jedioftheshire.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-26490798168608462402008-10-24T13:14:00.000-07:002008-10-24T13:14:00.000-07:00Atlantica Online has an interesting crafting syste...Atlantica Online has an interesting crafting system. There are tons of crafting skills, and anyone can pick up any of them.<BR/><BR/>You level them up by crafting items, but levels aren't gained automatically, they have to be "trained" by a skill master or, and here's a good twist, by another player who is sufficiently ahead of you in crafting skill. They gain experience for training lower level crafters, you don't have to pay the trainer.<BR/><BR/>Pretty much any loot drop is an ingredient in crafting somewhere (and there's no vendor trash; everything has a use, as far as I can tell, even if it's only as an ingredient). The auction interface is clean and simple, once you know how to use the Search function.<BR/><BR/>The weird twist is that crafting <I>requires</I> combat. You don't have a time bar, you aren't limited to a location (crafting happens anywhere you can fight)... crafting happens <I>because</I> you're fighting. The act of winning combat provides "work" that is applied to your crafting project, and when the work order is filled, the items are completed and waiting for you in a sort of "crafting netheraether". (Not in your inventory, but in a waiting spot preventing further crafting.)<BR/><BR/>That part is a little weird, fighting to craft, but if you love combat, it's a great idea. The combat in Atlantica Online is fun, so it doesn't bother me in the least, but for someone who doesn't like the combat, crafting isn't going to be fantastic.Teshhttps://www.blogger.com/profile/11760350503235227686noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-18503780145516800962008-10-22T17:39:00.000-07:002008-10-22T17:39:00.000-07:00Just to gauge a response anonymously, how would pe...Just to gauge a response anonymously, how would people feel about getting a bunch of old NA/RG members together and opening up a new forum/site... just wondering..<BR/><BR/>The problem with NA/RG is not with the moderators/users/most admins. It's because the highest level people no longer contribute to the site(e.g Redbot)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-73609704204602709192008-10-22T10:05:00.000-07:002008-10-22T10:05:00.000-07:00While unrealistic, the "wait 10 seconds for my ube...While unrealistic, the "wait 10 seconds for my uber-complicated crafting thingy to be made" process never really bothered me. <BR/><BR/>What does bother me is that 90% of everything I ever crafted was completely worthless to anyone and everyone, and was vendor'd a few seconds after I was done making it. It's a tough balancing act, though. Make crafted items too desirable, and people won't have the motivation to run dungeons or go kill stuff for drops. Make them worthless and you have a mindless time sink while players level up their skill.<BR/><BR/>I think Blizz is on the right track with item upgrades or modifications, instead of crafting the item itself. Blacksmiths will be able to craft a "belt buckle" that can be applied to a belt and adds another gem slot. Bingo! Worthwhile and useful, and makes the debate between crafted gear vs. raid/instance gear a moot point.James Warnehttps://www.blogger.com/profile/15920573602612073303noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-25903403251310556002008-10-22T09:49:00.000-07:002008-10-22T09:49:00.000-07:00Hi Iso/Ixo. Been a longtime reader of NA and glad ...Hi Iso/Ixo. Been a longtime reader of NA and glad to see you on your own. Your site could use a little sprucing, but that's unimportant as long as the content is good (which it is so far!).<BR/><BR/>A thing about using items that don't belong to the class (mage not being able to wear plate, etc). I always thought it would be a good idea to let all classes wear whatever type of armor, but make it so it's not worth it for them to do so. <BR/><BR/>For example, a mage could wear plate if he thinks it makes him look sexy or whatever, but what's the point if it has stats he can't make use of like agility or strength? Same goes for weapons and other items. Also, as the type of armor changes, so would the weight - and that would affect movement. It never made sense to me to have a fully plated guy run at the same speed or jump the same height as a cloth wearer.<BR/><BR/>Just some thoughtsAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-2061345857835124652008-10-22T07:35:00.000-07:002008-10-22T07:35:00.000-07:00As a longtime reader of NA.com, I've loved your re...As a longtime reader of NA.com, I've loved your replies to other posters, and then when you started posting regularly. I lost touch of the site for about a half year, and just came back to it two weeks ago, now I saw you left there. I'm just glad you left a forwarding address so to speak. <BR/><BR/>Bookmarked.<BR/><BR/>Keep up the great writing, and please include more articles on Japan.<BR/><BR/>ThanksAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-70988251853058356952008-10-22T06:47:00.000-07:002008-10-22T06:47:00.000-07:00I've never really been a tradeskill person. It to...I've never really been a tradeskill person. It took ring enchants to force me to finally level enchanting up in WoW, I still don't have a tradeskill past rank 10 in Warhammer. So my opinion on trade skills is basically that they are worthless time sinks that shouldn't effect the game unless they themselves ARE the game. <BR/>I know why companies put them in their games. We all have our resident guild packrats. Banks, alts, and bank-alts stuffed full of rabbit meat just waiting to be cooked (spoilage?). <BR/>I do agree with the idea of gathering whatever you want and skilling up from there. So if you want to be a level 4 flower gatherer/miner/pocket rifler you are welcome to it. But I do think it should be limited to physical constraints. I.E. a big bruising ogre shouldn't have the dexterity to pick flowers precisely. An Erudite shouldn't have the muscle to successfully mine the deepest iron deposits. <BR/>Crafting skills should be limited by level. So you get X number of crafting skill points to use per level, if you want to be a jack of all trades and be level 30 in 5 dif. professions go for it. Or you can be 150 in one.<BR/>It rained at my film festival (watering Cannes). Lame.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-84270335308638430652008-10-22T05:42:00.000-07:002008-10-22T05:42:00.000-07:00i never did check out star wars past the very very...i never did check out star wars past the very very beginning. In the first 5 minutes of play, as a Level Nothing Nobody, I was already being personally escorted by Han Solo and Chewbacca to the Millennium Falcon for a daring escape, and my eyes rolled so violently i had a seizure and collapsed on the keyboard.<BR/><BR/>SWG has always been mentioned as having a superior crafting system, and Tobold has mentioned FFXI (having advanced plant growing mechanics) as well as A Tale in the Desert, which i did check out for about a week at one point, because the crafting system was insane. in ATitD, you had to pick papyrus, dry it by the river, grind it up, press it into sheets, and go thru some crazy system in order to get a single sheet of paper. They basically plotted out the entire system that you actually go through, and modeled it in game. It was impressive.<BR/><BR/>The next article I'm working on incorporates a system on 'workbenches' for each skill. something sorely lacking from WoW and WAR (which is my main area of 'expertise'). It'll be up tomorrow or the next day the latest. just ironing a few kinks out.Richhttps://www.blogger.com/profile/01024497755617725448noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-62678624495736934162008-10-22T05:22:00.000-07:002008-10-22T05:22:00.000-07:00Glad to see you're still writing Iso. Been a long...Glad to see you're still writing Iso. Been a long time reader of NA, although I never posted.<BR/><BR/>Anyways, in regards to this topic, did you ever play Star Wars Galaxies? Your post made me think back to the crafting in that. It was one of the things that I think really stood out in the game before it went to shit. Everything felt so much more involved and worthwhile in it. I wasn't a hardcore crafter, but I had some good friends that were. You were able to use different quality elements to make better products. Two people could make the same style blaster pistol, but depending on the quality of elements harvested, one persons would be way better than the other. This was really great in that it helped people who only wanted to play crafters make a name for themselves as producing quality items. I think it was a great idea, that I have yet to see implemented anywhere else.<BR/><BR/>Curious if you ever had the opportunity to see it in its prime.Danashttps://www.blogger.com/profile/02286925648931136731noreply@blogger.com