Swg Crafting Programs For Eq2

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Swg Crafting Programs For Eq2 7,9/10 5762 reviews

Crafting in MMOs are usually really good or really bad. Sometimes just meh.If you could design a crafting system for a new or current MMO how would you design it?I have wondered since many people are unhappy with crafting in the genre how they would design it given the chance.Many MMOs out now or that are coming out have just kind of pushed crafting aside and automated everything.I still play EQ2 mainly because of the crafting. I do not think it is perfect but I really enjoy it.

  1. Swg Crafting Programs For Eq2 List
  2. Swg Crafting Programs For Eq2 Quest

I liked Vanguards crafting system as well.How would you design crafting? The crafting system in FFXIV I think is done really well. Its set up as a mini game sorta,but you have different skills you can apply to make it more interesting and easier to craft a HQ item. Plus you have cross class skills you can use from other crafting jobs you have leveled up.

There are even tools and special crafting gear that enhance the experience. Most games now,you look on the crafting menu and see what materials you have to craft something,hit a craft button and watch a bar fill up. Not exactly ingenious. Rather boring to be honest. In FFXIV, by far they have the most interesting crafting mechanic in MMOs as of right now.

I'd make it less about quantity and progression crafting and more about questing and obtaining unique items. Find unique hilts, blades, runes, elements, spirits, and other such components in far-off caves or at the end of raids. Put these things together to make and name your own weapon, with a unique combination of appearances, particle effects, and modifiers.

Create gear with unique (but not superior) stats and abilities that can't be obtained elsewhere. Create customizable banners, capes, and other cosmetic objects for yourself and your guild. The best crafting system is the one where the player focuses on crafting buildings, appliances, clothing, and pets for themself, not for sale. Additionally, the best crafting (and gathering) system is the one where the player plays various minigames to accomplish most crafting, instead of waiting or having a random chance of failure.No. The best crafting system is a system where people can actually focus on being crafters and trading their wares. A system like SWG where there is an interdependence and not a whole 'you are everything you need to be'. The problem now is that crafting and gathering are put in as after thoughts to the entire combat focused games entirely.

Swg Crafting Programs For Eq2 List

You can't make your way and actually play someone that crafts and skip the other content because you will be utterly useless after point X.Crafting needs to be the way to attain the best gear period. Maybe components for that gear come from raids and with interdependence crafters are able to buy that stuff and make that great gear etc. There is literally no reason to craft at this point in most mmorpgs.The mini games I can agree on though.

Programs

I've got an MMO that I would love to make stored away in my head with damn near every part of the game fleshed out. However, putting it to paper here would take about 10 pages of typing.However, the game would essentially be based on GURPS rules, in a REH-similar Low Fantasy setting, with a modified action-reaction style combat system found in the Batman/Madmax games, player built economy, non-preventable item decay, an enormous and dangerous open world that becomes exponentially more dangerous the further away from civilization that the player travels.Open world PVP with a modified dueling ability. If you want to fight another player, then you put on your duel flag and freely PVP. If you don't want to fight, well you can still be killed, but anyone killing you suffers from drastically reduced build point gain and HP regen due to 'bad karma' for committing murder. Crafting is only worthwhile if crafting is the primary way to obtain new gear.If most gear is gained from loot, then the economy becomes mostly pointless and thus most crafting becomes pointless. So, make crafted gear the best and main way to get gear and also make gear degrade over time, forcing the economy to remain healthy and active over time. Basically, SWG.Beyond that, I'm not really a crafter myself so don't have preferences.

SWG was very good in a lot of respects but most of my positive memories of it are from a buyers perspective. When I tried crafting myself, I seem to remember the vast majority of my time was spent surveying for resources, travelling to my harvesters to collect resources and then sitting at a bench endlessly clicking as my macro ran and I tried to level up.

Swg Crafting Programs For Eq2

Not particularly fun. EQ2 crafting as it were at launch (which is different from now), with some twists.- More components from (rare) mob drops- More emphasis on crafting quality meaning better stats, including subcomponents. So a perfectly crafted piece of gear is rare and valuable.- Group crafting (different professions must cooperate in real time working on one piece)- Occasion crafting (ex: can only craft Sword of the moon on midnight at full moon)- Location crafting (ex: only the forges of the aggressive dark dwarves burn hot enough to make whatever)- Crafter - Adventurer symbiosis, both should need eachother. Ex: crafters need adventurers to fight down to the dark dwarves forges, or drops from the world.

Adventurers need repairs and invaluable consumables like ropes, torches, lockpicks, food, spell components, herbs (healing spell components), transport of loot (both equipment and transporting services). And more.- And ofcourse real sandbox crafting of buildings and guild houses. Which will give crafters and adventurers alike bonuses (ex: building a house with a quality forge gives quality bonus to crafted items. Adventurers living in a quality building gain bonuses in combat, endurance etc. Goes without saying a building is not just a building, they come in varying quality and difficulty to create. I wouldn't.I am not a designer so not going to pretend.If you were in charge of a nuclear power plant, how would you design it?Same thing, except many are under the delusion that because they play games they have the design skills.Also you don't even have the basic reqs here.The obvious missing piece is what is the rest of the game like?You cant design a system in a vacuum, it has to fit the rest of the game - example putting in SWG crafting in League of Legends would be a a huge failure.hey!that would make me play league of legends. World, continents, etc.2.

Cultures, cities, towns3. Dungeons, caves, hidden temples, etc.4. Populate NPC's5. Design classes, abilities, skills6.

Work on mechanics (combat system, movement, etc.)7. Provide very brief and optional out-of-game tutorial on character and gameplay basics.8. Let players create characters which will start in racially dictated areas (i.e., elves in forest city, dwarves in mountain home, humans in various human starting towns or cities, etc.)9.

Design the game to be soloable with some difficulty, group-able with more ease, and substantially punish dying.10. Design monsters to be as tough as they look. If there is an eight foot tall demon, rippled with muscles, and wielding a giant scimitar, then he ought to be somewhat tough (and not go down in three quick swipes like in WOW). And no deer should be higher than level 5, unless it's mythical or the 'Master of the Woods' or something.11.

Limit flashy animations to having items or spells that sensibly generate them. (All warriors should not be making flaming sword attacks unless they have. Flaming swords. Which should be hard to acquire.)12. Have religion and culture mean something in the game (faction impact maybe, and sometimes small beneficial spell type stuff, like a blessing that last for some time but requires a substantial donation to a temple and good standing in the faith.)13.

Limit or eliminate instancing.14. Group finder, if used at all, should require first traveling to the dungeon.15.

Swg Crafting Programs For Eq2

Mounts are for higher levels. Limited teleporting (let mages do this, but have long cool downs or mana recoveries).16. Kill mini-map and police 3rd party programs.Ah, the list could go on and on and on. For the Sci-Fi game I'm designing I've thought of the basics of the crafting system, but haven't gone into great depth yet.As it's Sci-Fi there won't be a lot of real 'crafting'. There will be fabricators that can be programmed create whatever plans it has access to.What there will be is research/design and modification/repair.Modification/repair will work the most like crafting, requiring tools, skills and components to improve equipment. It's a bit of a dark future, largely corp controlled, so a lot of the commercially available products will be low quality, but any piece might have a good component or two. You could always make a plan to mass produce your new creation in a fabricator, but the components will be copy-written, and legal fabricators won't allow you to do that.

Illegal fabricators on the other hand. Not easy to come by though.Research/Design will be fooling around with sub components, materials and new breakthroughs to make better components. It will be a mini game that allows you to rotate sub component connections together with varying results, better equipment allow more precision and granularity. And one you have you better component you can copy-write it, and reap any profits.All the data involved above can of course be stolen (hackers) used on illegal systems, illegal items can be identified, and research into alien tech can provide new technologies and materials.It will likely be tricky to get a good balance but I'm sure a sweet spot can be found!Thinking about it, some kind of simple simple makeshift weapon creation system might be a good addition as well.

Swg Crafting Programs For Eq2 Quest

EverQuest 2 Bot - EQ2 BotWebsiteMacroGoblinMMO MacrosFull MembersFights, Harvests, Grinds, Heals, Buffs and more!Main Setup:Combat Setup:Path Map:Path Editor:Path Editor:SummaryWith a MacroGoblin subscription you get access to all of our available bots. This now includes our EQ2 bot.When you purchase MacroGoblin it comes with one year of subscription time.With this Everquest 2 bot you can fight, harvest, navigate, heal, buff, and more.It will grindXP and coin by fighting and looting mobs.

It is also an EverQuest 2 Harvesting bot because it can optionally harvest in any path by flipping a switchthat will make it find nearby nodes and harvest from them. Then use our EQ2 crafting bot to make some serious plat.This bot works by running a 'Campaign'. A campaign is simply a collection of paths andpath settings for the EverQuest 2 bot. You can load the paths dynamically in a variety of ways allowing foran extremely flexible pathing system. You can either make your own campaign or downloadmember-made campaigns from the forum.Creating a campaign path in the EQ2 bot is very simple. With the path recorder, you can run around in the game recording yourwaypoints as you go. You can then optionally add steps to your path manually.

For example, you can addpath steps for pausing, forward jumps, face headings, press keys, mouse clicks, and much more.The Path Map will show you your path visually as you create it.Campaign paths in the EverQuest 2 bot can be as simple or complex as you wish. The new campaign editor even lets usersdynamically load other paths, test conditional statements, get/set/test variable values,and run various loops right in the path itself!