Quick post while I'm thinking of it.
I was going through various SWTOR websites to pass the time before Early Access, and the workday that prevents me from enjoying it like a true geek, when I came across a useful piece of information, which I will share with you now. It's even related to my recent binge of posts about crafting.
As mentioned so many times, you go forth into the world/galaxy, gather materials and go make stuff. Aside from the usual reasons for crafting - I Want To Make The Things and I Want To Level The Skills - there's the third and in some ways most important reason to craft: I Want My Inventory Space Back. You build up various materials in hopes of making things but eventually have to stop and either craft or store them in your bank, just so you have space for anything new.
Now, being able to send companions off to craft while questing is valuable for this, but not as valuable as this little tidbit:
You can craft items with materials that are in your bank.
Yes, that's right. You don't need to have it on you to use it. You can stow your hundreds of Desh and then, with no Desh on your person at all, craft with it. This, this is brilliant. I can see myself wishing for this in so many other games.
Showing posts with label crafting. Show all posts
Showing posts with label crafting. Show all posts
Monday, December 12, 2011
Wednesday, December 7, 2011
Making Crafting Fun: What Works (For Me)
The Subject At Hand
As I've mentioned before, crafting is something I find to be a significant draw in an MMO. If the crafting system is boring, the rest of the game will have to strain itself to keep my interest. Only WoW has been able to survive under the weight of having a bland crafting system, thanks in part to my guild and some undetermined something that WoW has that keeps me.
Today, I will define aspects of successful, interesting crafting systems. On its own, crafting can be fun in its own right, but these features, when added, can improve the overall experience greatly.
As I've mentioned before, crafting is something I find to be a significant draw in an MMO. If the crafting system is boring, the rest of the game will have to strain itself to keep my interest. Only WoW has been able to survive under the weight of having a bland crafting system, thanks in part to my guild and some undetermined something that WoW has that keeps me.
Today, I will define aspects of successful, interesting crafting systems. On its own, crafting can be fun in its own right, but these features, when added, can improve the overall experience greatly.
Labels:
crafting,
fallen earth,
guild wars 2,
mmo,
rift,
swtor,
systems,
wow
Tuesday, December 6, 2011
Crafting In The Old Republic
The Subject At Hand
I love crafting. It wasn't always so, but somewhere during my long career playing MMOs, I came to realize that crafting was something that was vital to my enjoyment of a game. I don't know what it is, but the mini-game within the game has always been able to make or break an MMO.
Today, I'll take a look at the crafting system in Star Wars: The Old Republic, and see how it draws me in.
I love crafting. It wasn't always so, but somewhere during my long career playing MMOs, I came to realize that crafting was something that was vital to my enjoyment of a game. I don't know what it is, but the mini-game within the game has always been able to make or break an MMO.
Today, I'll take a look at the crafting system in Star Wars: The Old Republic, and see how it draws me in.
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