Architect Archive
Thread: Crafters and Armour in the Curb
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SonOfAGhost
Mon Apr 18, 2005 2:09 pm
#14
/sigh
Well, this thread almost disappeared to the never-never land of the 2nd page. If it's going to keep getting dredged back up to the top though then I should probably try to clear the air a tad. Before we continue there's a few that need to calm down and/or grow up, go back and read it again in context. A master artisan/master architect with a small amount of combat skills was replied to by another master artisan/master architect with a small amount of combat skills (only carbine skills on the marksman trees and 0402 in carbines). I agreed with his points and expressed my bemusement at the notion of people playing a game with WARS in the title but not having any skills whatsoever for even basic self-defense.
Now that I realize there are a few such people out there I apologize for not being more diplomatic in my phrasing. To me the point of cross-profession sub-components is not to lead crafters to become all things to all people through their vendors but rather to promote interaction between players each of whom has mastered a different profession. My view is that a pure crafter is missing out on the main points of this game, namely player interaction and combat. Heck, when I do go hunting I always do it as a group going after creatures/NPCs bigger than any of us could handle alone so for me both crafting and combat expand my interaction with others. The folks I hunt with are mostly other crafters with a small amount of combat skills like myself. The biggest factor in what and where we hunt are what organic resources some of us need at the time, if nobody needs anything the we go after rancors or some other creature that also exists in the Star Wars menagerie outside of this game. Other than fending off Vesps, Klikniks Corsairs and Crystal Snakes while taking care of my harvesters, I find solo combat even more boring than when I was making small houses by hand to get to master architect. So on one hand for pure crafters to me it's a case of you made your bed, lie in it, and on the other hand pity for missing out on much of the fun. To be clear I also pity pure combatants for missing out on the feeling of contributing to the greater community. These though are just my views based on what I see as the points of the game and have fun doing. As long as you're having enough fun for your subscription fees I encourage you not to give a rat's %$# what I or anyone else thinks.
All of that aside, to return to the original subject header the inability of crafters to wear armour seems to be moot given the armoursmiths recent testing. Before they were upset that their resource costs have increased as much as 10x. Now they've found that:
A. If an enemy is 5 levels or more below yours, armour, with the new encumberance scheme, is not required and merely a hinderance on your abilities
B. If an enemy is 5 levels or more above yours, armour, with the relative-level damage multiplier, is inadequate to the point of being useless.
So for any level 0 character, whether crafter or novice combatant, armour is pointless against any enemy at level 5 or above, with ore without armour that Crazed Durni is still going to 1 shot incap you. So the changes to armour are not really a significant impact on any crafting profession except armoursmith, and then only because it makes them almost completely obsolete. Suddenly being ignored doesn't seem so bad if this is what happens to crafting professions that do get attention from the devs.
Well, this thread almost disappeared to the never-never land of the 2nd page. If it's going to keep getting dredged back up to the top though then I should probably try to clear the air a tad. Before we continue there's a few that need to calm down and/or grow up, go back and read it again in context. A master artisan/master architect with a small amount of combat skills was replied to by another master artisan/master architect with a small amount of combat skills (only carbine skills on the marksman trees and 0402 in carbines). I agreed with his points and expressed my bemusement at the notion of people playing a game with WARS in the title but not having any skills whatsoever for even basic self-defense.
Now that I realize there are a few such people out there I apologize for not being more diplomatic in my phrasing. To me the point of cross-profession sub-components is not to lead crafters to become all things to all people through their vendors but rather to promote interaction between players each of whom has mastered a different profession. My view is that a pure crafter is missing out on the main points of this game, namely player interaction and combat. Heck, when I do go hunting I always do it as a group going after creatures/NPCs bigger than any of us could handle alone so for me both crafting and combat expand my interaction with others. The folks I hunt with are mostly other crafters with a small amount of combat skills like myself. The biggest factor in what and where we hunt are what organic resources some of us need at the time, if nobody needs anything the we go after rancors or some other creature that also exists in the Star Wars menagerie outside of this game. Other than fending off Vesps, Klikniks Corsairs and Crystal Snakes while taking care of my harvesters, I find solo combat even more boring than when I was making small houses by hand to get to master architect. So on one hand for pure crafters to me it's a case of you made your bed, lie in it, and on the other hand pity for missing out on much of the fun. To be clear I also pity pure combatants for missing out on the feeling of contributing to the greater community. These though are just my views based on what I see as the points of the game and have fun doing. As long as you're having enough fun for your subscription fees I encourage you not to give a rat's %$# what I or anyone else thinks.
All of that aside, to return to the original subject header the inability of crafters to wear armour seems to be moot given the armoursmiths recent testing. Before they were upset that their resource costs have increased as much as 10x. Now they've found that:
A. If an enemy is 5 levels or more below yours, armour, with the new encumberance scheme, is not required and merely a hinderance on your abilities
B. If an enemy is 5 levels or more above yours, armour, with the relative-level damage multiplier, is inadequate to the point of being useless.
So for any level 0 character, whether crafter or novice combatant, armour is pointless against any enemy at level 5 or above, with ore without armour that Crazed Durni is still going to 1 shot incap you. So the changes to armour are not really a significant impact on any crafting profession except armoursmith, and then only because it makes them almost completely obsolete. Suddenly being ignored doesn't seem so bad if this is what happens to crafting professions that do get attention from the devs.
SonOfAGhost
Mon Apr 18, 2005 6:55 pm
#15
I assume you're refering to the last part. It might be funny if it wasn't true, it certainly isn't good. That information just came to light a couple days ago so I included it to keep my fellow architects informed.
Stl2aNgE
Tue Apr 19, 2005 6:05 pm
#16
I apologize...
I misunderstoood, forgive me.
Thanks for the info!
bluejanus
Tue Apr 19, 2005 9:14 pm
#17
Well I think the player interaction as pure crafter is also aworthwhile experience. Prior to being the pure crafter that I am now, I was a pistoleer/smuggler/scout. Ground a lot of combat experience killing rancors with guildmates. And I also have a combat alt who used to be MCH/Mrifle and is currently Mpike with a hodge-podge of other skills. Lots of people have dabbled in combat before switching to crafting. While the holocron era was disasterous for many reasons, it did open the eyes of a lot of combat types to the joys of being a crafter.
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