Architect Archive

Thread: Looking for other opinions since I'm really biased on this idea right now.

DemBonz00
Mon Mar 29, 2004 10:46 am
#14

Just a quick thought.... Whyare there SKILL TAPES in the game???


To boost stats perhaps?





Minyay Fortae
Kreetle Exterminator - Jedi-in-Training
Mayor of Compsylvania, Dantooine 4300 -1090
Pawlin
Mon Mar 29, 2004 11:31 am
#15






Dvnce wrote:


...What really needs to happen to make it more of an apprentice situation is there needs to be ingrediants that are non-expirementable for each craft.... that are ingredients to master products.. Archs are lucky they can build walls and turbines and sell those.. where as most of your other craft professions dont have that option..








Yep, what he said.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
BoberFett
Mon Mar 29, 2004 12:01 pm
#16






Dvnce wrote:


[snip] Each craft have items that provide decent exp and provide a decent income to support your grind..Arch have houses.. AS hasstarter armor and WS have starter weapons.. (and so on) It is not suppose to be easy to reap the benifits of your craft .. There are alot of players out there to sell too.. and plenty will grow in what they can afford as you grow in what you can provide..[snip]





I don't see it. There's not much of a market for junky D18s. I don't see too many peoplein Mabari armor. And who buys an MSE or a gnort with 50 HAM? There's little incentive to do anything but grind. Architects are the exception to the rule.
BoberFett
Mon Mar 29, 2004 12:13 pm
#17

Just want to expand a bit on the idea that customers needs grow at the same rate as a crafters ability. That's just not true. I'll use weaponsmith as an example.


You can get to novice in any single line elite combat profession in an evening. That will mean that you have access to every weapon in a particular line withing a few hours, be it a T21, power hammer, or DX2. A weaponsmith on the other hand has to become a master in order to build those. Depending on how you grind, that could be weeks worth of gathering resources and clicking.


When I created a Rifleman, I used a CDEF rifle for a couple missions so I could buy a DLT20. I used that until I qualified for a Laser Rifle, which was within an hour or so. You can't build a laser rifle at all until you're at Ranged 4 in WS, and you can't build a decent one until you're0/4/0/4. The low level weaponsmith who made my DLT20made about 200 credits off me (depending on his resource cost) and now I'll never buy from him again until he's a master.


That goes beyond "not easy" and heads right into "why bother?" The only thing a novice can do is grind, there is no reason to attempt to skillfully craft your way up most professions.
Pawlin
Mon Mar 29, 2004 12:17 pm
#18

I think the market for MSE droids and Mabari armor is even lower. There is really no benefit to gettting those items if you can run missions for an hour or two and afford decent stuff.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Squygxicus
Mon Mar 29, 2004 2:05 pm
#19

I do like this idea. I just started another toon on another server with the goal of chef/bio engineer. That means Im climbing the Artisan tree and Scout tree (as well as the one medic tree). What is frustrating is that I cant find good weapons or armour I can actually use! Every one of the masters is putting out massive composite or ubese for armour or top of the line weapons. Why spend any experimentation and build time or factory time into a weaker armour or lower level weapon if you can put it into the big stuff thats in demand and you can grab more money for.


Im walking around in Bazaar rejects, Bone helm andnon colour coordinated Mabari for the rest, except boots I cant find boots. They all have single digit resists! Im using a DH17 carbine because its the only one I can find I can actually use.


The other side of the coin I'm building Crispic that tops out at 15% accuracy increase for about 9 minutes. What master Chef spends time on that stuff, its all towards Vesarian Brandy that sells for 45-50K a case. If I had more points I could probably bring that up to where it actually made a difference to the single adventurer out taking on Sevorts! Same with the lower end stat boosters like Bofa treats or Blob candy. I think about 45 is the max increase. What difference is that actually going to make. (Allthough those are all Artisan foods, but Im not a master artisan either)


Anyway, making the experimentation more front loaded actually might allow people to attempt to make some money before just grinding to master. My main is a DE and I wont build any Droid for saleuntil I get to master because I cant compete at all in the lower end chassis'.
IntoTheGarbage
Mon Mar 29, 2004 2:29 pm
#20






Dvnce wrote:


What really needs to happen to make it more of an apprentice situation is there needs to be ingrediants that are non-expirementable for each craft.... that are ingredients to master products.. Archs are lucky they can build walls and turbines and sell those.. where as most of your other craft professions dont have that option..



Message Edited by Dvnce on 03-29-2004 10:14 AM




And in order for that to happen we need the economy to function (read flow) properly.It dosen't of course, we are plauged by empty vendors, anda components market is virtually unknown. This is one of my favorite causes:


http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=65004#M65004





___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
Dvnce
Mon Mar 29, 2004 3:40 pm
#21






BoberFett wrote:





Dvnce wrote:


[snip] Each craft have items that provide decent exp and provide a decent income to support your grind..Arch have houses.. AS hasstarter armor and WS have starter weapons.. (and so on) It is not suppose to be easy to reap the benifits of your craft .. There are alot of players out there to sell too.. and plenty will grow in what they can afford as you grow in what you can provide..[snip]





I don't see it. There's not much of a market for junky D18s. I don't see too many peoplein Mabari armor. And who buys an MSE or a gnort with 50 HAM? There's little incentive to do anything but grind. Architects are the exception to the rule.







hmm .. I was able to make pretty decent Non CH pets on my grind through BE.. And I know quite a few people that will by junky guns to slice through for smuggling.. Yeah its tuff to find the income to support the grind .... But it is not impossible..



As Far as the componants market.. We have a componants and resource Mall in our city on Gorath .. .. that is all you will find there.. and the componants seem to do good... (of course I tend to buy all the walls that show up there..) But what makes it tuff .. From what I undersand of the AS and WS(which bottem line is what the majority of people that present this argument( and that is changing)are coming from) every componant has to be exp. on.. You make a generic Item .. (like our walls) for each profession and then I think you will see legit Componant markets flourish..






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

ElBlufer
Mon Mar 29, 2004 6:33 pm
#22






LadyGrey wrote:

Actually, there is another way this could be approached. Keep the system as it is, but allow the lower-level items to be made "perfect" with just a few experimentation points. If you are given the ability to make something, then at that level you should be able to make it just as well as a master could.


If I was apprenticed to a master crafter (ala Real Life), and I was assigned to make some widget that would be a component in something else, or be a stand-alone item, then I would be expected to make it as close to perfect as possible. I might have a few more critical failures than someone more advanced. If something is of a low complexity, then it should only take a few experimentation points to make it completely right. So maybe experimentation should be linked to complexity, with more complex items requiring more experimentation points.


It's a moot point, since the devs never ever implement anything that is brought up in the forums. Actually, I wonder if they outsourced the code for doing crafting, items and vendors. Maybe that's why the current devs don't seem to be able to change one part of the code without messing something else up.









I agree with this...but maybe they can make it 3/4 of the way there, because even though you would try to be perfect......untill you are considered a master, it will not be completely perfect. For instance: instead of being able to make a BER 10 MMI, they would be able to make a BER 8 (7.5 rounded) before they reach master.



Elliott Blufer

Master Architect of New Acropolis
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ZenDragonMLS
Tue Mar 30, 2004 1:05 am
#23

As someone (Pawlin I think) mentioned in another thread, when we have these discussions about "solutions" we end up talking a lot but not really coming to any conclusions, because we haven't clarified the *goals* that we want to achieve.

I've seen (in this and other threads) a number of implicit goals that different people hold, and that might be in conflict. If we all come to the discussion not agreeing on the goals, then we end up fighting about the solutions as a stand-in for the deeper goal discussion.

Step back a minute and forget the solution(s). What are the goals that we are trying to achieve?

Possible goals:
1. Provide a way for novice crafters to stay afloat economically as they progress toward mastery of the craft.
2. Provide a clear distinction between goods made by a novice and those made by a master so as to motivate people to continue on toward mastery.
3. Discourage "dabbling" in multiple professions such that someone can "cherry-pick" the most lucritive portions of several crafting trees.

I'm sure that there are other goals (*independent of implementation*) that people could postulate.

I think that those (and others) are pretty fundamental to the design process here. For example, looking just at #1, perhaps the designers *want* people working their way up toward mastery to have to subsidize that path through other means. Think about people waiting tables and washing dishes while they go to school. I'm not saying I agree or disagree with that, I'm just saying that your position on #1 will drive your judgement on any proposal like this.

I admit that I haven't read much of the developers stuff yet so I don't know if they have articulated their positions on these goals. If they have, and you disagree with them, realistically you won't have much chance of proposing solutions that conflict with those goals. OTOH if your goals match the developers, and you want to show a solution that improves their ability to achieve those goals, then you might find a more fertile ground for your solution.



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LadyGrey
Tue Mar 30, 2004 6:05 am
#24

Bandola, I believe your idea may have been in the original design of the game. I know I read it somewhere, about losing some abilities as your progressively learn others.Tried searching for some thread about it and can't find it right now. It could be that they had a hard time implementing it, so it was dropped. There is a market for low-level items, but the hassle of carrying a large selection of low-priced goods vs. carrying a few higher-priced goods makes it unappealing for most merchants/crafters. It is like running a five-and-dime as compared to running a Mercedes dealership.




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LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

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EnFERn0
Tue Mar 30, 2004 6:05 am
#25

There is also the option to gain more Experiment Points as you progress.


IMO there is no good sollution to this. Grinding through a crafting profession is monotome and incredible dull.

Perfect waste of gaming time. Because you are useless as crafter tilll you get master.



-----------------------------------------------------------------------------------------------
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Master Shipwright
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Bandola
Tue Mar 30, 2004 1:48 pm
#26

Here's a radical idea, I have not thought this through to it's ultimate conclusion, but maybe it could work.


If the idea is to give lower level crafters some 'participation' while working up to Master then how about giving out some schematics that are only available at a certain level? No really big stuff of course, but more of an 'apprentice only' item. This would keep some rarity value for these items and give an exclusive market for lower levels.


An example completely off the top of my head, so maybe not the best example that could be given, but netherless I will give it here so you can see where I am coming from:


at Furniture I - playergains the ability to craft a Futon
at Furniture II - player gains the ability to craft a small bed and retains the ability to craft a Futon
at Furniture III - player gains the ability to craft a large bed and retains the ability to craft a small bed, but loses the ability to craft a Futon


This makes the Futon an item craftable only by plyers with level I & II Furniture.
This example is based on what we have in the game right now, it would probably work better with new items put into the game for just this purpose. I have used Furniture as an example, but the principle could be applied to any skill ladder and to any profession. WS could have a blaster that is pretty good but can only be crafted by lower levels and is not as good as one the top levels can make, but is 'in demand'for example. This way the lower level crafters have a market and the higher levels cannot make these, yet still are not really hammered, because these items are realistic stepping stones up to the Master craftable ones.

Instead of the situation where the master can't be bothered to make item x, he can't make it at all, so if you want one you HAVE to go to an apprentice.


Probably a crap idea, I am just thinking outside the box, hopefully this thought could generate some better ideas.





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Bandola Da'Gear
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