Architect Archive
Thread: 10% XP with Factory produced items
OK so someone takes issue with what I say, I will explain myself...
I am a developer. I develop software for a living. I also support software in production in clinical and business settings. If I were to change something in one of the applications I support without thorough communication with my client, I would be out of a job very quickly.
Just the sole concept of "stealth nerf" puts my teeth on edge. A "stealth buff" would do the same thing. From a professional point of view.
Another thing I found disappointing about the game is the amount of grinders / powergamers / power PA's. I have been hoping that some gaming company could someday make a mmorpg that is "ungrindable,"and yet is still fun. That is to say, a game in which you don't have to play 16 hours a day to be competitive.
Perhaps that's unrealistic. Ifigured SWG, with its "broad appeal" would attract a more normal class of people, and the "doods" would stick to Evercrack or Shadowbane. Actually, things have been better in that regard, the "dood quotient" is less here than in other games, but there are enough to make their presence known. It would be interesting to see how many "doods" it requires as a percentage of the overall population to spoil the gameplay experience for the non-obsessive crowd.
I dohave hope, however. I am hoping that the grinders will hit Master (whatever), look around, complain about the lack of "high-end content," and go on to another game. It's possible.
the use of factory items is to discrouage people from grinding to create them; and to make it harder to create.
it's a very good system.
MagusAlbertus wrote:
the use of factory items is to discrouage people from grinding to create them; and to make it harder to create.
it's a very good system.
Yes is discourages grinding. I am for that. I am against schematics requiring Indentical items that forces you to lose all your XP to make them.
That's a very bad system.
Yep, I helped Knocky confirm this tonight...
I still don't see why, if it's SUCH a big issue having Factories being used by novice architects, they didn't just go with the Certification Idea INSTEAD of nerfing the xp?
If they can cert weapons they can cert factories. Place the factory cert in the appropriate location in the profession where it starts requiring identical components while leaving the XP gain what it was before tonight. The cost of maintenance on the harvesters, power generators, and the factory itself would make it prohibitive enough for whoever uses the factory that they SHOULD get the normal(or at least 50%) xp they would had they hand crafted the items. Certing would also prohibit a novice architect from simply being 'power-leveled' by their friends/pa.
There are already a bunch of power-leveled 'Masters' out there...why change the factory XP now? It just leaves those same few in control of the economy...
This is just wrong, we are penalized for mass producing, we are penalized if we don't mass produce.
Most otherprofessions do not suffer suffer this extra penalty (medics might, not sure). A weaponsmith gets his xp when someone uses his gun.
Even our focal point of pain, the reviled factory, costs us two of our precious lots.
No hope for us.
Don't forget, we get penalized for specializing.
If your a marksman -> Pistoleer, you keep adding up all your bonuses to pistol.
If your an artisan-> Architect, you do NOT get to add up your bonuses.
You do NOT retain experimentation/construction bonuses.. you start anew as an architect. So this (like for all other elite crafters) is an unfortunate penalization.
I almost envy the Pistoleers/Rifleman, who get to use the knowledge they learned as a marksman. Me, I'm an architect, and I dont' use anything I learnt as an artisan. Not the prints, not the skills, not the experimentation bonuses. It's a dead tree that sits under me and serves no usefull purpose.