Architect Archive

Thread: Whats Next?? Getting our Voices Ready...

Dvnce
Fri May 20, 2005 7:42 pm
#27

My Reasoning of Putting Crafters Closer to the Social Playstyle than the Fighting Playstyle.. Is that Most Crafters are about networking and Building their trade and that in itself is developing Relationships.. I aggree most crafters dont get their jollies from sitting around playing the virtual Chat room. But that does not mean they are challenged at Networking..


Our needs are different than the Entertainer.. But we are in the same boat.. and that boat is being neglected..






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Fri May 20, 2005 7:44 pm
#28






Crimsonsplat wrote:





Pawlin wrote:








Crimsonsplat wrote:
No offense, but why are you wasting your time? And what have you been smoking?


Cause he's our correspondent. This is what he's supposed to do. And this is the right way to do it.


Bashing SOE won't get us anywhere.


...











No, but it was nice finally being able to vent my speen after being muzzled for two weeks. SOE wasn't even allowing existing, paid accounts to register and comment here. You could register... but the board would not accept the login.


Dvnce is welcome to try, but I am (back) here *only* to give stuff to a friend, and I have logged in exactly ONCE to do it. One more time and I'm done.


I'm sure a few people are going "fine, so LEAVE already!" So ok,see you guys in Vanguard, come 2006. Look for an Elizoron some server or another... I'll be grumpy there too, I don't doubt.






This is all good.. Get pissed Vent.. SOE needs to know that we are not satisfied.. I too am thoroughly Irked that yet another Patch that we are not mentioned in .. ( although I did participate in the arguement that led to Camo Kits being usuable by all. ) (although that wasnt the solution I had in mind. )

Message Edited by Dvnce on 05-20-2005 11:50 PM




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

brokguitar11
Sat May 21, 2005 5:05 am
#29


Well, if u want crafters to group, give us a benifit to do so like...+5 to exp when in a group ( just a idea ) or *fill in blank*. say for every crafter grouped within100 meters of each other can get +5% on experience. Use the force.....Yoda stole my snickers ....im hungry...crap thinking out loud again.
Dvnce
Sat May 21, 2005 10:00 am
#30






brokguitar11 wrote:


Well, if u want crafters to group, give us a benifit to do so like...+5 to exp when in a group ( just a idea ) or *fill in blank*. say for every crafter grouped within100 meters of each other can get +5% on experience. Use the force.....Yoda stole my snickers ....im hungry...crap thinking out loud again.






Its not really the Grouping I am after... Pretty Much.. there are two elements in keeping money coming in on a mmorg.. New Subscribers and Resuscribers.. Number one reason People Subscribe to a new game is for the things you can do/graphics/content etc... The Number one reason People Renew their Subscription is because of the Friends they established while in the game... Many Fighters would go off and never depend on anyone if they could... Thus you have to force them to group ( thus opening the door for them to establish friends thus increase the odds of them renewing their subscription.. )


and that is what I mean.. Crafters and Entertainers dont need to be Forced To Group because we already develope relationships it is vital for our success in the game and is part of our nature anyway..






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Anthemion
Sat May 21, 2005 8:03 pm
#31

Nobody should be forced to group. If the devs want a game based on grouping they should make it easier for players to find a group and contribute to it instead of simply making solo play more difficult so that the only desirable playstyle is group combat.

Sorry Dvnce, but I feel alienated by the vocabulary of grouping. The reason I am a crafter is that I don't play consistantly in time of day and day of the week. I have a things in real life preventing be from playing consistant times and consistant days. In the SWG crafting game I can network with other players, placing orders, filling orders, trading resources, etc. without the requirement of a consistant schedule. I can play the game and enjoy it with this play style.

I do not want to see the game get any more difficult for me. The CU has already done that enough. This is my rant, I need to know that my needs as a player will be addressed. My primary profession has always been architect and there needs to be something coming for ME as a player soon. There needs to be more stuff for me to make and there needs to be someone to buy it from me.

Any new (and old) "grouped contet" needs to be available and enjoyable for a "casual player" (this is for the stuff that i am guessing will be coming down the pipe)

-Anthemion




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
Dvnce
Sun May 22, 2005 11:52 am
#32






Anthemion wrote:
Nobody should be forced to group. If the devs want a game based on grouping they should make it easier for players to find a group and contribute to it instead of simply making solo play more difficult so that the only desirable playstyle is group combat.

Sorry Dvnce, but I feel alienated by the vocabulary of grouping. The reason I am a crafter is that I don't play consistantly in time of day and day of the week. I have a things in real life preventing be from playing consistant times and consistant days. In the SWG crafting game I can network with other players, placing orders, filling orders, trading resources, etc. without the requirement of a consistant schedule. I can play the game and enjoy it with this play style.

I do not want to see the game get any more difficult for me. The CU has already done that enough. This is my rant, I need to know that my needs as a player will be addressed. My primary profession has always been architect and there needs to be something coming for ME as a player soon. There needs to be more stuff for me to make and there needs to be someone to buy it from me.

Any new (and old) "grouped contet" needs to be available and enjoyable for a "casual player" (this is for the stuff that i am guessing will be coming down the pipe)

-Anthemion




Dont get me wrong.. I am not necessarily a fan of Grouping.. I mostly Solo Hunt when I did go Fight.. All I refer to when it comes to Crafter "groups" is the networking that you describe.. We need game mechanics that make this type of Networking more Feasable..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Anthemion
Sun May 22, 2005 9:51 pm
#33

That rant's not directed at you Dvnce, I just wanted to express my opinion so it can be in mind when discussing new features.

I would be happy to see some community crafting projects enter the game. Just keep in mind that it needs to be easy to find a crafter that you don't know and safely participate in the activity. I know that many/most players have a solid group they play with or a network of crafters that they can count on, but I don't and can't be counted on. I just would like my playstyle to be part of the discussion. I feel it hasn't been. Again, not directed a you.

/salute Dvnce




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
Cafa
Mon May 23, 2005 8:16 am
#34






Dvnce wrote:





Anthemion wrote:
Nobody should be forced to group. If the devs want a game based on grouping they should make it easier for players to find a group and contribute to it instead of simply making solo play more difficult so that the only desirable playstyle is group combat.

Sorry Dvnce, but I feel alienated by the vocabulary of grouping. The reason I am a crafter is that I don't play consistantly in time of day and day of the week. I have a things in real life preventing be from playing consistant times and consistant days. In the SWG crafting game I can network with other players, placing orders, filling orders, trading resources, etc. without the requirement of a consistant schedule. I can play the game and enjoy it with this play style.

I do not want to see the game get any more difficult for me. The CU has already done that enough. This is my rant, I need to know that my needs as a player will be addressed. My primary profession has always been architect and there needs to be something coming for ME as a player soon. There needs to be more stuff for me to make and there needs to be someone to buy it from me.

Any new (and old) "grouped contet" needs to be available and enjoyable for a "casual player" (this is for the stuff that i am guessing will be coming down the pipe)

-Anthemion




Dont get me wrong.. I am not necessarily a fan of Grouping.. I mostly Solo Hunt when I did go Fight.. All I refer to when it comes to Crafter "groups" is the networking that you describe.. We need game mechanics that make this type of Networking more Feasable..






I can appreciate this, Dvnce, but you have directly pointed out that you wish to essentially destroy my network in favor of your version of it (above) with the factories and storage facilities changes you seek. I would like some commentary on this please in response to my valid queries to you.


Fivo Asia





- Strength In Numbers - Loyal Subjects of the Empire
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only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Dvnce
Mon May 23, 2005 9:31 am
#35






Cafa wrote:

I can appreciate this, Dvnce, but you have directly pointed out that you wish to essentially destroy my network in favor of your version of it (above) with the factories and storage facilities changes you seek. I would like some commentary on this please in response to my valid queries to you.


Fivo Asia








The Initial Idea with Admin was to create a way for people to come together and actively work together to develope trades, business, corporations .. whatever..


We got that.. there are quite a few valid groups that pool their lots together and EVERYONE has a active role in the process.. However the majority of people dont do this.. They participate in Cross Server Trades that give1 person the ability to pull in the amount of resources or produce factory items at the rate of 20+ .. All benifiting 1 person.. Or they Aquire lots from Active Players on their Own server in A Drop and Go matter leaving that person No other responsibility after they drop their lot.. This too is really doing the same thing as a cross server trade.. and isnt with the initial goal of getting people to actively work together.. 1 person having access to so many lots really is an unfair advantage to Everyone else who can match the production costs and Volume especially know with the recent Price Wars Patch.


So.. What is your Suggestion to Fix this while not making it to difficult for real groups of people to come together and work together? The other area that needs addressed is the ability for a crafter to make MONTHS of schematics, drop the profession and continue to provide product for months.. this really wasnt an intended feature either..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Pawlin
Mon May 23, 2005 10:25 am
#36






Dvnce wrote:


...The other area that needs addressed is the ability for a crafter to make MONTHS of schematics, drop the profession and continue to provide product for months.. this really wasnt an intended feature either..




Is that a big problem? I imagine people do it, but I don't know how much that really impacts the game.


Guess they could just make schematics expire after a month. Has that been proposed?

Seems to me if someone is an active crafter then that wouldn't really hurt much at all.




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EnigmaBSc
Mon May 23, 2005 3:20 pm
#37


Pawlin wrote:

Dvnce wrote:
... The other area that needs addressed is the ability for a crafter to make MONTHS of schematics, drop the profession and continue to provide product for months.. this really wasnt an intended feature either..

Is that a big problem? I imagine people do it, but I don't know how much that really impacts the game.
Guess they could just make schematics expire after a month. Has that been proposed?
Seems to me if someone is an active crafter then that wouldn't really hurt much at all.


With my Droid Engineer hat on - I craft in a fairly unusual manner. I make up one 1000 use schematic for each droid component and stuff the resources in a box in a house. I then run off four crates of each schematic initially. When I have used up three of those crates I run another four until the schematic has been used up, at which point I craft a new schematic. I find things easier to organise this way as I always have at least a crate of components on hand and making more is simply a matter of pulling the resources out of storage and sticking them in a factory. This does however mean that I have schematics hanging around for several months or more (a thousand droid repair modules last a very long time). However, if this is considered a serious problem (either now or at a later date) I cannot think of a feasible alternative to time limits on schematics.

EnigmaBSc
Flatfingers
Mon May 23, 2005 4:30 pm
#38





Dvnce wrote:



My Reasoning of Putting Crafters Closer to the Social Playstyle than the Fighting Playstyle.. Is that Most Crafters are about networking and Building their trade and that in itself is developing Relationships.. I aggree most crafters dont get their jollies from sitting around playing the virtual Chat room. But that does not mean they are challenged at Networking..





Dvnce, I think I understand your point. You're right that crafters do typically need to spend some time networking.


But that's just an artifact of how the Artisan profession groups skills -- it blurs the distinction between crafting being a "production" process and being a "sales" process.


In a game with a mature economic subgame, producers and traders don't have to be the same person. If what you really enjoy is building things, a standalone Production game would allow you to be happy spending most of your time actually building things. To make money, you just sell your goods for wholesale prices on an easily-accessiblecommodities market. Meanwhile, if what really turns you on as a "crafter" is the money-making trading game, it would be possible to do just that without ever building a single object.


In a game that understands that these are two very different player interests (and doesn't try to smash them into one profession's worth of skills), Traders can do their wheeling-dealingsocial thing, while Producers can spend their time tinkering solo. Everybody wins.


In the system we've got with SWG, you're right -- crafters are forced to be somewhat social. But the fact that we're forced to be socialby the currentskill structure doesn'timply that it's what we want to do. Those who just want to build stuff look social because the skill structure forces them todo social stuffin order to survive financially.


Sowhy not fix the real problem? Two changes would do it:



  • Give crafters easy-to-use basic access to a wholesale commodities market.

  • Givethe Merchant professionadvanced trading skills.

If we're going to dream, let's dream big....






Our needs are different than the Entertainer.. But we are in the same boat.. and that boat is being neglected..





No disagreement there! Please keep pressing this concern.(I alsohope you're working to establish a caucus of the other non-combat Correspondents to present our concerns with a unified voice.)





EnigmaBSc wrote:





Dvnce wrote:
... The other area that needs addressed is the ability for a crafter to make MONTHS of schematics, drop the profession and continue to provide product for months.. this really wasnt an intended feature either..




...I make up one 1000 use schematic for each droid component and stuff the resources in a box in a house. I then run off four crates of each schematic initially. ...if this is considered a serious problem (either now or at a later date) I cannot think of a feasible alternative to time limits on schematics.





How about a Factory Operation cert that goes away when you give up the associated skill?


I'm not saying this would be the best alternative; just that it's another alternative.


--Flatfingers

Dvnce
Mon May 23, 2005 8:59 pm
#39






Flatfingers wrote:

Dvnce, I think I understand your point. You're right that crafters do typically need to spend some time networking.


But that's just an artifact of how the Artisan profession groups skills -- it blurs the distinction between crafting being a "production" process and being a "sales" process.


In a game with a mature economic subgame, producers and traders don't have to be the same person. If what you really enjoy is building things, a standalone Production game would allow you to be happy spending most of your time actually building things. To make money, you just sell your goods for wholesale prices on an easily-accessiblecommodities market. Meanwhile, if what really turns you on as a "crafter" is the money-making trading game, it would be possible to do just that without ever building a single object.


In a game that understands that these are two very different player interests (and doesn't try to smash them into one profession's worth of skills), Traders can do their wheeling-dealingsocial thing, while Producers can spend their time tinkering solo. Everybody wins.


In the system we've got with SWG, you're right -- crafters are forced to be somewhat social. But the fact that we're forced to be socialby the currentskill structure doesn'timply that it's what we want to do. Those who just want to build stuff look social because the skill structure forces them todo social stuffin order to survive financially.


Sowhy not fix the real problem? Two changes would do it:



  • Give crafters easy-to-use basic access to a wholesale commodities market.

  • Givethe Merchant professionadvanced trading skills.

If we're going to dream, let's dream big....




--Flatfingers







If you have been around In MMORGS.. you will recognize three economic Principles that have always existed..


Gatherers - these people loved to go out and hunt for the resources / elements crafters needed to craft


Crafters- These people .. well... craft.. (Number one motivation for a true crafter besides making money is to be known as one of the best producers of the items of craft they took on.. ( become a known trade mark like Nike.. Nabisco.. Zerrox.. etc.. etc.. )


Resailer- These people Buy Low sell High.. they make their money and fame buy buying up items and reselling for profit.


Crafters have always been given a crafting role.. its in EQ.. DAoC ... etc etc.. But the Other two have not ever been given a true Identity..( profession ) well.. that is what SOE tried Here.. ( and for the most part started out greatly Successful.. but due to neglect this part of the game experiment is beginning to fail.. ) .. In the True original Vision SOE hoped that Gatherers would become the miners / organic Hunters.. Crafters ( well thats a given ) .. and then Merchants would have the ability to Resale..


This started Great.. I had True Dedicated miners working for me.. their Entire Gameplay was keeping up on Resource spawns placing their harvesters on the best stuff and then selling to crafters.. BUT.. do to neglect the true gathers started loosing out to Cross server Trades.. The Cost Difference for Just Barely Sub Par Resources in HUGE quanity outweighed the smaller supplies of Better stuff.. Miners could not Compete Price Wise.. Merchants were never given the proper tools to resale large supplies.. They either had to be Rich to be able to buy out Huge Supplies or the Crafter had to trust the Merchant to get paid when items sold.. And It actually was more work hiring a merchant to sell your stuff as apposed to just picking up merchant your self...


Is it Too Late to relize the initial Dream .. ?? Maybe.. I sure hope not.. I loved the Economic Game of SWG.. that was the most fun I have had in a mmorg.. Developing a Economic Empire..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

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