Architect Archive

Thread: SKILLPOINTS UNBALANCED FOR CRAFTSMEN??

Jcb33
Sun Jul 04, 2004 3:59 pm
#27

Well i hate to upset you but go to alakazam and use caracter builder you can have


Master Artisan, Master Architect, Merchant 0-0-0-3, And then a fighting profesion eg Master Swordsman, and have exatly 0 sps left
StarSplatter
Mon Jul 05, 2004 6:59 pm
#28






Jcb33 wrote:

Well i hate to upset you but go to alakazam and use caracter builder you can have


Master Artisan, Master Architect, Merchant 0-0-0-3, And then a fighting profesion eg Master Swordsman, and have exatly 0 sps left







Not upset at all. Just kicking around ideas that I think will improve the game.


If you re-read Gaebek's post there are more required skills than you list above to have a respected craftsman cranking quality product that you become known for. Realistically you end up with about half the points to become master of a combat class or a little less.


I suppose SOE has got what they originally designed for since now I do indeed have two accounts...one craftsman and one combat toon. I cannot say that that creates a warm fuzzy feeling on my behalf for SOE.

broombug
Mon May 16, 2005 10:41 pm
#29

I know this is wishful thinking and I dont mean any offense to merchants( I am a master merhcant), but I think they should lessen merchant skillpoint requirementlike they did with ID.



MATISSE
KEEPERS OF DARKNESS
SERENITY, NABOO
ajjordan
Tue May 17, 2005 4:19 am
#30

I think until they fix mechant so you can restock and list things easier that they should reduce the skill cost to 0, it cost nothing to be a pilot??? Politition??? why not mechant, its almost usless now that we have a galaxy wide searchable bazzar. Just put everything on the bazzar and don't waist skill points on mechant.



Ajjordan 12pt Architect / Artisan / Master Merchant
Oldmanaj Master Marksmen/Rifflemen/Carbiner

Drop Any winnings at my Minning Installations Vendor
Vendors Just outside Theed (-6747,3700)
Turkana
Tue May 17, 2005 9:51 pm
#31

I'll be the first to admit, I was pretty perturbed after the CU went live and logged on to discover that I had a negative balance of 14 skill points that I had to drop right away. SOE thought it would be "exciting" to require two trees in Marksman instead of one so I had to drop what little I had in merchant in order to stay alive.


But...


I quickly discovered that dropping the advertising tree did NOT mean that I had to sacrifice my advertising abilities. Granted, if I should have to pick up my vendors and drop them again, I probably would not have the option but I've still got the abilities even though I no longer have the skills. And I still have 2 NPC vendors in my mall.


What threw me for a loop even before the CU went live is that Architects are led to believe that the Engineering tree in Artisan is all that matters. But as it's been proven, if you want to be self-sufficient, you really need to master Artisan. I can get by without scouting or hunting but if you want to be able to craft all of your components for Architectural requirements, you need to master the entire Artisan tree


Anyway, I've mastered Artisan, Architect, and I'm Master Carbines. Granted my Combat Level is only 54 but it's better than nothing, and I've got 4 skill points left.




IcepickIIIDragonrider
Sun May 22, 2005 10:45 am
#32

wow this is an old thread. I like to think I spread myself way out, and have learned the art of specializing. I am a crafter mainly,selling houses in my architect profession. Essentially my setup is like this:


Master Artisan


Architect- 0104-


Marksman- 3144


Scout- 4044


Merchant- 0410


CH- 0100



But whats great about it all, is that I was buffered against the CU. I was still a CL 18, even though i couldnt use all my old marksman weapons. I had pets through CU, essentially helping me stay safe in the field. My skills are gonna be moving around shortly, to better balance myself as a carbine weapon user. Dropping pistol and riles from marksman and going to Carbineer. Essentially spread out across 7 professions. I can go out do a few missions, make some money. Or I can sell harvested organics, resources, houses, artisan stuff.


Its all about how you want to play with the skill points that they give you. Sometimes you just have to rely on others to make stuff for you, for components. Thats how the world works.



IcepickIII Dragonrider

Ex-architect Commando.
Anthemion
Sun May 22, 2005 10:14 pm
#33

Since we've resurected this thread, I'll add my two cents. The fundamental difficulty seems to be that you have to make a choice with your toon. (how do I allocate the skill pts I have) Now I've decided to be an architect/merchant/artisan for example. Now what do I do when my clan goes out to the corvette missions? I suppose I could check my harvs.....

So SOE says too bad. Oh, by the way, you can drop your professions and go combat to get Padawan and have two toons....

Perhaps a crafting path to a second toon? to padawan?.. Luke and Anakin didn't have any combat skills when they started down the path of the jedi.... Pilot path to padawan?...

Two toons for everyone. Game content for everyone. I don't know, but things to think about without tweaking skill pt. requirements.




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
MrDoppa
Mon May 23, 2005 9:24 am
#34

Right now, the skillpints required for crafting, especially masters is way too high. I dont think you could double master crafting professions (artisan and architect for example) and then make a viable template for playing the combat side of the game. Being CL 61 really leaves you in a lurch for viability. And right now, the market just isn't hot enough to make all crafting profs palatable.



Doppa Ethradapa Sith ApprenticeDark Overlord of Kauri


"…the Dark Side awaits ......


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