Architect Archive
Thread: An appeal for the Force Sensative Crafter.
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SpeakNoEvil
Mon Sep 13, 2004 2:03 pm
#1
Erm, why's this in the Architect forums...anyways...moving on...
For Combat, you don't have to "Master It" 22 times, you just have to cap the 900k exp you get as 4xxx 22 times. This will give you 30k from the weapon exp and the same for the Combat exp you get at the same time. Thats 60k Force Exp. So thats 3 Caps for block one and so on...
For Crafting, my guildie has been grinding out Speeders and says it's going well. I will be chosing a Crafting line next cycle and will probably work on Warheads to gain the exp...
Easiest thing to do is plan in advance...plan a phase ahead and plant harvesters down. In the three weeks between Phases, you can get a few million units of resources which will keep you going for a good while! Maybe do Combat, Crafting, Combat, Crafting etc
Tyyylowyspetily
Mon Sep 13, 2004 2:06 pm
#2
If you want it badly enough, pick up novice smuggler and grind spice. The exchange rate there was 15:1 when I went to the village, if I am remembering correctly. Maybe not quite the answer you'd like to hear, but that represents a huge savings in materials, and would seem worth picking up unarmed 4, pistols 4, and a novice box for the FS grind.
I don't think you ought to have to pick up a class to make this work, since the new system was supposed to be all about actually "playing" the class you loved to advance. But that is a way under the current exchange system to lose less in the grind process. Jeez, that last linelooks aweful re reading it, but it's the best I can come up with.
The only other fix that makes any sense at all, is to un nerf the factory exp. Most masters build near everything by factory. I can understand why this exp gaining tool was removed before, since grinding multiple professions served as a time sink, and this was destroying that time sink. With the way things are now though, I would think that returning factory exp to the game would be a way to ensure that the impact on the economy would be positive, with a lowering of the price in goods based on an increase in production- I mean, what crafter *wouldn't* place 2 or 3 factories within range to get the exp, and have them run 24/7? Just a couple of thoughts from a former Master Weaponsmith 
xStangx
Mon Sep 13, 2004 2:19 pm
#3
Have to /agree.
Although I did not want to "grind" per say, I did prepare myself for a long journey. I am playing my way to Jedi by making usefull items to sell (ex. factory run required parts for heavy mineral harvesters, then assemble by hand). This gets me decentXP inArchitect but at thecurrent ratio,Iwould have to sell 20 harvesters to each person in the galaxy which forces a future grind.
My prediction - SWOOPS selling for 5k orFREE. Even though they take 8000 resources to make and should be selling for 25k+, these are the only real item that can be handcrafted at a decent speed for decent FSXP.
Solution, raise the XP granted for experimentation and the complexity of items. Raise the exchange ratio. Raise the amount of resources that it takes to craft items. Incorporate some FS crafting missions that give FSXP without having to convert.
I don't really mind it so much, it will scare off some of the people trying for Jedi while I will get to it...some day.
johnautry613
Mon Sep 13, 2004 3:08 pm
#4
Forgive me, but this is not the response I would have expected in the Architect forums of all places.
First it is here as you all are a crafting profession.
Second, you got shafted on your exchange rate.
Third...All vehicles give 1600 and change exp. That makes it about .2 exp per unit of material. 10 times worse than any item in the game.
Squidbush
Mon Sep 13, 2004 7:27 pm
#5
johnautry613 wrote:Forgive me, but this is not the response I would have expected in the Architect forums of all places.
First it is here as you all are a crafting profession.Second, you got shafted on your exchange rate.Third...All vehicles give 1600 and change exp. That makes it about .2 exp per unit of material. 10 times worse than any item in the game.
I think the point they were trying to make was that even though the XP exchange rate on vehicles isn't that good they are sellable, hand-grindable with a noticable XP gain per unit, use non-specialty (except for good stats if you choose) resources and are attainable by a large portion of the crafting community because of the fact that many crafters take the time to master Artesan.
I do agree that the different XP ratios are a little whacked, but it's because certain professions can gain a LARGE amount of XPs in a short time (architect being the foremost in my knowledge) where others can not.
Besides.. who ever said gaining any kind of force sensitive skill would be easy. It SHOULD be harder than just grinding up a profession.
Message Edited by Squidbush on 09-13-2004 10:29 PM
johnautry613
Tue Sep 14, 2004 12:32 am
#6
Tiggs/Thunderheart/All,
Any comments from the DEV's about the rather insurmountable/imballanced Force Sensative Crafting Requirments?
A Combat profession would achieve 235,000 Force exp by mastering their profession once.
To complete a tree they must master a profession 20 times.
A crafter (WS example) would get 177,600 Force Exp by mastering their profession once.To complete they would need to master 27 times.
A Combat Profession would spend maybethree suits of good armor on the deal, say 700\KLets say they need 10 suits at 200K = 2 Million. They can also be running missions at the same time as they grinding a profession, so a combat profession would be money ahead by grinding, not behind.
A crafter would need (WS again) 450,000 units of material to master once. (this is at a straight 2 to 1 unit/exp ratio). To master 27 time you would need 12,150,000 units of material. At a 2cpu basis this turns into 24,300,000 units of material. Nothing can be hand ground that would be of much value, so this is almost completely waste. And dont even get me started on the shame that you have doen to the architect. The one possible profession that could ave made this grind with out completely throwing out all their goods, and you give them a 35 to 1 exchange.
.......
This can not be what you intended to do. I don't even want this for Jedi, I want this to be the best crafter I can be. I am willing to bet that most of the people even going through the force crafting side are the same way.
I have heard you all talk of how the 'holo-grinding' madness was detrimental to the economy. This is just as bad if not worse. There is nothing that can be made by hand that would require that level of materials that would be worth selling. This means that we will have rampat inflation of material pricing as people have to pay mor e and more to get the materials needed. This also means that the price for all goods will sky rocket.
The only people who will profit by this system are the one who already get a outrageous return on investment, the resource gatherers.
This is about equity. please allow us eithe a greater exchange rate on exp then has been laid down or lower the amount of exp required to complete a box in the crafting side.
Thansk you for your response,
johnautry613
Tue Sep 14, 2004 12:37 am
#7
Tiggs/Thunderheart/All,
Any comments from the DEV's about the rather insurmountable/imballanced Force Sensative Crafting Requirments?
A Combat profession would achieve 235,000 Force exp by mastering their profession once.
To complete a tree they must master a profession 20 times.
A crafter (WS example) would get 177,600 Force Exp by mastering their profession once.To complete they would need to master 27 times.
A Combat Profession would spend maybethree suits of good armor on the deal, say 700\KLets say they need 10 suits at 200K = 2 Million. They can also be running missions at the same time as they grinding a profession, so a combat profession would be money ahead by grinding, not behind.
A crafter would need (WS again) 450,000 units of material to master once. (this is at a straight 2 to 1 unit/exp ratio). To master 27 time you would need 12,150,000 units of material. At a 2cpu basis this turns into 24,300,000 units of material. Nothing can be hand ground that would be of much value, so this is almost completely waste. And dont even get me started on the shame that you have doen to the architect. The one possible profession that could have made this grind with out completely throwing out all their goods, and you give them a 35 to 1 exchange.
.......
This can not be what you intended to do. I don't even want this for Jedi, I want this to be the best crafter I can be. I am willing to bet that most of the people even going through the force crafting side are the same way.
I have heard you all talk of how the 'holo-grinding' madness was detrimental to the economy. This is just as bad if not worse. There is nothing that can be made by hand that would require that level of materials that would be worth selling. This means that we will have rampat inflation of material pricing as people have to pay mor e and more to get the materials needed. This also means that the price for all goods will sky rocket.
The only people who will profit by this system are the one who already get a outrageous return on investment, the resource gatherers.
This is about equity. please allow us eithe a greater exchange rate on exp then has been laid down or lower the amount of exp required to complete a box in the crafting side.
Thank you for your response,
Evialla
Tue Sep 14, 2004 2:44 pm
#8
Sure is alot, huh? I've come to the conclusion that I'm not going to be doing any grinding for the sake of anything. Follow my own course. Craft what I would normally craft. Use my own pace.
If I get anything accomplished in this new stuff, it'll be at a slow pace, not grind, and if I get it, I get it, if I don't...eh. So what.
ScrufyNurfHurdur
Wed Sep 15, 2004 2:45 am
#9
Ummm, this post does belong in here....
From what I understand is that it will have an effecton all crafters. At this moment I been collecting mass amounts of metal (900+) instats which you crafters need for specific items. BUT a Jedi-to-be resource grinder comes along and say offers 5cpu for the 2.6milin metal Ihave in storage. Hell.... I'll be selling to the jedi grinders than crafters who offer 3cpu. Thats 2.6mil in metal that will be used to grind for exp only....as 2.6mil in metal less for the actual crafters who need it to make a living. If the numbers are correct from the this post, one jedi-to-be grinder will need 24mil in resources....ONE Jedi-to-be. I should also mention that word is out to these "village people" to take up Arcie Profession to make some head statue. Which is 7000 heads per branch... Thats a hell alot of material towards grinding their way, that much less materials for you guys. Which means "Demand" increases resource prices, which means what you guys make will havean increased price....if you can even get ahold of the material.
If ya look in the wanderhome trade forum....some ppl are looking to buy 10 to 20 mil in metals. JTL? or Jedi resource grind? who knows....maybe both which means you Arcies are screwed, less the jedi resource grind is fixed....
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