Armorsmith Archive
Thread: As DE, here is why Armorsmith is going in the wrong direction. Learn from your mistakes Devs.
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Meplorium
Wed Apr 13, 2005 4:41 pm
#5
Opps, best not give them any ideas.
Straker_Atrella
Thu Apr 14, 2005 12:52 am
#9
First, I want to start out by saying that the crafting system of SWG and the economy is (was) not broke. However recent changes are pushing it that way. Yes some professions such as Armorsmith have far more credit potential then other crafters such as Tailors and DE's. However, this is a decay issue and a "need" issue and not a general crafting issue.
The answer to this problem is to bring the other crafting professions such as DE up to where AS is at. The answer is NOT to dumb down and nerf AS into theother broken professions that currently exist.
For over a year now, Tailors, Archs, and DE's have griped about experimentation not mattering, only one line to experiment on and other related issues. For that year, not only have our cries been ignored, but now you actually add identical problems to Armorsmith. Have you even listened to a word that we(DE's) or our correspondants have said?
DE is plauged with most items not benefiting from experimentation, the ones that do benefit from it have only one line, making it easy to max. This leads to little variety in product. On top of this, many of our products made by a new or medium DE are just as good as a Master DE. 12 points of exp, or 10 points matter very little to a DE as well. These are not new issues, these are ones that have existed for a long time.
Notice any similarites to the current trend for AS? Instead of bringing other professions up to the standard of AS, you are bringing it down to the "broken" level that we have been at all along. Now some DEs and other people may gloat and get upset about people complaining, after all that's how we have it. I disagree, you don't "fix" things by nerfing others, you bring others up to the better standard.
SWG has the best crafting system of any MMO, the draws and KEEPS people. The crafting and resource system is the best thing that SWG has that's different from other games. Fix combat yes, yet don't break what makes SWG unique. The crafting system is not broken, please let's keep it that way.
Experimentation should matter, 12 points should be better then 10, a Master should make better armor then a non-master.
beachurr
Thu Apr 14, 2005 5:39 am
#10
Right on !! Beeing a DE / AS both i notice the difference daily !
Would hate to c AS be "reduced" to DE level of crafting. (Not sayingthat DE is a lesser crafter - its just easier/less complicated)
WarriorCode
Thu Apr 14, 2005 5:48 am
#11
Well written Straker, maybe if someone outside the Armorsmith profession chimes n it will add even more creedance to our arguement.
mistereous1
Thu Apr 14, 2005 6:39 am
#13
Straker_Atrella wrote:
SWG has the best crafting system of any MMO, the draws and KEEPS people. The crafting and resource system is the best thing that SWG has that's different from other games. Fix combat yes, yet don't break what makes SWG unique. The crafting system is not broken, please let's keep it that way.
I particularly want to pull this line out. It's the one place other games try to emulate SWG, and it's the one thing that is being torn down. There is a definite change in direction to focus everyone more and more towards combat. In this one upgrade, Armorsmith, the most unique and challenging of the crafting professions has been torn down. Crafters will no longer be able to walk the streets, man their harvesters and their factories. Dancers have been rendered nearly irrelevant. Ah but doctors, we want to keep them, so we'll move their crafting to BE. That's like Honda saying, yes we know we make good engines, but you know we really want to focus ourselves now on is power mirrors.
I'm not saying the combat upgrade is a bad idea...just what's being done to crafting.
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