Armorsmith Archive
Thread: Saving the economy
Saving the Economy
One of the drawbacks of the recent Holocron craze is a sizeable thinning-out of the Artisan population in favor of FS slots. Over the past 3 months, the base population of high quality crafters, for many reasons, dropped their hammers, and took up the cry to refill the Jedi Academies.
The result of this is the terrible lack of quality weapons and armor, and other products, on any server, but in some cases there are simply no good crafters left at all.
So, what do we do about this? One of the central pillars of this game is the player-based economy. However, crafting is terribly boring. In other games, often enough you can be both a crafter and a fighter, of whatever variety. This allows a compensation for these rather boring aspects of the Artisan type professions.
A person will be fighting, and decide to improve their Artisan skills. Or will be crafting droids, and get tired of that, and go out and hunt.
To this end, I recommend the following:
All Artisan experienceshould bechanged to be skill-point free.
Now, anybody, regardless of their skill point expenditures, can attain an elite artisanship. This gives people the freedom to craft *OR* hunt if they see fit, without having to switch servers.
It will generate much more interest in the Artisan-type professions, refilling the economic desert with interested players rather than those only passing through on the way to a Jedi diploma.
On the other hand, an Artisan can now (when they get bored) go hunting, and not have to worry about the fact that they spent all their skills on Master DE/ Master Merchant.
Same old tired argument isn't it? Make the skills cost no skill points and let everyone have them?
Think it through before you post. If everyone can make anything, there will be NO economy.
I ahve to agree with Boberfett and others, Craftig does not have to be Skill Free or Free Skill...
I am happily progressing along the Artisan route, whilst maintaining an active profession as a Scout and Creature Handler, plus a few other side skills that I may choose to drop in the future.
good to see..
a rarity on this forum..
james
Well, I'd rather prefer that the Artisna professions would take up the spirit of the argument, based upon the precept that the game economy is in trouble.
That is why I asked for 'any other ideas', so that others would jump in and add their input, rather than just tell me 'that blows' and give me the finger lol.
nah.. just the finger
james
You want a suggestion.
Don't nerf crafting in Patch 7. Basically what is gonna happen is that it will be harder and more expensive to make worse quality items. Its gonna murder the economy.
is there an existing thread anywhere??
james
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.