Armorsmith Archive

Thread: Saving the economy

Wepps
Tue Mar 09, 2004 5:29 am
#1



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.


Secondly:


Rather than reduce resources, enhance them.


We really should listen to the community on this one. Given the state of the economy, this is definitely not the time to be making negative changes to it.


Given the first change, the second would be required.




Any other Artisans have anything to add to this?



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"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


BoberFett
Tue Mar 09, 2004 8:09 am
#2

What a horrible idea.


On one hand you say crafting is boring, but on the other hand you expect those same people who find it boring to do it in addition to their combat abilites? Boring is boring. If YOU don't like crafting, then go YOU find something else to do. Don't cheapen what those of do who enjoy it.


Besides, like they'd ever make a massive change like this in the middle of the game. Not to mention that everyone ahs 250 skill points, more than enough to master a couple crafting professions IN ADDITION TO a combat profession.
Jnath
Tue Mar 09, 2004 8:14 am
#3

Furthermore, your title of "Saving the Economy" is a misnomer based on what you say. If everyone could be a crafter regardless of skill point usage then everyone would be self sufficient. Those of us who ENJOY crafting and selling our goods would get slaughtered on a flooded market. How, i ask, is that "saving the economy"?



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
f0rmula
Tue Mar 09, 2004 8:40 am
#4

booooooo..

i like crafting/running a shop/making money..

james
stryfex03
Tue Mar 09, 2004 8:56 am
#5

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.



ItsaCatch22
Tue Mar 09, 2004 9:18 am
#6

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.






It'sA Catch22
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Wepps
Tue Mar 09, 2004 10:34 am
#7

Bad idea?


Okay forget it





------------------------------------------------------------------------------------

"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


f0rmula
Tue Mar 09, 2004 10:42 am
#8

lol.. excellent... someone thats willing to accept others opinions and not continue to mindlessly argue their point..

good to see..

a rarity on this forum..

james
Wepps
Tue Mar 09, 2004 10:52 am
#9

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.






------------------------------------------------------------------------------------

"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


f0rmula
Tue Mar 09, 2004 11:10 am
#10

swg forums? constructive argument??

nah.. just the finger

james
Jnath
Tue Mar 09, 2004 11:26 am
#11

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.





Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
f0rmula
Wed Mar 10, 2004 8:46 am
#12

really?? what are they doing in patch 7 that will affect us?

is there an existing thread anywhere??

james
Jnath
Thu Mar 11, 2004 1:43 am
#13

Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.

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.

Its all on the official site:


http://starwarsgalaxies.station.sony.com/recent_test_updates.jsp?page=In%20Testing



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
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