Armorsmith Archive

Thread: An appeal for the Force Sensative Crafter

OckVofad
Mon Sep 13, 2004 2:24 pm
#14

The credit sink theory doesnt really work. On one hand they are encouraging crafters to grind out resources but on the other hand they encouraging combat types to take missions and make tons of cash.


My guess is that this actually increases the net amount of money in the economy.



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Zorkk
Mon Sep 13, 2004 2:37 pm
#15

That's all well and good, but where's the QUESTS?!?! this could've all been moot if they would've given us quests to do, to craft special items, that would give us the xp we need. no one can AFK a quest that they need to travel to say 3 or more planets to get the parts needed, to craft the item!


/sigh


Z



Zorkk the Droidsmith
Force Sensitive Crafting Master
Mayor of Mos Athens, Tatooine


johnautry613
Mon Sep 13, 2004 3:09 pm
#16






Ail wrote:


Stop grinding and enjoy the game...........







That is precisly what this change was supposed to stop.



Lazurk Autry
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johnautry613
Mon Sep 13, 2004 3:11 pm
#17

I love one star bandits...


Now would the thief in the dark care to explain himself.


Diffrences of opinion are welcome....



Lazurk Autry
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BarterTown Trading Post, Tatooine.
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Higginsis
Mon Sep 13, 2004 3:35 pm
#18

The argument that some how 12 point chef will go further ahead is a non starter tbh, i mean a FS chef still only has a 2 point deficite, no different to the one they have now. All i was suggesting was a more adiquate reward for the vast amounts of xp needs for these tree's.

Tho i can see one major agrument from a design POV that the 2 FS points would make high end items even better, further increasing the problems with crafted items being too good and removing the challenge of the game. But if there a is more tempting prize to be offered to make these rewards going for i can't think of one.



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EvilHomerSimpson
Mon Sep 13, 2004 4:00 pm
#19

It's even worse than that. To start the quests for Phase II, III, and IV you need lots of looted components. Say goodbye to either time, money or both!



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ravingbantha
Mon Sep 13, 2004 4:43 pm
#20

The expermintation bonsuses do not give more points to expermintent with. They increase the chance of getting an ammazing success while expermintating. If you doubt this read the box description in your skills list (granting you have had the chance to get it yet). Basicly all the skills crafters get are the same as "research center" and :manufacturing center" gives from your city, but are much better.
Batleh
Mon Sep 13, 2004 5:09 pm
#21


Buzz1096 wrote:
Two words: Credit Sink
If the devs can find a way to get credits out of the economy they do it. Grinding burns credits, therefore grinding is good for the devs.





Actually, not true. When you go to buy resources from another player, you're basically just moving credits from one player to another. That's not burning credits by a long shot. You're losing the credits sure, but they're still in a players pocket.



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RasalTheWise
Mon Sep 13, 2004 5:59 pm
#22

FS Crafting is basically an elite crafter's profession, and it should be quite difficult to achieve. It's going to be quite rewarding when I get there!




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Alanis
Mon Sep 13, 2004 7:32 pm
#23

Well this whole thing is just getting way to old. The bottom line is the REAL Crafters are getting Screwed. And I use the term REAL Crafter for the People whos Main is the Crafter not thier Alt Money maker. There is 3 Types of players here


1 The Jedi Wanabe- Thats all that maters to them and Crafting was simply something they had to grind out to get thier holocrons. They didnt spend any time once they got Master the just droped it and moved on. All Craftning is to them is something easy to grind out. They cant understand what it take to be a REAL Crafter.And its because of this type that they have to keep Craftning hard or they would use Grinding to get the Lines they need to get Jedi.


2 Crafter Alts- Craftning to them is only the Banker. All they have to do is stay up on the latest resources and Log in make a Few schematics and run. This gives them all the money they need to Play thier main which are #1s. Its because of them they took the extra 2 Exp points out of the FS Tree. They simply dont want to spend the time to grind out the FS tree to stay Competitive. The FS Tree dont hold enough for them for what little you get simply because they realy dont care as Long as it dont give the REAL Crafters any advantage over them.


2 REAL Crafters- I came to this game Only for the Craftning. My Main is my Crafter even though I have an Alt Fighter I could care less if I ever get jedi. I am currently one of the highest Armorsmiths on Bloodfin. I spend alot of time staying up on Resources and run 12 vendors over3 different Planets. I want anything that might give me that Craftning Edge. I own I belive the Only +25 Armor Exp Tape and +25 Armor assym tape around. My One pair of Gloves gives me everything I need. I spent unreal Money on them because I strive to be the best Crafter Around. Im not a Grinder but if they would have started there would be a FS Craftning tree i would probly have done it then just for that. I Didnt do the hologrind simply because i didnt care to be Jedi. I Spent over 80 Mil this week alone on Resources just to stay The best.


I am not a grinder and I shouldnt have to Grind my way up the FS Tree. I have to Experamint on all my armor and get nothing for it.


I should be Judged on my Quality and Effort not how fast I can ckik buttons.







Al'anis
Jaxom
Numen
Mon Sep 13, 2004 9:37 pm
#24






Gizmarke wrote:


The design I believe was to reward the player for 'normal play' not grinding (like the profession grinding under the old system) AND at the same time getting closer to being a Jedi or getting FS skills, doing whatever you like doing. And I like this system because it is so flexible. Its more about doing what you like doing. If you like what you're doing, it isn't a grind, its a game.

Good luck!



Message Edited by Gizmarke on 09-13-2004 02:29 PM




I totally agree and do expect that was the goal. The issue is master crafters don't continue to gain experience through normal play. Even the entire aspect of mastering a crafting profession isn't really done well. I wouldn't say its horrible, just because I don't know of a better way.


A combat profession goes out and continues to get new skills. It doesn't matter that they aren't a master because combat is more of a personal goal. You can go as fast as you want, because your not depending on other people to advance. All that matters is your own time.


Crafting is a lot different in the game right now. It was a lot different in the start, but right now 98% of the sales are by Masters and a majority of those are probably 12 point masters.


With combat people might not invite you on a hunt or to a PvP event because your not a master, but that doesn't matter. You can still continue gaining experience in what I would consider a normal way. Crafting depends on others to buy your food just because to me a normal way of playing a crafting char is to make items that others use.


Now here is the best case situation for a crafter to play what I would consider a normal way.


Crafting singles each day. I'll use food as an example because this is the chef forum after all.


Best case I think would be 15 second per craft. You must fully experiment. The devs can't expect people to sell items without using all your skills in making them. So 4 per minute. Lets say over 3 hours that would be about720 crafts. Which is an average buff session. Best estimate for experience would be about 200 per item(Noone would craft 720 of the same item to sell). Thats about 140000 experience.


Realize these are all singles. At this rate, it must be assumed that you are actually selling 720 singles per day.



There are so many assumptions there that would never happen just to get it to a somewhat reasonable amount of experience. In the months since the chef revamp I have received a total of just under 120k experience. For one line I need 7.5 million experience I believe. After 5+ months I am about 2% of the way there. So I've got about 22-23 more years to go. This is the same arguement that has been made over and over again. If the devs haven't seen it by now, they must be blind.



The issue still remains that a better solution is probably not possible with the exception of lowering the exp requirements.



My comparison to the current crafting exp is comparing it to a combat profession that only PvPs. They gain no experience at all through normal play. This is an exception though. I don't know for how many that is the case, but I would still guess a majority of combat profs do actually go kill things that would gain experience through normal play. This basically means a master crafting making 98% of their wares in factories and selling them to people. Drastically expanding usage exp is the only solution I see and I honestly don't see this happening. First of all it wouldn't help most of the major crafters as more than likely you would have to use factories placed by your toon.



I was happy with the new jedi path, but I'm not impressed with the huge increase in grinding. More than likely I will not open up my jedi slot on my alt. I have 3 unlocks and in the next 2-3 months I kind of doubt I will get all the exp needed. As for my crafter, I'm convinced that I will never get any FS skills. Grinding the same as 30 professions just for one line of exp is not acceptable. I can't even imaging it being acceptable to the devs, but it was overlooked because most of the skills really don't matter much.





Amandil Morier - Tempest - Master Chef
ChryssSR
Mon Sep 13, 2004 10:12 pm
#25






Ail wrote:

For crying out loud. Noone forces you to get force crafting. The bonus it gives are small enough that a non force sensitive crafter can still compete very well with a force sensitive one.

It was made hard so not everyone does it.... There's tonns of crafters complaining about the difficulty, but guess what ? SOE does not want a tonn of players to get it..........


And why does everyone look at it in terms of grinding and cost ?

Stop grinding and enjoy the game and force sensitive will slowly come as you keep running your business..

I know I have been force sensitive for 6 days now and so far I have trained novice and I have 40k crafting xp.

135k more and I get one box and I grinded nothing at all..........

I actually increased my profits working on getting crafting xp because I thought about it and decided to start working on a new market segment that does require you to handcraft armor....


Stop grinding and enjoy the game...........





What he said. For better or for worse, the force crafting skills will not make your product any better. What it will do is save you time and resources, but if you are diligent you will still be crafting the same quality as the guy with the force crafting skills. The only real difference is that the force crafter might not have to work so hard to get the top results.




Chr'yss Ta'baal
Master Heavy Swordsman/Master Armorsmith
Mor-Dan
Mon Sep 13, 2004 11:37 pm
#26

Ok, while i would normally agree that the grinding is bad, blah, blah, blah, as a person who had 4 free unlocks and took 3 of the 4 crafting trees, i am GLAD they set the bar so high. people going for Jedi have something to look forward to in the realm of PvP. trust me, it is worth it grind out those crafting boxes. crafters have some amazing things to look forward to in this tree. reduced crit fails on assembly, almost always getting great successess, and about 25% of your experimentation being an amazing success.

the only tree they need to fix is Repair. this has had no noticable effect on my repairs. if they set it up so that sliced weapons can no longer get a minor blemish repair, then they have cheated us. i would not suggest getting repair tree at this time.


it's is good that the grind is long for crafters. there's a brave new world on the other side of this tree, and it shouldn't be had in a 3-5 day grind.



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