Armorsmith Archive

Thread: An appeal for the Force Sensative Crafter

johnautry613
Tue Sep 14, 2004 12:33 am
#27



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,



Lazurk Autry
12 Point Weaponsmith
Vendor Lazurk's Grenades
Lazurk's Forge
BarterTown Trading Post, Tatooine.
(-1850, -4900)
johnautry613
Tue Sep 14, 2004 12:34 am
#28




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.



Thansk you for your response,



Lazurk Autry
12 Point Weaponsmith
Vendor Lazurk's Grenades
Lazurk's Forge
BarterTown Trading Post, Tatooine.
(-1850, -4900)
johnautry613
Tue Sep 14, 2004 12:37 am
#29



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,



Lazurk Autry
12 Point Weaponsmith
Vendor Lazurk's Grenades
Lazurk's Forge
BarterTown Trading Post, Tatooine.
(-1850, -4900)
johnautry613
Tue Sep 14, 2004 12:39 am
#30




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,



Lazurk Autry
12 Point Weaponsmith
Vendor Lazurk's Grenades
Lazurk's Forge
BarterTown Trading Post, Tatooine.
(-1850, -4900)
HellMell
Tue Sep 14, 2004 12:44 am
#31


on top of that think about your precious economy, SOE. not only will this keep the resouce vendors going, but all the combat types doing rancor missions, bringing billions of credits into the game will make the last credit dupe look like a drop in the bucket.
Nacoa
Tue Sep 14, 2004 12:44 am
#32






johnautry613 wrote:




Tiggs/Thunderheart/All,



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.




Ding Ding Ding Ding!!!


You just hit on the reason. A combat player still has a game to play after they fill up their FS trees. They can be Jedi. Non-combat don't have anything to do after filling up their FS trees. So the treestake much longer to fill.





I'm baaaaaack
And it looks like I'll be going again.

Ipseck
Tue Sep 14, 2004 12:48 am
#33

You're spending 1 skill point for skills that would on average require you to spend 3 or 4. Suck it up. If you want to be the best, you have to work for it.

I'm sick of all this FS 'its not fair' bull crap. You know what's not fair? crafters don't have one ounce of risk involved in their FS quest. No risk of decay, no risk of dying, no risk of anything. All you have to do, if you choose is sit there inside your house, invulnerable to everything, and click buttons.

Even your cost analysis sucks. Along with that armor why don't you factor in the countless buffs, weapons, slices, and healing? stop it already. They made it easy to be a Jedi, now you want em to make it easier? screw that.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Meplorium
Tue Sep 14, 2004 12:55 am
#34

Actually the old system where you had to master only 5 professions was easier. If the combat class character is taking missions while grinding and harvesting animal resources, they will make a lot of money doing so. The crafter loses money doing so.


There are a lot of people doing these not for jedi but for a second character. Jump to light speed is coming with new races and shipwright. Many are looking at this chance for a second char to use that new content without leaving their old skills/char behind.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
johnautry613
Tue Sep 14, 2004 12:59 am
#35






Ipseck wrote:
You're spending 1 skill point for skills that would on average require you to spend 3 or 4. Suck it up. If you want to be the best, you have to work for it.

I'm sick of all this FS 'its not fair' bull crap. You know what's not fair? crafters don't have one ounce of risk involved in their FS quest. No risk of decay, no risk of dying, no risk of anything. All you have to do, if you choose is sit there inside your house, invulnerable to everything, and click buttons.

Even your cost analysis sucks. Along with that armor why don't you factor in the countless buffs, weapons, slices, and healing? stop it already. They made it easy to be a Jedi, now you want em to make it easier? screw that.




Let me help you with a misconception.


I already have a jedi. I got mine hologrinding.


You really have no idea how much money the combat side really makes till you run a jedi, believe me.


I buy buffs. I am careful. I CANT wear armor.....and I average 500K in PROFIT a buff set.


And this is not all about fair. this is about intent versus impact. Their stated intent was to make it fun. I must say, wholesale slaughter can be kinda fun. AND it is far better then sitting 'safe in your house' as you put it clicking buttons. Belive me. mastere 27 professions. The crafting ones were the worst if you had no real interest in the tree.



The unfortunate impact is as I have described above.





Lazurk Autry
12 Point Weaponsmith
Vendor Lazurk's Grenades
Lazurk's Forge
BarterTown Trading Post, Tatooine.
(-1850, -4900)
OrionSeven
Tue Sep 14, 2004 1:49 am
#36






Ybagi wrote:


Where were all the testers for this? its hard to believe this made it to live without anyone raising these same concerns that plague the boards now.








The reason it made it to live is because the TC2 people didn't test the crafting. Everyone picked up a ranged/melee combat profession for the grind.


I was there, and I was the only MWS testing the Force Crafting (to my knowledge). I didn't manage to even get the novice level of force crafting, the grind was so bad.


I don't think the devs gave a thought about this when it went live, otherwise they'd still be testing Force Crafting.



~~~~Ario Freelight~~~~
thessa
Tue Sep 14, 2004 3:39 am
#37

Force crafting makes a huge difference though, its worth grinding out the xp for. I haven't had a single fail in experiment since I used my unlock on the experiment tree.



Akag Starrange
Eclipse
Lurax
Tue Sep 14, 2004 4:29 am
#38

anyone who's ever said the holo craze was bad for the economy obviously doesn't understand the economy.



Arox Elodda - Valcyn
- Valcyn's first crafter with maxed experimentation and assembly bonus -
Now an apprentice Force-User
Emay Elodda - Shipwright, resource hoarder
Vendors at 1777 -5333 Rori, in Athens


Tirgwystraff
Tue Sep 14, 2004 4:29 am
#39

Factor this in. If a combat char wants to get Jedi, it's even easier than you think. Sure, it's 30 xp -1 FS xp, for weapons skill. However, with plain novice marksman/brawler etc , they can toss c12 grenades on quenker lairs. At 3k per kill worth of COMBAT xp, thats 3 combat xp -1 fs xp.

Myself, I am still handcrafting maberi like crazy. When I get completely caught up there ( as in enough suits to not sell out overnight) I will start adding a few hundred suits of padded. I handcraft everything but comp anyway, as it minimizes factory time, maximizes color selection. It just means my final combines tend to be great successes instead of amazings.



Newmoon Tirgwystraff
Resident of Mr. Ploppy's Turtle-Flavored Ice Cream Kingdom
" English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
Page 3 of 6