Armorsmith Archive
Thread: FS Crafting Solutions
Dsabre wrote:
- for each "amazing" success 50% of final combine exp (hey they are quite rare unless you have the fs exp line already)
I don't think anyone said the crafting mods from FS are bad.. He was stating that Amazing sucesses in experimentation are rare unless you have FS crafting already.
Ail wrote:
If the crafting mods from fs are so bad, why are we writing a book about how to make them easier to access ?
I understand many people find the fs crafting requirements harsh. But asking for changes that will make it so that in 4 months a tonn of people will suddenly become Jedi without doing anything special is very unlikely to happen...
Jedi are supposed to stay relatively rare...........
The old hologrind was already quite bad, but suddenly it looks like every single character oneach server is working to unlock a Jedi...
In case you guys forgot, the more Jedi, the less economy because they don't use armor/weapons...
Dsabre wrote:
possible solutions:
1) reward experimentation/creating schematics...
- for each "good" success 20% of final combine exp
- for each "great" success 30% of final combine exp
- for each "amazing" success 50% of final combine exp (hey they are quite rare unless you have the fs exp line already)
- if someone experimented 4 points and got a "great" success they would get 120% of the final combine exp
2) account for tailors crafting in the following way:
- for each socket above 1 50% exp of final combine per socket (max of 150% bonus)
- for selecting a non-default color 20% exp bonus (clicking a different color shows thought...and takes time...)
the crafting grind is/was/might always be mindnumbingly boring...a power grinder can master a crafting profession in about 4 or so hours on the absolute low end...however that same power grinder can master sword/rifle in an hour...
of all the mods available through the FS trees...the bonuses from exp/assembly/techniques are only more useful than the vehicle line...sure it saves time...but every other line gives you something you might not otherwise have without spending a ton of skill points (i.e. the terrain negotiation in the survival line)
sure some people can/will exploit this to rapidly master the crafting lines...but its no different than combat characters breaking the geo cave merc room spawn...or everyone and his brother rushing out to buy C12 grenades since they give combat exp = weapon exp...and everyone (except wookies) can use C12's.
let the power gamers advance exceedingly rapidly...no matter what is done to try and control them...they will find a way. anything that slows down one of them for a week...will slow down everyone else for months.
If the crafting mods from fs are so bad, why are we writing a book about how to make them easier to access ? ![]()
I understand many people find the fs crafting requirements harsh. But asking for changes that will make it so that in 4 months a tonn of people will suddenly become Jedi without doing anything special is very unlikely to happen...
Jedi are supposed to stay relatively rare...........
The old hologrind was already quite bad, but suddenly it looks like every single character oneach server is working to unlock a Jedi...
In case you guys forgot, the more Jedi, the less economy because they don't use armor/weapons...