Armorsmith Archive
Thread: FS experimentation worthless?
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ChryssSR
Mon Sep 06, 2004 4:16 am
#27
DirthNader wrote:
Sev, your skipping over of the true "newb" period of armorsmithing is part of the arguement at hand. You made two important comments in your last post.
The first was that you cut your teeth in a profession that isn't quality-dependent. That's a huge, huge difference than the guys (like me) who cut their teeth in armorsmithing. Having the quality of your work evauluated by the consumer when you've barely got any credits to your name and you aren't working with the best resources is tough. Your success in the architect field and the millions of credits you aquired there let you skip right over that part of armorsmithing.
This is reinforced by the second part of your last post - that two weeks from dropping archiect you were putting out the best kinetic composite on the server. Again, it was your success in another field with drastically different requirements for success at all levels that gave you that ability. While many of us have memories of being a master with a few credits to our name, trying to make the best armor we could without the best resources, your concept of being a newbie 'smith is trying to find someone that will sell you the server's best resources for millions upon millions of credits. That's not being a newb, that's part of the life of an established master.
I'm a perfectionist as well. Believe me, I didn't rise to where I am on my server because I can play 24/7. I got there because I have, and have always had, extremely high standards for what I put my name on. I'm not saying we need to "defend" the newbie armorcrafter who wantes to churn out crap and gets pissed when it doesn't sell. I'm not saying I wouldn't love a couple of extra points, and some real character advancement that didn't involve killing tens of thousands of rancors with a lightsaber. I'm saying that under the original proposal of Force experiemtnation that the cost to everyone but the ultra-high end of the profession would have been devestating. That's why I was against the changes.
/agree
Sevarhin
Tue Sep 07, 2004 12:09 am
#28
Ittov, harvesters (my architectural speciality and how I made my initial reputation for crafting) represent a very quality-driven market, and that has been the case since shortly after I entered the profession. Even if you haven't paid attention to the profession (or the history of our server in leading that progression), you might have noticed my references to that in the post you replied to. Now, I'm all for interesting debate on professions, but I'm through commenting on diversion attempts.
This discussion is not remotely unique - it has gone on in every major MMORPG. And they all end the same way: lengthening the leveling process by raising the ceiling in some manner or another, either directly or through introducing complementary skills and leveling systems.
It's a fact that this reward degrades the level of competition in the field, when the original intention of the devs, as they made more than clear, was to improve it.
There's also a strong likelihood that, had the original plan been left in along with the holo free-pass system, you're right, it would have been a tragic implementation. But they were on the right track - and sooner or later, either the profession provides new avenues for growth, or people who could otherwise be enjoying that growth as a new challenge will feel stagnant and either find another profession or another game.
That is gaming history, and it's already been written.
This discussion is not remotely unique - it has gone on in every major MMORPG. And they all end the same way: lengthening the leveling process by raising the ceiling in some manner or another, either directly or through introducing complementary skills and leveling systems.
It's a fact that this reward degrades the level of competition in the field, when the original intention of the devs, as they made more than clear, was to improve it.
There's also a strong likelihood that, had the original plan been left in along with the holo free-pass system, you're right, it would have been a tragic implementation. But they were on the right track - and sooner or later, either the profession provides new avenues for growth, or people who could otherwise be enjoying that growth as a new challenge will feel stagnant and either find another profession or another game.
That is gaming history, and it's already been written.
Message Edited by Sevarhin on 09-06-2004 12:42 PM
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