Armorsmith Archive

Thread: Fan Fest: Confirmation on force sensitive bonuses

guppi00
Mon Jun 07, 2004 6:37 am
#27

Say bye bye to the casual crafter, 10 point crafters have had a SLIM chance of survival, but thats over if this change goes thourhg.


Only those with 50M in skilltapes and a jedi will be competitive. Not good.



------------------------------------------------
Master Armorsmith Guppi
12 Experimentation points
Vendors 1Km SE of Theed -4171 3387

Thuminum Astwara
Fat, bald & happy Jedi Sentinel
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Numen
Mon Jun 07, 2004 9:27 am
#28

I don't see why a crafter can't work hard to get the +2 points from skill tapes. I was never given skill tapes, I started out at +10, moved to +11 and then got +12. I doubt anyone is going to refund my 30-40 million now.


Are +10 point crafters put at a disadvantage? yes, but many people here seem to think it is impossible to get the skill tapes for the average player. I worked my ass off to be a good chef. I have no doubt that most of the other 12 pointers in all professions did the same thing. People will still be able to get the skill tapes and go from +10 to +14.


I thought this way before I even starting crafting. Those that work hard at their professions should be rewarded. If the FS quests are insanely easy I might change my mind a little. At this point though I don't see that happening.



I actually see bigger harm coming to those professions where the extra 2 points means dabbleing in that profession makes you just as good as a master. BE and Architect are the first to come to mind. While you loose certain skills at Master, you can now create the other items just as well as a master.





Amandil Morier - Tempest - Master Chef
Ladywolff
Mon Jun 07, 2004 3:14 pm
#29

it completely sucks. sorry im visiting your forum from the weaponsmith forum but i've been depressed all day thinking about the changes and can't concentrate on work.My beef isSince when can a jedi "make" something better. I mean shoulda jedi smuggler also thenslice better too, ora jedi doctorheal more too? why should crafters, of all professions, be affected by the force! How unrealistic to the movie. I certainly hope i understand this wrongly, but is it that jedicrafter will be able to have 2 extra experimentation points, over and above any other similar crafter with the same wardrobe (i.e. sea's etc), all else being equal?There should not be an overlap of the force with crafting, just as there should not be with every other profession. 2 extra experimentation points DOES make a difference in terms ofmarketability.

my main gripe is jedi and crafting have no reason to overlap or affect each other. it is senseless. why crafting? completely makes no sense





--Ladywolff-
**Sith Apprentice - Syrene**
(Vendor "Ladywolff"on Tatooine, Bantha Plains (4748,8,-6586))
**Katrin'a Blade - 12pt AS/WS**
**Kristoff - Elder - Commando**

Meplorium
Mon Jun 07, 2004 4:03 pm
#30

This is a very clear and continuing progression. You start with novice artisan and work up from there. Granted given resources and some macros you can be a master armorsmith in a couple days. That is not how it should be, but is. From there you are not a 'true' master, as you don't have that many points, a good thing. You need to work on quests and saving up for skill tapes. This is the true progression from armorsmith to master armorsmith. With 10 points you can still make armor, though not the best. You slowly go from being a low price/cheap armorsmith to a more advanced one to finally one of the best in your galaxy. The key here is anyone can do it.


The only real problem is those 6-8 weeks where either you have the force char, or you don't. Either you have 14 points or you have no way of getting them till the next publish. Durning that time many crafters that have worked themselves up from 10 pointers to 12 pointers and are know as one of the best on their server will fall back to second class crafters again. That is the real shame of it, some people get demoted.


Once all the quests are up and working, becoming a 12 point smith hopefully won't be that difficult. Then it is the usual rat race for the skill tapes, however the difference between 12 and 14 is smaller than between 10 and 12. This does equalize things a bit in that reguard.


I think it is a great change, even though I don't care for this next step between the publishes.





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DirthNader
Mon Jun 07, 2004 8:49 pm
#31






MrMud wrote:


I will havea 14 point master the same day p9 goes live because i am going to turn my jedi into a crafting toon.






If someone on Shadowfire does that I will shut my doors. The bonuses need to be disabled until Publish 10 at the earliest.




The artist formerly known as Ittov
ChryssSR
Mon Jun 07, 2004 10:35 pm
#32

I am a bit torn on my opinion of this, but one thing that keeps cropping up in my mind. Is this force experimentation bonus going to act as more of a reward to those who did the hologrind early on or more of a punishment to those who stayed true to their original professions?


NowI realize the ability is there for people to do the quests and eventually gain the force experimentation bonuses. But now you are telling me that if I want to stay at the pinnacle of my profession I need to do these quests? Isn't it bad enough trying to beg, borrow, and steal SEA's to get an extra 2 experimentation points?


Also, with a combat revamp that has a general intent of lowering the effectiveness of items why is it that a system to add even more experimentation in being added? Seems like nerfing items and then adding in the ability to gainup to 14points and experiment even more effectively than before is counter-productive.


I don't know, just seems like the devs have thrown in the towel on triyng to keep Jedi rare and have decided to force everyone into being Jedi and pseudo-Jedi. Instead of Star Wars Galaxies the game should be renamed, Star Wars: A Galaxy of Jedi.





Chr'yss Ta'baal
Master Heavy Swordsman/Master Armorsmith
NinjasLovePirates
Mon Jun 07, 2004 11:51 pm
#33






Ladywolff wrote:
My beef isSince when can a jedi "make" something better. I mean shoulda jedi smuggler also thenslice better too, ora jedi doctorheal more too?


Um, Jedi can possibly do EVERYTHING better. Yes a Jedi Smuggler should slice better (although I don't think they're planning on doing such), and there is a FS Healing tree I believe, so a FS Doctor will heal/buff better.


Bickering about it here doesn't matter though, what will happen will happen.



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Tansun
Tue Jun 08, 2004 7:31 am
#34






Krallic wrote:
Wouldn't this give a penalty to the oldtime smiths? The ones that picked up the profession and stuck to it? None of us will most likely have the FS-slot at publish 9, so we will not gain any bonuses until pub 10 at the earliest. While the Jedi that picked up armoursmithing to fund their pearl and crystalpurchases thrive?

Or am I mistaken on when the changes will appear?





Krallic hit the nail on the head. Those oldtime and newtime smiths like myself who don't want to be a Jedi or FS will now practicly be forced to. In order to stay competative in the market. The only change may be some of the other comments made at FanFest about storage, static lots, etc. They may level the playing field just a very tad.



Tanson Yanshi - Working to Master BE once again.
KauriChumm
Tue Jun 08, 2004 2:15 pm
#35

First, just to voice my opinion, it sucks. And yes I do have a jedi, I'm only a 10 pt AS (Spend all my cash on pearls, can't afford tapes), but for existing jedi it's no good either unless you want to give your jedi by blowing 92 skill points on MAS. What I really don't like about it in general, even if it didn't stack, is you can dabble as a 12 pt smith in every crafting prof! And since you can master a prof in 2 days, and gather resources in 2-3 weeks, I forsee someone who want's to support his/her jedi stockpiling 12 pt schematics for every kind of crafting prof and making their own mall! I know it's extreme, and right now of course any 10 pointer can do that, but the extra 2 means alot, in every prof (cept maybe artisan).


Anyway, just so you guys know, the experimentation is 1 4 box tree out of the 32 (I think) required to be a jedi. So it should only take 4 quests, not the ful 3-6 months to become a Jedi Padawan.


Still, I think it's awful, I'd have to drop merch to get some elite combat prof, and hope that it's enough to get me through (Try doing the vette or DWB with a Master Crafter/ANYTHING, doesn't work). You'd prob have to go out of business for a while, or stock up crazy on schematics while you were working on it if it's as hard as it should be.

Like the WS said before tho, FS simply should have nothing to do with crafting (Although young Anakin was quite the DE....)



Chumm Forsalmon - Master Armorsmith/Master Merchant/Master Artisan
Scruff Forsalmon - Trying to kill stuff...
???? - Jedi Initiate patiently waiting for Publish 9
Members Of Foundation Stone
PadreBook
Tue Jun 08, 2004 2:56 pm
#36

Understand that armor is going to be nerfed to the nth degree so it will take 14 points just to get near what we consider the low quality stuff now.

In the larger picture, just having some people with the ability to make better stuff (than if the limit was 12 points) is going to be very significant and necessary.

Padre Book
Owner of 12 point AS suit, 14 point artisan suit, 12 point chef suit, 12 point structure suit, former owner of 12 point de suit, former owner of 12 points worth of clothing experimentation
KauriChumm
Tue Jun 08, 2004 3:05 pm
#37






PadreBook wrote:

Padre Book
Owner of 12 point AS suit, 14 point artisan suit, 12 point chef suit, 12 point structure suit, former owner of 12 point de suit, former owner of 12 points worth of clothing experimentation





LOL padre looking at your sig it's like you already are a +2 FS crafter.


But we can't determine how the points will affect armor post-patch, all this is speculation. If experimentation in general still works the same than you can still max the base with 8 points, so it's about putting 2, 4, or 6 points in HAM at that point, again assuming crafting is all the same. It seems to be that if a 90% effectiveness in experimenting yields 70% base armor in the current system, then 90% effectiveness will yield 45 or 50% (or whatever the new theoretical max is).

Another angle is that special effectivess may actually be desirable, instead or a burden in high level armor as it is now, This may lead to triple layered armor, which would be a field where a 14 pt smith would have a MASSIVE advantage over a 10 pointer.

The point is, we need to see whether it will be necessary or icing on the cake. And we need to see how hard he 4 FS quests you'll need to do (or 4 boxes worth of jedi XP) will be.


Although I still hate it, we shouldn't have to make these decisions...



Chumm Forsalmon - Master Armorsmith/Master Merchant/Master Artisan
Scruff Forsalmon - Trying to kill stuff...
???? - Jedi Initiate patiently waiting for Publish 9
Members Of Foundation Stone
destrkta
Wed Jun 09, 2004 4:50 am
#38

currently still bugged on TC2, don't get the extra experimentation points.




Rand al'thor, the masterful Bounty Hunter
The hunter that is now hunted
Only BH to solo kill and hunt a Jedi Master(pre cu) on valcyn /bow quing'tut
Bamboozle
Wed Jun 09, 2004 8:51 am
#39

This could be the straw that breaks the camel's back. If it meansI have to do the entire jedi grind in order to stay competitive, I'll just cancel my account.



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