Armorsmith Archive
Thread: The real problem
Ravanne_Esi
Thu Aug 12, 2004 9:02 am
#66
Actually most of the new credits that flow into the game come from combat missions. While you can make money as any profession the credits have to enter the economy from somewhere and most of that is from the combat PvE missions. Having large ammounts of resources may be a form of weath to convert this to credits requires someon purchasing the resources or the products produced from these resources, the credits that fuel these purchases come from combat missions for the most part. This isdue to ashort sighted and limited veiwpoint of the DEVs that the only way for credits to enter the economy is from missions and that the highest paying missions are combat missions.
Straker_Atrella
Thu Aug 12, 2004 4:05 pm
#67
Plus even when your planting Harvestors, you quite often need to kill lairs or deal with monsters by your Harvestors.
Harvestors also cost quite a bit of money, 130k for the good ones. Where does that money come from?
Whether you agree, or like it, a large portion of this game revolves around combat.
Tarnak_Archvold
Thu Aug 12, 2004 4:45 pm
#68
Combat is not the only source of credit inflow. Harvesters supply credits too. You seem to be falling into the same trap that many players fall into - making the assumption that combat is the sole credit source, and thereby ascribing to it a predominance that it has no right to.
You are wrong berry. Harvesters supply resources that can be sold for credit. Yes it can be seen as an income if you look at a single player, but when you look at the player economy as a hole only mission terminals provide any significance credit in flow.
SWG is a "bathtub" type economy. Credit flow in from mission terminals, and flow out of on maintains (harvesters among them), vehicle repair, skill training from NPC's, and shuttle fees. (and biggest of all PC cities)
So credit flow from combatants to crafters. However goods flow from crafter to combatants, a harvester do create value witch is increased by the weaponsming when he makes the resources in to weapons. The combatant then take the valuable goods (ie weapons and armour and so on) and trade them in to credit throe combat missions. And thus the circle is complete.
The faster the economy flow the more water there will be in the "tub" at any one time, and the easier professions like entertainers will have getting thair hands on credit.
Beery
Thu Aug 12, 2004 4:56 pm
#69
"Plus even when your planting Harvestors, you quite often need to kill lairs or deal with monsters by your Harvestors."
I've never had to kill anything by my factory, which is out in the bush. You don't 'need' to kill anything in this game.
"Harvestors also cost quite a bit of money, 130k for the good ones. Where does that money come from?"
Well, there are lots of options. The one that leaps to mind for me is this: become a musician,take a few entertainer missions while you're grinding to master, buy some metal andwood, and sell instruments. That will bring in a 1000% profit for each instrument, and about 10,000cr to 20,000cr per day. Also, become an image designer, you get 1000 to 5000 credits for each ID session (without doing stat changes). Put the money into buying a harvester (you need to sell 65 instruments to do this - that's around a week's work selling instruments), and you're on the gravy train without a single animal being harmed either directly or indirectly.Or alternatively buy raw materials off the bazaar terminals andstart DE or Architect. Sell houses andfurniture, or Entertainment droids. All this can be done without hurting a fly or engaging in any combat.
Tarnak_Archvold
Thu Aug 12, 2004 5:14 pm
#70
Explore mission on a speeder bike would be easier. And you get a 10 use bike rental deed with the new newbie quests.... that should allow you to run explore missions enough to but the speeder bike in the first place. Still the credit come from mission terminals.
Tarnak_Archvold
Thu Aug 12, 2004 11:28 pm
#71
SmedleyLlama wrote:Four uses.
Ok 4 use, but that 4 "call bike" and you do not have to dismount to run explore missions, so no autoscore. So if you can complete 10 explore missions a day for 4 days you have like 40k (I can get 1300 cr ones with no combat skills). It is not a insurmountable task, even an entertainer can use that to get quick starting capital.
Tarnak_Archvold
Sat Feb 19, 2005 12:28 am
#72
SmedleyLlama wrote:Four uses.
Ok 4 use, but that 4 "call bike" and you do not have to dismount to run explore missions, so no autoscore. So if you can complete 10 explore missions a day for 4 days you have like 40k (I can get 1300 cr ones with no combat skills). It is not a insurmountable task, even an entertainer can use that to get quick starting capital.
Hippiesum
Thu Apr 14, 2005 10:07 pm
#73
This is the real problem, WE CARE ABOUT OUR PROFFESION!!!!
We enjoy making armor, we enjoy collecting the resources, we enjoy working out deals with rangers to get the hide we need to improve our armor's base by 1%. Then we look upon that extra 1% as a new father looks over his child in the little plastic cart in the hosptial nursery.
We are not against change. We are against the complete destruction of all that we hold dear. We are against the removal of all of the reasons we do what it is that we do.
It was said by someone important (?) that things take time, and there are times that our concerns are not being responded to because they don't have time with everything else going on. If your child was kidnapped, and the police didn't have time to communicate with you because they were writing parking tickets you would flip out too.
It all boils down to the powers that be, completely underestimated how much we love what it is that we do. We never said don't change anything, leave it alone (well some of us did
All we asked was to acknowledge our concerns. Let us know you heard. Tell us you will look into it. When you enjoy and care about something as much as we do about our profession, you are quite protective of it. To the people in charge, it is just a small aspect of the game, to us it IS the game. If you want to make changes, that is fine, don't destroy it. Don't make it as brain dead as architect (I know, because I am both).
So if you have time to read the correspondence you recieve from the player correspondents, then take 10 seconds and say "got it, thank you. We'll look at it at our earliest convience". Then they come post that on the forums, seems to me what their job mainly should consist of. Then our little family says "ok, they heard. we will wait and see what they decide to do".
WE NEVER GOT THAT.No you kidnapped our child and never even called for the ransom demand. You left us alone in the dark scared of what was to become of the most important thing to us in the game that we love.
Thank you for your time.
And I really hope they do make some changes to the system as it stands on TC, because I can get into a fight on any online game. I cannot craft with different possible outcomes anywhere else.
NiBorg
Thu Apr 14, 2005 10:24 pm
#74
QFE
Hippiesum wrote:
This is the real problem, WE CARE ABOUT OUR PROFFESION!!!!
We enjoy making armor, we enjoy collecting the resources, we enjoy working out deals with rangers to get the hide we need to improve our armor's base by 1%. Then we look upon that extra 1% as a new father looks over his child in the little plastic cart in the hosptial nursery.
We are not against change. We are against the complete destruction of all that we hold dear. We are against the removal of all of the reasons we do what it is that we do.
It was said by someone important (?) that things take time, and there are times that our concerns are not being responded to because they don't have time with everything else going on. If your child was kidnapped, and the police didn't have time to communicate with you because they were writing parking tickets you would flip out too.
It all boils down to the powers that be, completely underestimated how much we love what it is that we do. We never said don't change anything, leave it alone (well some of us didAll we asked was to acknowledge our concerns. Let us know you heard. Tell us you will look into it. When you enjoy and care about something as much as we do about our profession, you are quite protective of it. To the people in charge, it is just a small aspect of the game, to us it IS the game. If you want to make changes, that is fine, don't destroy it. Don't make it as brain dead as architect (I know, because I am both).
So if you have time to read the correspondence you recieve from the player correspondents, then take 10 seconds and say "got it, thank you. We'll look at it at our earliest convience". Then they come post that on the forums, seems to me what their job mainly should consist of. Then our little family says "ok, they heard. we will wait and see what they decide to do".
WE NEVER GOT THAT.No you kidnapped our child and never even called for the ransom demand. You left us alone in the dark scared of what was to become of the most important thing to us in the game that we love.
Thank you for your time.
And I really hope they do make some changes to the system as it stands on TC, because I can get into a fight on any online game. I cannot craft with different possible outcomes anywhere else.
MrDecipher
Wed May 18, 2005 9:25 am
#76
well force defence works against drain. Sure you still lose 300-500 force but the person draining does not gain your force. Test it when full of force just set yur auto attack to drain and you will see your fotce actually go down while drainng a master defender.
iskareot
Wed May 18, 2005 9:36 am
#77
Sabonis-sr wrote:
RuytooBasgar wrote:
How Defenses are Figured in The CU
The way Defenses are calculated in Post CU is a lot different then post CU. Post CU, unless the move does damage on the initial strike, defenses will not be taken into consideration. What this means is if a move doesn't have any initial damage, then defenses aren't taken into account when the system calculates if the move hits, is lessened, or is resisted/misses.
I'd like to see proof of this, because I miss defenders a hell of a lot more than non-defenders/non-aura targets when I am trying to hit them with debuffs/roots/snares that do not do damage.
I agree with you but from alot of my testing this is actully for any skill at times. (I think there is a miss varible) in the code for the attack on a Defender that does not matter of what attack or action used on it other then heal.
RuytooBasgar
Wed May 18, 2005 10:09 am
#78
Another bump for the new Nerf Force Drain threads that popped up. 