Armorsmith Archive

Thread: An appeal for the Force Sensative Crafter

OckVofad
Mon Sep 13, 2004 1:04 pm
#1

If you have the resources this is not that bad a grind. I have gotten 75% of the way through the first branch. The biggest problem is the mind-numbing boredom of clicking into my macro.



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tRENCH
Mon Sep 13, 2004 1:17 pm
#2





Meplorium wrote:

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.




You do know that when JTL comes out ... you essential get 2 characters in one. The skill set you have now is for the land portion of the game and when you are in space you get an entirely different set of skills. 250 skilpoints to use on land and 250 skill points to use in space. SO essentially 2 characters .. 1 toon.



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johnautry613
Mon Sep 13, 2004 1:27 pm
#3








tRENCH wrote:


You do know that when JTL comes out ... you essential get 2 characters in one. The skill set you have now is for the land portion of the game and when you are in space you get an entirely different set of skills. 250 skilpoints to use on land and 250 skill points to use in space. SO essentially 2 characters .. 1 toon.







um......unless something has massively changed. I don't think you are correct.


The pilot professions are 'free' But you can only get any one of those at any one time.


The Shipwright/Starfighter engineer's points will come outof the current skill points you have.



this was at least the latest information I could find on this.



Lazurk Autry
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WindSerpent
Mon Sep 13, 2004 1:39 pm
#4

I wish they would make it so that us crafters who want todothe Force Sensitive Crafting Treescan actually produce goods for sale that are meaningful to get the xo that we need for the trees. Marco crafting does not do the economy or the crafter any good, except getting the xp. The combat profs get to kill stuff to get thier xp. They can get loot from these and many are probably doing missions to get credits. The more that good quality goods are introduced into the game economy, the better. This should be encourged by the FS Quests more than grinding is.



Shadowfire
Esomi Aomuspea
Higginsis
Mon Sep 13, 2004 1:45 pm
#5

Hm good points, but the amount of xp was put in place simply put in place to stop grinders from doing the "easy" parts first. If the crafting profs were given a reduced conversion rate then everyone would just use 3rd party programs to afk craft. At least with combat being necessary even after master, weapons get used quicker as does armor and food, benefiting the economy much more than people just bulk buying resources, sitting in there houses and crafting it.

I think the rewards for the dedicated crafters who choose to take this hard and long path to FS crafting should indeed be given more than a amazing success bonus, all the work that goes into these FS skills imo deserves the extra 2 points that were proposed, otherwise i see no real incentive to do these quests.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

Zorkk
Mon Sep 13, 2004 1:48 pm
#6

/agree!


It's OUTRAGEOUS... us crafters are expected to spend wacks of cash, on resources to grind, and not make any return on. meanwhile the combat classes are happily gaining xp, gaining money, all at a much faster rate the us crafters can. I'm not falling for it. The FS trees could be nice to have, but from what I can tell, they won't make a huge differenc ein the quality of produce i can produce.the experimentation line won't even give you points to spend experimenting anymore!~ whatta waste!


for a RPG game, there's so little RPG elements... where's the hours long quests?? Why can't they write us quests to give us FS crafting xp.... very similar to the unlock quest, only far more intense, requiring us to travel all over to pick up key resources (or special ones at that) from all corners of the galaxy, make it require 3-5 levels of subcomponents to be crafted, before the final build....and then when we have it all together, and are about to make the final build, make it a 75/25 change to succeed/fail, and if we success, give us10Kor 50K of FS xp.


I could happily write countless quests of this nature, and other themes which would be much more FUN for us crafters, than the mind numbing, carpal tunnel inducing clickfest they've given us.


They key here is FUN... right now, getting FS for crafters is all work, there' s no fun involved in it at all. At least the combat characters get to run around and kill things, while still mindless, is a lot more entertaining than what we're forced into.


Z




Zorkk the Droidsmith
Force Sensitive Crafting Master
Mayor of Mos Athens, Tatooine


Asir_SWG
Mon Sep 13, 2004 1:55 pm
#7






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.






Problem is you can go and get force sensitive XP just doing your profession, I can not... The way I work now, using factories for the bulk of production as that is the only way to get the best quality, I need to sell about 25 billion credits worth of armor.... That's not going to happen in my lifetime, so I have no option other that to 'grind' pointless items that have nothing to do with my profession.


Also - you get the advantage of a master profession to speed things up, we get nothing for mastering our profession to make things go quicker... I would like to see you get the force sensitive tree's with only novice marksman. If we need to grind XP that's effectively all we have to use.


This system was not thought out well, I am not complaining because it is hard, I am complaining because it is near impossible!




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Malitevv
Mon Sep 13, 2004 2:00 pm
#8

maybe it is a crazy idea, but I think they should give you less experience for chosing the "practice" option when crafting. This would at least reward crafters for trying to contribute to the economy. I doesn't directly address the issue mentioned here but it at least doesn't reward players for destroying everything they craft.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Ybagi
Mon Sep 13, 2004 2:09 pm
#9

I think a big problem with presented possibility to grind or not to grind is that it will take alot of crafters out of the market while preoccupied with grinding.


There is already a huge increase in demand for weapons, especially grenades now, taking more crafters out of the equation will just make it worse.


The last few monthsI had been exactly as busy as I wanted to be making 5-10 weapons a night, but the last week has pretty much cleaned out my vendor, I will have to craft alot more now to keep stocked.


There has to be a better system.


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.





Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
Buzz1096
Mon Sep 13, 2004 2:11 pm
#10

Two words: Credit Sink


If the devs can find a way to get credits out of the economy they do it. Grinding burns credits, therefore grinding is good for the devs.



Drege Duece
Master Smuggler
Master Doc
Generally Stoopid for Speccing this way...
Malitevv
Mon Sep 13, 2004 2:18 pm
#11


yeah. but I don't think that's good reasoning. players who want to get there as fast as possible are going to grind practice even if it is slightly less xp because it's easier for them to macro and doesn't require them to constantly delete things from their inventory. so the "credit sink" is there either way.


I don't think it would hurt the credit sink much at all to give those who actually want to try and roleplay their way to their xp goals (by really producing products when they craft), some small xp reward for doing so.

Message Edited by Malitevv on 09-13-2004 02:21 PM



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Ail
Mon Sep 13, 2004 2:20 pm
#12

For crying out loud. Noone forces you to get force crafting. The bonus it gives are small enough that a non force sensitive crafter can still compete very well with a force sensitive one.

It was made hard so not everyone does it.... There's tonns of crafters complaining about the difficulty, but guess what ? SOE does not want a tonn of players to get it..........


And why does everyone look at it in terms of grinding and cost ?

Stop grinding and enjoy the game and force sensitive will slowly come as you keep running your business..

I know I have been force sensitive for 6 days now and so far I have trained novice and I have 40k crafting xp.

135k more and I get one box and I grinded nothing at all..........

I actually increased my profits working on getting crafting xp because I thought about it and decided to start working on a new market segment that does require you to handcraft armor....


Stop grinding and enjoy the game...........




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Gizmarke
Mon Sep 13, 2004 2:24 pm
#13


Apples and oranges my friend. I see your point. From the perspective of skill point investment all professions costing the same amount of points should have the same requirements. But they're two completely different kinds of professions. Crafting and Combat are two opposites in this game. 5 to 1 xp conversion really isn't that bad. Everyone is impatient and disheartened about the long grind that the FS quests amount to. But it really just depends on your perspective IMO. The design I believe was to reward the player for 'normal play' not grinding (like the profession grinding under the old system) AND at the same time getting closer to being a Jedi or getting FS skills, doing whatever you like doing. And I like this system because it is so flexible. Its more about doing what you like doing. If you like what you're doing, it isn't a grind, its a game.

Good luck!


Edit: About the 2 experimentation point bonus. I don't think that it would be a balanced reward. It would give the lower chefs an even more uphill battle against those already established Master Chefs. Perhaps an improvement of the mods to make them more noticeable? Or some way of displaying what it would have been without the mod and with the mod so you can see how itchanged it? I just did a batch of brandy with my assembly and experimentation FS mods and I can say I was very pleased with the results. But I didn't do any more testing, I just did a first combine and thought, wow, that was a lot easier than before I had the mods. But it could have easily been from the resources alone. *Shrug*. Alot of mods aren't working now. So a confirmation and/or improvement would be nice. But the two extra points to make people 14 point chefs would be destabilizing IMO. Though of course I'd love the extra points to work with.

Message Edited by Gizmarke on 09-13-2004 02:29 PM




-Castin Donn
...has mastered the Pilot profession
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