Artisan Archive
Thread: Do you like your weakness in combat?
Haruspex77 wrote:
I am a little suprised at the lack of content in the responses. Lots of fire, but nobody has really said any thing tangible about why being a crafter should mean you are gimped in combat. Yes, that is how it is now, but it doesn't have to be that way.
Because crafting professions are not combat professions? It would seem to me that "craft" and "combat" are quite clear, but you don't seem to understand the difference.
There were a few responses from people who don't care to be able to engage in combat. Fine, nothing proposed would make them do so. Those seemed the most constructive.
Typical. Listen to those who agree with you or don't care and Ignore the people who disagree with you.
Three so far commented that you can use some of your skillpoints for combat, and one suggested an alt. If you really want to identify with your character, and be the best crafter you can be, should that make you unable to do the monthly story? Choosing to have crafting skills on a character need not so severly limit what you do with the rest of the game.
I agree that there should be more content for crafters, perhaps filling an order for Jabba, or let architects build GCW buildings. But giving crafters combat ability is just plain dumb.
I liked the suggestion to "craft yourself an uber gun", which is kind of on-target. It isn't likely to happen that weaponsmiths would get certs to the weapons that they make, but it would certainly be satisfying if possible. It seems like the original plan for Droid Engineers was much like that, but got killed off by the same crowed [sic] flaming me here.
If possible? Pull your head out of your nether regions for a minute and listen to what everyone has been saying for days now. You can master Weaponsmith and the combat profession of your choice (except BH or commando) and make yourself the rarest, most powerful gun in the galaxy. There's no "if" about it, you can do it if you choose to. You just want to be able to master Artisan, Merchant and Weaponsmith, and still be able to kill whatever you want. Sorry, doesn't work that way.
The flames are not really a problem for me. I think having a lot of players able to grow into the use of combat droids through crafting advancement would help the game, but the flamers have shut down any discussion in that direction. I believe in freedom of speech, for myself as well as others. But I don't understand why this idea generates so much animosity.
Anyway that is how I handled the Artisan, Combat problem.
Violet Vette / Squiders, Radiant
MCM, Pistoleer, Scout / Artisian, Marksman, Scout
Haruspex77 wrote:
TheMalle wrote:
Omg Haruspex, youve been 1 staring us all? /corrects
Not me, I am interested in the reactions positive or negative to my original post. The (not unexpected) flame intensity is probably scaring off any positive responses though.
I am a little suprised at the lack of content in the responses. Lots of fire, but nobody has really said any thing tangible about why being a crafter should mean you are gimped in combat. Yes, that is how it is now, but it doesn't have to be that way.
There were a few responses from people who don't care to be able to engage in combat. Fine, nothing proposed would make them do so. Those seemed the most constructive.
Three so far commented that you can use some of your skillpoints for combat, and one suggested an alt. If you really want to identify with your character, and be the best crafter you can be, should that make you unable to do the monthly story? Choosing to have crafting skills on a character need not so severly limit what you do with the rest of the game.
I liked the suggestion to "craft yourself an uber gun", which is kind of on-target. It isn't likely to happen that weaponsmiths would get certs to the weapons that they make, but it would certainly be satisfying if possible. It seems like the original plan for Droid Engineers was much like that, but got killed off by the same crowed [sic] flaming me here.
The flames are not really a problem for me. I think having a lot of players able to grow into the use of combat droids through crafting advancement would help the game, but the flamers have shut down any discussion in that direction. I believe in freedom of speech, for myself as well as others. But I don't understand why this idea generates so much animosity.
'The flames are not really a problem for me. I think having a lot of players able to grow into the use of combat droids through crafting advancement would help the game, but the flamers have shut down any discussion in that direction. I believe in freedom of speech, for myself as well as others.'
Well, I can agree on that droids should be more viable in combat (destroyer droids, anyone?), kinda like creatures. The only diference I can see is that a droid is programmed to how it should work, and therefor as good as anyone would be able to use them, while creatures need to be tamed and kept under control to obey you (trust me, I have cats :smileyindifferent
, and I don't see that anyone would have the skill to tame and control, i.e., a rancor.
'But I don't understand why this idea generates so much animosity.'
Probably because the main reason eveyone in here (I think) has stated so far:
Crafters are crafters. They craft items, they do not fight.
Fighters are fighters. They fight, they do not craft items.
SOE has blessed us with the ability to be able to do both at once, I don't see why you complain. You can actually become a master in a elite crafting profession and in a fighter profession.
What did the quote go like?
"How many fight moves did you ever learn in art class?"
LadyGrey wrote:
OK, let's see what I can drop. I am a Master Artisan, Master Architect, Master Merchant, and have two full columns of Tailor. Uuuhhhhh, gee, there is nothing for me to drop. These are all needed skills, because I am a CRAFTER!! It would be like talking to a bounty hunter, and telling them to drop some skills so they can pursue some crafting ability. THERE IS NOTHING TO DROP! NADA! NICHTS!
Those are need skills because you're a crafter. But you still expect to be able to fight? Do you realize how little that makes sense? If you need to fight then you don't need to be a crafter.
Yes, if the bounty hunter wanted to be able to make a revealing fleshwrap, I think we should expect him to have to drop some fighting skills. Why should a bounty hunter have crafting ability? Likewise, why should a tailor be a competent fighter?
This is what I have fun at. And someone who has NO fighting skills (unless you include my UBER CDEF pistol) should have the ability to have SOMETHING that fights for them (like a good fighting DROID), because that would make a lot of sense. People that craft things usually understand machinery, and droids are machinery.
So you have fun at crafting and want to be a pure crafter, yet want to be able to kill things too? This isn't making sense to me. If all you want is to be able to survive a harvester run, a probot will do that for you. It'll give you time to run while it draws aggro.
If there were adventures that a crafter could go on, that would involve just knowing crafting skills, then nobody would consider asking for this. However, the game was (and is) advertised as being fully available for both combatants and crafters. So the game should allow for someone who is a full crafter to either have their own special adventures that the combatants could be envious of, or somehow allow the crafters to USE something that would protect them in the combatant adventures.
Where does it say that every feature is available to every profession? Anybody can do anything if they choose the right professions, but their professions determine what you can do. A pure crafter can't kill Tuskens any more than a pure fighter can build a suit of composite armor.
If there were adventures that a crafter could go on, that would involve just knowing crafting skills, then nobody would consider asking for this. However, the game was (and is) advertised as being fully available for both combatants and crafters. So the game should allow for someone who is a full crafter to either have their own special adventures that the combatants could be envious of, or somehow allow the crafters to USE something that would protect them in the combatant adventures.
Where does it say that every feature is available to every profession? Anybody can do anything if they choose the right professions, but their professions determine what you can do. A pure crafter can't kill Tuskens any more than a pure fighter can build a suit of composite armor.
Above that, as I stated before, you can be a master in a crafting proffesion (which I would say is making you a crafter) and a master in a elite fighter profession (thus making you a fighter also). You just doesn't seem to realize that acrafter do not have to be master in 3 crafting profs and dabble in a fourth. A master architect/master pistoleer would do as good architect stuff as a master architect/tailor.
Theres variablility in the game. Open your eyes and use it, if your not happy with what you use.
TheMalle wrote:
If there were adventures that a crafter could go on, that would involve just knowing crafting skills, then nobody would consider asking for this. However, the game was (and is) advertised as being fully available for both combatants and crafters. So the game should allow for someone who is a full crafter to either have their own special adventures that the combatants could be envious of, or somehow allow the crafters to USE something that would protect them in the combatant adventures.
Where does it say that every feature is available to every profession? Anybody can do anything if they choose the right professions, but their professions determine what you can do. A pure crafter can't kill Tuskens any more than a pure fighter can build a suit of composite armor.
Above that, as I stated before, you can be a master in a crafting proffesion (which I would say is making you a crafter) and a master in a elite fighter profession (thus making you a fighter also). You just doesn't seem to realize that acrafter do not have to be master in 3 crafting profs and dabble in a fourth. A master architect/master pistoleer would do as good architect stuff as a master architect/tailor.
Theres variablility in the game. Open your eyes and use it, if your not happy with what you use.
StumanKadir wrote:So give it a try, drop some un-needed skills and go and have some fun
OK, let's see what I can drop. I am a Master Artisan, Master Architect, Master Merchant, and have two full columns of Tailor. Uuuhhhhh, gee, there is nothing for me to drop. These are all needed skills, because I am a CRAFTER!! It would be like talking to a bounty hunter, and telling them to drop some skills so they can pursue some crafting ability. THERE IS NOTHING TO DROP! NADA! NICHTS!
This is what I have fun at. And someone who has NO fighting skills (unless you include my UBER CDEF pistol) should have the ability to have SOMETHING that fights for them (like a good fighting DROID), because that would make a lot of sense. People that craft things usually understand machinery, and droids are machinery.
If there were adventures that a crafter could go on, that would involve just knowing crafting skills, then nobody would consider asking for this. However, the game was (and is) advertised as being fully available for both combatants and crafters. So the game should allow for someone who is a full crafter to either have their own special adventures that the combatants could be envious of, or somehow allow the crafters to USE something that would protect them in the combatant adventures.
Look, we all know that the devs don't give a fig about the crafting professions. The only times the devs do anything about crafters, they screw up stuff. So actually, what would happen is that crafters would be allowed to use combat droids, and the droids would go insane and kill the crafters.
I am a Master Artisan, soon to be Master Droid Engineer and Master Pistoleer, I also have points in Merchant so I can have a vender or two.
When the one pet, one droid comes down the pike I will be able to have my lv10 razor cat and my probot outat the same time and not worry about some pesky critters when I goto my harvs.I might even be able to run loot-drop dungeons for schematics orpistols. I alsowould not do the dungeons solo sinceI am just a crafter/pistoleer and a WOOKIEE ie no armor (/grumbles another rant for another thread).
BoberFett wrote:
Where does it say that every feature is available to every profession? Anybody can do anything if they choose the right professions, but their professions determine what you can do. A pure crafter can't kill Tuskens any more than a pure fighter can build a suit of composite armor.
LadyGrey did not say "every feature" she said that the game was advertised as "fully available." Unfortunately, the way it is just now, most of the aspects of the game are not available to crafters who spend all their skill points in crafting professions. PvP, the GCW, quests, dungeons and more all require combat ability for participation, and constitute a majority of the content.
Worse yet, the only thing they get in compensation is the activity of crafting, they don't get any products that are unavailable to pure combat characters. In fact they can't even use all their own products. A pure fighter doesn't need to build a suit of composite, he can raise money running missions to buy one with comparable effort. Meanwhile, the pure fighters have no such limitations in trading, and need very few skillpoints to run harvesters well.
Crafters who have used all their skillpoints therehave as much effort and energy invested in the game as a top end combatant, but they are effectivly treated as newbies by all areas of the game exept their crafting tool.Even mission terminals (including Artisan missions) look at your combat level to determine the payout available.
The crafting features of SWG are nice, but you shouldn't have to sacrifice the rest of the game (or abandon the character you love) to enjoy them.