Artisan Archive

Thread: A Galaxy of Adventure Awaits; crafters need not apply.

ToranTT
Wed Feb 18, 2004 12:44 am
#14






Br-10n wrote:

Well, it is a Multiplayer game. You could always, like ask some of the other players to help you out. Group and such-like stuff.








Well that is true, I have two chars so I can do both, but for those with only one char, and if you devote yourself to being a master crafter...well you're kinda committing to locking yourself in your room and never coming out. Now I agree with the other poster that for difficult things like the Peko Peko Albatros feather,large amounts of hide/meat/bone,it is good to pay someone else to go get it, or buy it from them after they get it (auction). However, I do think there should be things that allow the crafter to get out and participate in the game world more than just grinding items out for others.


Take the GCW, crafters should be able to make things that actively contribute to the effort of the combatants on the fly out in the field. You take healers with you into combat so you can have their immediate benefit...why not the same with crafters? Protect the smuggler for five seconds while he slices and disables the bases turrets...protect weaponsmiths while they disable minefields (that exists), etc etc, there are lots of opportunities for crafters in combat and that's just basic examples of what you can do in the GCW. Maybe you need some sort of bunker to assault a base from...get an architect to build it (kinda like a camp).


For quests etc, its the same deal. Speederbikes lets the crafter get through hostiles...but they have nowhere to go but their harvestors. Give them places to go and things to do when they get there, otherwise the crafter will get bored (like a couple of friends I know) and start giving up their crafting char in favour of their combat chars.


You really want crafted items to become rarer and good crafters to quit? Gotta keep their interest or you'll always be looking for a new best friend to make you stuff.


I'm sure SOE does things this way to encourage the multiple account idea (get more money out of the suckers), but there are quite a lot of people out there with just one char, and they don't get a second combat char, they just quit entirely. I can't count the number of Tailors/Armorsmiths/Weaponsmiths that have quit the game since I started last year...its a lot. I don't know why they quit, but lack of care is probably the underlying reason.



  • Get the crafters into the GCW.

  • Give the crafterscontent.

  • Give the crafters things to do.

  • Stop with the idea of 'grinding'.

  • Make crafting fun. (Get rid of CFs and micromanagement.)





Aeroun Sunflier
Master Musician
Master Teräs Käsi
Imperial TIE Pilot
Whrlwnd13
Wed Feb 18, 2004 10:38 am
#15







JansosHosphe wrote:


It would be SOO cool if the theme parks gave you stuff to do based on what skill tree you had chosen. Like a marksman gets a shooting mission, but an artisan gets something like that deadeye decoder thing from act II, where he has to go hunt for the components. A dancer has to go dance for some minor character, a medic has to craft a special drug, a... well you get the idea. All these missions should come from the same mission giver. And which one you get depends on which skill tree you have developed farthest.






I'm glad this isn't the way it works. I enjoy the combat missions. It would suck if I was limited toa crafting mission because that is the tree i'm most advanced in.


IMO having combat skills is important for an Artisan. It's a dangerous galaxy out there,and the MOBs don't check your skill tree before they start attacking, when you'reout checking harvesters.


I enjoyed the combat mission for the Shellfish harvesting tool. I wish that it would have been a little tougher. (Maybe the monks could attack instead of accepting the peace offering of the statue). Hopefully they will add more of the combat type Artisan quests.


For those artisans that don't have combat skills or thinkit's too tough,well they could be given the option of a different type of mission (for a different reward) or bring friends to help them, or don't do the mission at all.




Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
FeebleMan
Wed Feb 18, 2004 2:24 pm
#16




Combatants can't use the new Tailor schematics that the theme parks give out.



Thats not locked out, they still get to do the quest. Turn it around, imagine they couldn't even accept the quest without Tailor skills, that sums up the crafter adventure game.

"MasterTailor Looking for Group!"


"So what can you do?"


"I can make shirts."


"Sweet join our group! We really need someone who has absolutely no combat skillswhen we do the Jabba missions."


Flash25
Wed Feb 18, 2004 2:41 pm
#17

This whole thread points to one of the problems that MMORPGs have had up to this point. They all gear themselves around the combatants, and how to get equipment to them. SWG has gone toward fostering other professions, but combatants are still the focus. If my guy didn't have to get battle fatigue cured, I wouldn't go see the entertainers as much as I do.

Development should really be focused on creating a rich and vibrant trade and political environment. I got in on the latter portion of the beta, and one thing I noticed was that the most advanced players spent a lot of time away from the major cities, as the wilderness was the only place to put a house. Up and coming players seemed to be looking for a way to get out to the "burbs" as well. The community was forced to spread out. If people were allowed to hold real estate, setup shops, and run for office in the pre-made cities, Theed, Mos Eisley, Coronet, etc.., there would be opportunities for a more dynamic experience for the non-combat professions. Missions dealing with political intrigue, industrial espionage, trade between factions, not just Rebel and Imperial, could be centered around this.
EvilHairy
Wed Feb 18, 2004 7:32 pm
#18

booo freaking hoo


Non-combat players, pure artisan professions /whatnot are WEAK, The content they choose is tehre own and if they want to seek a audiance with the Hutt, then they better learn how to use a pistol. Its not like you need to be skilled in using a pistol either.



Jorgan Bradwisch
~ Master Weapon Smith/ Artisan/ Architect ~

~ Dark Star Syndicate Trade Corp. ~
"I only have one rule, it is: Dont break the first rule."

Jimpy
Wed Feb 18, 2004 7:35 pm
#19

I think of that song everytime I see the title



Blofeld Nosovik


Mystyrys
Thu Feb 19, 2004 6:01 am
#20

I enjoy being a tailor and merchant. It's what I did in beta and what I still wanted to do when the game went live. I didn't grind to Master; I took my sweet time and explored as much as I could, spending almost all I made on tickets to the next place to see. But I always wished I could go see the places the warriors came back to town talking about. The danger, the sights, the glories. Ruins and temples and caves and dungeons... I have seen none of them. Epic quests against Epic foes... I have done none of them.


My weak combat skills kept me from surviving so much as a glance at the foothills, much less the entrance to the adventure. 128m radar and burst run were my best friends. I surrendered Polearm 4 in favor of Novice Pistoleer. My friend and in-game Husband has helped me learn to equip for battle, and to make it home alive. I have learned the joys of shooping sprees on guns and armors. I have a loyal Crimson Guardsman who watches my back and dies in my stead When I leave the edges of Serenity Valley, I have my boon companions beside me... for I cannot survive alone.


And after all this time, successful in my trade, I still yearn to see all these places and do allthese things. I have dared to reach for a few.


I have stood in awe at the edge of the Sarlaac pit. Then had a nice visit at the cloning center. But I could not get past the first room of Jabba's Palace. I was in full fright and flight mode in my X34, as a kimogilla chased me out of Kimogilla Village. Cloning center. Huurtons and Pikets are my mortal enemies. Tusk cats know when I have bought a ticket from Tatooine to Naboo and await me on the edges of Theed. I hate Ben Kringal. AT-ST helmet. I wanted it. I died over and over and over. Mos Taike cloning centerwas my home away from home for two whole days. I left without the helmet. I ended up buying it off the bazaar. That just was not the same at all. I wanted to earn it!


And I think that is the pearl in this oyster. I don't want to hear about the adventures and glories. I don't want to barter with mercenaries for the spoils of war. I want to participate. I want to be a part of the story.






AFK is not OK
Clicky - AFKers are disruptive to my Gameplay - Clicky
**************************************************
Qitu &Tabu
T
ailor &Entertainer
**************************************************
*May your future endeavors prove to be
interesting and rewarding experiences that
fulfill your dreams and enrich your life.*

FeebleMan
Thu Feb 19, 2004 11:22 am
#21




EvilHairy wrote:

booo freaking hoo


Non-combat players, pure artisan professions /whatnot are WEAK, The content they choose is tehre own and if they want to seek a audiance with the Hutt, then they better learn how to use a pistol. Its not like you need to be skilled in using a pistol either.




Exactly. Beautifully summed up, a pleasure to read your entire experience.





Flash25 wrote:

This whole thread points to one of the problems that MMORPGs have had up to this point. They all gear themselves around the combatants, and how to get equipment to them. SWG has gone toward fostering other professions, but combatants are still the focus.




Incredible 2nd post. Which gets me to thinking about the concept of morality in MOGs...


Why is all conflict resolution handled at the point of a sword?


Does is say something about the maturity of the industry that there are few tools for non-violent conflict resolutions? Currently SWG doesn’t offer any better options for adventure than Grand Theft Auto. When all a player has is a hammer (blaster) then the whole world becomes a nail (victim). This rigidity in the missions sets up a singular answer to all problems, blast ‘em. Don’t be bothered trying to talk to the NPCs about other means of getting around a problem. Don’t bother trying to solve problems.


Back in Beta the devs made a video about game play where the hero of the clip was tasked with saving some farmers from pirates. In the video the hero and a helper blast the pirates and save the farmers. As a joke a behind the scenes making-of screen shot was released showing one of the pirates exclaiming, “What’s my motivation here? Can’t we just solve this by dancing?” Yeah that’s funny, its absurd. And a video can only show one option unlike a game which can have many. But is it absurd that the hero couldn’t have tried intimidating the pirates, or slicing the locks to release the farmers, or bribing them to go away, or even calling the authorities to come in and take care of the mess? Its kind of sad to see that the joke of that video has been carried out to its extreme. Its also insulting to entertainers, or anyone that wants to explore facets of gameplay other than just killing everything in sight.


One of my biggest fear is that the path to Jedi, which will soon be mission based, will just be yet another series of ‘kill everything in sight’ missions.

FeebleMan
Thu Feb 19, 2004 11:26 am
#22

"Your posting skills are weak old man..."




Mystyrys wrote:

And I think that is the pearl in this oyster. I don't want to hear about the adventures and glories. I don't want to barter with mercenaries for the spoils of war. I want to participate. I want to be a part of the story.



This was thepost I enjoyed reading, how that other tripe got mixed in is a testament to my handle...



janoshon
Fri Oct 01, 2004 2:07 pm
#23

People in here who write those "boohoo, buy a blaster and learn to fight" -messages miss the whole point. I got into this thread while searching for a rumoured artesan quest that is supposed to exist somewhere. I am not saying that each and every quest should have an artisan option, but getting into Jabba's palace is a perfect example. Why not have a crafter or a chef cook a certain kind of dinner - say, certain foods that have to be a certain level? Or have a bunch of crafting quests or theme parks with similar kinds of missions.

Yeah, my character is a master chef but he has some skill in rifle, for hunting. I am just not interested in quests that involve running around and shooting stuff. I think that in the end this would not be such a difficult thing to implement?
LadyGrey
Fri Oct 01, 2004 3:17 pm
#24

This game was advertised as being "fully experienced by even those who dedicated themselves to crafting professions." Well, there is no hunting party in its right mind that would include my character, because I simply get in the way of what is really truly important in this game, which is combat. My crafting skills are of practically no value in this game, the items I craft are not worth even a fraction of dropped loot out in the Puddle-Jumper's Cave. Look at clothes, most combat types prefer to wear black, and don't much care what they wear, because the clothes don't bestow anything special (unless you have bio-clothes, which are extremely limited in scope). Furniture just uses up space in your house that is better served by backpacks for your loot. There are only a few foods that really sell well, and most of those are related to combat types. The crafters that seem to make a lot of money are weapon and armor smiths, but only if they happen to pick a frequently traveled place to put their house and vendor. Droids, well, better to not speak much about droids. Bio-Engineers were nerfed by the CH nerfs, plus the fact that they have no way of knowing when they have created an "illegal" pet, until they have sold it to someone.


Crafters get the short end of the stick in this game. Because we believed we could develop a dedicated crafting character, and still fully experience the game. I suppose we should all bite the bullet, cut off one of our arms, and develop one of the combat skills. For myself, that just seems too much trouble.




/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
janoshon
Sat Oct 02, 2004 3:03 am
#25

Well, so as not to be overtly negative, I have to say that I find the crafting system itself to be well thought out and interesting (unless you are grinding, but hey, that's asking for it). It would just require the final step to integrate it better with the action of the rest of the game world with more quests and more interesting missions.
janoshon
Sat Oct 02, 2004 3:22 am
#26

Oh, and LadyGray, why should a crafter have to be a part of a hunting group? Everybody can't do everything, it would just be nice to have some quest-type game content for crafters that the combat-types can't do About furniture just taking space in the houses and people not caring what their character's clothes look like... I don't know, when playing with the role-playing oriented gamers, people spend a great deal of money and effort in furnishing their apartments and getting their characters decent wardrobes.
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