Artisan Archive

Thread: Which crafting prof is taking the worst hit?

Kryxal
Sun Apr 17, 2005 6:53 am
#1

Added note about the doc andCM crafting ... the items go from required to useful, and the CM resource requirements look nasty.



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
Chickenlad
Sun Apr 17, 2005 12:37 pm
#2

Been away for a while. I was a doc/cm/architect/chef/be/artisan...seems like docs are getting hit the hardest. Opinions?
Giamai
Sun Apr 17, 2005 12:50 pm
#3

doc and cm...crafting lines moved to BE


chef is in wait and see mode...it isn't quite clear what will happen just yet since most foods currently affect nonexistent stats with the CU, chef may become superfluous


armor ... yeah, dangerous to even look at their forums


weapons taking some hits on how levels determine weapon certifications but don't get me started on how much i really hate the level system


artisan is losing bone armor and changes in how powerups work but not being hit too badly overall


there are some changes in the way that experimentation is being done that actually affects all crafters. we will see what ultimately shakes out in that regard. in addition, combat wise, pure crafters are limited to level 1 and therefore will be killed by anything that moves.


there ya go...cliff notes. see individual forums for flames.


wb



TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
Chickenlad
Sun Apr 17, 2005 12:56 pm
#4

Seems kinda like crafting is being downgraded in importance, which is sad.


By far, the best thing about this game, imo, was the crafting system and resources. Combat, yawn. Jedi grind, double yawn.
jason67
Wed Apr 20, 2005 10:36 am
#5

By far the Armorsmiths are being nerfed the worst. Here's a list of some of their major problems at the moment....


1 - Resource stats changed(changed from SR/OQ to DR/OQ, making the majority of their stockpiled resources completely useless)

2 - Armor now requires many more specific resources

3 - organic requirements have increased by 200-300%(hides/bones etc...)

4 - experimentation on armor is now a single line

5 - each style of armor can only be worn by roughly 3 profession types.

6 - increased factory time

7 - combat is now level based making armor do very little for protection, making it nearly worthless especially at the estimated 750k-1.5mill that it will now cost based on current estimates and changes to resources.

8 - Interwoven RIS armor does not properly convert giving only the equivilent to a non interwoven piece.

9 - due to the experimentation changes our 12pt experimentation suits are now totally worthless.


hmm... I'm sure I missed a few as well but that should give you a general idea of how shafted AS's are. Most the current AS's I know are giving it up or leaving SWG all together because of these changes. There is simply no point to being an AS anymore. It will essentially be the same thing as a tailor or architect, throw some resources in and push a couple buttons, having a 12pt suit won't effect you anymore, your goods will be identical to every other AS's and your final product is ultimately useless except as a decoration.


On a side note they have at least started to address these issues but they won't do enough to keep most the AS's. They did change #1 back to how it was originally, and reduced #3 by a bit(though still a significant increase). What most of the AS community is up in arms about is the experimentation being totally dumbed down and making our 12pt suits completely useless.





HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
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faarsider
Thu Apr 21, 2005 7:47 am
#6





jason67 wrote:

There is simply no point to being an AS anymore. It will essentially be the same thing as a tailor or architect, throw some resources in and push a couple buttons, having a 12pt suit won't effect you anymore, your goods will be identical to every other AS's and your final product is ultimately useless except as a decoration.





does this mean you don't use high BER mining installations think thats a bit harsh on architects we do experiment we do search out key resources when they spawn to make the best we can and don't just throw in some resources

I understand your frustration over your issues and yes you have been shafted bigtime but there is no need to slate another elite crafting profession(one that without you would not have been able to effectively craft the way you have pre-CU)
Notriks
Thu Apr 21, 2005 11:14 am
#7

I think just about every Artisan feels their own sector is being most harshly hit. I'm grinding up DE, and just started Architect as well. The DE Forum is full of discussion, and plenty have said their leaving or have already gone. I'm a bit too new to the game to be able to form or offer an opinion (hell, I only just discovered experimentation two days ago) so I'm gonna wait and see what happens. When I joined I was impressed by how much thought had been put into the Artisan professions, and how much variety there was. Hope it stays worthwhile doing this stuff.
Slysix
Fri Apr 22, 2005 1:54 am
#8

I don't know who's the worst hit...but I can tell you that shipwrights don't seem to be affected by the CURB other then trying to get to/or set their harvesters at hostile locations.

Smart_Darwin
Fri Apr 22, 2005 7:43 am
#9

The nice thing about being an architect is that we are ALWAYS ignored. Our profession is virtually untouched by this upgrade, except that we are all now kreetle snacks.



Success is not sufficient; others must fail.
Mcgreag
Fri Apr 22, 2005 9:22 am
#10

As an armorsmith I would like to say AS but the docs are just sooo much worse of than us its not even funny.



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
Hoshi - Infinity - Master Armorsmith - Member of Talus Trade Syndicate - RIS certed.
ShugFlurry
Fri Apr 22, 2005 9:51 am
#11

Weapons made by a 10pt n00b ws can get to the same stats as a 12pt 2 year vet. Theres a huge really low hard cap on DPS, break it on crafting it'll give you a system message, any points put in are useless. Slicing now has no bottom cap.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
sciguyCO
Fri Apr 22, 2005 10:00 am
#12

Doc/CM are no longer "crafting professions". All medical crafting got moved to BE. This is probably a good thing for docs who only want to heal, or pre-CU docs who only want to craft (although BE still has a scout pre-req that I thought was going away, that might make the respec difficult). Players who want to do both are going to have to make some tough choices.


The changes to Armorsmith crafting are a pretty serious simplification of what was (I heard) an enjoyable, challenging process. I'm not sure what can be added back and still remain consistent with the new process, although some of Okram's suggestions (splitting melee/ranged and elemental resists into separate lines, etc) seem reasonable.


Chef hasn't taken any "hit" to our actual crafting (all resource requirements and resource stat contributions remained the same). Our worries are about the inability to stack food buffs (can't eat two doses of one food, and can't eat anything that buffs any stat already enhanced by a different food), the desirability of buffs in a "CL trumps everything" environment, and a bunch of actualbugs that may or may not get fixed before CU goes live.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Zhundult
Fri Apr 22, 2005 4:27 pm
#13






jason67 wrote:


hmm... I'm sure I missed a few as well but that should give you a general idea of how shafted AS's are. Most the current AS's I know are giving it up or leaving SWG all together because of these changes. There is simply no point to being an AS anymore. It will essentially be the same thing as a tailor or architect, throw some resources in and push a couple buttons, having a 12pt suit won't effect you anymore, your goods will be identical to every other AS's and your final product is ultimately useless except as a decoration.





Does this mean you'll have to charge no more than 3 cpu for your goods, and still have people complain that you're ripping them off too?




Soawav
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