Artisan Archive
Thread: Give us a Dont Build option to save both clicks and database space
Hi,
I would like a check box on my crafting tool that says "Dont produce the item". It would still consume the goods and grant the xp as normal. The difference is no item would be put into the hopper/inventory. This would have two benefits:
1) Reduction of carapal-tunnel syndrome by eliminating some clicks in the "grind" process.
2) Reduce the number of items in the server database (which recently had to be fixed on starsider) held after deletion because of crafter grinding.
If this problem was big enough to put the server down for maintenance.. then I think it would be well worth taking any steps we can to reduce the number of manufactured and deleted items cluttering up the database in case of a refund need.
Regards,
Artuk
Not sure if it an option that can be implimented, but bump this. I know I hate having tons of barrels and other items cluttering up my inventory...
"was never" is correct. However, that focus changed during beta 3. The need to balance too many artisans for the amount of potential customers and exploits that could result from high uxp returns caused something of a design shift. What we have now is a comprimise where you can supplement your grinding xp with uxp.. but few are going to be able to completely support themselves that way.
My issue is about addressing what is really there. Certainly, thoughtful players will still try to gain UXP. That doesnt mean players wont still want to grind out a few items while waiting for the shuttle or some such. I just want to make an unpleasent process a little less unpleasent while at the same time helping to alleviate a database problem that resulted in the need to purge deleted items from Starsider's database a few days ago.
Regards,
Artuk
I'm not ready to embrace your idea, I have a quick question tho.
If harvesters paid GCXP instead of structure, don't you thing 'grinding' would become less common? There is a market for them, and they pay uxp 50/50.
Bianca Minola
Yes but then you never could get to architect sence it needs structure exp to get to novice. I might be wrong but I think they need structure exp to buy novice.
BiancaMinola wrote:
If harvesters paid GCXP instead of structure, don't you thing 'grinding' would become less common? There is a market for them, and they pay uxp 50/50.
No, you need GCXP to novice Architect, but you need structure within the architect tree.
Bianca Minola
hmm this idea is interesting but iam not totally sure I like it. Its a toss up between not wanting to see 100's of the same item at really low prices flooding the market and wanting each artisan to try and sell their wears and not just dystroy them. Iam afraid this is going to encourage people to just make away and not even attempt to interact with the economy till they get to the top of their profession.
/stand
"Hi. My name is Artuk. I am a grinder".
(audience claps)
"It started with little things. You know. Bofa treats. Survey tools. I couldnt stop. It was out of control. Next thing, I was grinding wookie pants, air cakes, and power ups."
(audience nods)
"It all started when they made it so I didnt have to delete items. Before that, I was always scared. I mean.. I knew the fastest way to earn xp was to make 78,428 wookie bras, but I the fear of having to delete held me back. Once that was gone, I couldnt stop grinding."
"Day. Night. It didnt matter. I even harvested my children for meat and hide to make Jawa Pockets. I was out of control.. I curse the day I was encouraged to grind when the devs removed the need to delete items.."
"Thank you"
(audience welcomes the new member of GA)
Jasarina wrote:
hmm this idea is interesting but iam not totally sure I like it. Its a toss up between not wanting to see 100's of the same item at really low prices flooding the market and wanting each artisan to try and sell their wears and not just dystroy them. Iam afraid this is going to encourage people to just make away and not even attempt to interact with the economy till they get to the top of their profession.
I would be very surprised if this had that effect. People who are going to grind are going to grind regardless. Its just a way to remove a needless inconvenience. The database bloat issue is a very real issue since deleted items are kept in the database for four days after they are deleted. An item never made need notever enter the database at all.As a starsider, I think this is an important consideration.
I am not really a grinder. But, on the rare occasions when I do decide to run some things out, I would like to minimize the clicking any way I can. I had enough of that skilling pottery and fletching in EQ. The database issue only adds to the benefit.
BiancaMinola wrote:
I'm not ready to embrace your idea, I have a quick question tho.
If harvesters paid GCXP instead of structure, don't you thing 'grinding' would become less common? There is a market for them, and they pay uxp 50/50.
Bianca Minola
Well.. actually.. that would encourage me to grind. I dont mean that argumentatively. Its really true, and I think it is why you do not get GCXP.
Consider.. all general xp is awarded based, roughly, on the amount of material that goes into an item. So, an item that takes 20 resources will give twice the xp that something with 10 does.
Consider how much resources goes into making harvesters. It would reduce the need to click relative to your resource productionand make the deleting irrelevent. Grinding is just a way to directly transform resources into xp, and the more material an item takes, the easier this transaction becomes. I am pretty sure this is why they do not give crafting xp.
The amount of xp it takes to advance architect is high in part because the xp rewards of the product is so high. Crafting levels are far lower, and people with some harvesters on ore, aluminum, and steel, would easily craft through master artisan in a day or two using parallel crafting tools.
Regards,
Artuk
I think that 'removing the inconvinience' just green lights grinding as a legitimate playstyle - ok that probably wasnt the best choice of words but I think we can all agree that 100% of artisans grinding wasnt what they had in mind. In that instance I wouldnt be suprised to see a massive drop in the amount of goods for sale (because only those who had peaked would be selling) and the low end economy goes down the plughole (because everyone is running missions to pay for harvesters/generators to support their grinding because they're not making anything that goes on sale)
The way the system stands currently only the most dedicated/desparate/insane players would choose to grind - while I respect their dedication to the goal, I personally think that this lessens the game for these players (whether they realise it or not) a good example would be gringing all the way to Droid Engineer only to discover how gimped it is. Sure the top level trees can be reached by 'powerlevellers' in a relatively short time span (compared to existing MMORPGs) but most people dont appreciate why this is the case - the point of the game is _not_ reaching the top end of a profession, part of the game is the journey and player who reach these goals too quickly are very likely to become bored with the game soon after (because they are the achiever/powerleveller/powergamer types)
Not trying to sound sarcastic or rude,
but is this a joke,
you just have to check the practice box on step 6 of crafting an item, and until you uncheck it everything you make is in practice mode
it not only doesn't produce the item, it gives you 5% extra overall xp
Seriously did I misunderstand the question, I feel weird responding too this, I am on Eclipse, does anyone else have this option?