Artisan Archive
Thread: I have a solution to solve the grind, and the entire lower-level artisan economy.
Make each item require MORE materials to make, and give MORE experience per item made.
As far as the economy is concerned, make it so weapons and armor degrade FASTER, and food and powerups give BIGGER bonuses.
See there you go, no more grind, better economy. Seems simple to me.
People grind because they want to reach a certain goal. It's about getting somehwere else not being here. For most the artisan is a speed bump on the way to an elite profession.
Armor degrades based on the hits is absorbs. It degrades pretty fast right now
Weapons probably need to degrade a bit faster than they do now.
If you make all the artisan items take more resoruces to make, you also make artisan items cost a lot more too. For people who actually sell these items, I'm not sure its a good idea. Nobody wants to buy a firework that costs 1000 credits or most items on the artisan line. What makes artisan items sell well is the fact that they are fairly cheap and useful.
The more resources that you require to make soemthing the more it costs for the early crafter. The fact that newbie crafters don't have money to run harvesters, means they have to sample. Having items that can be created with a few resources means that a newbie spends less time sampling and more time making things useful. I think the artisan profession is just fine overall. It needs some adjustments and a few useful items, but you dont' want to hurt people who actually like to be artisans.
There could be some stuff added on the domestic line that uses more resources for grinding, but amror is a very good high resoruce item.
"A better solution would be to allow 'master' classes to drop the prereqs once they hit a new novice level .. ie .. Tailor could drop all the domestic arts levels.
This would 1) free up more points for higher level skills (which everyone wants) and 2) create a market for the lower level classes.
example: an armour crafter who gave up novice artisin would HAVE to buy fiberplast panels from a novice artisin.
its a win/win .. novice classes have a use now, their products have a use, and only they can make them. Once they get to their master class .. they will probally drop the skills in favor of using the points in something higher.
then someone who wants to play like 5 novice classes, will have purpose and still be needed."
Nice - I actually like that idea - it would also allow more class combinations in play. Additionally just because you could drop the ability doesn't mean you have to. Also when you think about it, most people in life lose the skills they acquire in the process of achieving whatever profession they earn a living at so it is more realistic as well. The only thing I would put on this is maybe when you get the elite you can "disuse" prior skills - not surrender. "disuse' would return half the skill points back to you instead of all. I am not sure that you would want for all the skill points to be returned. Additionally you would still lose the skills that you "disused". There are a number of reasons for doing it this way:
1. to make it not possible to run around with 5 elite professions - must still choose wisely
2. while you may no longer use those skills you invested some mental/physical effort to learn them - this reflects that
3. still increases lower level Economy as mentioned above in the original post. (and increase basic profession value)
4. still increases the range and points available for well-rounding of characters and investing in elite (and basic secondary) professions
Anyway just my 2 creds,
Rasorow
The grind is caused by players and not the game. The solution is to have fun playing the game and not mindlessly pursuing advancement.
The lower-end economy is fine, the bazaar rocks. It's hi-end that might be screweed an
A better solution would be to allow 'master' classes to drop the prereqs once they hit a new novice level .. ie .. Tailor could drop all the domestic arts levels.
This would 1) free up more points for higher level skills (which everyone wants) and 2) create a market for the lower level classes.
example: an armour crafter who gave up novice artisin would HAVE to buy fiberplast panels from a novice artisin.
its a win/win .. novice classes have a use now, their products have a use, and only they can make them. Once they get to their master class .. they will probally drop the skills in favor of using the points in something higher.
then someone who wants to play like 5 novice classes, will have purpose and still be needed.
[i believe this was the original plan in beta.]
excellent idea Rembrandt, though if thats so, elite professions should require more SKILL POINTS.
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A very interesting idea. I like it and dislike it at the same time... There used to be schematic revocation in beta (meaning that you couldn't make the easy stuff once you went up in skills) and it turned out that it was really hard to make anything if you couldn't get the parts yourself. That's why they have the system they have now. Of course with a much larger player base it might work now...
As far as the *grind* goes, I've done some grinding and some fooling around and i find both to be enjoyable... Grinding with Bone Armor isn't really too bad, just a couple hours to Novice Armorsmith from Eng IV for me. But I've also taken the time to sell basic food items and spent many hours just selling snacks, not trying to grind and discovered that i made far more exp than it seemed when i was making items. If you don't want to grind and you don't want to sell stuff as an Artisan, perhaps you should let a friend play your character until he/she gets that toon up enough xp for whatever elite class you want.
Chum, Wanderhome [Diviner of wisdom found while fishing for nibbles]