Artisan Archive
Thread: So this UXP thing...
UXP is there but it is extremely minimal
how it works is the first time an item is used whatever it may be you get the xp from it, just once, and never more then the XP you gained from crafting it.
Honestly waiting on UXP to gain XP is not the smartest of ideas.
Craft, sell, have it in background, but do not by any means rely on it, you will be waiting forever.
{don't buy into the factory XP thing either, that has been gone from game for a long time}
The easiest way to see it is to craft some food. Note XP. Eat all of the food (the entire stack). Note new, higher XP.
Guru
Ah, yes -- usage XP. Another example of a brilliant idea that was never implemented with the fullness it deserved.
I should add this to my list of such ideas in the SWG had the framework for a great game thread....
Increasing UXP while decreasing crafting XP could have given crafting a very different feel. Instead of grinding Bone Armor Chest Plates or Gungan Head Statues or suchlike, we'd have had to concentrate more on selling what we make so as to gain UXP. That in turn would have increased the pressure to have more effective sales features (instead of the passive Merchant features we currently have), as well as to have things to make andsell that need to be regularly used.
Would that have made SWG more fun for crafters? Hard to say. I think so, but I could be wrong.
It certainly would have made SWG more unique. But apparently that's a Bad Thing.... ![]()
--Flatfingers
UXP was fully implemented at start of game , and I for am am very greatful is has been decreased to next to nil
People were handing out items for free while those who worked to start a business were getting walked on.
and I am extremely glad factory XP was wiped, people sitting afk between factories to level just wasn't right.
EDIT: I also do not think I should get craft XP for you eating, wearing, or shooting something I made.
I should get craft XP when I craft something.
Message Edited by Ani_cul on 06-08-2005 05:43 PM
I'll admit, I could be wrong, but I think it is this:
You can earn as much xp as you earned while making the weapon, by giving it to another person, grouping with him, and engaging in combat. So if you earn 100xp to make the weapon, you can make an additional 100xp by group and use.
It is there, but really isn't significant. It isn't worth worrying about since by the time you make that 100xp, you could have made 50 guns at 100xp each.
Message Edited by MurfThrelklya on 06-08-2005 06:40 PM
Well it looks to me that the current system seems the most fair solution. uxp is there for encourage people to use the things they make (although it could change so that it has to be sold at bazaar or vendor to stop people giving them away), but the bulk of the xp comes from actual crafting.
And I'm with you on the low factory xp rule, just unfair and not very hands-on crafting, which is what the job shouold all about!
Thx for all the info