Bio Engineer Archive
Thread: Fan Fest Q&A involving crafters.
It wasn't bad enough that you could only compete on the market if you were a master, now you have to be an FS/Master to compete? Advanced Advancement system, what a crock, this is something you will HAVE to do to stay competative, not something youcan "choose" to do. To be honest this will put an end to all the Chef/BEs and Tailor/BEs out there because they will have to get the FS boxes for their primary crafting professions to stay alive.
Talthazar wrote:
Is this really a bad thing though? Many have been complaining about people just picking up BE skills to do tissues themselves and leaving BE's in the cold in sales. If chefs and tailors have to drop BE to compete in their prefered craft wouldn't that mean more interdependance and sales for us? Further, how many of these would we really need? It's been said many times that we often have experimentation points left over when crafting so why would we need more to be competitive? I can see this with crafts like Chef, Armorsmith and weaposmith that have multiple experimentation lines but not for BE were we really only have one for most of our products.
I will agree with Talthazar here. This is the unfortunate consequence of only allowing one actual character slot per galaxy. (FS Character slot not withstancing.) I am not entirely uncertain this was not the major factor in the dricison to allow one character per galaxy either.
In any evern it will serve to "Thin Out" the competition for us dedicated BE's and spread the wealth around a little. I know that I mave maxed out my abilities today in fact by dropping ALL combat on Pawnee (My Master BE on Valcyn) and dedicating her strictly to crafting, making her a Master Merchant and a Master BE with some surveying skills for doing the mining thing for her resources. And I feel good about the decision. As a combat character she was totally useless against anything above a Gnort!
It always irritated me to find a Master Chef or Tailor and make my sales pitch for tissues only to be told they made their own while I had a vendor sitting with BSN-84's and IM-115's just gathering dust at 25% under current market prices. I think this is going to make things a little more like the Developers untended..... well, at least how I *HOPE* they intended..... without some sort of carved stone tablet or sign from the heavens, who knows what they really intended!
Albion,
I agree. For me this is an absolute disaster and will probably make me quit the game. It's what I'm most upset about. Even if it weren't for the skill points, it would still be a disaster for me because what I anticipate is having to give up my crafting for some silly combat template just so I can do the Jedi silliness and get force sensitivity, then pick back up my crafting, only I'll now have less skill points and won't be able to do it any more. The ironic thing is that I'm not a holo grinder now, but this change, implemented to discourage holo grinding, is likely to turn me into one if I decide that it's worth sticking with it.
What does irk me is that I am hearing contradictory statements on unlocking. One says we do not have to change our template, the other says we have to spend these 24 skill points. I would like some clarification on when we unlock and if we really have to change our skills to do so.
Meplorium wrote:
It has been change too enhanced experimental success, not more points because of whining like this. Personally I like my games a bit complex and challenging. The possibility of going out and doing quests to get better at what I do is very attractive. Much more so than say grinding all day long to get master and then that is that. When I am looking for a simple easy to do game, I play windows solitaire. Actually it is the most played video game in the world, give it a try.
I'm all for challenge, and I'm all for complexity, but when I look at the Jedi stuff what I see is... grinding.I dunno, maybe I'm wrong, I haven't kept up with it. But unless there is a way for a combatless crafter to acomplish this stuff, all I see is a huge, enormous grind, and I think that is neither challenge, nor fun, nor complex. Just a ton of sitting around.
Message Edited by ArthurDentOnBria on 06-25-2004 07:46 PM
A: Normal skillpoints, you'll have to give up 24 of your 250 for these.
Q: But what if you don't want to be a FS at all? Who's going to buy weapons from you, if you're not a FS weaponsmith with two extra points?
You know what? Some people get VERY bored doing crafting all the time and like to head out and fight every once in a while. But now we are all going to be required to give up almost half of our combat profession just to compete in the crafting market. And us BEs have it worse; most crafters are only required to have one line (Engineering in Artisan) to start on their advanced profession, we require two (One in Scout and one in Medic). That means unless you want to give up half your combat you'll also have to give up survey. Everything Force Sensative should have been new skillpoints. This is definatly going to piss off a lot of crafters.
Is this really a bad thing though? Many have been complaining about people just picking up BE skills to do tissues themselves and leaving BE's in the cold in sales. If chefs and tailors have to drop BE to compete in their prefered craft wouldn't that mean more interdependance and sales for us? Further, how many of these would we really need? It's been said many times that we often have experimentation points left over when crafting so why would we need more to be competitive? I can see this with crafts like Chef, Armorsmith and weaposmith that have multiple experimentation lines but not for BE were we really only have one for most of our products.