Business And Economy Archive
Thread: A possible solution for crafters with 0 combat in the field: Special Crafting Armored Vehicle
You guys still don't get it do you ?? Thats what combat professions are for.
This change was needed because it made basic combat professions, as well as profs like Scout and Ranger USELESS. Crafters did not want to barter or pay for their services because crafters could wear uber armor and in some cases grind their own resources. Kind of defeats the whole purpose of non crafter professions designed to kill, harvest, and forgage goods FOR YOU, didn't it ??
So I say hell no to this rediculous idea. Learn to appreciate other players and professions. You can't do it all anymore. You are going to have to pay others hard earned money for their hard earned time.
Man... read twice before posting. We craftersare just trying to keep our good work going on. And if crafters begin to have a verysad time just doing their hard work (I bet you never had a crafter... I can swear you its lot harder than any combat profession, and I must tell you that I have ALL the combat professions in game except carbineer and bounty hunter... and not "grinded" ones, but active chars) they will drop their professions and will become combat chars, and maybe in some months you will miss a lot the best crafters in your server.
Take care,
You know very well the meaning of my post. The original poster is asking for a vehicle to offer totall protection against things every other player has to face daily. You know, I didn't like getting 1 hit encapped by a Jedi's lightsaber when I got a bugged TEF sometimes and I wasn't buffed, but we were told to just deal with it. I didn't ask for a Special Armored Anti Jedi vehicle. Just had to choke it down and accept it was part of the game.
The CU is just named wrong. Its not really just a " Combat Upgrade ", its an entire game-wide balance pass. Lets be honest, crafting needs to be brought in line too. Is it such a bad thing that you might have to think twice now before placing extractors in dangerous areas ?
I can't give you all the answers, but I can tell you this vehicle idea is not a good one. You will adapt and find ways to carry on, just like we all will have to. To give crafters even more special treatment, when everyone else has to adapt, is not a good idea if you want a happy playerbase.
So sorry if you think im " wrong ", even though Im fairly certain there will never be a Special Crafting Armored Vehicle. Ofcourse we have seen the kind of changes SOE has done when the crafters in this game have whined hard enough for something.. so should never say never.
To give crafters even more special treatment, when everyone else has to adapt, is not a good idea if you want a happy playerbase.
So sorry if you think im " wrong ", even though Im fairly certain there will never be a Special Crafting Armored Vehicle. Ofcourse we have seen the kind of changes SOE has done when the crafters in this game have whined hard enough for something.. so should never say never.
First of all, you really come across as both having a chip on your shoulder towards crafters and as not being very knowledgeable about the crafting experience. For your information, crafters are doing just as much adjusting as everyone else in the game. Armorsmiths are dealing with massive changes to their profession and changes in resource requirements that put most of them back at square one. Doctors lost their crafting ability, so they got hosed on all the avian they paid big bucks to Rangers and Scouts for. Weaponsmiths are dealing with a new crafting system, changes in the valuation of their resources that render many of them worthless and the loss in value of many loot components that are either no longer used or were hosed in the conversion. I personally lost about 50 million credits worth of loot items (still have them, they just have no value now) but I'm rolling with the changes and not complaining about it.
I agree that the idea of a protective vehicle to help crafters get out and do their surveying and move their harvesters will likely never see the light of day. I've heard a dev suggest that crafters will have to hire bodyguards but that's really impractical. Of course we can afford to do it because we'll just build it into the cost of the products that players like you buy, so if you want to spend more be my guest. The reason the bodyguard idea doesn't make sense is that surveying and moving harvesters is time-consuming and boring. I can easily spend three hours picking up my harvesters, surveying for new spawn sites and placing the harvesters, especially if I am surveying for more than one resource. I can't imagine for the life of me that anyone would find following me around as I crisscross the planet surveying fun in any way.
Also, I don't know what kind of changes have come about from crafters whining so perhaps you could enlighten me. The fact is that every profession has at some point in time objected to proposed changes, not that it ultimately changed the course of events, but it's silly to suggest that crafters have had an exclusive on that franchise. I'm not saying there has never been a proposed change that crafters objected to but you apparently feel there were things they wanted changed that somehow gave them an advantage over combatants so let's hear you back up your nonsensical claim with some facts rather than just hot air.
Im a master Chef and can also prob reach 80% pistols mastery. I have no issue with harvestors. If you chose a complete artisan template don't leave controlled environments. Shuttle everywhere, be wary moving between buildings - it's an adventure, it's an envionment ![]()
250 SP (or something) - start choosing.
I think the idea of a special crafters vehicle or armor or something to let us roam around without getting killed in one hit would be nice. I am currently a Master Merchant/Artisan/Architect on Ahazi. My business, Ahazi Essentials is set up on Dantooine with shops outside Mining Outpost, Dantooine, Coronet, Corellia and in two player cities. Getting to my player city vendors is still a safe trip for the most part, but getting to my Mining Outpost and Coronet shops is a gamble now. I got killed twice trying to get to my Mining Outpost store the first day after CU and it's as close to the MO as the game allows. Also, all of my factories are also located on Dantooine. Every creature on Dant can kill me with one hit. Now, paying someone to hold my hand everytime I want to restock my vendors or use my factories is crazy! No one wants to spend their game time baby sitting crafters so we don't get killed if anything spawns. What kind of fun is that? Fun, remember that? I have 3 accounts, 1 pure crafter/merchant, 1 MDE/Mdancer, and 1 TKM/MFencer. I mostly use my 2 non-combat toons because that is what I like to do for fun, not just grind Combat XP all day long. What used to make SWG great was that you could be any prof you wanted and have a purpose in the game. Now the game in centered around combat and yes, a lot of non-combat folks such as myself are considering leaving the game. Why should you care? Well, I have already raised the prices of all the resources I sell because most of the folks I buy from have either raised theirs or have quit game already. Also, now that resources cost more, my goods cost more too. So you, the level 80 toon that wanders why we crafters want an armored speeder will be paying more for just about any crafted item in the game! I guess I'm just ranting now, but it's fustrating for me to have the game I love nerfed to the point that I cannot play it the way I want to anymore. The effects of the CU on the economy will start to show in a few weeks as shops start to close and accounts of people who are leaving SWG expire. Flame all you want, but you'll soon feel our pain.