Business And Economy Archive
Thread: CRAFTERS NEED LOVING AND PROTECTION!!
EdmondDantes wrote:
then we have to spend time waiting on guild mates to stop what they are doing to come protect us
EdmondDantes wrote:
the thing is there was no spawn next to my factory so I proceeded to start work on it...once I started loading things into my factory a spawn appears right on top of me and then I was triple incapped/dead...couldnt even get away once my toon got up...that is ridiculous...no I was not ona swoop...should not have to be on a bike 24/7 to do things in this game...but should have just a lil protection when working on a factory if a spawn appears right on top of it and you have the factory window already opened...I understand if there is a spawn already at the factory then NOT to proceed without help but to have one spawn on top of you WHILE working on it is not an unreasonable request...
Move Your Factories Into a Player City........
Why shouldn't you have to be on a swoop if you get 2-hit incapped? When you hear combat music, Move away from the RED DOTS!
About spawns popping on you while you're working on the factory, I don't believe it. You're also saying that you walk from your workshop to this said factory, and that these said spawns do not appear on the way there. I would have to say that you a) Work in the Krayt Graveyards, b) aren't being entirely truthful and embelishing/exagerating to trumpet up that you're to lazy to get grouped with a LEVEL80, and or pay them to keep your property clear.
PS - Mission Terminals give missions, 50% of them say "Farmer Joe Needs His Land Cleared", NPCs deal with the same issues as we do,yet I don't see them here complaining about it on the forums.
Message Edited by Derp-on-Flurry on 06-19-2005 06:52 PM
Alristico wrote:
you can try using camo kits that rangers can make. A few publishes ago they fixed them so anyone can use them, but the fix was specifically to help crafters in this situation.
From Testing, These Kits Only work well for rangers, and that 90% of the time they can still break my crafters camo, while my ranger friend stays concealed at the same distance.
Either they're not working properly, or work on the old system that only increases your range of /maskscent, by the effiency of the kit. *which you cannot see, or experiment on /shrug.
Message Edited by Derp-on-Flurry on 06-19-2005 06:55 PM
Alristico wrote:
you can try using camo kits that rangers can make. A few publishes ago they fixed them so anyone can use them, but the fix was specifically to help crafters in this situation.
must have missed that...then again I dont see many rangers either...but thanks for the tip
EdmondDantes wrote:first of derp I dont lie...2nd I did walk from my shop which is within city limits...3rd since I didnt see any red dots there I proceeded to my factory which is right outside my city limit...4 I am not lazy just stated taht A) dont want to wait for someone to come due to my limited playing time B) this is a game taht is supposed to be ok for the casual gamer...oh well tired of fighting with ppl who are stuck in Combat mode...this game is not supposed to be 100% combat...but go on believing that...oh and btw...some of my friends went to the FanFest and I just found out they are working on something to help the crafters in this exact matter...
Great to hear that they are working on something to help the crafters. Rangers told everyone that camo kits wont work as reliable as most would think. But guess what, nobody listened. Instead the /conceal skill was distributed to everyone.
What i read about the camo kits was that they were made to be usable by all, but not as effective as when used by a ranger. Seems that it sounds right to me, camo kits are working exactly as they intended, which is to say that they weren't thinking right when they did it.
I personally wish very much that factories were modules that you could add / remove from a house at any time, just like a crafting station. Or I would like to see a redesign of the factories to include an enclosure that a crafter can enter to shelter them away from spawns outside.
I think it's pretty ridiculous of the dev's to discourage hoarding by taking away storage space. By definition a crafter whose serious about keeping a good stock of products on the shelves has to "hoard" supplies and stock to be able to make quality. This seems to be something that hasn't been taken into serious consideration by the ppl who are working on this game. Given the unstable resource spawning system, a person has to stock up heavily sometimes on a certain material (or 3 or 4 or 100) to be able to weather the times when the currently available resources are only good enough for those that are grinding crafting skills and don't expect to create a competitive product.
It makes no sense to me to place a factory out in the open weather. never has. Imagine the problems you'd face when cleaning your ingredient and output hopper because your factory sits on a tatooine sand dune. Or the rust from it sitting in a naboo swamp. There's a reason factories in the real world are enclosed in, and as structures. It's not just to provide a cozy enviornment for the workers.
Another possibility to solve the hoarding problem would be to do soemthing similar to what they did with merchant, and with the cu. Give an increase to the maximum number of items a crafter can have inside a house. spread it out over the elite crafting professions or the merchant skill so that an elite crafter (I.E. Master Tailor, or Master Shipwright) can get the storage they need in order to use one house as a warehouse for all they need. Thats my 2 cents anyhow.