Business And Economy Archive

Thread: GCW and crafters, do we really need to consider going neutral?

IntoTheGarbage
Thu Feb 24, 2005 12:29 pm
#1


I am not going to explain the changes here. If you don't know what I am talking about, read the latest publish notes.


As far as I know there is still no decay with faction related death. Therefore if I am scanned and rendered a combatant, then killed by a factional NPC, it is just an inconvenience. (And I will be killed cause I have no combat skills at all.)


If it becomes a major pain, I may consider going neutral but until then I will just set myself on leave and continue business as usual.


Is there any other real downside that I am missing here?




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
Kinshi
Thu Feb 24, 2005 12:36 pm
#2

Well there is an upside so far, AFK spammers have cleared out of the starports..YAY

Looks like if you want to be a spammer you better be neutral or you will spend a lot of time on your back.

It will be a big change for enemy docs in a starport, they wont be safe places to sit down and buff for money, and a neutral doc buffing will be useless if you are faction hunting. Docs may need to actually (finally) start registering their sorry selves in PC controlled med centers so peeps can find them.

Enemy NPCs are right up in the starport so running buffbots there isnt the best deal anymore if you are an opposing faction. I expect the cantinas & med centers of rebel controlled cities will become pretty busy since all the old centers for these things like Coronet & Theed are under Imp contol (on Chilastra anyway)
GraySeven
Thu Feb 24, 2005 12:40 pm
#3

Not really.


The new system allows people to be a part of the GCW without worrying about PvP Thugz ganking you because you got forced overt.


Now, if you are scanned, only PvEs will go after you.


The only change is that you don't have to hear "Oooh You gat teh pwn!" as you clone....



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Flatfingers
Thu Feb 24, 2005 3:08 pm
#4

I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.


Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?


As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?


In short, how do these changes make SWG more fun for non-combatants? Or does that matter?


I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?


From these changes, the impression I get is "not." Only those with combat skills are wanted.


Disappointing, this is.


--Flatfingers

Kinshi
Thu Feb 24, 2005 3:25 pm
#5

well if a Rebel crafter decides to stand around in a Rebel controlled city then he or she has nothing to worry about, its just thhat a Imperial crafter wont be able to the same, hell have to go to a Imperial city for that.

And it makes sense, if you chose a side, you dont get to stand around in the middle of the enemy hawking your wares. I have already heard reports of cantina crackdown squads outing on leave rebels and killing them while they were AFK.

If you are going to make spam bots of buff bots, you better make sure the city is firmly in your factions control or dont belong to a faction.

I dont think this hurts merchants in the long run but it will disrupt them for a while as they start having to make adjustments because the former 'free trade' cities like Coronet & Theed are no longer so.

Actually if merchants want the same type of thing they have say out side CNet, they may want to relocate to a faction neutral locale such as Lok. I mean Nym's has the facilities, and the building space outside and importantly does not have the factional hassles that Coronet & Theed now have. (I seriously doubt Lok will ever fall under the plantary control system because Nym is the sole ruler of Lok).

What I see as a possibility

1. Docs & entertainers will have more incentive to operate out of player city med centers and cantinas especially if the opposing faction controls the planet. No starport buffing because its not safe. ALso it adds value to them registering their presence on the planetary maps because peope still need the buffs.

2. This will drive people to player cities of a friendly faction because if all the NPC cities are controlled by the opposition they become the only safe place to go (Tattooine is a prime example)

This very well could mean increased traffic on local merchants of towns that advertise buffing/healing service

Id say SOE was smart on this..they made it so the NPC cities played a big part in the war but made sure that wasnt the only place. You stil have to go fight bases to change control, ans necessity will force you into player cities as NPC cities change hands. Basically spreads the GCW all around.
Ilcbar
Thu Feb 24, 2005 3:37 pm
#6






Flatfingers wrote:

I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.


Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?


As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?


In short, how do these changes make SWG more fun for non-combatants? Or does that matter?


I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?


From these changes, the impression I get is "not." Only those with combat skills are wanted.


Disappointing, this is.


--Flatfingers







I disagree, the GALACTIC CIVIL WAR is just that, a war. The fact that I have no combat skills wouldn't make me any less of a target to a imperial storm trooper and so enhancing the star wars feel. If you don't want to be attacked go neutral and craft away,I personally like ditching ST's and if I have to make the occasional trip to the cloner then so be it.


Maybe this is a blessing in disquise for us Droid Engineers, need to crank out those bodyguard droids for all the crafters.



< WooKs >
Claybar
w [Combat Level 82 Medic] w
w [Smuggler's Alliance Pilot] w
Ø Guns don't kill people, WooKs do ×

Moss Kas'bar
w [Combat Level 12 Smuggler] w
ØBothan Pride×
IntoTheGarbage
Thu Feb 24, 2005 4:33 pm
#7






Ilcbar wrote:





Flatfingers wrote:

I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.


Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?


As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?


In short, how do these changes make SWG more fun for non-combatants? Or does that matter?


I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?


From these changes, the impression I get is "not." Only those with combat skills are wanted.


Disappointing, this is.


--Flatfingers







I disagree, the GALACTIC CIVIL WAR is just that, a war. The fact that I have no combat skills wouldn't make me any less of a target to a imperial storm trooper and so enhancing the star wars feel. If you don't want to be attacked go neutral and craft away,I personally like ditching ST's and if I have to make the occasional trip to the cloner then so be it.


Maybe this is a blessing in disquise for us Droid Engineers, need to crank out those bodyguard droids for all the crafters.





I think you are missing Flatfingers point. He was not complaining about being attacked, he was complaining that the GCW revamp has no content for Crafters.


I agree, if there is no decay, then I don't even CARE if an ST attacks me or not. Since I can't fight him, and I don't really care if he kills me, this is really not content for me. But as a crafter can I contribute to my faction in the GCW more than I could before the revamp? The answer seems to be "no."





___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
Ilcbar
Thu Feb 24, 2005 4:49 pm
#8






IntoTheGarbage wrote:





Ilcbar wrote:





Flatfingers wrote:

I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.


Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?


As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?


In short, how do these changes make SWG more fun for non-combatants? Or does that matter?


I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?


From these changes, the impression I get is "not." Only those with combat skills are wanted.


Disappointing, this is.


--Flatfingers







I disagree, the GALACTIC CIVIL WAR is just that, a war. The fact that I have no combat skills wouldn't make me any less of a target to a imperial storm trooper and so enhancing the star wars feel. If you don't want to be attacked go neutral and craft away,I personally like ditching ST's and if I have to make the occasional trip to the cloner then so be it.


Maybe this is a blessing in disquise for us Droid Engineers, need to crank out those bodyguard droids for all the crafters.





I think you are missing Flatfingers point. He was not complaining about being attacked, he was complaining that the GCW revamp has no content for Crafters.


I agree, if there is no decay, then I don't even CARE if an ST attacks me or not. Since I can't fight him, and I don't really care if he kills me, this is really not content for me. But as a crafter can I contribute to my faction in the GCW more than I could before the revamp? The answer seems to be "no."








As a crafter we participate in the GCWeverytime we hand a weapon over to a factioned combatant. I guess I don't see how he was expecting to participate in the GCW. I mean, other than crafting, how is a crafter supposed to get content out of a civil war?



< WooKs >
Claybar
w [Combat Level 82 Medic] w
w [Smuggler's Alliance Pilot] w
Ø Guns don't kill people, WooKs do ×

Moss Kas'bar
w [Combat Level 12 Smuggler] w
ØBothan Pride×
Carthax
Thu Feb 24, 2005 5:31 pm
#9

I can comfirm that there is decay for GCW deaths at the hands of an enemy npc or turret.

I picked up 3 new sets of comp this morning and as I pointed my speeder in the direction of home, went to troll the trade forums. Alt Tab when I heard the combat music to see a turret nailing me as I was parked up against a freshly placed reb base. The turret slew me as well. 6% lost on 27 pieces of brand spanking new armour. Not very impressed.
Flatfingers
Thu Feb 24, 2005 6:13 pm
#10

IntoTheGarbageChuteFlyboy understood exactly what I meant.


As a crafter in the middle of a war zone, I'm not expecting to be able to defend myself with weapons. Not only do I completely get that,I agree that that's how it should be. I don't have a problem with the new GCW rules as far as they go.


My concern is that the new rules don't go far enough. They offer new incentives for combat players to participate in the GCW in this game, and that's a good thing...but there doesn't appear to have been any thought whatsoevergiven to how crafters could participate more in the GCW as well. I think there ought to be something in the new rules to encourage crafters to play an active role in the Rebellion or the Empire, and I'm disappointed that the only comment related to crafterswasbasically a smackdown: "crafters aren't worthy; if you're factioned, you'll probably die -- too bad."


As a crafter, I'm not asking fornew features that allow meto smoke stormtroopers or blow up Rebelbases -- I'm just looking for some sign that the developers consider crafters a desirable part of the SWG game world by including them when they offer new game features. If the newGCW rules includedfeaturesallowing crafters tomake some useful contributionto shiftingthe balance of power in the galaxy, that would tell me that SOE was serious about making SWG fun for everyone, not just fighters.


But I don't see that in the new GCW rules. And that's disappointing, not just to me personally as a crafter, but as a missed opportunity to bring new crafting-oriented players into SWG so that it's more fun for everyone.


As to specific ways that crafters could contribute to the GCW, there've already been plenty of threads suggesting good ideas. Merchants could make financial contributions;Armorsmiths/Weaponsmiths could craft factional items; Architects could repair bases; Artisans could survey for or even supply harvested materials to an NPC contact -- there are all kinds of ways crafters could be allowed to contribute more (and these ideas are just the most trivial).


The specific idea isn't important (although it would help if whatever actually got implemented were really fun). What's important is thatSOE offer something to crafters to indicate that we're wanted in this game, rather than completelyignoring us whenreworkingone of the most Star Wars-specific aspects of the entire game.


So: this isn't a rant against the fighters. It's a request to be offered the same level of respect when new game features are created.


--Flatfingers

Ledao
Thu Feb 24, 2005 8:58 pm
#11






Flatfingers wrote:

[...]


The specific idea isn't important (although it would help if whatever actually got implemented were really fun). What's important is thatSOE offer something to crafters to indicate that we're wanted in this game, rather than completelyignoring us whenreworkingone of the most Star Wars-specific aspects of the entire game.


So: this isn't a rant against the fighters. It's a request to be offered the same level of respect when new game features are created.


--Flatfingers







Just a great post Flatfingers. I think you've nailed it, although I'd perhaps frame the issue a bit more broadly.As I see it, they have offered "something" to crafters: they have offered a host of changes that have detracted from the complexity and difficulty of crafting (and thereby from the potential for individuality in crafting), and brought it closer to the "combine two items" crafting of most other MMOs.


I have always felt -- right or wrong -- that what separated this game from everything else out there, past and present, wasits complexity. As a crafter, the actual crafting makes up a small percentage of what I've had to do in order to be successful, and it certainly isn't the part that requires real skill. Although the lack of transparency in theback-end processesof crafting makes the learning curve pretty steep, once you knowwhat's really going on, it becomes completely rote. Rather, I wouldassert that my most useful skills are things like sourcing resources, hiring and/or making cooperative agreements, and of course pricing and valuing resources appropriately (i.e. knowing whenone resource is better than another, when a cheaper one will suffice, etc.), and Ifind that these skills have all been rendered largely moot by the recent changes.


The effect of the resource kits is obvious enough -- there's no longer any need to go all over the server looking for that year-and-a-half-old uber resource, and there's no longer the joy of discovering a resource that you didn't know existed because it wasn't in the swgcraft database. Want to know what the best spawn of resource X was? Just check your resource kit.


But some of the other ways in which crafting is becoming easier (and by which crafters are losing the possibility of distinguishing themselves from others, which is of course key for long-term sustainability...) are a bit more subtle: the harvesting charges are a good example. I imagine most Docs and Chefs were pretty happy about the harvest rate while in a group increasing by 100% (from 60% to 120% -- or higher), but think about it long term... Creature resources, just like mined resources, were already coming in at a pretty huge net gain (i.e. more stuff was being harvested than was being turned into crafted goods or destroyed). Their prices had achieved equilibrium on some -- but not all--servers(by equilibrium here I mean theprice atwhich the payout from X amount of time hunting creature Y for resource Z is roughly equivalent to the payout from X amount of time running max-payout mission Q, since that's really the basis for the value of in-game time). The effect of this net gain, long-term, is that an increasing numbers of crafters will hit their saturation point -- the point at which they have enough resources, of high enough quality, that they no longer need any resource intake. Once a crafter hits that point (or even gets close), he or she no longer needs to participate in the economy at all -- no buying resources, no hiring hunters or miners, etc. Just crafting and selling, and maybe buyingall the weapons, armor, and looton the trade boards...


At any rate, I see all of this stuff -- the above, the increased loot drops,the increased resource spawns, the lack of GCW content for crafters-- as indicative of a long-term design strategy that will dumb-down crafting to the point where it is completely trivial, simply a means to an end rather than an end itself. In my present position (which is one of complete resource saturation), crafting is simply a matter of mathematics (arithmetic, really, since all the values are known). I'm done negotiating with hunters and suppliers, done hoping for that next good spawn, done wondering when I'll finally find some of that one resource that I've been trying to track down for a year... All of these changes have the effect of speeding up the rate at which other crafters hit this point (or of reducing the cost of getting there, as time and money can be exchanged relatively easily in this game), which should eventually lead to a point of market saturation, where crafters will become completely marginalized.





Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
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Camulose
Thu Feb 24, 2005 9:30 pm
#12

Guys (and Gals), Remember this is the first of many major changes. I fully understand where you are coming from, and think the thing brought up in this thred are valad. Remember there ARE GOING TO BE FACTIONALLY CRAFTED ITEMS COMING IN THE CURB Publish. New Facfionally crafted Armor, new factionlly crafted weapons. the casual crafters will not hold the galaxy together. Its The decated, non combat cfafters that will make the day. SO SOE dumbs down the cfating procerss a little, most players well still be too lazy to take up crafting. I'm a Master Combat medic, I'd still rather buy my stims, poisons, and medicin that craft it my self. there will always be people like me out there needing wares. I am excited to seee the future changes, Not Just the CURB, but also, the Non Combat profession revamps that we know are coming. I have a feeling that There is more in store than we even have a Hint of as yet.

Maybe I'm just being too optimistic.
Just my 2 credits.



~Camulose
"Improvise, Adapt, And Over Come!"
Blast'em First, Ask Questions After looting their dead bodies.
MeciniaLua
Thu Feb 24, 2005 9:53 pm
#13

Mecinia resigned from the rebellion last July, after I gave up all my combat skills. I recognized I couldn't defend against the patrols. I will remain a civilian.


Bienurdau and Mecinea and Yovi have never been in a faction.


Enoorea is my combat toon and is Imp, she will remain Imp.



-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
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