Business And Economy Archive
Thread: CRAFTERS NEED LOVING AND PROTECTION!!
Kalheka wrote:
I agree with you there up to a point. I think droids and pets of all kinds need a revamp to make them more powerful. I don't wanna see the old days of a CH being an alpha class, but pets are a part of the game, and a good, strong pet would be a solid, serious answer to a crafter's problem.
Yes the droid/pet need to be tied to a factory or something like it, otherwise they could be too powerful. Say you could buy a "goon" droid from a DE and it is "attached" to an individual factory. When someone who is on Admin gets within say 20m in combat - it would activate. Like a probe droid nested on the top of the factory.
Derp-on-Flurry wrote:
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.
The Only REAL soulotion would be some sort of protection, or that you live on a planet relative to your crafters combat level. So if you're an architect/swordsman, with a +60 CL level, you'll be fine on dantooine, but if you're a BE/Chef, or Merchant/Art/Smithy with a CL of 1, You're gonna wanna relocate to Tat, Naboo or Corellia.
Message Edited by Derp-on-Flurry on 06-19-2005 06:55 PM
Unfortunately, even this is no longer a solution. I moved to a VERY quiet area in the middle of Talus..... a new city, and not a red dot in sight. Then, as soon as a mission terminal gets anywhere in the area, suddenly, you have level 80 agressive creatures/NPC's on the outskirts of town.
I dont feel I should have to call for help evertime I need to leave my house to look for some resources or go to factories. It's not fun for me to ask people, and it's surely not fun for them following me around for hours. This is a game, after all, isn't it? It SHOULD be fun.
In keeping with the Star Wars theme, here's what I would love to see. I want one of those huge Jawa Sandcrawlers! Some massive tank that albeit slow, offers a tremendous amount of protection. It doesn't need to have turrents or blasters, or any sort of offense. It just needs to keep the critters out, and allows me to move around and survey or check my factories, perhaps drop a new harvester or pick one up. It could be designed so you could walk around in it, have a little extra storage room, and perhaps, room for a couple crafting stations.
THIS would show the crafters a little love AND protection!
All i ever want is for my harvies, factories, and houses not camped by spawns. I even will go so far and say i do not want spawns suddenly showing up on top of my harvies, and i honestly mean on top, with in seconds up to 2 min from the time i seta single harviedown. Really painfull when your trying to set multiples down and you have a sudden spawn right were your about to set the next one down.
That is not right. I should be safe from spawns just suddenly popping up under my feet when i am setting harvies down on a empty spot.
I remember in beta that we complained a lot that houses were constantly camped by red aggresives spawns. I dead every time i tried to get into my house.Then the spawn could follow you inside too. It seems to be happening again because i know they had changed it so homes wouldn't be camped.
When surveying, or traveling, i expect to be having to avoid reds. But when i am in an empty place, i expect it to stay safe when i put my harvies down till i pick them back up. Is that to much to expect? i don't really know of to many aggresive creatures camping homes and factories in RL in general. Why when crafters are now CL1 on average have to worry if they can load their factory up, or even worry if they will have enought time to unload and then redeed their harvester before the chuba eats you alive.
And all of my info comes not from adventure planets, but from talus, and naboo. These are suppose to be low level planets with a lot less danger.
I know you were exaggerating of course, but chubbas aren't aggro.
Kinshi wrote:
I dont need no stinkin protection!
My half nekkid CL1 crafter self regularly navigates Yavin w/o death or dismemberment, and I regularly operate harvesters there and on Endor.
I run a CL1 Master Artisan/Master SW/MAster Droid Engineer/Novice Merchant
this toon can barely weild a survival knife but he has notdied or been incappedonce since the CU (or before for that matter)
Why?
Because I have player combat characters, staring back before we had bikes or cities, espcecially Ranger and I learned VERY quickly the art of aggro avoidance.
and that my fellow denziens of the forums, is the key.
You alreay have every thing you need to avoid getting your tender bodies maimed. You can survey from a bike, you can sample from a bike, you can access factories and harvesters from a considerable range now, you can take camo kits and apply them to yourselves, hell you can even craft while riding a bike!!! all of it can be done on a bike. (and you can sit on your porch and let droids put in the maintenance money.)
Hell you dont have to leave the back of that bike, it can become a permanent appendage to your rear. and of course you can run away on a bike.
and on the core worlds..the aggro radius of things is pitfully small..it is a trival matter to go around a nest or a spawn. (just ride around with the overhead map turned on and zoomed out to max.)
Most crafters have never bothered to place harvesters on the adventure worlds, there are pitfully few to be found and this was still true before the CU. Most favor the big flat spaces on Tattooine. (or beter yet, they simply plop static farms in their back yard)
I guess since I played combat characters first, avoiding aggro has become passe to me, and the know how is still there playing my soft, squishy CL1 crafter. I fail to see the need for protectionif you are aware of your environment and understand how to avoid aggro,
in a nutshell I think this is a non-issue and no action is required on SOE's part.
**points to my signature**
I know both sides of the aggro issue. I have a couple static harvesters on Yavin that a friend of mine left me when he quit when the CU hit. Even at Master Ranger, I sometimes get both mask scentor camo broken when I go to my 6 harvesters there by the level 72? klikniks. My level 1 crafter toon would NOT survive the trip if I had to stop and actually take a moment to add power/maintenance ormanage resources.
bluejanus wrote:
This isn't really the appropriate forum for this discussion and I think it's too much code work for little benefit. If you don't like spawns, find a player city to set up your factories in. Picking non-zoned wild land is asking for NPC/creature spawns. Shrug, my Naboo factories occasionally get spawned by aggros. I deal with it even if I get killed.
I know you were exaggerating of course, but chubbas aren't aggro.
Ok, the chubbas is an exaggeration. The rest of is not. I swear on my toons life that i said is true. in the end of beta, i had more deaths by sludge panthers that lived only meer meters away from my house.
I actuall seen a spawn pop up ten meters away from a harvester i put down 15 seconds prior.
I am not lying or exagerating. I do remember them making it so housed weren't camped by red spawns. To many players were dying and complaining they couldn't get home without being cloned.
Something happened in a few publishes back that has changed the rules again. And lets be honest, The Devs did not think that the CU was going to at all affect crafters as it has. I am cool with the CL system and being CL1. But i do not like it when my harvies have 10 spawns of reds camping them (pre-CU). Since the CU, a lot aggresives had been turn to non-aggressives, but still, 7 times out of 10, there is an aggresive spawn showing up 50m or closer to my harvies.
There is a reason why i now have my home in the middle of the naboo swamps. To avoid aggresive spawns. Why there is no spawns there, i have not a clue, but that also some where in one of the publishes got changed.
You can't take a mission in the swamps is seems anymore, it keeps jumping till it hits a larger land mass than the largest islands in the swamps.
We used to not have spawns showing up around our houses, factories, and harvies. And that was intentional. not the new system now.
Oh yeah, now i remember why we have the new spawn system. We used to not have spawns show up at all. I mean, nonatrual spawns at allon any planet unless you took a mission. so somewhere, someone changed the code to increase spawns, but in turned, started killing more crafters when they are trying to actually try to service or work with there equipment.
Kalano wrote:
bluejanus wrote:
This isn't really the appropriate forum for this discussion and I think it's too much code work for little benefit. If you don't like spawns, find a player city to set up your factories in. Picking non-zoned wild land is asking for NPC/creature spawns. Shrug, my Naboo factories occasionally get spawned by aggros. I deal with it even if I get killed.
I know you were exaggerating of course, but chubbas aren't aggro.
Ok, the chubbas is an exaggeration. The rest of is not. I swear on my toons life that i said is true. in the end of beta, i had more deaths by sludge panthers that lived only meer meters away from my house.I actuall seen a spawn pop up ten meters away from a harvester i put down 15 seconds prior.
I am not lying or exagerating. I do remember them making it so housed weren't camped by red spawns. To many players were dying and complaining they couldn't get home without being cloned.
Something happened in a few publishes back that has changed the rules again. And lets be honest, The Devs did not think that the CU was going to at all affect crafters as it has. I am cool with the CL system and being CL1. But i do not like it when my harvies have 10 spawns of reds camping them (pre-CU). Since the CU, a lot aggresives had been turn to non-aggressives, but still, 7 times out of 10, there is an aggresive spawn showing up 50m or closer to my harvies.
There is a reason why i now have my home in the middle of the naboo swamps. To avoid aggresive spawns. Why there is no spawns there, i have not a clue, but that also some where in one of the publishes got changed.
You can't take a mission in the swamps is seems anymore, it keeps jumping till it hits a larger land mass than the largest islands in the swamps.
We used to not have spawns showing up around our houses, factories, and harvies. And that was intentional. not the new system now.
Oh yeah, now i remember why we have the new spawn system. We used to not have spawns show up at all. I mean, nonatrual spawns at allon any planet unless you took a mission. so somewhere, someone changed the code to increase spawns, but in turned, started killing more crafters when they are trying to actually try to service or work with there equipment.
Why isn't this the appropriate forum to discuss this? It affects the economy. More work and effort on the crafter means, the less product made and the higher the price is.
I didn't say you were lying, I was saying the aggro spawns are part of the game for factories if you place them in the wild. Should people who set up the afk flag have a magic shield that prevents them from being killed by other players and creatures? I would say no. To my knowledge there were some changes to creatures that were static and to the number of aggro types, but I don't think there was a change like what you suggest. The effect on the economy is possible, but really who cares? A good deal of the game is about how hard things are not about how easy things are. If spawns are causing you to produce less due to lowered access to resources that is just a market force at work. And I dispute that we used to not have spawns around harvesters, factories and houses. That happened to me all the time. Some locations had more regular spawns of aggros than others. I assume there is some program that decides on the possible distribution of creatures/npcs. And it might even change.
Anyways, this idea is probably more work than it is worth. Does it suck to try to start a factory and get whacked? Yep. Does it mean that reactionary coding needs to be done? I would say not.
Efif wrote:I can remember, back in the day, before they messed with pets, I had a nicerock beetle that could hold off what ever happened to aggro me. It wasnt overly powerful to the point where I had an advantage in combat. But if I was 6 km from a city, checking out my harvestors, I new that I didnt have to worry because Rocky could handle most aggros long enough for me to escape and store him. I think thats all we really need, is a pet or droid that can distract an aggro long enough for us to get the h*** out of there, not finish up what we're doing and casually leave, but give us time to close our windows out and bail.I like the idea about factories/harvestors having built in defenses.Not that it would ever happen, because too many people would whine about it, but I have always wanted structures belonging to the opposing faction to be attackable, thats true war fare, destroying the enemy's supply lines right at the source. I realize it would cause crafters to move to neutrality or risk loosing thousands (if not millions) of creditsin the form of lost resources and items, but it would still be sweet. We would have to actually have defenses set up to protect our factions mining operations.Basically it all comes down to crafters needing some sort of protection, whether we get personal sheild generators, can enter our factories to escape aggros and the elements, or have defensive units or structuresplaced on or around the factories/harvestors. (I for one want my rock beetle back :smileysad
Allowing you to destroy structures belonging to opposite factions creates so many griefing situations that is not even funny.
Efif wrote:
I can remember, back in the day, before they messed with pets, I had a nicerock beetle that could hold off what ever happened to aggro me. It wasnt overly powerful to the point where I had an advantage in combat. But if I was 6 km from a city, checking out my harvestors, I new that I didnt have to worry because Rocky could handle most aggros long enough for me to escape and store him. I think thats all we really need, is a pet or droid that can distract an aggro long enough for us to get the h*** out of there, not finish up what we're doing and casually leave, but give us time to close our windows out and bail.
I like the idea about factories/harvestors having built in defenses.
Not that it would ever happen, because too many people would whine about it, but I have always wanted structures belonging to the opposing faction to be attackable, thats true war fare, destroying the enemy's supply lines right at the source. I realize it would cause crafters to move to neutrality or risk loosing thousands (if not millions) of creditsin the form of lost resources and items, but it would still be sweet. We would have to actually have defenses set up to protect our factions mining operations.
Basically it all comes down to crafters needing some sort of protection, whether we get personal sheild generators, can enter our factories to escape aggros and the elements, or have defensive units or structuresplaced on or around the factories/harvestors. (I for one want my rock beetle back :smileysad