Business And Economy Archive
Thread: Does the level system turn new players off from becoming crafters?
The new system kept me a crafter. I was starting to become more combat oriented before the CU went live. After it went live I was only a Lvl 13 so I decided that I would go back to being a crafter.
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Why should a crafter be totally shut out from the adventure of this game without running to another server where they may have no friends? I say give entertainers and crafters CLs equivalent to those of combat professions, and redefine it as "Character Level." Scout and Ranger already grant CLs despite the lack of specific weapon certs (as far as I know) and with only one, creature related, combat bonus.
CL would only grant crafters a few things, notably level-based weapon certifications and the benefit of not being penalized by level difference. Notable things it would not grant are: specific weapon certs, armor certs (of any kind), special moves, or offensive/defensive stats.
Justifications should be that every character in SWG is a hero in his own story. Perception counts, and what you're saying to someone who is a vet or a pre-CU newcomer is that mastering rifleman is worth more than mastering weaponsmith. You level if you go combat, you don't if you go crafter. Since it's an either/or in this game, most will choose combat to experience the fun things to see out there. Cutting crafters out of the vast majority of the content of the game because of this gating, arbitrary decision, will deter people from crafting, and will DEFINITELY deter them from dabbling. I could take my master artisan/master DE, and pick up a box or two of rifleman, but why would I? I'd only be CL20 or so... so there's no point. Luckily I have an untrained jedi (no jedi skill boxes) and an alt. The alt took over the business for the main when the main respec'ed out of master artisan/master DE to take up smuggling/pistoleering. I wish I didn't have to specialize them.
More to the point, a character (that's character, not player) who masters an elite profession be it dancer, droid engineer, or rifleman, has gone through significant trials, learned the ropes, and should be granted "CHARACTER Level" because of it.
As for a possible drawback to this system, maybe someone could think that a person would do artisan or dancer to make their combat leveling easier. I doubt anyone would really do that, or if they did, it would be foolish. In the time it would take to add a few CLs using artisan or entertainer, you could add a few boxes of a basic combat profession, easy. Adding a significant amount would not be easy in this way, and the person could just go hunt with a group including a CL80 and get nearly the same benefits (minus the certification). It would just not be worth it to do that for that reason.
I am a game design student right now, and while I find SWG fascinating in its own right, I'm also studying it, the gameplay design and decisions, from a player's point of view. I'd like to get more feedback from the development team. I really hope this is read by them. I'm probably not the first to suggest it, but I think it would make sense.
Message Edited by GrandPotato on 06-12-2005 12:02 AM
Ronaj wrote:
Personally I like to craft normally, had a level 47 pure dragon crafter in Horizons for example, tailored my way to about 500k gold in UO, so like I said I like to craft lol. However, what turns me off from crafting here in SWG is the complexity of it, I mean I understand it, though I think I might still have problems with a few aspects of it but to me it just seems ridiculously complicated. I was going to do an armorsmith but looking at all the different resource types needed just to make 1 suit of wookiee assault with a primus layer for instance I said screw it, just doesn't seem to be worth the time and trouble.
Know what? The complexity of crafting is THE reason why im a crafter
GrandPotato wrote:
It would make sense for the game to have the noncombat professions rolled up into the CL system.
Why should a crafter be totally shut out from the adventure of this game without running to another server where they may have no friends? I say give entertainers and crafters CLs equivalent to those of combat professions, and redefine it as "Character Level." Scout and Ranger already grant CLs despite the lack of specific weapon certs (as far as I know) and with only one, creature related, combat bonus.
CL would only grant crafters a few things, notably level-based weapon certifications and the benefit of not being penalized by level difference. Notable things it would not grant are: specific weapon certs, armor certs (of any kind), special moves, or offensive/defensive stats.
Justifications should be that every character in SWG is a hero in his own story. Perception counts, and what you're saying to someone who is a vet or a pre-CU newcomer is that mastering rifleman is worth more than mastering weaponsmith. You level if you go combat, you don't if you go crafter. Since it's an either/or in this game, most will choose combat to experience the fun things to see out there. Cutting crafters out of the vast majority of the content of the game because of this gating, arbitrary decision, will deter people from crafting, and will DEFINITELY deter them from dabbling. I could take my master artisan/master DE, and pick up a box or two of rifleman, but why would I? I'd only be CL20 or so... so there's no point. Luckily I have an untrained jedi (no jedi skill boxes) and an alt. The alt took over the business for the main when the main respec'ed out of master artisan/master DE to take up smuggling/pistoleering. I wish I didn't have to specialize them.
More to the point, a character (that's character, not player) who masters an elite profession be it dancer, droid engineer, or rifleman, has gone through significant trials, learned the ropes, and should be granted "CHARACTER Level" because of it.
As for a possible drawback to this system, maybe someone could think that a person would do artisan or dancer to make their combat leveling easier. I doubt anyone would really do that, or if they did, it would be foolish. In the time it would take to add a few CLs using artisan or entertainer, you could add a few boxes of a basic combat profession, easy. Adding a significant amount would not be easy in this way, and the person could just go hunt with a group including a CL80 and get nearly the same benefits (minus the certification). It would just not be worth it to do that for that reason.
I am a game design student right now, and while I find SWG fascinating in its own right, I'm also studying it, the gameplay design and decisions, from a player's point of view. I'd like to get more feedback from the development team. I really hope this is read by them. I'm probably not the first to suggest it, but I think it would make sense.
Message Edited by GrandPotato on 06-12-2005 12:02 AM
/sign
I think that's a terrific idea, there are absolutely no downsides that I can see and it'd make my life easier too as I had to take a elite combat mastery on my surveyor character just so he could go out and search for spots to put harvesters so I can do my mining contracts, even then anything other than the beginner planets I still have to watch out and be very careful on and I never wanted him to have any combat skills at all but the CU made it pretty much a requirement.
It's not just the new players who want to explore the world and try out things who leave the crafting for others. Veterans who have seen the game pretty much inside and out are mainly focused in exploring the expansions... and if you want to explore Kashyyk and do all or most of the quests the crafting option is out. Don't really know if hardcore crafters should even think about buying ROTW. Those who have finished their Jedi template might use the other char for crafting but for those of us that have a n00bish paddy can't really use that character for anything (other than occasional grinding). So the secondary character goes combatant too..
I think they should revamp the skillpoint system allowing people to get some crafting skills without sacrificing any combat skills. Perhaps you could choose to be either 2/1 or 1/2 crafer/combatant. Don't really care how they do it as long as crafters can get out more often.
Feistin wrote:
Ronaj wrote:
Personally I like to craft normally, had a level 47 pure dragon crafter in Horizons for example, tailored my way to about 500k gold in UO, so like I said I like to craft lol. However, what turns me off from crafting here in SWG is the complexity of it, I mean I understand it, though I think I might still have problems with a few aspects of it but to me it just seems ridiculously complicated. I was going to do an armorsmith but looking at all the different resource types needed just to make 1 suit of wookiee assault with a primus layer for instance I said screw it, just doesn't seem to be worth the time and trouble.
Know what? The complexity of crafting is THE reason why im a crafter
Same here and they really dunbed down some of the crafting post-cu, that has turned me off of it quite abit.