Business And Economy Archive

Thread: Combat Upgrade and Economy

EdOWar
Sat Apr 02, 2005 9:13 pm
#14

It's not as though all the AS have banded together to form a guild or a cartel to control the price of armor. There is plenty of healthy competition between ALL armorsmiths, and the new galaxy vendor search increases the level of competition even more.


As for macros, there are plenty of combatplayers that use AFK macros to kill and loot stuff. And those are legitimate in-game macros, not illegal third party macros. So who's profiting more? A crafter may be able to grind his profession using a non-afk in--game macro, but he's got to actually play his toon to make money (that includes gathering resources and promoting theirshop/wares). AFK-macro-using combat players can make money in their sleep...literally.


Slim Vargo, Corbantis
drealin
Sun Apr 03, 2005 3:35 pm
#15

Ok guys let's break this down.


No, I did not ever say anywhere in this forum that making good armor was easy.

If I did, show me where.


I never said all AS's would for some secret guild either.


What I did say and you all know it's true that the profession can be mastered easily using a macro. Legal or illegal makes no difference. People use them on a regular basis.


I do not have a problem with any profession reaping the rewards of what they earn. I also have no problem with anyone being rich in this game. If you are, good for you.


I am also not suggesting that every player/profession should have the same earning potential as the other.


This game should reward different professions in different ways. Kind of like RL.


What I am suggesting here is what everyone seems to be getting all bent over.


I also think it would provide for a greater diversity of AS's that the game has.


It seems to me that with the CU they are giving certain professions a complete corner on the market if you will.


All I am saying is rather than saying just because you have master AS you have the ability to make all types of armor not matter what they are, it would be interesting to smith's excel in certain types and chose the type they care to excel in.

If they wish to change they can also do that but of course that means they would have to surrender the current expertise to have skill points to gain the one they care to excel in.


I understand my position isn't one that is popular and liked very well.

Ryche_Mykola
Sun Apr 03, 2005 3:55 pm
#16






drealin wrote:


I understand my position isn't one that is popular and liked very well.




/agree


AS is already extremely dependant on other professions. I buy Synth Cloth/RFP/Armor Padding from a Tailor . I need to buy Hides and Bones from Hunters (paying anywhere from 100-300cpu for good wooly hide). I Depend on a Master Artisan to get the sub-components for PSG's. Then I pay up the yin-yang for looted components for armor.


And you think this isn't enough?!?!?!?! I'm sorry, but the amount of work that AS's put into the profession is a ton! That is why it is such a lucrative profession. Us AS's that make a million credits + per day are the ones that always make sure we have the best resources to make armor, always making sure our vendors are stocked with a huge selection, post on the forums about our stores, etc etc. And for the AS's that did "make it" there are probably 5 more that quit the profession.





Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
drealin
Sun Apr 03, 2005 4:18 pm
#17

Once again and I seem to be missing some part of the arguement here.


I, in no way be-grudge a good AS from making money and lots of it.


If you put the time into it and are good it, great and best wishes.


Seems to me however that there is common conception around here that because someone has mastered a certain profession that they should have the corner on the market as far as all armor is concerned.


Would there not be a need for certain types of armor in the new CU?


Why is it such a problem to have a WS excel in a certain type/s of armor? Wouldn't they all be needed if this CU plays out the way it is suppose to?


People seem to be very defensive about this concept. I am not suggesting that anything be taken away from anyone only that the dev's narrow the field a little to allow for some diversity.


Granted, it won't happen.


Tavtrin
Sun Apr 03, 2005 5:35 pm
#18

I disagree that third party macroes are common, cheaters are pretty rare in this game.



Trin Tavtrin
Proud Member Of RGU
Wanderhome

Ryche_Mykola
Sun Apr 03, 2005 6:07 pm
#19






drealin wrote:



Why is it such a problem to have a WS excel in a certain type/s of armor?





We all understand what you are saying. But in this this game, a Weaponsmith makes WEAPONS, and armorsmith makes ARMOR, Shipwrights make SHIPS, etc.


When you become a software developer and make your own game, you could make an Armorsmith class that crafts the weapons, a Doctor class that makes Droids, a Bounty Hunter class that is the Healers, and Weaponsmiths that make the games armor.





Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
drealin
Sun Apr 03, 2005 6:33 pm
#20

Ok miss posted. EXCUSE me! You know what I meant and you know what I was getting at.


Should have been Armor Smith crafting Armor and excelling in certain types.


Man get a life!
enfamous04
Sun Apr 03, 2005 6:52 pm
#21

.
bluejanus
Sun Apr 03, 2005 11:05 pm
#22






drealin wrote:

I may not be on the right board but here goes.


I am concerned about the new upgrade, as well as others, about the ecomony in SWG.


My concern is credit based. While I agree that certain types of professions should have certain rewards, the quest to achieve them should be just as challenging.


What I mean is that I think that no profession that allows someone to make huge amounts of credits should be able to be achieved by making a macro and setting it and forgetting about it until you have mastered it.


Furthermore, I don't think that an Armorsmith should be allowed to make all types of armor. I think it should be a damage specific type of smith.


Now I understand that mastering a profession should mean something but to say that someone could master a proffession and essentially have the corner on the market of making money isn't right as well.


Why be anything else if there are no rewards in it?


Every profession should have a need as well as a chance to make money.






There are no classes that specifically allow macroing to make a huge amount of credits.


As for the armorsmith not being able to make all types of armor, are you suggesting that the crafting professions being split so that we have more crafting professions?


What instance of someone mastering a profession gave them a corner on the market? This was pretty much only true for the beginning of the game.


Every profession does have the means to make money. It's the amount of potential rewards that varies. Every profession shouldn't have the same ability to make the same amount of credits in the same amount of time though.

Message Edited by bluejanus on 04-03-2005 11:06 PM





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
justapilgrim
Mon Apr 04, 2005 3:26 am
#23

armorsmiths should have a corner on the armor market


weaponsmiths should have a corner on the weapon market


and for all smiths being able to craft all the armors......I know quite a few smiths who can't craft RIS or mandalorian



SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
Virtuell
Mon Apr 04, 2005 7:04 am
#24






drealin wrote:

Now I understand that mastering a profession should mean something but to say that someone could master a proffession and essentially have the corner on the market of making money isn't right as well.


What I am trying to say is that exactly. I have no problem with Armorsmith's making armor but to give them the ability to make all the types of armor essentially gives them a corner on the market as far the economy goes.



Right now I can master Doctor, ArmorSmith, and Weaponsmith to name a few but enabling macros. Get the resources, make the macro and let it run. Same thing goes for dancer as well as others. I know because I have seen it done several times.



I am not saying that an AS should not be allowed to make all types of armor. What I am getting at is that rather than giving an AS a complete open book to make all types of armor simply because they have mastered the profession, chosing a path within the profession would allow for more types of people to make money and it would allow for an even distribution of the credits.

In other words, you could be a Master AS that specializes in Assault Armor. (just an example)




By this suggestion, you should also count weaponsmiths, doctors, bio-engineers, shipwrightsamongst other crafting professionsince they also corner the market.


Since you can't use ingame macros, I assume you would use a third-party program. That is against the EULA


This is a more sane suggestion - giving the crafter an edge in a certain type of armor, but still be able to craft the other armortypes as well. But this also should apply for all other crafting professions as well.






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ratbyte
Mon Apr 04, 2005 9:27 am
#25

What your suggesting already exists in the game. While all armorsmiths have access to the same schematics, armor quality varies greatly from smith to smith. I don't seethe need to "artificially" enforce potential quality differences further.



YuChen
bluejanus
Mon Apr 04, 2005 8:34 pm
#26






drealin wrote:

What I am trying to say is that exactly. I have no problem with Armorsmith's making armor but to give them the ability to make all the types of armor essentially gives them a corner on the market as far the economy goes.

Allow them to be AS with damage specific types of armor. Balance it out.

From what I have read so far and understand, it seems to me that doctors have almost become useless.

Everyone needs a vehicle to make money in this game.

It's no fun if you are always poor or can't get the really cool stuff.

Look at image designer now as it is. What is in it for that person? How about dancer? Can you get rich off of being a dancer?

Why should one class have the corner on the market?

What I am suggesting here is that every class should have a value and be needed. What it does is gives everyone a chance to enjoy the game completely.





Is it necessary to be stinking rich to enjoy the game? If you say yes to this, you're deluded. There are more styles of play than those revolving around the credit. I think you are proposing that dabblers should enjoy more cuts of the market, that they should be able to produce comparable products as masters in crafting professions.






Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
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