Business And Economy Archive
Thread: Combat Upgrade and Economy
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.
drealin wrote:
Why is it such a problem to have a WS excel in a certain type/s of armor?
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.
Message Edited by bluejanus on 04-03-2005 11:06 PM
By this suggestion, you should also count weaponsmiths, doctors, bio-engineers, shipwrightsamongst other crafting professionsince they also corner the market.
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)
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.
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.