Business And Economy Archive

Thread: Making non Master crafters useful, and wanted.

Psionic_Maji
Sat Jan 22, 2005 11:35 pm
#14



I know they don't get 100 at novice... but they do mostlyfollow the guideline that i posted, with the exception of harvestors.

the only thing tailors need to expirament on is some componant that armorsmiths use for making wookiee armor, i forget what it is at the top of my head.

Also do not assume that i am a crafter at all, which i'm not. I just think that this would improve the crafter community.

I'll continue to use weaponsmith as an example, many of their key weapons are at master, the ones that make the big money, the DE-10, T21, DXR6's, power hammer, flamerthrower, etc. SO no, i don't think this would cause a ton of current masters to drop their profession. Chefs would still need to make Vercupti, thakidillo etc. Armorsmiths would need to craft that composite armor we love so much.

RESOURCES, time and dedication should matter more. Artisans can still sell some stuff yes, but many artisan items arn't exiramented upon either. Try to sell a DH18 pistol to a serious player as a novice weaponsmith, you can't. A good one crafted by a master actually isn't that bad of a weapon.

Message Edited by Psionic_Maji on 01-22-2005 10:48 PM



Psionic Maji - in game name
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