Business And Economy Archive

Thread: Does the level system turn new players off from becoming crafters?

EdOWar
Tue Jun 14, 2005 12:49 am
#27






fish_chef wrote:

im just glad the crafting system is still similar to what it was for I know the revamp is comming where crafting will get the guild wars like dumb down.






Exactly. I think they already anounced a Crafting Upgrade, and you know they're going to dumb crafting down so much that it will take the remaining joy out of it. And they'll do it in the name of making crafting more "accessible" to the player base. Just look at what they did to Armorsmith in the Combat Upgrade...now imagine what they'll do to every crafting profession in the next 'CU'. /sigh


Slim Vargo, Corbantis


Malicious1
Wed Jun 15, 2005 4:52 am
#28


hmm im a returning master chef who pre cu was quite profitable,and profiscient at makin what were some of the servers firsts or best products at the time.


after seein how they have destroyed the chef profession with the cu and added nothing to give us any real reason to be chefs,and the icap crap i experienced just leaving my house not even goin to a harv.



i wont be a chef i can tell ya that,nor any other crafter type,this is the same level of BS that soe pulled with the wookies and armour issue for over a year,they break stuff ignor it till folks simply l;eave,then revamp and break whatever was left.



ill be playin my combat toon,zero crafting.


i wont bother waiting for soe been there done that,they are both blind and inept at crafting fixs




-X .
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-TANTUM IN NEX ES VOS TUTUS-

lovebandit
Thu Jun 16, 2005 1:06 pm
#29


The cu made me dump the as business, wich i enjoyed a bunch. This thread makes me go "ugh", really disappointing that the crafters took a blow like this.




SLGHTRHZR
Darkside Adept
True life lies within the death of the lighT


MachXXV
Fri Jun 17, 2005 11:23 am
#30


Ive always liked strategic games with economic aspects - simcity, civilization etc. First thing i did as a new player was go up to master droid engineer, and ive never dropped it after a year. Being CL1 doesnt bother me at all - surveying and dropping harvs was dangerous before, and maybe alittle bit more dangerous now, but it does not bother me at all. I can still zip around dath and drop a harv - its almost a subgame of being a sheep amongst the wolves


I went with DE becuase of the techincal aspects and how complicated it was. Over-simplifying the crafting system would destroy the enjoyment for most if not all fulltime crafters. The complexity and work involved in making a quality product is what gives the sense of satisfaction for the time invested. Some simple stupid system of combining a bunch of generic items would make crafting a distant secondary dabbling profession.


The crafting profs need to be difficult and complex. If a combat toon could kill each target by clicking one button once regardless of your equpment or skills, you would be bored with the game very very quickly - this is the effect that an oversimplified crafting system would have on the crafters.


for instance, the new CL30 droids are better as far as combat capability , but far simpler to make, and resource quality means absolutely NOTHING - the outcome is always a 100% of max product.


this seems to be geared towards the idea of making good items easily available to the combat users, which is a valid concern, but taking it too far can kill the game for others.


I have a CL80 combat toon with a good template and excellent gear, but only play him 5% of the time, mostly to help guildies.





MachXXV - Eclipse
Master Shipwright, Master Droid Engineer, Merchant
Ryuukon
Sat Jun 18, 2005 2:33 am
#31

See I have exactly the opposite problem as most other people here. I would love to play a crafter but the whole problem is, the market is saturated, atleast on Bria.


Any new player who wants to start crafting, or old player that wants to convert to crafting, is stuck with some major hurdles, more so than the combat professions. There are just sooooo many established crafters, all of whom are 12 - 14 pt in their craft, that anybody else starting out fresh is out of luck. They would have such a hard time making it in the already saturated and seriously competitive market, that there is no way they would be able to churn out any product and have any hope of collecting the experimentation tapes that are REQUIRED to be a crafter.


Really I don't see levels having anything to do with turning people off of crafting. It's the immense hurdles that have to be overcome first just to get a foot in the market.





Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
Electro5
Wed Jun 22, 2005 3:52 pm
#32

If you don't have money to spend on experimentation tapes, then take up a profession that doesn't really need them. Tailor has no use for them at all, Droid Engineer is almost none, Architect is little more than a bit of extra harvester storage.



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maigy
Thu Jun 23, 2005 5:26 am
#33






Electro5 wrote:
If you don't have money to spend on experimentation tapes, then take up a profession that doesn't really need them. Tailor has no use for them at all, Droid Engineer is almost none, Architect is little more than a bit of extra harvester storage.





Good Point, and armorsmith no longer requires skill tapes... actually only a few Crafting professions require 12 exp points.



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Kalano
Sat Jun 25, 2005 9:17 am
#34






Ryuukon wrote:

See I have exactly the opposite problem as most other people here. I would love to play a crafter but the whole problem is, the market is saturated, atleast on Bria.


Any new player who wants to start crafting, or old player that wants to convert to crafting, is stuck with some major hurdles, more so than the combat professions. There are just sooooo many established crafters, all of whom are 12 - 14 pt in their craft, that anybody else starting out fresh is out of luck. They would have such a hard time making it in the already saturated and seriously competitive market, that there is no way they would be able to churn out any product and have any hope of collecting the experimentation tapes that are REQUIRED to be a crafter.


Really I don't see levels having anything to do with turning people off of crafting. It's the immense hurdles that have to be overcome first just to get a foot in the market.








Go into SW. There is always room for more of them. Its a hard profession to keep stocked if you have lower prices and a high complaint with high prices but your always stocked. its a challanging yet easy to understand profession. Since factories is not a major factor, it comes down to who can produce the best part and consistantly. Those who hog resources don't do well since it takes so much in resources, you constantly having to search out for more. Not like armor or weaponsmiths who have to wait for specific spawns and hold out for that better stat. SW is a lot more forgiving there. Just don't try to make your business based on chassies. The money is in the parts, and they even gotten better with that last few SW upgrades.



_______________________________________________________________________

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So long, and thanks for all the fish.
bluejanus
Sat Jun 25, 2005 11:14 am
#35

My survival ability has increased since the CU (probably because NPCs don't aggro at max or greater range anymore and I got positive faction with almost all the aggressive NPCs on my planet - Naboo).





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)
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eurno_ebaebro__kyra
Sun Jun 26, 2005 7:54 am
#36

i think it does turn people off, but you also need some CL to go into the 'deep wild' to get those high consentrations. back in the day, i was a dancer/artisan and whenever i would go to get resources from my harvester, bang, shapaut incap party. you need at least up to 3 in a novice combat tree.



y----Niplac Dustrider----y

y---Da most gangsta-ist pilot evah---y

y--(Crimson Pheonix 4434)--y

eurno_ebaebro__kyra
Sun Jun 26, 2005 8:04 am
#37

i have a quick something to add. (i dont know how to edit.)


even if there arent many crafters, think about supply and demand, the few crafters will be able to demand higher prices for their wares, and all of the other people will think "oh, hes rch, i should try that." we will then get a boom of crafters with high inflation prices, and people will go back to their combat proffession again. this cycle 'should' keep hapening.





y----Niplac Dustrider----y

y---Da most gangsta-ist pilot evah---y

y--(Crimson Pheonix 4434)--y

StarwarsJediFan
Sun Jun 26, 2005 1:04 pm
#38

hello crafters my ingame name is trika as stated in my sig. ive read some post and some of you are worried about having to travel threw dangerous places to get to harvies,factories,or hell even cities.


well fear no more trikas artisan escort service is now open for buisness for only 10k for every 30mins i will escort you anywhere you wanna go. dont worry about dieing why you run away ill stand and fight een if i die this should give you long enough to get away. has for my qualifications....i am a bounty hunter pure combate can of whoop a$$ on a plate. if anyone wants my services plz send a ingame email to trika





Trika Sasadona-ahazi "Your friendly neighborhood bounty hunter."
GraySeven
Sun Jun 26, 2005 2:15 pm
#39

Pre-CU, I was a 3 craft master....now, I'm a 1 craft master with a myriad of other profession skills neccessary to survive.


I kept Master Armorsmith, dropping Master DE and Artisan to pick up Smuggler to buy the FP needed for faction armor. Of course, this meant I had to get Marksman and Brawler skills which totally ruined my template. On the upside, I went from CL1 to CL34, meaning my still intact survey skills can be used on most planets solo.


Truthfully, if I didn't have a second combat account, I'd drop crafting myself. As good a money maker as it is, you are just closed out of too much content as a crafter. All "new" crafter content involves loot that they simply can't get from places they can't survive.


And with the path to Jedi unhidden (the biggest single SOE mistake in their history), and with Jedi being the Alpha class with little to no curbs to balance their strength, its no wonder that newer incoming players want nothing to do with crafting.


It scares me to see SWG drifting, slowly but inevitably, away from a Player-based economy and having crafting turn into an EQ2 style system simply because older crafters are P.O.'d and newer ones just don't exist.


If you want proof, take a look at the Trade forums. Everything seems to be loot auctions for combat goodies or weaponsmiths auctioning high-end weaponry. Or, try looking for specific Master level crafted goods such as PA halls and the like. It can be next to impossible to find what you are looking for in any reasonable time, even with the Galaxy Wide Search.


I am most saddened at this slide towards oblivion for crafting.





Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

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