Business And Economy Archive
Thread: The Unfortunate truth about Credits.*UPDATED*
Crafting is a choice. You can choose to attempt to get all the tapes that will get you more experimentation points, you can spend upwards of 20 hrs a week watching resource spawns and/or conversing with your suppliers to get the 'best' resources, you can spend your real world cash to buy multiple alts to get more storage/lots/factories/harvesters, you can lot-trade (ignoring any personal feelings I have on this topic) for even more, you can craft-template your character and alts so you never need to rely on another player for components or vendors, you can undercut your competitors, spam at starports, sponsor events for publicity, trawl the trade forums, establish contacts with other merchants, seek out information on your peers and use it against them.
Or you can dabble in the profession, enjoying the act of crafting and make things for yourself and your friends, or open a small vendor in your Player City, or be 'apprenticed' to another crafter providing components that they have neither time nor inclination to produce themselves, put a personal harvester down and sell lumps of 200 units a time on the bazaar for other small-time users, maybe create starter packs for beginners with singles of 'taster' products, maybe you'd just prefer to be an on-the-spot crafter, selling weapon powerups outside large 'dungeons'.
Or maybe you want to do neither of these, or somewhere in between.
The problem you seem to have is that you believe that being able to compete in the top 5% of the crafting market is the be all and end all of crafting. Sure - some people feel a desperate need to go up against the big-guns - those people who will do anything to maintain their share of the market. But there are other parts of the market that can make you modest amounts of money and give you less grey hairs.
Not every cafe/resteraunt startup wants to directly compete with Burgerking/McDonalds.
"And high end content isn't all about loot. But...what else is there to do that's remotely challenging?...There are no real quests or anything immersive to do. So..what else is there?"
You'd find that without your uber composite, without your three/four flavours of buffs, that previously 'worthless' content becomes challenging again. You remember the 'old days' when missions with five people were a challenge and medics and doctors were welcome additions to a group - they were a challenge then, they can be a challenge now.
Saying that anything less than the high end stuff isn't a challenge, when all you're used to is steamrolling over everything while drugged out of your mind on steroids and booze is silly. As long as you have, as someone else said, God-Mode on, then no - it won't be a challenge, remove your win-switch and you'll find that things get a whole lot more interesting.
Why do golfers play with handicaps?
You don't need uber things for challenging PvE. And I restate again - PvP was NEVER a topic here, we know that PvP is a kind of 'end game' and as such, you do need EVERY advantage that you can beg, borrow, buy or steal.
falllacy wrote:
sorry, you lost all credibility about two sentences in...armor and buffs voluntary?
It certainly is voluntary for PvE. I only get buffed for specific high-end situations, such as the DWB, Corvette, serious nightsister hunting, or the phase 4 village quest. Unbuffed, I take on almost everything, including mid-range nightsisters, rancors, squads of stormtroopers, etc. The key is - you just need a template built for playing without buffs or armor. For example, a melee profession with high toughness acts as natural armor (over 50% for a TKM). Intimidate is a huge help. Medic 0030 or 0040 is a huge help. Not every template can clear rancor lairs unbuffed and unarmored, but many can. And they can do it almost as efficiently as the buffed and armored player.
PvP is admittedly a different story.
falllacy wrote:
If they really wanted to do it right, they would jsut copy the crafting and loot system from WoW.
Then there wouldn't be these problems. And people could play in a group, or solo, whatever their pleasure...and still could enjoy the game.
and maybe throw in a few monsters with unique attacks, as per WoW as well..instead of just giving everything insane resistances.
but I digress. ;p
I've played WoW, thank you very much. It's the most boring-ass game ever made by human-beings (well, in my experience, at least). The crafting system is a joke, it's impossible to make a name for yourself as a crafter, no player housing, no player shops, no player cities, fixed NPC vendor based economy. The only thing to do is to grind out one 'quest' (most of which become very similar)after another until you hit level cap, then you grind out the same 3 or 4 instanced dungeons over and over and over and over and over and over and over again until you get the uber-loot you need to complete your 'character'. What amazes me is that so many players consider that to be 'content'. To me it's absolute tedium. It's a MMO for console gamers...and that's about the worst insult I can think of for WoW. Gee, can you tell I wasn't very impressed with the game?
You keep complaining about the game's economy, but maybe you just don't have what it takes to compete in a game with a real player-based capitalist economy. If you like WoW so much, maybe you should stick with it. Or at least offer more pratical solutions than "turn SWG into WoW".
Slim Vargo, Corbantis
I agree totally, and 5 stars for j00!
I am a Master Ranger, I wear BE modded clothes, almost never wear armor, and have little need of buffs or tons of armor attachments. All I go out in the field with is my trusty (but rusty) T21, some canape, some gammorl, and my harvester droid. have had a million credit in my bank before, it all came from a combo of contract tracking, resource harvesting & sales, and running missions. I always have enough cash to be able to buy a crate of gammorl, brandy, and canape when needed.
Now for melee types, they git hit a lot, so they need more armor and mods, do they need the most uber of mods and armor, not really, but it helps a little. Personally I think if meleeers used a lil more finesse in their fighting they could save themselves a LOT of wear and tear (they seem to like to go in and aggro everything at once, and of course expect to win)
My gear lasts a LONG time because I try hard NOT to get hit. I try real hard to only fight one mob at a time, not 20 (armor is gonna fall apart real fast doing that), as a result of that my equipment condition stays high, and I rarely experience decay due to death.
If you want to be a spaz, run into the weapons center, and TKM everything in sight at once, yea life will be expensive for you, especially since you will only buy the BEST of equipment (only 90% comp stun armor is good enough for you, w/+20 attachments) If you rip up a suit of that every week, oh yea life gets expensive. But guess what, thats not the economy's fault thats YOURS. YOU want to grind XP as fast as you can, again thats YOU, not the game.
YOU made a choice of playstyle, dont expect crafters to subsidize you.
Zadokk wrote:
Wow, someone who ripped the words out of my mouth. Not all crafters are money hungry, noob exploiting, 12pting, egotistical meat heads...