Business And Economy Archive
Thread: JTL & Shipwright Here Yesterday, Gone Tomorrow
Message Edited by Bugboy321 on 02-24-2005 03:23 PM
WedgeFan wrote:
And the comment about not being a crafter, or a good one. if I don't have 30 lots at my disposal is rather demeaning. Just because my sales aren't thru the roof has no impact on how good a weaponsmith I am.
You're right, I should not have made that comment (I really need to keep my foot out of my mouth). My point is, you'll never be one of the best on your server, especially if you're a WS. You'll never be able to afford the loot drops that make the high quality weapons.
The reason I play MMO's is to have an impact on the gaming world. Right now the only way to do that is crafting. I don'twant to settle for mediocre. I want to have an impact. In my opinion you are not a successful crafter. You can't make a living on crafting alone you have to adventue to make your money and crafting is what you do when you're sick of killing things, sort of a hobby.
Yes you might be able to survive, but try being a DE, Master Artisan, and Shipwright, with no piloting skills and see how well you "survive".
WedgeFan wrote:
It's kind of insulting to hear players say they are upset when an exploit is removed, and it hampers their play style. The crafting storage exploit, which has been mentioned several times, was always intended to be fixed. The increase in housing and player storage has been seen as a slap in the face. I guess the devs could have just fixed the exploit and not given anything in return. I'm sure that would have gone over much better /sarcasm.
I sell maybe 10-20 items a week. Am I successful? In my mind yes. I earn enough credits to maintain 1 house...a small, 4 harvesters when I need them, and two factories. My income is supplemented by my space adventures, but that only amounts to 20k-30k a week. How do I do it? I don't live above my means. Time and again I've seen people try to jump right in and be the best of the best. They never last. Others think that they need 4 medium houses, 10 harveys, 3 factories....and then can't understand where all their money goes. All of these types have burned themselves out in a manner of months. Why? Cause for some reason they didn't have the patience for not being #1.
The small guy can survive with the right mentality, even in a profession that has been proclaimed dead, (r.e. Shipwright).
quote "It's kind of insulting to hear players say they are upset when an exploit is removed, and it hampers their play style. The crafting storage exploit, which has been mentioned several times, was always intended to be fixed." Thats well and good if someone is taking advantage of an exploit to exploit gameplay for personal gain with respect to other players. However, there's a gamebreaking difference here in that we're talking about using a loophole as a "relief valve" to otherwise address a major deficiency in the game design or game implementation. If you're drowning, you'll grab anything that floats, and that's what this so-called "exploit" was, a life preserver. That's night and day different from someone camping a POI with a triple sliced (exploit) weapon that hits for so much damage that it takes 6 players to out damage a person for the loot rights, for example.
The storage issue is so pronounced and so outrageous, that it really distresses me to hear someone refer to the nerfing as "removing an exploit." So sayeth the non-crafters for the most part.
As for little crafters vs. mega crafters, that's a play style issue. I wont tell you to produce in bulk if you don't tell me to not produce in bulk. Our guilds' crafters takes great pride in maintaining ourmany and variedvendors in both variety and consistency of goods available, it makes the game enjoyable for us. And as our companion said a post prior, none of us rely on just 10 lots, its not possible, obviously as I've also said that I'm constanting fighting and juggling admin of 3,000 items approximately.
I don't necessarily have a problem paying for more accounts to support SOE's ability to fund additional hardware and software, to support crafters. But even with more counts, cross-server lot trades, etc., the micro-management of 100 units per lot is crazy busywork. The design is flawed, needs optimization. We need storage houses that can be used for one-stop sorting and storing of 400, 800, or a thousand units all in one structure. I could go on for pages and hours of describing the nightmare of sorting and finding, and searching, and where did I put this or that, because I dont have adequate storage to keep logical things together or can't spare a named travel pack for each type of thing that would help organize all of the different types of things. Where did I put batteries, where did I put control units, where did I put the rest of the FS resources, where's my wound packs, where's the rest of those ABECs, where's my tats fiber, where's those tracking device loot items, where's my jetpack part that I had two months ago, where's my ... it just goes on and on.... I can spend a whole online session looking for something I need and can't remember where it is, cause we don't have optimized ways to sort and store, to label and organize. Storage is a disaster.
I was in absolute heaven when the crafting station held items that didn't count. A house and lab actually looked like it should. I'd walk into a room and see medical crafting stations that said ABEC, or SDS, or Stims and Meds, I'd see stations that said, Steel and Ore, or Alum and Copper, or Oats and Fiberplast, or Armor and Weapons, or FS Resources, or Equipment Warehouse (batteries, control units, packs, torches, vehicle deeds, PSG), or Space Loot (waiting for matching parts for RE'ing), I mean it all fell into place for once in the life of the game. It worked. Not unlimited items, approx. 3,000, all organized, all sorted, all where it belonged, easy to find, in one spot. Easy to go into your house, go to the right bin, drop it, not have to search for it later, knowing exactly where things were, easy to retrieve, easy to find, easy to grab things to help others upon request, easy to access for tasks like crafting or RE'ing. All of the storage nightmare of the last year and a half, eradicated to perfection. And they nerfed it and threw us back into the water scrambling for relief.
BleuDestiny wrote:
I was in absolute heaven when the crafting station held items that didn't count.
JodoKai wrote:
Yes you might be able to survive, but try being a DE, Master Artisan, and Shipwright, with no piloting skills and see how well you "survive".
I disagree with you on this point. I truely understand where you are coming from on the fact it takes extream amount of credits to survive and make these professions produce anything. Spent almost all my SWG life with at least one toon as a Master Artisan, and slowly building my SW.
The problem really lies with the fact that crafting was not fully fleshed out and created the way it should have been. The Devs have let down the crafters in the way they created the professions and how the supply and demand works.
All i can hope is after the CU, which in itself should produce some needed love to the crafting profession in being part of the GCW, but will change who somethings work, and when they finally get to the crafting pros, maybe we will finally have their ears without a bunch of others screaming nerf and cost and poor little fighter me, as really see our plight and that we truely want a system that is challanging and rewarding for us, that doesn't kill off the combat world. Heck, destroying the combat world would end up kill us in the end. For to long, the combat system hasn't been up to par, and we have taken a back seat waiting for the repairs it needs first so that we can be repaired to a truely equal compliment. (i pray we end up equal as crafters v. combantants) Instead of being the ends to a mean, and treated way to much as such.
Kalano wrote:
JodoKai wrote:Yes you might be able to survive, but try being a DE, Master Artisan, and Shipwright, with no piloting skills and see how well you "survive".
I disagree with you on this point. I truely understand where you are coming from on the fact it takes extream amount of credits to survive and make these professions produce anything. Spent almost all my SWG life with at least one toon as a Master Artisan, and slowly building my SW.
The problem really lies with the fact that crafting was not fully fleshed out and created the way it should have been. The Devs have let down the crafters in the way they created the professions and how the supply and demand works.
All i can hope is after the CU, which in itself should produce some needed love to the crafting profession in being part of the GCW, but will change who somethings work, and when they finally get to the crafting pros, maybe we will finally have their ears without a bunch of others screaming nerf and cost and poor little fighter me, as really see our plight and that we truely want a system that is challanging and rewarding for us, that doesn't kill off the combat world. Heck, destroying the combat world would end up kill us in the end. For to long, the combat system hasn't been up to par, and we have taken a back seat waiting for the repairs it needs first so that we can be repaired to a truely equal compliment. (i pray we end up equal as crafters v. combantants) Instead of being the ends to a mean, and treated way to much as such.
I'm not quite sure I understand you, you said you disagreed but understood where I was coming from. My point here is, a non-adventurer CANNOT make a living with those professions with only 10 lots.
We really have some differences of opinion with the highelighted sentence. I have played many MMO's in my time, and I have never seen a better crafting system anywhere. I would have left a long long time ago if I didn't love the crafting so much.