Business And Economy Archive

Thread: A possible solution for crafters with 0 combat in the field: Special Crafting Armored Vehicle

TheBeastlord
Tue Apr 19, 2005 4:21 pm
#1

A big concern in the crafting community of this game after CURB will be the vulnerability of non-combat profession when placing / checking harvesters, travelling through an aggresive environment, trips to Aurilia, etc. Crafters can be one hitincapped in some planets (Dantooine, Endor, Dathomir...) and PSG is not a solution because creatures use to deliver kinetic damage.


Now that we will be able to deploy structures while mounted... why don't implement in-game an special vehicle certifiedjust for crafters? Imagine some type of speeder invulnerable or extremely resistent to kinetic attack from local fauna. This vehicle would allow us travel, survey, deploy harvesters and maintain them...


Well... just my two cents.


P.D. Excuse my english. I am spanish and english is not my first language. Thanks



=ARMALITE CORPORATION=
12 Pt. Elder Weaponsmith since February 2004
DANTOOINE: -308 2725 THE MINING MALL (Mining Outpost)
The Brand of Weapons in Radiant
teh_n00b123
Tue Apr 19, 2005 5:38 pm
#2

that'd be neat, the only kind of vehicle that gets certification for being a crafter only.. I would make it fully enclosed and nothing can hit it when its attacked, mainly mobs are "discouraged" from attacking it so it won't be abused so much.


It'd be neat, I would get cert at master artisan but you will LOSE the cert if you put any of your skills into a combat proffesion. That way combat oriented proffesions cannot use the protected vehicle to get in the middle of tough spots or somethin...






-I support a Galactic Civil War fought between regular, average players... Simply strict, hardlined Imperials & freedom lovin' Rebels fighting for control of the galaxy. A Galactic Civil War fought not with glowsticks or lightsabers, but with blasters, lances, and how much guts you have. A Galactic Civil War which reflects the timeline, the destruction of the Death Star, the absolute control which the Empire has and the brave Rebels trying to break up that reign... The extinction of all but a few rare and special Jedi. That my friends, is the Galactic Civil War and that is what we have to aim for.
StabMastah
Wed Apr 20, 2005 2:48 pm
#3

No way.

You guys still don't get it do you ?? Thats what combat professions are for.

This change was needed because it made basic combat professions, as well as profs like Scout and Ranger USELESS. Crafters did not want to barter or pay for their services because crafters could wear uber armor and in some cases grind their own resources. Kind of defeats the whole purpose of non crafter professions designed to kill, harvest, and forgage goods FOR YOU, didn't it ??

So I say hell no to this rediculous idea. Learn to appreciate other players and professions. You can't do it all anymore. You are going to have to pay others hard earned money for their hard earned time.
TheBeastlord
Wed Apr 20, 2005 5:09 pm
#4

StabMastah, thanks for your comments. I will debate your remarks that I will write in yellow, because I think you are absolutely wrong in your post. And I'll not mention the "aggresive" tone on it.


*You guys still don't get it do you ?? Thats what combat professions are for.*


Ah yes, thanks for giving (or trying to give) me a lesson about what a combat profession is.A combat profession is something needed for cruising the distance betweeen Agro Outpost to the next city without being 1 hit incapped. A combat profession is something needed for checking a harvester or survey minerals (who mentioned ranger or scout in my initial post? Did you read it carefully?). I think you have no idea of the situation that probably comes after CURB regarding crafters. In my server, Radiant, some of the best crafters are dropping their crafting skills just scared because they live in Naboo and they must face daily spawns of butterflies and the way from their houses to their factories will be impossible because they will be level 1 chars and low end spawn will incap them very easily. It's very cheap to throw away the merit of crafters without combat profession as you do, but watch yourself: the armor you wear and the weapon you wield, the food you eat and the bike you ride are made by crafters. Ah... and please, FYI, between my wife and me we have 13 accounts and most of them are combat professions. A lot of times pure combat guys talk to crafters like we are a sub-class in this game. Most good crafters you know have alts, and sometimes the guy who wipes the floor with your dead body in Theed is an alt of a very good chef. Don't forget this.


*This change was needed because it made basic combat professions, as well as profs like Scout and Ranger USELESS.* Who talked about ranger and scouts in this thread? We are just asking for a solution to be able to survive outside a town. If a crafter cannot defend himself nor deliver damage... what do you pretend him to do? In last HoC someone from SOE told, "You must wear a PSG"... lol. Great /clap. Show me a PSG with kinetic protection ".. or be escorted by another player". More lol... Nothing more interesting to do in SWG than following a surveyor tracking a spawn of Diatum Copper.


*Crafters did not want to barter or pay for their services because crafters could wear uber armor and in some cases grind their own resources.* Man... one of the artisan branches is surveying. Or do they moved that to the second bar of Teras Kasi Artist? ROFL. So do you think a combat profession is the one designed to survey for the a.m. diatum copper... ahhh... yes... (more sarcasm)


*Kind of defeats the whole purpose of non crafter professions designed to kill, harvest, and forgage goods FOR YOU, didn't it ??* Once again, I did not talk about organic resources (and I must inform you I have a ranger alt). The reason we must find a solution for crafters after the curb is because it's not fair to be one hit incapped without a chance of defend ourselves, nor hold an attack even for few seconds.


*So I say hell no to this rediculous idea. * Very "polite" way of expressing yourself, this means a lot about the kind ofpeople you are *Learn to appreciate other players and professions. You can't do it all anymore. You are going to have to pay others hard earned money for their hard earned time. * ???????? I think this last remark has no sense at all. Maybe you dizzied yourself with your... errrr... exquisite arguments

Man... read twice before posting. We craftersare just trying to keep our good work going on. And if crafters begin to have a verysad time just doing their hard work (I bet you never had a crafter... I can swear you its lot harder than any combat profession, and I must tell you that I have ALL the combat professions in game except carbineer and bounty hunter... and not "grinded" ones, but active chars) they will drop their professions and will become combat chars, and maybe in some months you will miss a lot the best crafters in your server.


Take care,







=ARMALITE CORPORATION=
12 Pt. Elder Weaponsmith since February 2004
DANTOOINE: -308 2725 THE MINING MALL (Mining Outpost)
The Brand of Weapons in Radiant
StabMastah
Wed Apr 20, 2005 10:00 pm
#5

I will work on my " agressive " tone, if you can stop being so condescending. Deal ??

You know very well the meaning of my post. The original poster is asking for a vehicle to offer totall protection against things every other player has to face daily. You know, I didn't like getting 1 hit encapped by a Jedi's lightsaber when I got a bugged TEF sometimes and I wasn't buffed, but we were told to just deal with it. I didn't ask for a Special Armored Anti Jedi vehicle. Just had to choke it down and accept it was part of the game.

The CU is just named wrong. Its not really just a " Combat Upgrade ", its an entire game-wide balance pass. Lets be honest, crafting needs to be brought in line too. Is it such a bad thing that you might have to think twice now before placing extractors in dangerous areas ?

I can't give you all the answers, but I can tell you this vehicle idea is not a good one. You will adapt and find ways to carry on, just like we all will have to. To give crafters even more special treatment, when everyone else has to adapt, is not a good idea if you want a happy playerbase.

So sorry if you think im " wrong ", even though Im fairly certain there will never be a Special Crafting Armored Vehicle. Ofcourse we have seen the kind of changes SOE has done when the crafters in this game have whined hard enough for something.. so should never say never.
Tiliana
Wed Apr 20, 2005 10:11 pm
#6

Actually, the point of the CURB is to get people to group. Even if they aren't in the same area.


Fortunately, in a guild, we're just going to have permanent pick-up crafter guilds in our player city... there's strength in numbers, even if you are off planet.


I also intend on picking up novice TKA instead of pistoleer which I currently keep for checking harvs, cause it looks like they won't need armor or weapons.


As a full crafter, I'm sure people won't have the extra points for combat boxes like I do (being only a single crafting class), but guns are now combat rating certified (i think anyway, haven't played on test in a few weeks)... so just beign grouped with combat friends will make you better then you are now, if you don't have any combat boxes.


Grouping. mmm fun.


-Resource Seller
TheBeastlord
Thu Apr 21, 2005 5:39 am
#7

I will work on my " agressive " tone, if you can stop being so condescending. Deal ?? Deal! Forums are for this: to debate ideas and see different points of view.


This vehicle is justa possible idea. Just that. I think it's not fair at all in the new system to make crafters so weak against environmentthey cannot even walk from their houses to their factories. Crafters are just asking for some way to be able to move between point A to point B, and believe me: I am not concerned by myself. Armalite, my weaponsmith, has somecombat skills -enough for destroying any molesting lair in a "normal" planet. I live in Dantooine and I never go buffed or use armor.. never. I just use tactics to place my harvesters, and If there is a difficult spawn in the area, I use PC number 2 and send one of my melees to do the hard work. I use to avoid the difficult creatures like voritors, etc. But it's a fact sometimes they bite my butt, even when I am riding my bike. But I don't get insta-killed. In the new system that voritor or huurton would insta-kill me, due to damage multiplier and the difference between levels, so this fact would make an usual work like maintaining a harvester not just difficult, but in some cases impossible.


Why did I think about a special vehicle for that purpose? There is a precedent in this game: the Sorosub Yacht. Space spawn does not attack you because you have no chance to counterstike, and I think it's fair. I don't catch your point in this remark: *Is it such a bad thing that you might have to think twice now before placing extractors in dangerous areas ?* I love danger but... give me something to defend myself and not a sitting duck game where I am the duck I repeat: me, personally, I will have no problem because my wife and me we are already a group managing 4 computers at a time. But I am an active member of my community in Radiant and I am scared about the comments from other crafters: a lot of them are dropping their skills and they'll become combat classes if they are not quitting. If you want to be a proficent crafting professional, you will need artisan, your elite profession and merchant. There's few room for combat skillsthere and sometimes you need two professions or part of another one (as most armorsmiths have sometailor for crafting their own tailoring subcomponents). Why make a crafter's life so difficult? Crafters are there for filling market needs, and if they cannot do their work properly shortage in goods will come soon.


Managing a crafter is another gameplay mode absolutely different from a combat class. Not everybody loves fighting or hunting. Why are they forced to choose a combat profession instead a crafting one for keeping them alive out there? Hunting for a resource or surveying in the field is sometimes a pain, finding a good spot for placing a harvester is sometimes a pain, and dealing with the spawn is also a pain. But at least give crafters something to avoid or defend themselves. And please, we don't want that demagogia about relying on another players for that escorting purpose. All we know the answers 90% of the times: "Sorry but I need to grind my Jedi", "I was about to raid XXX town with my guild", etc etc etc because it's not funny at all escort a surveyor and I understand the negative of that response. Maybe the "everquestization" would be the solution? Having 2 different pools of skill points, one for combat and another one for crafting? Who knows, maybe it would work...


This game has not NPC vendors. Everything comes from crafters here. EVERYTHING And this is the idea I loved about this game. But putting things too tough for non-combat crafting classes is an error not just from my point of view, and I repeat: I will have no problem at all, but from a lot of worried players that are thinking about dropping their crafting profession due to these changes.







=ARMALITE CORPORATION=
12 Pt. Elder Weaponsmith since February 2004
DANTOOINE: -308 2725 THE MINING MALL (Mining Outpost)
The Brand of Weapons in Radiant
Milgram
Thu Apr 21, 2005 7:32 pm
#8

Another great idea that will never see the light of day.




I'm With-Stupid n I-am With-I'm
The Jedi Jeweler - Outside Theed at -3990 4485
I go Bakersfield Chimp on Krayts and Nightsisters. You Savvy?
- I support keeping & balancing the current combat system You can too


Ieroliria
Sat Apr 23, 2005 6:49 am
#9

I just want to throw in my two creds. When I started playing last summer, I had no intent to go any combat. I wanted to be a chef-tailor. Now, I'm a Master Artisan, 3-3-3-2 Chef, Master Merchant, 0-0-4-4 Entertainer, and 0-1-0-1 Dancer. I picked up entertainer and dancer because I couldn't make any money selling my items, and running the crafting missions from Deeja Peak to Moenia 12 times a day just to make enough maintenance on my house was getting boring.


Right now, a rabid nuna can kill me. I rarely leave Naboo because of the hostile critters. I seem to play when no one else is online. And as someone pointed out, how exciting is it for a combatant to follow a surveyor looking for that particular mineral or chemical. My husband is a Master Scout/Master Rifleman working on Creature Handler and Swordsman. I know he'd rather be off taming critters or fighting critters than following me as I set up for a long period of harvesting, especially since I'm not making enough money to run harvesters, so I have to AFK sample overnight to get anything worth using.


I've maxed out my skill points, which annoys me to no end. I need 60 more points to get what I want. I'd be happy enough with 20 so I could Master chef.


But now, from what I'm reading, it seems like anything not even remotely associated with combat is going to be nerfed. It sounds like the reason I started playing, that I could NOT be combat, is going away. That I could play ALONE is going away.


I haven't cancelled my account yet. I want to see exactly how bad it is. Then, we'll see.


Liria

Poldano
Wed Apr 27, 2005 6:52 pm
#10

Getting back to the original post, I think it's an idea worth exploring. I'm sure at least one other person has had a similar idea


Such a vehicle would not have to provide complete protection, only what would be provided by good armor and a reasonable combat level. Further restrictions might be replaceable components to tailor the defenses to the intended use or expected primary danger (as in starship components). Current vehicle restrictions do not allow combat when mounted, so in the existing proposal the vehicle is not an effective fighting vehicle. There could probably be some additional restrictions added, perhaps to grouping, to prevent using the vehicles in auxiliary roles during intentional combat.


Now to reply to the combatant who believes crafters should rely on elite combat characters for all resources:


Are you willing to surrender 23 to 29 skill points of potential combat skills (that's 2 branches and an elitemaster box, in the non-FS professions) to devote to harvesting non-creature resources? The question might be rhetorical to you, and you might wonder why I ask. I personally believe that such an investment would be a waste for specialist combat characters. The reason I askthe question is probably patently obvious to any crafter. Without surveying 3 or (preferably) 4, you will be ridiculously incompetent at surveying, which is vitally necessary to find acceptable concentrations of specific resources to harvest.


Saego, Wanderhome
Hurlobacca
Sun May 01, 2005 7:19 am
#11






To give crafters even more special treatment, when everyone else has to adapt, is not a good idea if you want a happy playerbase.

So sorry if you think im " wrong ", even though Im fairly certain there will never be a Special Crafting Armored Vehicle. Ofcourse we have seen the kind of changes SOE has done when the crafters in this game have whined hard enough for something.. so should never say never.




First of all, you really come across as both having a chip on your shoulder towards crafters and as not being very knowledgeable about the crafting experience. For your information, crafters are doing just as much adjusting as everyone else in the game. Armorsmiths are dealing with massive changes to their profession and changes in resource requirements that put most of them back at square one. Doctors lost their crafting ability, so they got hosed on all the avian they paid big bucks to Rangers and Scouts for. Weaponsmiths are dealing with a new crafting system, changes in the valuation of their resources that render many of them worthless and the loss in value of many loot components that are either no longer used or were hosed in the conversion. I personally lost about 50 million credits worth of loot items (still have them, they just have no value now) but I'm rolling with the changes and not complaining about it.


I agree that the idea of a protective vehicle to help crafters get out and do their surveying and move their harvesters will likely never see the light of day. I've heard a dev suggest that crafters will have to hire bodyguards but that's really impractical. Of course we can afford to do it because we'll just build it into the cost of the products that players like you buy, so if you want to spend more be my guest. The reason the bodyguard idea doesn't make sense is that surveying and moving harvesters is time-consuming and boring. I can easily spend three hours picking up my harvesters, surveying for new spawn sites and placing the harvesters, especially if I am surveying for more than one resource. I can't imagine for the life of me that anyone would find following me around as I crisscross the planet surveying fun in any way.


Also, I don't know what kind of changes have come about from crafters whining so perhaps you could enlighten me. The fact is that every profession has at some point in time objected to proposed changes, not that it ultimately changed the course of events, but it's silly to suggest that crafters have had an exclusive on that franchise. I'm not saying there has never been a proposed change that crafters objected to but you apparently feel there were things they wanted changed that somehow gave them an advantage over combatants so let's hear you back up your nonsensical claim with some facts rather than just hot air.





Hurlobacca 12 Point Master Weaponsmith
SiyBer Arms South Coronet -200 -5500 Visit Our Vendors:
DmgSliced SpdSliced Melee Ranged Krayt/Special Heavy/Grenades
Crates/Tools Powerups Bargain Resources
FlereImsaho
Sun May 01, 2005 9:15 am
#12

Im a master Chef and can also prob reach 80% pistols mastery. I have no issue with harvestors. If you chose a complete artisan template don't leave controlled environments. Shuttle everywhere, be wary moving between buildings - it's an adventure, it's an envionment


250 SP (or something) - start choosing.





Gurgeh (MCH/MBE) - If it bites I've got it
RBruce
Mon May 02, 2005 1:15 am
#13

I think the idea of a special crafters vehicle or armor or something to let us roam around without getting killed in one hit would be nice. I am currently a Master Merchant/Artisan/Architect on Ahazi. My business, Ahazi Essentials is set up on Dantooine with shops outside Mining Outpost, Dantooine, Coronet, Corellia and in two player cities. Getting to my player city vendors is still a safe trip for the most part, but getting to my Mining Outpost and Coronet shops is a gamble now. I got killed twice trying to get to my Mining Outpost store the first day after CU and it's as close to the MO as the game allows. Also, all of my factories are also located on Dantooine. Every creature on Dant can kill me with one hit. Now, paying someone to hold my hand everytime I want to restock my vendors or use my factories is crazy! No one wants to spend their game time baby sitting crafters so we don't get killed if anything spawns. What kind of fun is that? Fun, remember that? I have 3 accounts, 1 pure crafter/merchant, 1 MDE/Mdancer, and 1 TKM/MFencer. I mostly use my 2 non-combat toons because that is what I like to do for fun, not just grind Combat XP all day long. What used to make SWG great was that you could be any prof you wanted and have a purpose in the game. Now the game in centered around combat and yes, a lot of non-combat folks such as myself are considering leaving the game. Why should you care? Well, I have already raised the prices of all the resources I sell because most of the folks I buy from have either raised theirs or have quit game already. Also, now that resources cost more, my goods cost more too. So you, the level 80 toon that wanders why we crafters want an armored speeder will be paying more for just about any crafted item in the game! I guess I'm just ranting now, but it's fustrating for me to have the game I love nerfed to the point that I cannot play it the way I want to anymore. The effects of the CU on the economy will start to show in a few weeks as shops start to close and accounts of people who are leaving SWG expire. Flame all you want, but you'll soon feel our pain.








RBruce
Master Structure Trader, 12 Point Architect

Ahazi Essentials
Mining Outpost, Dantooine (-331, 2795)
Homes, Speeders, Bulk Resources & Spice
Page 1 of 2
Previous Next