Business And Economy Archive
Thread: GCW and crafters, do we really need to consider going neutral?
I am not going to explain the changes here. If you don't know what I am talking about, read the latest publish notes.
As far as I know there is still no decay with faction related death. Therefore if I am scanned and rendered a combatant, then killed by a factional NPC, it is just an inconvenience. (And I will be killed cause I have no combat skills at all.)
If it becomes a major pain, I may consider going neutral but until then I will just set myself on leave and continue business as usual.
Is there any other real downside that I am missing here?
Looks like if you want to be a spammer you better be neutral or you will spend a lot of time on your back.
It will be a big change for enemy docs in a starport, they wont be safe places to sit down and buff for money, and a neutral doc buffing will be useless if you are faction hunting. Docs may need to actually (finally) start registering their sorry selves in PC controlled med centers so peeps can find them.
Enemy NPCs are right up in the starport so running buffbots there isnt the best deal anymore if you are an opposing faction. I expect the cantinas & med centers of rebel controlled cities will become pretty busy since all the old centers for these things like Coronet & Theed are under Imp contol (on Chilastra anyway)
I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.
Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?
As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?
In short, how do these changes make SWG more fun for non-combatants? Or does that matter?
I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?
From these changes, the impression I get is "not." Only those with combat skills are wanted.
Disappointing, this is.
--Flatfingers
And it makes sense, if you chose a side, you dont get to stand around in the middle of the enemy hawking your wares. I have already heard reports of cantina crackdown squads outing on leave rebels and killing them while they were AFK.
If you are going to make spam bots of buff bots, you better make sure the city is firmly in your factions control or dont belong to a faction.
I dont think this hurts merchants in the long run but it will disrupt them for a while as they start having to make adjustments because the former 'free trade' cities like Coronet & Theed are no longer so.
Actually if merchants want the same type of thing they have say out side CNet, they may want to relocate to a faction neutral locale such as Lok. I mean Nym's has the facilities, and the building space outside and importantly does not have the factional hassles that Coronet & Theed now have. (I seriously doubt Lok will ever fall under the plantary control system because Nym is the sole ruler of Lok).
What I see as a possibility
1. Docs & entertainers will have more incentive to operate out of player city med centers and cantinas especially if the opposing faction controls the planet. No starport buffing because its not safe. ALso it adds value to them registering their presence on the planetary maps because peope still need the buffs.
2. This will drive people to player cities of a friendly faction because if all the NPC cities are controlled by the opposition they become the only safe place to go (Tattooine is a prime example)
This very well could mean increased traffic on local merchants of towns that advertise buffing/healing service
Id say SOE was smart on this..they made it so the NPC cities played a big part in the war but made sure that wasnt the only place. You stil have to go fight bases to change control, ans necessity will force you into player cities as NPC cities change hands. Basically spreads the GCW all around.
Flatfingers wrote:
I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.
Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?
As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?
In short, how do these changes make SWG more fun for non-combatants? Or does that matter?
I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?
From these changes, the impression I get is "not." Only those with combat skills are wanted.
Disappointing, this is.
--Flatfingers
Ilcbar wrote:
Flatfingers wrote:
I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.
Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?
As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?
In short, how do these changes make SWG more fun for non-combatants? Or does that matter?
I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?
From these changes, the impression I get is "not." Only those with combat skills are wanted.
Disappointing, this is.
--Flatfingers
I disagree, the GALACTIC CIVIL WAR is just that, a war. The fact that I have no combat skills wouldn't make me any less of a target to a imperial storm trooper and so enhancing the star wars feel. If you don't want to be attacked go neutral and craft away,I personally like ditching ST's and if I have to make the occasional trip to the cloner then so be it.
Maybe this is a blessing in disquise for us Droid Engineers, need to crank out those bodyguard droids for all the crafters.
I think you are missing Flatfingers point. He was not complaining about being attacked, he was complaining that the GCW revamp has no content for Crafters.
I agree, if there is no decay, then I don't even CARE if an ST attacks me or not. Since I can't fight him, and I don't really care if he kills me, this is really not content for me. But as a crafter can I contribute to my faction in the GCW more than I could before the revamp? The answer seems to be "no."
IntoTheGarbage wrote:
Ilcbar wrote:
Flatfingers wrote:
I read the same GCW notes, and I also wondered how crafters will fit into the new GCW structure, but I have a different take on it.
Namely: What incentives do the revised GCW rules offer crafters (and other non-combatants) to participate in the GCW?
As far as I can see, the answer is "none." If anything, the new rules actually make GCW participation more dangerous for crafters without providing any kind of corresponding inducement to join up. Given that there were virtually no reasons for crafters to participate under the original rules, how do the proposed changes improve SWG for crafters at all? How do these changes increase the "Star Wars" factor of SWG for crafters when non-combatants are actually penalized for trying to get involved in the GCW?
In short, how do these changes make SWG more fun for non-combatants? Or does that matter?
I'm not opposed to these changes. I actually like what I think will happen under the new rules for fighters. I think the changes make a lot of sense for them. But what about non-fighters? Do the developers want us to participate in the Galactic Civil War or not?
From these changes, the impression I get is "not." Only those with combat skills are wanted.
Disappointing, this is.
--Flatfingers
I disagree, the GALACTIC CIVIL WAR is just that, a war. The fact that I have no combat skills wouldn't make me any less of a target to a imperial storm trooper and so enhancing the star wars feel. If you don't want to be attacked go neutral and craft away,I personally like ditching ST's and if I have to make the occasional trip to the cloner then so be it.
Maybe this is a blessing in disquise for us Droid Engineers, need to crank out those bodyguard droids for all the crafters.
I think you are missing Flatfingers point. He was not complaining about being attacked, he was complaining that the GCW revamp has no content for Crafters.
I agree, if there is no decay, then I don't even CARE if an ST attacks me or not. Since I can't fight him, and I don't really care if he kills me, this is really not content for me. But as a crafter can I contribute to my faction in the GCW more than I could before the revamp? The answer seems to be "no."
I picked up 3 new sets of comp this morning and as I pointed my speeder in the direction of home, went to troll the trade forums. Alt Tab when I heard the combat music to see a turret nailing me as I was parked up against a freshly placed reb base. The turret slew me as well. 6% lost on 27 pieces of brand spanking new armour. Not very impressed.
IntoTheGarbageChuteFlyboy understood exactly what I meant.
As a crafter in the middle of a war zone, I'm not expecting to be able to defend myself with weapons. Not only do I completely get that,I agree that that's how it should be. I don't have a problem with the new GCW rules as far as they go.
My concern is that the new rules don't go far enough. They offer new incentives for combat players to participate in the GCW in this game, and that's a good thing...but there doesn't appear to have been any thought whatsoevergiven to how crafters could participate more in the GCW as well. I think there ought to be something in the new rules to encourage crafters to play an active role in the Rebellion or the Empire, and I'm disappointed that the only comment related to crafterswasbasically a smackdown: "crafters aren't worthy; if you're factioned, you'll probably die -- too bad."
As a crafter, I'm not asking fornew features that allow meto smoke stormtroopers or blow up Rebelbases -- I'm just looking for some sign that the developers consider crafters a desirable part of the SWG game world by including them when they offer new game features. If the newGCW rules includedfeaturesallowing crafters tomake some useful contributionto shiftingthe balance of power in the galaxy, that would tell me that SOE was serious about making SWG fun for everyone, not just fighters.
But I don't see that in the new GCW rules. And that's disappointing, not just to me personally as a crafter, but as a missed opportunity to bring new crafting-oriented players into SWG so that it's more fun for everyone.
As to specific ways that crafters could contribute to the GCW, there've already been plenty of threads suggesting good ideas. Merchants could make financial contributions;Armorsmiths/Weaponsmiths could craft factional items; Architects could repair bases; Artisans could survey for or even supply harvested materials to an NPC contact -- there are all kinds of ways crafters could be allowed to contribute more (and these ideas are just the most trivial).
The specific idea isn't important (although it would help if whatever actually got implemented were really fun). What's important is thatSOE offer something to crafters to indicate that we're wanted in this game, rather than completelyignoring us whenreworkingone of the most Star Wars-specific aspects of the entire game.
So: this isn't a rant against the fighters. It's a request to be offered the same level of respect when new game features are created.
--Flatfingers
Flatfingers wrote:
[...]
The specific idea isn't important (although it would help if whatever actually got implemented were really fun). What's important is thatSOE offer something to crafters to indicate that we're wanted in this game, rather than completelyignoring us whenreworkingone of the most Star Wars-specific aspects of the entire game.
So: this isn't a rant against the fighters. It's a request to be offered the same level of respect when new game features are created.
--Flatfingers
Maybe I'm just being too optimistic.
Just my 2 credits.