Business And Economy Archive
Thread: JTL & Shipwright Here Yesterday, Gone Tomorrow
- Shipwright took far too many resources to grind, and takes far too many resources to maintain, too many to store (with storage so obscenely limited,) was a hog, is a hog, takes too much effort in harvesting and acquiring resources
- Ships do not decay and do not need replacement
- A crafting profession that does not allow a player to make great stuff, is no fun
- Quality resources are non-existant, month after month of garbage spawns
- Unlike other professions' components, a shipwrights components' stats are spread out, for example, 25%/25%/25%/25% with no stat leading the quality
- Lack of quality differentiation in experimenting
- RE'ing is a quagmire of storage problems (ie. storage continues to be a major source of grief for players who also craft), is a quagmire of too much work for too little reward. We've had players who have never, after thousands, and thousands of RE'ing, have gotten a single whole set of Firespray discs. It's work with no payoff
- Sales of parts and sales of RE parts is non-existant; most people who are still flying just collect various parts and have a shipwright RE them ready to go in their own tool. The shipwright has simply become a person who gets a /tell that says, "hey i've got 10 parts, can you RE them for me? Where can we meet?"
- Though the devs have done many things to reduce prep time in the game, to speed up people's ability to get out there and enjoy the game, they still haven't done enough, including all the busy work around storage management, and people don't have time or interest in JTL. It's already being reduced to a means to travel quickly between starport. Of all the JTL enabled peeps in our guild, I think 3 still fly. Most have not flown in a LONG time.
- SOE says "the ground based game and the space game are separate," and recent words from SOE around theGCW indicate that they're going to be merged into a seamless experience. OK, so currently shipwright crafting xp doesn't count towards FS, when will that be remedied in fairness to the shipwright, a crafting profession like any other?
If something were done about the economics and enjoyment of being a shipwright, maybe more would keep it, or work it, but its already become just another broken profession. As it is, the ground-based profession and the space-based professions, shipwright and pilot respectively, are DOA.
Message Edited by BleuDestiny on 02-22-2005 09:13 AM
BleuDestiny wrote:
I don't know of a currently producing Shipwright, and I'm about to drop my shipwright profession with a new template design. It was a collosal waste of time. JTL itself seems to have died an early death. The profession of Shipwright was a hollow and unenjoyable experience, on a level unlike any other crafting profession I have played.
Observations:
- Shipwright took far too many resources to grind, and takes far too many resources to maintain, too many to store (with storage so obscenely limited,) was a hog, is a hog, takes too much effort in harvesting and acquiring resources
- Ships do not decay and do not need replacement
- A crafting profession that does not allow a player to make great stuff, is no fun
- Quality resources are non-existant, month after month of garbage spawns
- Unlike other professions' components, a shipwrights components' stats are spread out, for example, 25%/25%/25%/25% with no stat leading the quality
- Lack of quality differentiation in experimenting
- RE'ing is a quagmire of storage problems (ie. storage continues to be a major source of grief for players who also craft), is a quagmire of too much work for too little reward. We've had players who have never, after thousands, and thousands of RE'ing, have gotten a single whole set of Firespray discs. It's work with no payoff
- Sales of parts and sales of RE parts is non-existant; most people who are still flying just collect various parts and have a shipwright RE them ready to go in their own tool. The shipwright has simply become a person who gets a /tell that says, "hey i've got 10 parts, can you RE them for me? Where can we meet?"
- Though the devs have done many things to reduce prep time in the game, to speed up people's ability to get out there and enjoy the game, they still haven't done enough, including all the busy work around storage management, and people don't have time or interest in JTL. It's already being reduced to a means to travel quickly between starport. Of all the JTL enabled peeps in our guild, I think 3 still fly. Most have not flown in a LONG time.
- SOE says "the ground based game and the space game are separate," and recent words from SOE around theGCW indicate that they're going to be merged into a seamless experience. OK, so currently shipwright crafting xp doesn't count towards FS, when will that be remedied in fairness to the shipwright, a crafting profession like any other?
If something were done about the economics and enjoyment of being a shipwright, maybe more would keep it, or work it, but its already become just another broken profession. As it is, the ground-based profession and the space-based professions, shipwright and pilot respectively, are DOA.
Message Edited by BleuDestiny on 02-22-2005 09:13 AM
Message Edited by JodoKai on 02-22-2005 01:44 PM
Message Edited by BleuDestiny on 02-22-2005 01:27 PM
The key issue is component stats - as you can loot better components then ANY crafted ones, all you need SW for is RE jobs - which are more of pain in the backside then a real source of fun for a crafter. Basically this situation restricts shipwrights to provide grinding equipment.
Only part that is a must have is a chasis, but those dont decay, and there are minimal differences on stats between hi-end and average resources, effectively killing SW profession as resource quality doesnt matter.
As for voices that shipwrights are not yet at their maximum as far as product stats go, I tend to disagree - there are many crafters that went shipwright being AS or WS with lots of different resources stocked - and they can produce items that are top what a crafter can do - still FAR from loot equipment.
SW would have much more longevity if space loot were components like in ground game, than standalone usable items.
Just my 0.02
Message Edited by Bugboy321 on 02-23-2005 08:48 AM
Bugboy321 wrote:
5. With the recent expansion of storage space, you should have plenty of space to organize and store parts, especially if you work with your PA and have access to shared storage. Yes, it's very tedious, but so is any other crafter profession in the game.
Expansion, LOL, that's a good one. I've got 3,000 items, as resonabley demonstrated in another post for any crafter who also enjoys JTL, loot kits, FS resources, etc., reasonable items, items encouraged by the game and SOE, and adding resources as they spawn, with a meager storage allowance of1,000 units in 10 lots. That's trying to get an allagator appetite thru a canary's a55 as my old man used to say.
What they actually did through slight of hand was nerfed storage in crafting stations while granting a nominal increase in other storage, in effect taking away a huge amount of needed storage and tossing us a meager bone in the process. Trying to use vendors and work with 100 item storage per lot is still a ludicrous venture, spending more time managing, searching, sorting, and working around "this house is full" messages all the time, every day. LOL, expansion.
Message Edited by BleuDestiny on 02-23-2005 07:34 AM
winddrake wrote:Things will get fixed eventually... I see great things happening in the future as long as they don't mess up the combat upgrade.
the CU will definitely help, but it only helps combatants. what about the crafters? people think that just because buy and consume our stuff and then buy it again that there is nothing wrong, but you see the argument here to the contrary. SW is broken, and i along with many others continually told the DEV team this during the JTL beta. all they did was create another Architect. it is a profession that dies once everybody buys what they need. there is no reason to go back for anything else because the best things you will get are looted, not crafted. plus, major guilds have designated SWs who craft for the guild and then have a meager store with which to supply credits to the city removing a need for many to have to "pay" for anything concerning structures or ships. weapons, armour, food, and clothing are universal. EVERYONE needs them. ships and architecture are not, thus they are broken professions because they aren't required and nothing is consumed and needs to be re-purchased.
as long as there are broken aspects of the game, it will continue to die. we are not asking the DEVs for a perfect game. we are asking them to at least make things functional,and right now way too many things are not even close to being functional. the biggest slap in the face recently is giving armoursmiths the right to craft factional armours. the right for architects to craft bases should have been given light years before one of the richest professions in the game received soemthing else to make it even better... that's somthing like strike 87 DEVs.