Chef Archive

Thread: A rebuttal for the force sensitive crafter

Higginsis
Mon Sep 13, 2004 1:45 pm
#1

Hm good points, but the amount of xp was put in place simply put in place to stop grinders from doing the "easy" parts first. If the crafting profs were given a reduced conversion rate then everyone would just use 3rd party programs to afk craft. At least with combat being necessary even after master, weapons get used quicker as does armor and food, benefiting the economy much more than people just bulk buying resources, sitting in there houses and crafting it.

I think the rewards for the dedicated crafters who choose to take this hard and long path to FS crafting should indeed be given more than a amazing success bonus, all the work that goes into these FS skills imo deserves the extra 2 points that were proposed, otherwise i see no real incentive to do these quests.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

Gizmarke
Mon Sep 13, 2004 2:24 pm
#2


Apples and oranges my friend. I see your point. From the perspective of skill point investment all professions costing the same amount of points should have the same requirements. But they're two completely different kinds of professions. Crafting and Combat are two opposites in this game. 5 to 1 xp conversion really isn't that bad. Everyone is impatient and disheartened about the long grind that the FS quests amount to. But it really just depends on your perspective IMO. The design I believe was to reward the player for 'normal play' not grinding (like the profession grinding under the old system) AND at the same time getting closer to being a Jedi or getting FS skills, doing whatever you like doing. And I like this system because it is so flexible. Its more about doing what you like doing. If you like what you're doing, it isn't a grind, its a game.

Good luck!


Edit: About the 2 experimentation point bonus. I don't think that it would be a balanced reward. It would give the lower chefs an even more uphill battle against those already established Master Chefs. Perhaps an improvement of the mods to make them more noticeable? Or some way of displaying what it would have been without the mod and with the mod so you can see how itchanged it? I just did a batch of brandy with my assembly and experimentation FS mods and I can say I was very pleased with the results. But I didn't do any more testing, I just did a first combine and thought, wow, that was a lot easier than before I had the mods. But it could have easily been from the resources alone. *Shrug*. Alot of mods aren't working now. So a confirmation and/or improvement would be nice. But the two extra points to make people 14 point chefs would be destabilizing IMO. Though of course I'd love the extra points to work with.

Message Edited by Gizmarke on 09-13-2004 02:29 PM




-Castin Donn
...has mastered the Pilot profession
Higginsis
Mon Sep 13, 2004 3:35 pm
#3

The argument that some how 12 point chef will go further ahead is a non starter tbh, i mean a FS chef still only has a 2 point deficite, no different to the one they have now. All i was suggesting was a more adiquate reward for the vast amounts of xp needs for these tree's.

Tho i can see one major agrument from a design POV that the 2 FS points would make high end items even better, further increasing the problems with crafted items being too good and removing the challenge of the game. But if there a is more tempting prize to be offered to make these rewards going for i can't think of one.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

ravingbantha
Mon Sep 13, 2004 4:43 pm
#4

The expermintation bonsuses do not give more points to expermintent with. They increase the chance of getting an ammazing success while expermintating. If you doubt this read the box description in your skills list (granting you have had the chance to get it yet). Basicly all the skills crafters get are the same as "research center" and :manufacturing center" gives from your city, but are much better.
Numen
Mon Sep 13, 2004 9:37 pm
#5






Gizmarke wrote:


The design I believe was to reward the player for 'normal play' not grinding (like the profession grinding under the old system) AND at the same time getting closer to being a Jedi or getting FS skills, doing whatever you like doing. And I like this system because it is so flexible. Its more about doing what you like doing. If you like what you're doing, it isn't a grind, its a game.

Good luck!



Message Edited by Gizmarke on 09-13-2004 02:29 PM




I totally agree and do expect that was the goal. The issue is master crafters don't continue to gain experience through normal play. Even the entire aspect of mastering a crafting profession isn't really done well. I wouldn't say its horrible, just because I don't know of a better way.


A combat profession goes out and continues to get new skills. It doesn't matter that they aren't a master because combat is more of a personal goal. You can go as fast as you want, because your not depending on other people to advance. All that matters is your own time.


Crafting is a lot different in the game right now. It was a lot different in the start, but right now 98% of the sales are by Masters and a majority of those are probably 12 point masters.


With combat people might not invite you on a hunt or to a PvP event because your not a master, but that doesn't matter. You can still continue gaining experience in what I would consider a normal way. Crafting depends on others to buy your food just because to me a normal way of playing a crafting char is to make items that others use.


Now here is the best case situation for a crafter to play what I would consider a normal way.


Crafting singles each day. I'll use food as an example because this is the chef forum after all.


Best case I think would be 15 second per craft. You must fully experiment. The devs can't expect people to sell items without using all your skills in making them. So 4 per minute. Lets say over 3 hours that would be about720 crafts. Which is an average buff session. Best estimate for experience would be about 200 per item(Noone would craft 720 of the same item to sell). Thats about 140000 experience.


Realize these are all singles. At this rate, it must be assumed that you are actually selling 720 singles per day.



There are so many assumptions there that would never happen just to get it to a somewhat reasonable amount of experience. In the months since the chef revamp I have received a total of just under 120k experience. For one line I need 7.5 million experience I believe. After 5+ months I am about 2% of the way there. So I've got about 22-23 more years to go. This is the same arguement that has been made over and over again. If the devs haven't seen it by now, they must be blind.



The issue still remains that a better solution is probably not possible with the exception of lowering the exp requirements.



My comparison to the current crafting exp is comparing it to a combat profession that only PvPs. They gain no experience at all through normal play. This is an exception though. I don't know for how many that is the case, but I would still guess a majority of combat profs do actually go kill things that would gain experience through normal play. This basically means a master crafting making 98% of their wares in factories and selling them to people. Drastically expanding usage exp is the only solution I see and I honestly don't see this happening. First of all it wouldn't help most of the major crafters as more than likely you would have to use factories placed by your toon.



I was happy with the new jedi path, but I'm not impressed with the huge increase in grinding. More than likely I will not open up my jedi slot on my alt. I have 3 unlocks and in the next 2-3 months I kind of doubt I will get all the exp needed. As for my crafter, I'm convinced that I will never get any FS skills. Grinding the same as 30 professions just for one line of exp is not acceptable. I can't even imaging it being acceptable to the devs, but it was overlooked because most of the skills really don't matter much.





Amandil Morier - Tempest - Master Chef
johnautry613
Tue Sep 14, 2004 12:35 am
#6



Tiggs/Thunderheart/All,



Any comments from the DEV's about the rather insurmountable/imballanced Force Sensative Crafting Requirments?


A Combat profession would achieve 235,000 Force exp by mastering their profession once.

To complete a tree they must master a profession 20 times.


A crafter (WS example) would get 177,600 Force Exp by mastering their profession once.To complete they would need to master 27 times.


A Combat Profession would spend maybethree suits of good armor on the deal, say 700\KLets say they need 10 suits at 200K = 2 Million. They can also be running missions at the same time as they grinding a profession, so a combat profession would be money ahead by grinding, not behind.


A crafter would need (WS again) 450,000 units of material to master once. (this is at a straight 2 to 1 unit/exp ratio). To master 27 time you would need 12,150,000 units of material. At a 2cpu basis this turns into 24,300,000 units of material. Nothing can be hand ground that would be of much value, so this is almost completely waste. And dont even get me started on the shame that you have doen to the architect. The one possible profession that could have made this grind with out completely throwing out all their goods, and you give them a 35 to 1 exchange.


.......


This can not be what you intended to do. I don't even want this for Jedi, I want this to be the best crafter I can be. I am willing to bet that most of the people even going through the force crafting side are the same way.


I have heard you all talk of how the 'holo-grinding' madness was detrimental to the economy. This is just as bad if not worse. There is nothing that can be made by hand that would require that level of materials that would be worth selling. This means that we will have rampat inflation of material pricing as people have to pay mor e and more to get the materials needed. This also means that the price for all goods will sky rocket.


The only people who will profit by this system are the one who already get a outrageous return on investment, the resource gatherers.


This is about equity. please allow us eithe a greater exchange rate on exp then has been laid down or lower the amount of exp required to complete a box in the crafting side.



Thansk you for your response,



Lazurk Autry
12 Point Weaponsmith
Vendor Lazurk's Grenades
Lazurk's Forge
BarterTown Trading Post, Tatooine.
(-1850, -4900)
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