Chef Archive
Thread: A rebuttal for the force sensitive crafter
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.
Message Edited by Gizmarke on 09-13-2004 02:29 PM
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.
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.