Commando Archive

Thread: Not to be negative but...

Galaian
Wed Jul 23, 2003 1:42 am
#1

So where IS this correspondent?


I have many things to say, many questions to pose.


The "pass" that Q referred to resulted in the skill tree that was released. This was done with no testing of heavy weapons at all. Until then, only one branch required heavy weapon experience, the rest were based on combat exp.


For those that weren't around, let me explain what the situation was during the beta. The resources for our weapons never appeared until maybe a week before this went live. Even then, only two of them were made. The heavy lightning cannon and the flamethrower. This was AFTER the skill tree was changed to it's current form. The weaponsmith I worked with was one of the top 5 around and every day, he made a new flamethrower with max experimentation. Every day I took it out and tried to burn down every target I could see. Each time the results were so disappointing.


Also, what I was afraid to see happen, has. "Special Heavy Weapons" carry the biggest price tags in the game. Thank God I have my resource business going, because destroy missions aren't worth the effort to gain cash anymore.




"Would you like that extra crispy or carbonized?"
Dojjo
Wed Jul 23, 2003 12:30 pm
#2

I'm going to take this response as meaning no time soon...


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=163668#M163668



I don't know how to say this except.. thnx..!? /sigh


oh and.. a csr told me I should /bug my acid rife.. thnx for the tip skippy.. /boggle

Kharn_JB
Sun Oct 31, 2004 9:12 pm
#3




The resources to master shipwright are way out of wack. No, I'm not one of those players who wants everything handed to them on a sivler platter. In fact, this system DOES actually cater to such people as it currently is. Look at the stats, over 5.5 million resources but only 107 combines from novice to master. It takes under two hours, under an hour if you're quick with macros, to master shipwright, so long as you have the resources.


So what's the result? A profession that caters to the rich 'elite' players who have tons of credits. This profession promotes greed rather than work.


Why is it like the way it is? I assume it is because ship blueprints take so many resources, and since it does only take 107 combines is justifications for gating it via the xp per resource to be 1/8th the normal amount, at 0.25 xp per unit of resource. I can understand gating it like this, however it does very little in limiting the few players which can buy 5.5 mil of resources with pocket change, which are weaponsmiths, armorsmiths, etc.


I think a better solution would have been to make shipwright more like architect. Ship blueprints would not just take a lump sum of resources in one shot to make. Instead they, like structures for architects, would require x number of hull modules, made from x number of ship structural modules. This way the time to master shipwright would be significantly increased, without forcing players who can't afford the insane amount of resources to realistically be able to master shipwright.


IMO it's TOO easy to master it for rich players, but too hard andlong for players who can't toss millions of credits away on grinding materials.

Message Edited by Kharn_JB on 10-31-2004 11:17 PM

Velneth
Sun Oct 31, 2004 9:20 pm
#4

Uuuh... what?

You want to increase the time as a means to leveling the playing feild?

You think that will affect the total number of resources nessisary for a ship?

You really think that if they changed things that they'd jack up the XP per combine? If they did that, they'd just increase the XP it takes to get each box...

In the end, nothing would be changed, other than increasing the boredom of it.





**************************
Sooong peetch alay D'emperiolo koochoo.
Track me: SOE Forums SWGCraft
BriaKrusk
Sun Oct 31, 2004 9:24 pm
#5

And the end result is we have Master Shipwrights long before we have pilots looking for those ships. I am glad they made it a quick grind. So now I don't have to worry about making it to the next level as a pilot and there not being shipwright to make me a ship. Or even worse, only 1 or 2 who can and those charging millions of credits. Prices for ships have already begun to level off. I think it has been handled just fine.
Kharn_JB
Sun Oct 31, 2004 9:25 pm
#6

What I think would level the playing field would be increasing the xp per combine to normal (2xp per unit) but making shipwright take as long as the other crafting professions to master.


Unless of course it is SOE's intent to screw over the poorer crafters that don't have 11+ million to toss away on grinding resources... and if so then I'm very dissapointed in the Devs and management for deciding to gate the class to only the rich players.
Velneth
Sun Oct 31, 2004 9:44 pm
#7

Then don't grind! Take your time!

Sheesh. I have no intent on doing the massive grind myself.. so you miss out on the initial multi million dollar sales...

Big deal.

The items decay, there'll be a continuing market.





**************************
Sooong peetch alay D'emperiolo koochoo.
Track me: SOE Forums SWGCraft
Kharn_JB
Sun Oct 31, 2004 9:52 pm
#8


I don't particularily care about the initial gouging of players. I'd just like to be able to advance in shipwright as I advance through pilot, but at this rate I'll be a master pilot months before I master shipwright. I'm an architect and am trying to learn shipwright as well so I can make ships and components for my guild and I, and would rather not toss out millions of credits and resources to master a single profession that takes extremely little work inside of the profession to actually master.

Message Edited by Kharn_JB on 10-31-2004 11:53 PM

Mueller
Sun Oct 31, 2004 9:54 pm
#9

greed rather than work?! you obviously are not a shipwright.



-relleuM Marquise
Kharn_JB
Sun Oct 31, 2004 9:59 pm
#10






Mueller wrote:

greed rather than work?! you obviously are not a shipwright.




I'm only 2000 shipwright because that's all I could afford to get without going broke

Golrok
Sun Oct 31, 2004 10:03 pm
#11






Velneth wrote:
Then don't grind! Take your time!

Sheesh. I have no intent on doing the massive grind myself.. so you miss out on the initial multi million dollar sales...

Big deal.

The items decay, there'll be a continuing market.





For real..


Idont even care about mastering it anytime this year or next. if ppl want to master it in under 2 hours, and push out half ass overpriced"uber ships"thenthats their game and their right as a gamer.


If ppl want to take it day by day, take a personal pride in everyship, gain one box a week, wellthats thentheregame. Man, whatever floats your boat..


I canrespect (or more likeI dont care)if ppl have the resource to lev it that fast. thats their game. let it be,.


I took up shipwright not to be famous, not to be rich, not too be the "first uberest shipd00d in myGalazy!1!" but because I got sick of flying the starting ship, and now I'm hooked on SWG again, not trying to say my ways the right way to play, point is, whocares about power gamers they will always dominate.


Trying to change things to make it more of a btch to lev is not the answer, becomes power gamers always win in the end anyway. They always find a way. You can't nerf the power gamers, so just let them be.,,

Iggep
Sun Oct 31, 2004 10:07 pm
#12

Have you ever looked at Architect? We're not much different than they you know....



Crestlighter Heavy Industries
Boom - Master Droid Engineer/Master Artisan/Master Shipwright
Iggep Master Rifleman/Master Doctor Extraordinaire!

See current stock of Droids, Starships & Starship Components
Bastion, Naboo (2844 6355)


Kharn_JB
Sun Oct 31, 2004 10:17 pm
#13






Iggep wrote:
Have you ever looked at Architect? We're not much different than they you know....





Yes I am a master architect, have been for months. We at least don't take millions of resources to master. Yes it can be mastered quickly making gungan head statues, but the experience isn't nerfed from it because of that. I did not do the quick grind method using gungan heads myself, I made wall modules by hand and sold houses as I went. Now, I'd do the same with shipwright, but I can't compete with the master shipwrights who can make ships 5 times better than I can, where as for architect it didn't matter for houses.
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