Development Cycle Archive

Thread: 9.2 Publish Feedback: Wookiee Armor, Old Mos Espa Arena Swoop Track & Crafting Quests

Chrysalide
Wed Jul 28, 2004 11:56 am
#170



Hello everyone,


We appreciate all the comments and feedback about the items in Publish 9.2, and I would like to follow up with a few of our thoughts regarding the Crafting Contractor quests.


The primary demographic for which these quests are designed is the junior crafter that is trying to work his or her way up to master the profession. The Crafting Contract system is intended to be an alternative for those that are trying to get experience at novice levels, but find it difficult to sell the items that they make to other players.


To this goal, crafters have had the option to use 'practice mode' on their crafting tools to earn slightly more experience at the cost of losing the prototype item that would normally be produced. This system is comparable to what we are trying to achieve with the Crafting Contractor quests. Filling the contracts may be a little slower, but the experience bonus is larger and the crafter will get a small credit reward (as opposed to no credit return in practice mode).


We wanted the main reward for these contract to be the experience bonus for completing the assignment, the credit rewards are intentionally on the low side. These are not quests from which you will make a profit, we still want the main source of income for crafters to be from selling items to other players.


We do not want to exclude intermediate or advanced crafters that want to take part in the system, and so your local crafting contractor will give you the option to choose the difficulty of your assignment. Keep in mind though, that since the primary return for these quests is the experience, master crafters may find the reward less satisfying.


I understand that this is not what many people had in mind for the crafting quests. That being said, and as some others have previously suggested, I think that having true "quests" for crafters is a fantastic idea (something sufficiently challenging and interesting, with an appropriately appealing reward). It is something that we have talked about, and it is something that I would love to be included with future content.


Again, I would like to thank everyone for taking the time to participate and post your feedback. We do take all comments seriously and keep them in mind for revisions and future content.



Jeff "Chrysalide" Carpenter
SWG Lead Systems Designer

wopppp
Wed Jul 28, 2004 12:29 pm
#171

what this patch is about ? moooooooooooooooooooooooooooore broken things ?

oh yes give the wookie best armors than any other races so they 'll stop whining (40 Stun 70 kin 60 base ?YAY right)


devs should really loot a clue tbh, you are destroying this game, and if i wasn't that stupid i would FUC KIN have canceled my account by now

wow will hit you so hard if it proves to be good, can't wait ...

ClayPidgeon
Wed Jul 28, 2004 1:01 pm
#172

/second ArthuerDentOnBria


DWB bites if you have ANY skill points to non-combat profs. An AS goes along because the main party needs them to get over a roadblock.


I recommend any new crafters grind to Master in practice mode and not waste your time on the contractor the XP "bonus" isnt worth it - even ignoring the cash. A hard Arch mission was to deliver 9 Large Generic houses, ummm lets see, make 1 mil in houses for 10k? NOT!


The architect is the only profession I know of that can actually use the grind object (structural module) to make something he/she can sell early on, houses and such. The WS was a joke, so was AS and probably Chef, BE, DE and so-on.


Putting a bandaid on a gushing wound slows the flow, but lets prevent the gash causing the gush.


I am just gonna give up crafting i guess.We dont fit into the combar balance anyways, might as well join the GCW with my new Jedi I am supposed to get soon (can a wookie be a Jedi havent seen any?).





Vinee the PvP Clay Pidgeon
The_SWG_Guy
Wed Jul 28, 2004 1:03 pm
#173

Since Wookies get armor shouldn't Trandoshans get something for there hands+feet? Such as (all without taking racial +'s):

---Something to put in boot/glove so it fits Trandoshans

---Special Armor

---Or at the least some type of like martial arts hand and feet bandage thing (clothing)


Just my thought, kinda see it as unfair that wookies get armor, but Trandoshans don't for feet and hands.



---Xyrkoon-Imperial Bounty Hunter on Corbantis
---Gho'uled-Rebel Tera Kasi and Creature Handler on Kauri
Rockweaver
Wed Jul 28, 2004 1:05 pm
#174



ArthurDentOnBria wrote:


Rockweaver wrote:

What I think you crafters are forgetting, is that the Death Watch Bunker is a Crafting Quest, and the RIS Armor is a Crafting Quest, perhaps more and more items like that need to be added? Or are you looking for instant gratification from a quest that is easy to complete?



No, and no. Death Watch Bunker is a combat quest, plain and simple. If you are a crafter and don't have a l33t combat setup, there really is no challenge, you simply cannot contribute to penetrating the bunker. All you can do is try to stay out of harms way and act as a crafting machine so joe gunbunny can get his l33t l00t. That is not the same thing is a crafting quest.

Message Edited by ArthurDentOnBria on 07-28-2004 12:41 PM





You must not have many trustworthy friends, which sounds to me like a personal problem, not a fault of the game.



Sace Delora Jedi Knight
Kyrin T'enar Shipwright
Visit my vendor and gallery at -388, 5291 in New MEKsico, Naboo
Please deliver auction winnings to the Loot Sales vendor. Thanks!

The Right to Choose is Universal
Mizraal
Wed Jul 28, 2004 1:19 pm
#175






Rockweaver wrote:
Give the guy some credit for his honesty. /applaud

What I think you crafters are forgetting, is that the Death Watch Bunker is a Crafting Quest, and the RIS Armor is a Crafting Quest, perhaps more and more items like that need to be added? Or are you looking for instant gratification from a quest that is easy to complete?

You lot have a good deal at your disposal as it stands now, use it, leave the devs alone so they can fix something that is actually broken.






no i'm looking for a crafting quest that is long, involved, story driven and dosen't involve combat. Sure the RIS is great, but I'm not an armoursmith.


Sure I appreciate the new quests, but as others have stated I doubt the xp payout will be rewarding enough even with a small accompanying credit reward. I plan on doingsome tonight. I doubt they will replace grinding, merely breaking up the monotony evry now and then and still allowing me to earn xp.


Anyways, I'll have a more concrete opinion after tonight.

Message Edited by Mizraal on 07-28-2004 03:23 PM




@ Mizraal @
The man took all my proffesions away. I ain't jack no more.
"Some kind of high powered mutant never even considered for mass production"
DaAhn
Wed Jul 28, 2004 1:24 pm
#176






Thunderheart wrote:



*** 9.2 Update Notes ***

Crafting Quests
Located in Commercial Guild Halls located in static cities now have NPC contractors that can give out new crafting missions. There are mission difficulties of easy, challenging and difficult depending the skill boxes a player possesses. The rewards granted are some credits and a small experience point bonus associated with crafting the item. The goal of the implementation of the “Crafting Quests” is to provide our wide variety of crafting professions the chance to use/sell their otherwise obsolete items and wares, creating a market for novice and intermediate crafters in a market of masters.



Message Edited by Thunderheart on 07-27-200404:07 PM



Every where I have looked it has said this same thing.. Its not very informative and very obscure. How about some names or at least what title for an NPC to look for in these guild halls? A new player is most likely not going to know how to look for one, hell, I've been playing since launch pretty much andI can't find any.






Da'Ahn Ont-Ra-Master Image Designer/Medical Professor-Lowca
Weyune Togurnah-Master Dancer/Master Fencer/Master Brawler-Gorath
Dryas Okapee-Master Tailor-Ahazi
Aviah Flyingmoon-Master Dancer-Starsider
"Calling you stupid would be an insult to stupid people"-Wanda; Fish Called Wanda
Rogue1970
Wed Jul 28, 2004 1:25 pm
#177






JenOrei wrote:

So...they should wait for the Crafting Revamp?





Coming NEXT month!


Coming in September


First thing after JTL


Planned for the first of next year.


Spring 2005


After the Hoth Expansion pack


Dream on....





YEZ & GNOINTREPID
Ace Pilot 12pt/17pt/17pt ELDER
Bounty Hunter Master Shipwright

YezStar ShipYards @
Fayth, Corellia Mall
3400 -5825

BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

KnightHawkone
Wed Jul 28, 2004 1:29 pm
#178



The_SWG_Guy wrote:
Since Wookies get armor shouldn't Trandoshans get something for there hands+feet? Such as (all without taking racial +'s):
---Something to put in boot/glove so it fits Trandoshans
---Special Armor
---Or at the least some type of like martial arts hand and feet bandage thing (clothing)
Just my thought, kinda see it as unfair that wookies get armor, but Trandoshans don't for feet and hands.





Yeah but if you look closely at Bossk in ESB a trando's hands are basically one long stubby middle finger with two nubs on either side. I'd like to see someone design a glove for that. And lets not forget the clawed feet. but look on the brightside Trando's can wear helmets and the new Ithorian race won't be able to do that.

Oh btw even Bossk's ship the Hounds Tooth had to be specially modified to allow his Trando anatomy to control it.




Grrumosssh
Crusader of Valor
Valor Immortal

Salek Hawk
Entertaining Lay-about
Life is only worth it if you challenge yourself to live.
jefmes
Wed Jul 28, 2004 1:43 pm
#179






DaAhn wrote:






Thunderheart wrote:



*** 9.2 Update Notes ***

Crafting Quests
Located in Commercial Guild Halls located in static cities now have NPC contractors that can give out new crafting missions. There are mission difficulties of easy, challenging and difficult depending the skill boxes a player possesses. The rewards granted are some credits and a small experience point bonus associated with crafting the item. The goal of the implementation of the “Crafting Quests” is to provide our wide variety of crafting professions the chance to use/sell their otherwise obsolete items and wares, creating a market for novice and intermediate crafters in a market of masters.



Message Edited by Thunderheart on 07-27-200404:07 PM



Every where I have looked it has said this same thing.. Its not very informative and very obscure. How about some names or at least what title for an NPC to look for in these guild halls? A new player is most likely not going to know how to look for one, hell, I've been playing since launch pretty much andI can't find any.







Do a /find for a Commerce Guild, walk in, and an NPC named something with title (a contractor) should be in the main room. That's where they've all been from what I've seen.




Rodo Doneeta (jefmes)
TCO - Smuggler - Chilastra
Owner of: Rodo's Automatons, Tsarin, Talus
Saving a respec to go home to Droid Engineering...

...when it's more useful!
nolan007
Wed Jul 28, 2004 1:44 pm
#180




Chrysalide / JustG:


What's the new development plan since Combat Revamp has been pushed out?


Any rough schedules for when things will be fixed, balanced, or introduced?



For example....



  • Bounty Hunters do not have TEF on roughly 50% of their Jedi missions. Any one working on this bug?


  • Vehicle dismounts warp you +/- 100m However, if you /wave;/pause 1;/dismount the problem is greatly mitigated?


  • Often, you have to close extra copies of Compose New Message when clicking New and then try to close the message. Occasionally, you'll have to close5, 10, or more empty dialogs. Very annoying.


  • The Combat Queue does notsave its location on the screen between gaming sesions. Currently, it's the only item that doesn't remember it's screen position between gaming sessions.


  • Many Star Warsy things introduced such as Space craft landing and taking off at POI, in the wilderness, etc. More music introduced...such as when bases are destroyed, when crossing various parts of the planets (not often enough to become annoying), etc.etc. etc. See my signature for other suggestions.



~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Xiao-an
Wed Jul 28, 2004 1:51 pm
#181

Ok, the crafting quest does seem to make more sense now. It's for the people who are just starting in the crafting profession. Cool. The artisan crafting terminals, it makes generic items, for a small payout. Nifty. That's all fine and dandy. But what about the ones who have reached master? Being a Master Tailor, I have to say that it's really not worth it. Sure, I can sit in the coronet spaceport, and make custom clothes for 5k a piece. Not a problem. Just extremely boring. Can't experiment on clothes. Can't change the color of clothes once they are made (everything else can get a color change, why not clothes?). Heck, I can't even pick a color on some items. Even with 255 skill points in clothes customization. Wearing a crafters apron to push it to 260 doesn't help either. Currently, there is NOTHING special for a master tailor to do. Other crafting professions can easy make lots of money from the items they make. Like an architect for example. If they are lucky, they'll get a contract for 5 mil to make a player city. Damn, give me 5 mil to clothe a player city. Best I could hope for is selling clothes for 7cpu (even at that price, the highest price on a piece of clothes would be 2415 credits). Or do the boring task of city in the spaceport making clothes for people. Something needs to be worked in here.


But on the positive side, good job on fixing the necklaces. It was a pain trying to figure out what colors go where on the necklaces. Not to mention trying to sell them. Since no one could see what they looked like, they didn't want to waste money buying something they probably wouldnt like.


For those of you who are having trouble with new crafter quests:


- They are located in the static player cities, in the guild halls where the profession npc's are. For example, in Mos Eisley, one is located in the guild hall where the artisan trainer is located. Or, 3430 -4728


- Don't use crates at all when doing the quest. It knows if you crafted each piece by hand, or if you used a crate. Using a crate will lower the xp bonus.


- If you're a master in any crafting profession, don't bother to do them. You don't need the xp, and you will get more selling your items at 1cpu.





a Imperial Colonel Porcelain of Eclipse b

palladiumleader
Wed Jul 28, 2004 1:55 pm
#182






Chrysalide wrote:



Hello everyone,


We appreciate all the comments and feedback about the items in Publish 9.2, and I would like to follow up with a few of our thoughts regarding the Crafting Contractor quests.


The primary demographic for which these quests are designed is the junior crafter that is trying to work his or her way up to master the profession. The Crafting Contract system is intended to be an alternative for those that are trying to get experience at novice levels, but find it difficult to sell the items that they make to other players.


To this goal, crafters have had the option to use 'practice mode' on their crafting tools to earn slightly more experience at the cost of losing the prototype item that would normally be produced. This system is comparable to what we are trying to achieve with the Crafting Contractor quests. Filling the contracts may be a little slower, but the experience bonus is larger and the crafter will get a small credit reward (as opposed to no credit return in practice mode).


We wanted the main reward for these contract to be the experience bonus for completing the assignment, the credit rewards are intentionally on the low side. These are not quests from which you will make a profit, we still want the main source of income for crafters to be from selling items to other players.


We do not want to exclude intermediate or advanced crafters that want to take part in the system, and so your local crafting contractor will give you the option to choose the difficulty of your assignment. Keep in mind though, that since the primary return for these quests is the experience, master crafters may find the reward less satisfying.


I understand that this is not what many people had in mind for the crafting quests. That being said, and as some others have previously suggested, I think that having true "quests" for crafters is a fantastic idea (something sufficiently challenging and interesting, with an appropriately appealing reward). It is something that we have talked about, and it is something that I would love to be included with future content.


Again, I would like to thank everyone for taking the time to participate and post your feedback. We do take all comments seriously and keep them in mind for revisions and future content.






I've tried out the missions, and I can tell you right now why they're not going to catch on. There are two types of novice crafters. Those who just want to power through to master (which is most), and those who want to play the game the way it was intended and work their way towards master. These missions won't help either type of crafter.


For those trying to power through, these missions will only slow down the grind and make it more complicated. Yes, the experience reward is a little higher than the practice bonus. However, the missions ask the crafter to make various items, not just the item that gives the most experience for the least amount of time spent crafting. The grinders will stick to making the same item 4000 times rather than making 8000 various items. Also, the extra steps of conversing and putting the items in the crate will further slow the grinder.


The other type of crafter, the one who wants to make useful items and play the game as intended, won't find fulfillment in these missions, either. What they really truly want is to be able to participate in the player economy and gradually find more ways to help as they progress. However,everything the devs have done since release has made it so only masters have a place in the economy, or so that what few useful items can be made by novices is flush in the economy due to the high xp requirements of advancement. These missions are too artificial feeling to satisfy this type of crafter, and even though the NPC asks them to make a variety of items, it will still feel too repetitive to this player to just make a random item and put it in a crate.


Based on Chrysalide's post, I think the intent of these missions is to help the crafter who just hates wasting the resources during the grind. The problem is, that player doesn't exist. Resources are too cheap and easy to get for the grinder to care, and the crafter who wants to participate in the player economy doesn't care about the resources, they care about people benefitting from their skills. In short, the credits reward from these missions just isn't needed, and the experience bonus is too small to be worth the extra time it takes to do these missions compared to just making the same item over and over.


What players truly want from crafting missions (besides a profit or faster progression in the skill tree, both of which the devs seem unprepared to give), is content. What we truly want is story, challenge, new items to make, and fun, unique rewards.




Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
Page 14 of 22