Droid Engineer Archive

Thread: Testcenter: DE Buff for musicians

GnomeAd
Tue Aug 23, 2005 8:13 pm
#14

/bites his tongue to avoid making a "buffing himself" joke.....
Straker_Atrella
Tue Aug 23, 2005 10:41 pm
#15

I read everybody elses, but can probably respond best in Drashks post.







Drashk wrote:


Straker,


I can see some valid points in your arguement, however, as usual, I'm in disagreement with you.


Heh, we have actually been donig pretty good lately, no real arguements. in fact, wasn't it like last month that I was basically accused of being your lapdog?


Let us look at the economy of Live and the changes that have happened in the last year.....


Yes lets, I don't think that will help your case though.....


  1. Galactic wide search function


    • Community response - Many in the crafting communtiy went into an upheaval about how it was going to ruin the economy and would make price gouging the way to run a business.

    • Months later - Prices on many servers have stayed the same or increased and the ability to find goods has increased. Everything that was predicted did happen. First on items that quality did not matter on, the bottom fell out of the market. For example, we needed houses for our town, vice having our guild Arch make them, we bought 15 MEDIUM (yes medium) houses for 6k each. Another example is people selling crates of 25 Prob Droids for 5-10k currently. Then on items where quality did matter, many lower level crafters quit the game totally. I personally know 3 Weaponsmiths who left for WOW because they couldn't compete. When people are willing to pay, they want the best. Yes things are easier to find, and that is good. I was never against easier to find.

  2. Armor crafting process changed with the CU


    • Community response - Many in the Armorsmith commmunity went into an upheaval about how the crafting process become so much easier so that prices would drop and quality of resources wouldn't matter as much Well people did underestimate people wanting "the best." The difference between 6500 armor and 6800 armor is negligible, but people do feel better with the better armor.

    • Months later - Prices on many servers have stayed the same or increased and the ability to find goods has increased due to more people being able to offer comparable armor. Prices have increased because overall the amount of money in the economy has increased, this is a good thing. Again there are different markets for armors, "good" and "uber" the actual difference may be small, but there is a market for each.

  3. Weapon caps added with the CU


    • Community response - Many in theWeaponsmith commmunity went into an upheaval about how the crafting process become so much easier, since weaspons hit a cap,so that prices would drop and quality of resources wouldn't matter as much. This is true, however, trule top end weapons are still able to be made using looted componants. These make hitting the caps easier, that way EXP points can be spent on Sac costs. So again we had variety, even though many weapons are close to the same speed and damage, there is a vast difference in SAC costs.

    • Months later - Prices on many servers have stayed the same or increased and the ability to find goods has increased due to more people being able to offer comparable weapons. Again, prices have gone up because of the amonut of money in the economy, which is good. Yes it is easy for people to find "good" weapons now, but there is still a market for "uber" weapons.

That is 3 instances of where a 'leveling' of the playing field has resulted the market becoming better for both crafter and customer.


That is where I disagree to some extent. I 100% agree that things should be available for the customer and easy to find. However, I also think that hard work should be rewarded. I feel the crafter who spends 20 hours a week searching for resources should be better then the crafter who spends 2 hours.


As I stated earlier....


The complexity should be based on the options of the system and not the amount of time that you have been around.


It's not the amount of time around that I care about, it's the amount of work and time invested. For example, Scyllas old best inert gas was 984, however just recently a 999 type spawned. If I didn't check and track resources daily, then I would have missed out. That means I would have 2 choices. Buy the resource, or use the old 984 gas. Any varience in my product would be negligible, maybe a point or two. However, I spent the time, I shoudl get that point or two.


The new system means basically, I can harvest like heck for about a month, then never ever harvest again. How can this be good?



  • Droid Engineer has this complexity in the way that we can customize different droids. So every single stat on every droid should be maxed? All droids with the same modules should be identicle?

  • Bio Engineers have the complexity in the different DNA they can use. I can't comment on BE.

  • Armorsmiths have the complexitybased upon the optional components that theycan add to the armor (Many of whichare going to be added at a later point {Appearance, Enhancements, Etc}) So again, should all armor be maxed then? That is exactly where this is going, if it's not maxed nobody will buy it, and maxed will be common.

  • Chefshave the complexity in the Bio Engineered componenets that they can use and the overall choices of the system used. Nope, every single Chef who is worth anything will be using high end resources, basically making maxed food. There will be no more variety, and if the food isn't maxed nobody will want it.

  • Tailors are completely based on their own skill sets at the moment, though the new Tailor system should be in play soon(tm) Tailors just need a lot of help.

  • Shipwrights have the complexity in the number of experimentation options that they have. SW's are about the only profession that this system will be good for. Their quality level will go through the roof, but they do have variety. At the same time though, there will be a flood of maxed componants. Everybody can make max speed engines for example.

Weaponsmiths are currently the only profession that currently don't have a knonwn plan of customization that would make their profession more complex, other then the vast number of weapons that they can offer. They do have some customization, based on optional components, however the caps to have some play on this. There was talk about increasing the outward appearance of the weapons, based on different components added.


Weaponsmiths do get hit very hard by this. You wont even need low quality loot componants like tissues and such to max weapons now. So not only will all weapons be the same damage and speed, they will also have low SACs. I see even more WS's leaving in the near future.






Drashk, we disagree on a few key principles. You "seem" to believe that crafted items should be cheap. I believe that the price for crafted items should be based upon the amount of money in the economy. Half of what a Combatent earns should go back out into equipment.Only thencan Crafters have the amount of credits needed to compete for items as well.


For example, about a month and a half ago, I had 180 million credits banked. All of it made from selling Droids for 2 years, all of my money comes from Droids. I started working on my Jedi suit, after quite a few purchases, all of my 180 million is gone. My suit is about 75% done. Now 180 million may seem like a lot of money and it is, but I was constantly on a tight budget, and outbid by combatents who seem to have limitless funds. The simply fact of the SWG economy is that it is far more profitable to make money from fighting then from crafting. I have never been able to wrap my head around your viewpoint that Combatents should get to hold onto more money and crafters less.

I don't want this to be a game where every piece of armor is the same, where every chef sells the same maxed food. I want a game where the harder a crafter works the better the product is. Work should equal benefit.


What will thenew system do to Scouts and Rangers?Right now people will pay 50 cpu for high end inorganics, after this change goes through, when all you need is 910+ thye will be lucky to get 10 cpu.


Diversity is good,if we get any farther away from a diverse player based economy then we are right now, then we may as wellmake it like other games. Give all players combat skills as well as crafting skills, keeping the 2 seperate will defeat the purpose.That's where this all looks like it's going.






-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
RasalTheWise
Wed Aug 24, 2005 12:12 am
#16

Oh my. I may have to move my crafting to the local cantina.




Rasal's Ye Ol' Droid Shoppe

00000000000
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000000000000
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000_0000000 Purveyor of fine and sophisticated droids and other Artisan needs.
0000/0\000000 Come see my shop in beautiful South Coronet!
000000000000 Shop Location: -140, -5500
00000000000
000000000

Straker_Atrella
Wed Aug 24, 2005 12:19 am
#17


Interesting.


So if I have lets say an OQ 800 resource, it would actually be say 880?


Does this mean that it is now possible to make totally maxed items like Detonation droids?


For example, I currently hit 59 rating droids with 992 Tolium, 999 Inert Gas, and 982/982 Copper. Adding 10% to either of those would push them all over 1000. Meaning, I then should be able to make max rated 60 items.


So basically any resource over 910 is the same with these buffs. I'm not sure how I feel about that. It pushes us even more to a system that everything is crafted the same.


I guess I am happy I kept my Entertainer account active.


Message Edited by Straker_Atrella on 08-23-2005 12:21 PM



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
JenhaSimar
Wed Aug 24, 2005 12:55 am
#18

YAY! I love this idea. Since Starsider gets the shaft in the Tolium department I would finally be able to produce not so bad bomb droids



Chiral's Artisan and DE Goods
(-180 -5680 Coronet, Corellia)
(5100 6050 Kaadara, Naboo)
Chiral -- Master Artisan / Master Droid Engineer
Atan
Wed Aug 24, 2005 1:47 am
#19



Xrystal wrote:


Red-Dwarf wrote:


Xrystal wrote:
My Isrec' is practically up to Novice Dancer and Musician now .. just need the funds to learn them but if anyone wants to test this I'll be glad to help just let me know roughly when you want me to log her in (she stays in the cantina in Droid Mecca) and I'll see if I can do that. Not much of a window on weekdays being in the UK but weekends are usually better.

Isrec' now has funds.
Youwill need novice musician and should be able to do a buff of around 2hrs 15min.
Don't forget to join tcpa for training in the rest of music.



Oh thanks .. but already in Droid Mecca guild. Most of the time Im online with her is when everyone is asleep .. hence paying for the training ..





TCPA is no guild, its a server wide chat channel, very usefull

/chatr join SWG.TestCenter.Chat.tcpa




Infinity:
Atan Schmitz (Retired Master Droid Engineer, whatever SOE calls him)
Traal (Bounty Hunter, 13 confirmed Kills)
Currently looking into renewing my Subscription.
It is tentavely scheduled for Publish 29, but it might be pushed back to "soon"©

BigfootKC
Wed Aug 24, 2005 4:48 am
#20

As stated before, the bonus should NOT affect resources. There should be distance between a vet crafter and a noob one.

Furthermore the credits made by lootwhoring something for a day should equal your efforts made crafting for a day. Currently they DONT.



Poti's Protection ~"~ Armor with no artificial additives of any kind!


Find me on Tatooine, near Bestine in Mos Bahamut (-1691 -6540)
Turkana
Wed Aug 24, 2005 6:04 am
#21

I'm still relatively new to the DE community but I've been a Master Artisan/Master Architect for quite some time. I've been hearing quite a lot of viable concerns from the crafting community and I'm becoming increasingly frustrated with the direction the game economy has taken since the CU.


Everyone was so worried that vendor prices would skyrocket because crafters tend to hold a disadvantage over the hard-core combatant players. We thought it was going to be a heck of a lot harder to get to our harvs while a mob was on our tail. I fail to see where that shift in crafitng prices has occured.


At the same time, however, loot drops are becoming more and more valuable. Mission payouts are on the rise yet crafters are pretty much doing what they always have done in the past--crafting the best products they could without taking advantage of the market. I charge the same prices as I always have in the past. I also find that I'm pretty competitive when compared to other crafters on my server. What frustrates me is how combatants are earning more and more credits per kill yet their reluctance to spend it is on the decline. I can't even begin to tell you how many E-mails and /tells I get every week from players who want "uber" products for nearly half of their retail value. As an Archi, I can take the crappiest resources, make a couch and sell a dozen of them for 5k with no questions asked. I can take the best resources on the planet, make an uber harvie and people want to haggle until they can get the damn thing for 50k. These are usually the game vets that have been playing since day 1 and probably have millions of credits stashed in their bank accounts.


I admit that I'm up in the air about the Entertainer buffs. I simply believe that we need to strike a better balance in the economy. Buyers are earning more credits than ever yet the sellers are expected to strike a bargain whenever possible.

Aerec_Krouse
Wed Aug 24, 2005 7:27 am
#22



GnomeAd wrote:
/bites his tongue to avoid making a "buffing himself" joke.....





/brandish linksteel gloves... See I practice safe buffing! *cough*

Seriously - I'm not so sure about the resource part of the buffs. The resources have stats for a reason - so that crafters can diversify product and people who mine for a living can make money. Ookay so you'll never get 1000 OQ stuff without actually having 1000 OQ stuff (does that make sense?) but to get 990 OQ "quality" from 900 OQ resources is a bit much tbh. maybe a 2-3% increase, "squeezing the last drop of goodness" from the resources type of thing. I like the experimentation and assembly ones though - a Eureka! moment with a lightbulb effect over your head would be awesome





-Aerec/Cerea-
=DGF= +25 Lucky Pants Bestine, 0,0

+2 Afro Wearer Erace - You Ain't Seen Me, Right?
Farstars only Forum ZombieI do piloty stuff!
the last post, by the last Ranger on the old forum




Drashk
Wed Aug 24, 2005 8:54 am
#23






Straker_Atrella wrote:

I read everybody elses, but can probably respond best in Drashks post.







Drashk wrote:


Straker,


I can see some valid points in your arguement, however, as usual, I'm in disagreement with you.


Heh, we have actually been donig pretty good lately, no real arguements. in fact, wasn't it like last month that I was basically accused of being your lapdog?


Let us look at the economy of Live and the changes that have happened in the last year.....


Yes lets, I don't think that will help your case though.....


  1. Galactic wide search function


    • Community response - Many in the crafting communtiy went into an upheaval about how it was going to ruin the economy and would make price gouging the way to run a business.

    • Months later - Prices on many servers have stayed the same or increased and the ability to find goods has increased.
      Everything that was predicted did happen. First on items that quality did not matter on, the bottom fell out of the market. For example, we needed houses for our town, vice having our guild Arch make them, we bought 15 MEDIUM (yes medium) houses for 6k each. Another example is people selling crates of 25 Prob Droids for 5-10k currently.
      The thing is, all of those items would be there regardless of the search function. There have always been and will always be the people who price drastically lower then everyone else. The only difference between now and before is that you only found them through word of mouth or reading the forums.
      Then on items where quality did matter, many lower level crafters quit the game totally. I personally know 3 Weaponsmiths who left for WOW because they couldn't compete. When people are willing to pay, they want the best.
      Thank you for helping to provea point on why the buffs aren't such a bad thing.This statement right here is what the buffs are geared towardsreducing. People leaving the game entirely because they have found a game that is extremely simply to play and takes little to no preparation to play, except for group hunting. The buffs offer the person who has the semi best resources the ability to compete in a market that is dominated by only the best.

  2. Armor crafting process changed with the CU


    • Community response - Many in the Armorsmith commmunity went into an upheaval about how the crafting process become so much easier so that prices would drop and quality of resources wouldn't matter as much
      Well people did underestimate people wanting "the best." The difference between 6500 armor and 6800 armor is negligible, but people do feel better with the better armor.
      That is a falacy of human nature and not much can be done about that. . "I want the Uber-riffic, even though the Uber-riffic costs me 1 Billion credits and only offers a .005% increase in stats." People still are buying armor at an accellerated rate and paying more.

    • Months later - Prices on many servers have stayed the same or increased and the ability to find goods has increased due to more people being able to offer comparable armor.
      Prices have increased because overall the amount of money in the economy has increased, this is a good thing. Again there are different markets for armors, "good" and "uber" the actual difference may be small, but there is a market for each.
      The overallnumber of credits ineach economy still doesn't effect the person that just joined the game. As you pointed out, a nooblet could sell their BARC speeder to foot the bill, however that is not a justified means to the ends. The new player shouldn't be forced to do this. Why do you think things such as the Katarn Armor were added to the game and armor repair values are bugged and there isn't an extrememly high priority on fixing the bug? Its so that even the new player has the chance to gain a set of armor without having topay a huge sum of credits.

  3. Weapon caps added with the CU


    • Community response - Many in theWeaponsmith commmunity went into an upheaval about how the crafting process become so much easier, since weaspons hit a cap,so that prices would drop and quality of resources wouldn't matter as much.
      This is true, however, trule top end weapons are still able to be made using looted componants. These make hitting the caps easier, that way EXP points can be spent on Sac costs. So again we had variety, even though many weapons are close to the same speed and damage, there is a vast difference in SAC costs.

    • Months later - Prices on many servers have stayed the same or increased and the ability to find goods has increased due to more people being able to offer comparable weapons.
      Again, prices have gone up because of the amonut of money in the economy, which is good. Yes it is easy for people to find "good" weapons now, but there is still a market for "uber" weapons.
      Again, see above. More lootweapons were added because of the prices that are being charged compared to the ability to find the items readily.

That is 3 instances of where a 'leveling' of the playing field has resulted the market becoming better for both crafter and customer.


That is where I disagree to some extent. I 100% agree that things should be available for the customer and easy to find. However, I also think that hard work should be rewarded. I feel the crafter who spends 20 hours a week searching for resources should be better then the crafter who spends 2 hours.


The only thing that would change here is the feeling of achievement that the Obesessive Compulsive player would get {you and I both know its a matter of OCD }, compared to the larger majority of the player base who is being forced out because they don't have the 20 hours to spend on finding every single uber resource so that they can even hope to compete.


As I stated earlier....


The complexity should be based on the options of the system and not the amount of time that you have been around.


It's not the amount of time around that I care about, it's the amount of work and time invested. For example, Scyllas old best inert gas was 984, however just recently a 999 type spawned. If I didn't check and track resources daily, then I would have missed out. That means I would have 2 choices. Buy the resource, or use the old 984 gas. Any varience in my product would be negligible, maybe a point or two. However, I spent the time, I shoudl get that point or two.


The people who spend time looking for 900+ resources are still rewarded with what they find. Your past time spent has little or nothing to do with the amount of time that people are forced to spend, so that they can compete against you. You are basing not wanting the change to occur off of the feeling that it will reduce your game, and not make the game better for all othe other people who decide to join the game.


Again, your comments above about people leave because they couldn't compete is a prime example of how not having such a change hurts the overall game in the long run.


The new system means basically, I can harvest like heck for about a month, then never ever harvest again. How can this be good?



  • Droid Engineer has this complexity in the way that we can customize different droids.
    So every single stat on every droid should be maxed? All droids with the same modules should be identicle?
    Isn't this how it is right now? Why not let this change occur now, so that it sets up the basis of making droids even more dependent on customization. The belief that crafting should be based off of Experimentation is what harms the overall profession. Experimentation for Droid Engineer makes us just like other Professions. Its our Customization that has always made us a step above other professions and should always be whats sets us apart. Experimentation is only the bonus after the robust system that we already have. If you will note, much of the game has gone towards Customization, over Experimentation.

  • Bio Engineers have the complexity in the different DNA they can use. I can't comment on BE.

  • Armorsmiths have the complexitybased upon the optional components that theycan add to the armor (Many of whichare going to be added at a later point {Appearance, Enhancements, Etc})
    So again, should all armor be maxed then? That is exactly where this is going, if it's not maxed nobody will buy it, and maxed will be common.
    As you stated above, there are different markets for armors, "good" and "uber" the actual difference may be small, but there is a market for each. Customization of appearance and other additives will be what sets a lot of armor apart. The additves are the key and will be added in future development, as was the original intention behind the way that armor is currently designed. {IE the component boxes that aren't being used atm}

  • Chefshave the complexity in the Bio Engineered componenets that they can use and the overall choices of the system used.
    Nope, every single Chef who is worth anything will be using high end resources, basically making maxed food. There will be no more variety, and if the food isn't maxed nobody will want it.
    Again, see your own comments above about markets. Foods need development time in order to be viable again. They are not nearly as needed as they once where. This is due to not having had Publish time more then anything else.

  • Tailors are completely based on their own skill sets at the moment, though the new Tailor system should be in play soon(tm)
    Tailors just need a lot of help.
    Lets wait to see what the next expansion or even the next few publishs hold for Tailor.

  • Shipwrights have the complexity in the number of experimentation options that they have.
    SW's are about the only profession that this system will be good for. Their quality level will go through the roof, but they do have variety. At the same time though, there will be a flood of maxed componants. Everybody can make max speed engines for example.
    None of which will be a bad thing for SWs, when they have to compete against a loot market.

Weaponsmiths are currently the only profession that currently don't have a knonwn plan of customization that would make their profession more complex, other then the vast number of weapons that they can offer. They do have some customization, based on optional components, however the caps to have some play on this. There was talk about increasing the outward appearance of the weapons, based on different components added.


Weaponsmiths do get hit very hard by this. You wont even need low quality loot componants like tissues and such to max weapons now. So not only will all weapons be the same damage and speed, they will also have low SACs. I see even more WS's leaving in the near future.

I see more Weaponsmiths being added as well. And I also see a greater number of Weaponsmiths in the long run, since it will actually open up the market to a greater number of people who can compete with each other, instead of the 5 - 6 Weaponsmiths who dominate entire server markets.




Drashk, we disagree on a few key principles. You "seem" to believe that crafted items should be cheap. I believe that the price for crafted items should be based upon the amount of money in the economy. Half of what a Combatent earns should go back out into equipment.Only thencan Crafters have the amount of credits needed to compete for items as well.


Half of which Combat Toons is the question. I'm not in the belief that items should be cheap. I'm in the understanding that making items not finacially available to starting players, unless they sell their purchased content, such as the BARC speeder or find an uber loot that is pretty rare, is bad for the overall game. It makes it a lot harder for new people join the game. If this doesn't change, we will only see more and more loot drop items and quest items that complete replace the need for crafting.


This isn't an SOE line of thought. This is a Lucas Arts train of thought that won't be stopped. We have to face it that LA sets the development path of the game. If LA sees the reason behind people leaving the game after a very short time is due to the 'cost of living', what do you think will happen to the player based economy?


Why do you think the starter ships were given hyperspace capability? Why do you think that galaxy wide search was put into place? Why do you think more items have become loot drops? Why do you think decay of items is being trickled out, either through bugs or design? Its all because all of these things allow for a way for people to jump into the game and not have to spend all of their time hunting for credits. It allows players the ability to get the items that they need to play the game, without feeling like they are at work, grinding way for their daily earnings.


In the end, this is still a game and should not be looked at as work, which you yourself have called it.


For example, about a month and a half ago, I had 180 million credits banked. All of it made from selling Droids for 2 years, all of my money comes from Droids. I started working on my Jedi suit, after quite a few purchases, all of my 180 million is gone. My suit is about 75% done. Now 180 million may seem like a lot of money and it is, but I was constantly on a tight budget, and outbid by combatents who seem to have limitless funds. The simply fact of the SWG economy is that it is far more profitable to make money from fighting then from crafting. I have never been able to wrap my head around your viewpoint that Combatents should get to hold onto more money and crafters less.


Its not my viewpoint. Its my understanding of how the game is run. The game is based on Combat and always has been. Combat is the jump in point for the vast majority of the game. The crafters are the minority due to the extended amounts of time that are needed to even begin to compete. The reason that crafting as a whole has take what is considered hit after hit is due to the miniscule numbers due to crafting being reduced to only the people who are Obessisive about running their on-line business. We have to face the honest human fact that this is what drives many of us to constantly play the crafting game.


Crafters have more goods and services then any combat toon could ever hope for. You may have had 180 million credits, but how many millions of resources do you have? How many structures do you own? How much have you spent on resources? How much have you spent on upkeep? Compare the average crafters net worth against the average combat persons net worth. Who do you really think has the most 'money'?

I don't want this to be a game where every piece of armor is the same, where every chef sells the same maxed food. I want a game where the harder a crafter works the better the product is. Work should equal benefit.


Work, work, work. Again, it comes down to opening up the market for a larger slice of the community to join. Your point of view is that only those that spend hundreds of hours gathering should be a part of the competition. This only ensures that there are less crafters. Less crafters means that less time is spent on fixing the professions. Less time fixing the professions means less people joining the profession and more people leaving the profession. All of this equals less people using the goods. Does this sound familar to you?


Why do Combat professions recieve more production time then non-Combat professions? The simple and honest answer is that more people play combat professions. Droid Engineer, Tailor, Chef, Architect, and pet Bio-Engineer are all niche professions. None of these professions are a huge benifactor to combat, the way that Armorsmith,Shipwrightand Weaponsmith are.


Unless the crafting profession increase our numbers, we will continue to lose production time. This is a simple fact.


Changes such as this offer agreat benifit to those starting out, so that they can continue to play and add to the crafting population. It may be of a negative to existing crafters, however for the health of the overall game and the increase in the overall crafting community, it is a very healthy change.


What will thenew system do to Scouts and Rangers?Right now people will pay 50 cpu for high end inorganics, after this change goes through, when all you need is 910+ thye will be lucky to get 10 cpu.


First you talk about how crafters take the short end of the credit stick and now you are talking about making it so that you have to keep that short end?


Why are Scouts and Rangers making 50cpu in the first place? Why should 50cpu be a standard?Anyone with Novive Scout and a group can easily harvest 2k units of in less then 20 minutes. Are you suggesting that people should be able to make 100k in 20 minutes? You're not exactly making sense on this point, though I understand what it is that you are trying to say.


People will contiune to pay Scouts and Rangers for harvesting. As usual, with any of the crafting changes that occur, this example is blown out of proportions. By making crafting more accessable, suddenly the demand for hide has increased, not decreased. Though the need to buy only the very best could decrease slightly, the need for hides overall will increase, since the doors would be open for more people to join Armorsmith.


The overall cpu might tapper down slightly, however the demand will still be there, which will balance out the overall pricing.


Diversity is good,if we get any farther away from a diverse player based economy then we are right now, then we may as wellmake it like other games. Give all players combat skills as well as crafting skills, keeping the 2 seperate will defeat the purpose.That's where this all looks like it's going.


What you see as killing the player based economy, I see as keeping it alive. If changes like this do not happen, so that more goods are made available and the crafting professions are made more accessable to the general community, we will back ourselves into a dead end. More and more loot drops will be added and less and less time will be devoted to crafting, due to the constant low number of crafters.


Production time goes first to the professions that have the greatest numbers. Unless the number of crafters increases, crafting will always take second class status.


Yes, some crafters may very well leave when this change goes in, however there will be a lot more that can now take their place and compete in a market that gives many more people a chance to survive in.





A lot of what you base your arguement on is the 'Me' factor and the belief that you should be rewarded for being a senior crafter. In a world based economy, this is very true. However this is a game based economy where people who stay around for more then 9 months are the exception and not the majority. Anyone that stays in the game longer then 12 months is here because they are Obsessive about the game. This is all and good, however unless new people join the game and stay longer then 1 - 2 months at a time, the population will dwindle away.


The #1 reason that I see for people leaving the crafting game, besides bugs, is due to the resource game.A large majority of people who find crafting intriguing are not able to compete in the crafting market due to the resource game. They either don't have the huge amounts of time needed to play catch up with those that have been crafters since the dawn of time or can't get a foot into the market, because of the same people.


The buffs will help to alleviate some of this stranglehold and will make it so that more people are able to get into the game and become a part of the community. Currently, many of the crafters that dominate a market are alienating against the new crafters that want to join the game and have that same feeling of achievement. This is thefundimental change at stake. Whether or not wewant to embrace and understand thatthere is a selfishness involved innot wanting this change to go in is at the heart of the matter. Do we want to allow it so that more people can get into the game and have thesame feeling that we derivefrom hearing/seeing the gmail from a sale? Isn't that what this resistance to change is all about? Not wanting to share that feeling with others because we want to be 'on top'.


Maybe I'm odd for wanting to see thecrafting population increase through a slight deminished returns on my part. I just see it as being healthy for the game as a whole, and not as a loss.






Making SWG more Star Warsy. One droid at a time.
Idahe
Wed Aug 24, 2005 9:53 am
#24

I have to say I am adamantly againt the new 'resource buffs'. 1-2% ok maybe, 10% is ridiculous. In short order all items will have the same (max)stats,the market will implode devaluing everything untill all players have 999 billion creds in both bank and cash.


The crafting system is one of the things that drew me to this game (it certainly is not and never has been Star Wars in anything other than title). Some say that it is not 'fair' that new players or players with less time to invest can not compete, well tough luck. People who work longer or harder at something deserve the advantage. If a new player finds that crafting is too time-intensive perhaps they could try a different profession?


All that being said, this change will go through. Anyone remember Magic:the Gathering? Great game. Sure the people playing longer (or the wealthier) had an advantage when it came to having better cards, but thenew playercould still create a better deck with ingenuity and skill in playing. Unfortunately most of the new people playing were not 'good enough' at playing for whatever reason (usually children with lesser money to invest and no imagination to come up with good ideas for decks). So WotC re-released all of the old cards, in a giant F U to all the older players, they devalued all of thier rare cards and leveled the playing field for everyone. They made boatloads of money... for awhile. Then all of the older players left for more fertile fields, then the kiddies left too.


I'm not certain the 10% resource buff will kill crafting, but it will go a long way to devaluing any item anyone thought was good. The great rifle my guildie made for me? Average... just like everything else in the game. peopel complain about anything extraordany, so its nerfed unitll everything is average. Premium Pearls and Crystals? nope, too good, lets just take them out of the game. Soon everything and everyone in the game will be identical, perhaps not in appearance, but in quality yes.






gggggggggggggggggggggggggggggg
Bacons'__________They took away crafting, so I retired


Ibd Idahe_____________They took away my ability to change my class, so I retired | | Tombstone Militia
gggggggggggggggggggggggggggggg
BigfootKC
Wed Aug 24, 2005 10:31 am
#25

Drahsk i see your points as valid.

But i still think that in some way there is a reluctance to start a buisness if your not Master Crafter... I am sure that in some way there would be a massive market for noob smiths to cater to noob combatants, but as i see it the noob smiths dont make stuff till theyre masters and the noob combatants want the UBER weapons or they want nothing.

Something has to be done about this problem imo.

I think this game misses the "level" aspect that they introduced for who knows what reason. Lvl 10 players still complain about not being invited to lvl 80 groups and they still beg for money to buy stuff from master vet crafters.

Some campaign or something should enlighten the noobs that noob can help noob and that way you can get up to par with the "vets" or older richer players.

With this resource buffage the game will even out even more and once the noobs get to vet status, which is happening faster and faster they will see that they arent uber at all cause everyone else is just as good as they are, and theyll lose interest cause in mmorpgs the goal (i think) is to get better than the next, eiter in influence, bank account, renome or combat prowess and if you all just hit a hard cap within say 14 days that glamour just goes off and it wont be any fun to level and gain skills.



Poti's Protection ~"~ Armor with no artificial additives of any kind!


Find me on Tatooine, near Bestine in Mos Bahamut (-1691 -6540)
GnomeAd
Wed Aug 24, 2005 10:38 am
#26

There seems to be an assumption that players who have been around longer have better materials. This isn't necessarily so. With the markets being what they are, a veteran player with lots of cash can amass better resources than me, even though I'm a week one DE and he just ground it out for his alt.


Besides, it's not like this just killed the resource market totally. All it really has done is increased the range of "good" resources. There is a lot of "grind" quality resources that are now viable for crafting. This means that market for resource sellers will expand as access to resources that meet the new threshold will expand as well.


Let's face it, no one wants to buy anything that's not the "best" and our ability to make the "best" has just been enhanced. To me, that's a good thing.


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