Game Guides Archive

Thread: How about some balance for crafters?

FiloBetto
Thu Oct 28, 2004 1:47 pm
#1






BleuDestiny wrote:

At issue:Storage. Less than 3 bags to a crafting hut for a crafter is not strategy,RPG, or immersion. Its crippling. It would be perfectly compromising and reasonable for a crafter to have a shop structure that holds 4 rows of 5 bags, to hold, label, and sort all the resources, goods, and components. With a little extra for decorations, and counting plus 20 for the bags themselves, that's 1,050 items in a compromised structure. We get 150. That's not balanced.


How about a crafting structure solution, approached from many ways, that gives us ONE structure with that kind of capacity, and then limit the rest of our lots to harvesters and factories. A trade off between one capacity-enabled structure, or many smaller capacity structures we have now.







I agree, make bags hold 10 items each so we can have almost 8 of them.




Philo - Ceteri Fortis
Magic's Shipyard Vendor in Ceteri Prime Mall, POB Parts
Magic's Elite POB Parts vendor in Crystal Oasis, Dantooine -4336 7160
Master 12 point Weapon Engine and Chassis Shipwright

Ypsi - Dark Jedi Oasis
Level 90 Jedi Master/Pudding Maker


Darth-Malus
Thu Oct 28, 2004 1:51 pm
#2


What about crafters who are also fighters?

Whatever system you propose must work for everyone, not "just crafters". Some people don't have any interest in crafting or factories, they should be able to use their lots for housing and ships if they wish.


I agree that storage is an issue for crafters, but I'm not sure your idea is the best solution. The first thing they need to do is to change the crate sizes - there's no reason trim comes in 25 and fiberplast panels come in 50. Then perhaps they could work on allowing us to recombine stacks that we've split, provided the items have the same serial number. We can recombine resource stacks that are split, why not other items?


As for resources themselves, the Devs say the stack limit is to "discourage hoarding" but who are they trying to kid? I need 2 million steel, 1 million ore and half a million each of fiberplast, polymer, iron and aluminum to master Shipwright... currently 50 stacks. If they upped the stack size, I'd still have to acquire the same amount, butit might only be six stacks. The thing that limits how many resources one can acquire is the rate of the harvesters. I can pull in maybe 3/4 of a million units of a resource in one week, using all my harvesters... if it's a good spot. Making the stack sizes larger won't change that, either.


I agree that storage needs to be looked at by the Devs - and I think the first thing that the Devs must do is to tidy up how they use the database space, and how their system makes us use it.

Message Edited by Darth-Malus on 10-28-2004 04:54 PM




Ragla H'trag - Master Pilot/Master Shipwright/Master Doctor (Kauri)
Visit PawPro Engineering, 2530. -4800 Tatooine. Just 800m west of Mos Eisley!!


TBoTIAMAT
Thu Oct 28, 2004 1:56 pm
#3

And give architects an experimentation bar that increases the items a house can hold when experimented



TBoTIAMAT ZEUS ~Cry More N00B~
PowereD by ZEUS (Fusion Energy Vendor) - ZEUS Mall (850 -4450), Coronet

P.S. In game mails after winning an auction are greatly appreciated ... Thx, TBo
P.S.2 Plz, oh plz when saying auction ends "then" put it in forums time. Much easier for everybody.
BleuDestiny
Thu Oct 28, 2004 2:48 pm
#4








Darth-Malus wrote:


What about crafters who are also fighters?

Whatever system you propose must work for everyone, not "just crafters".




That's why my post suggestion said "give us a choice" between the current storage solution and one with a larger capacity crafting hut only solution (plus factories and harvesters). Or do you mean that they should have a range of options, such as:


10Lot Allocation:


OptionA: Existingsolution - use them with any existing structure as desired, but not able to use new high-capacity crafting structures


Option B:Crafting Hut (2 lots, small or medium footprint) - holds 550 items, but if used, can only use 4 other lots on storage-capable structures (other than harvesters, factories, and starships)


Option C: Full Crafting Shop (2 lots, small or medium footprint) - holds 1,100 items, but if used, can only use other lots on harvesters, factories, or starships

Message Edited by BleuDestiny on 10-28-2004 02:51 PM





Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
BleuDestiny
Fri Oct 29, 2004 12:57 am
#5

At issue:Storage. Less than 3 bags to a crafting hut for a crafter is not strategy,RPG, or immersion. Its crippling. It would be perfectly compromising and reasonable for a crafter to have a shop structure that holds 4 rows of 5 bags, to hold, label, and sort all the resources, goods, and components. With a little extra for decorations, and counting plus 20 for the bags themselves, that's 1,050 items in a compromised structure. We get 150. That's not balanced.


How about a crafting structure solution, approached from many ways, that gives us ONE structure with that kind of capacity, and then limit the rest of our lots to harvesters and factories. A trade off between one capacity-enabled structure, or many smaller capacity structures we have now.








Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
Darth-Malus
Fri Oct 29, 2004 1:08 am
#6

What I meant is they really need one solution for all. Do you think that they're going to add options when they already complain of database space? Because then they'd also need to track who had what options, and track any time the choice is changed...


Your idea is good, I don't know enough about database programming or any of that to foresee what could go wrong but the Devs are capable of pooching what we've already got so I'd be hesitant to trust them with my business (like how my shop and everything in it got nuked in JtL Beta, aground bug that had nothing to do with space code and could just as easily happen in Live).




Ragla H'trag - Master Pilot/Master Shipwright/Master Doctor (Kauri)
Visit PawPro Engineering, 2530. -4800 Tatooine. Just 800m west of Mos Eisley!!


BleuDestiny
Sat Oct 30, 2004 1:22 am
#7

Yup





Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
Page 1 of 1
Previous Next