Image Designer Archive
Thread: XP Gains are too fast/Need Resources for Designs
Now when I say 2-3 hours a day, I dont mean I sit clicking for 2-3 hours. I split it up in 15-20 minutes intervals throughout my day. Entertainers are always willing to assist you if you dont make changes, as they are stuck there in a cantina with you. According to the devs (when I was in beta), mastering 2 elite professions should take 3+ months. XP gains were accelerated so people could master the professions quickly in order to test high end material. I do not belive the devs overlooked the xp gains, but rather overlooked the actual play of the image designer in the live game. I commented on this in beta, and I brought this up the first few days after live, that our xp progressions should be on par with most crafting professions or even dancer/musician.
I also proposed that with certain designs we should use resources to justify our costs when we design. It just seemed unimmersive to be dying hair without having to make hair dye, or in the least buy it off a craftsman. And how do we put tattoos on and off without tools? I would think to do these things without anything but our mind that Image Designers are the missing links to force sensitive beings. **laughs**
Lady China
Wanderhome Server
The XP isn't coming too fast. It's quite an ordeal if you try and grind through it, because you move as fast as you can physically click the buttons; if you take your time over it, then it'snot going to be 2 weeks to masteranyhow. The skill credit cost is enough to keep the numbers thin for what is likely regarded by most as a novelty, if useful, skill.
Resource-wise... for something without a guaranteed return in the waythat artisans have, I'm hesitant to endorse the introduction of consumable resources. Obviously if you have a pricing structure that's your decision, but it's not a given, and it's not like we have a trade window or can sell makeup on the bazaar. I could understand the introduction of resource consumptionfor exceptional design functions, like a sex change, but then I think that belongs more to the bio-engineer than the image designer.
We're very much a utility to the real life player, not the virtual character. We exist purely to make the person playing the game happy with his/her avatar. I think we should be cut some slack in the balancing act of realism vs. ease-of-use.
Kink Z'iwi, Master Image Designer
Starsider
Nouva makes some good points about the practicality of changes like hair dying and tatoo application. I don't think it needs to be as specific or costly as it is for other crafting professions. I think something like the camping kit for scouts or stimpacks for medics,something that takes just a few resources, and almost no skill to actually make. I think it actually would help with customer complaints about ID's charging for their services, give it some tangible cost other than Skill training from NPC's. Tatoo Paint : 4 chem, Tatoo Gun : 10 metal, Hair Dye : 4 chem. Something easy like that, just easy to get general resources, and a little more reality.
The only problem that I can see is the lack of a trade window and potential for people not paying. I don't really think it's an issue though at this point in the game. I have handed 50k worth of outfits for people to try on several times, and never been burned.
I don't know about the xp/time ratio as I haven't gone ID, but if the only requirement to gain xp is to have 2 people click (with no resource requirement, time delayed xp, etc) then it will definitely seem very fast for grinders.