Items And Loot Archive
Thread: Items and Loot: Public Enemy #1 SEA's
phukU77 wrote:
Billy,
As an up and coming AS I am not resentful of the twelve-point armor smiths that are already in the game and carrying on highly successful businesses. They have paid thier dues through grinding and through credits to get those extra points of experimentation and assembly and should be rewarded as such. The game shouldn't be reworked in order to even things out for novice crafters. Instead, they need to figure out how to bridge the gap for themselves. My armor isn't the best on the server, so i charge accordingly and pick up the business of those that would rather spend 200k for a full suit of armor than 300+. This way, i gradually aquire the means to puchase the same types of SEA's that the twelve-pointers have and in doing so, close the gap myself. It is the nature of things for those with experience and longevity to out do those new to a game. If the gap between the haves and have nots is to be closed it should be done through the hard work (and maybe luck) of the have nots. After all, the pinnacle (maxed stats) is static at +25, or twelve pts for crafters. This guarantees that with hard work the up and comers can catch up...it'll just take a while.
Tarrorraleco Master AS/ TKM/ Rebel Colonel...frequent PvP pwnee
Remember: The pot being black makes the kettle no less so.
I never really thought about it from this point of view.. it kind of gives a bit of extra content to crafters and a way for long-time players to excel beyond master, giving new crafters something to aim for. Still, my biggest issues are the speedcap bug (rifleman needs just +2 rifle speed tapes to hit with a heavy AP Damage sliced T21 every second) and the way mods on attachments dont stack. Also that the loot tables still havent taken broken mods out yet but i'm betting the Combat Upgrade will fix a lot of this.
Just an idea on how attachments are gained, I'd think a quest-based system would be better for a few reasons. Lets say your an armorsmith, You'd do a quest much like the RIS armor quest, i.e make some armor with high level loot components for an NPC. After each stage of the quest you would get an attachment with say +1 experimentation. Advancement would be gated, so you could only do 1 quest per week/month or whatever. It would also make it so that combat professions and crafters interact a bit more because combat proffs would be needed to get the loot parts. This kind of system could be made for every profession. Just an idea though and probably will never happen
Message Edited by MasterArohk on 01-25-2005 05:18 PM