Merchant Archive
Thread: Merchant revamp shows flaw in Skill Points System
Silberado wrote:
blah blah blah.. i want to be able to do everything regardless of how unfair and unjust it is to an entire profession just so I can be uber.
Silberado wrote:
Why is a Second Account not considered an Exploit?
Your doubling your advantable over other players.
Your taking advantage of the developers gearing the game towards players helping player.
Because it is making $$ for SOE. Therefor it is not an exploit.
Strangely enough, I have always thought the same thing.
GraySeven wrote:
The current skill point system is one of the few game design issues that was gotten right the first time.
Despite the fact that *SO* many things have been out of whack since day one, I've always thought the skill point system was truly a work of art.
The only thing I don't like about it is that since there is no way to measure a character by "level," the game scales your difficulty rating based on your combat ability with your equipped weapon. As a master crafter (artisan/architect/merchant), I am more than capable of running high-end deliver missions with much bigger payout, but because I have zero combat skills, the average n00b at Mos Eisley can get higher paying missions than me.
Naturally, I'm not interested in PvP but I joined a faction so I could participate in things with my RL friends. I got the FP's by turning in Act 1 disks, not by actually doing any fighting. Anyway, I'd really like to earn more FP's to buy some of the cool furniture, but the payout on the deliver missions is so small that it'd take me forever to buy enough of it. However, a master combat character can run deliver missions for a considerably better payout just because they have combat skills, even though the mission requires no combat.
Waterproof wrote:
they would be better Crafters depending how long they have remained in their given profession..
Yeah, I agree here... They should give "master profession points" or something : every moth that you keep a certain master professions, you get some extra bonus.
Silberado wrote:
The recent changes in Merchant highlights a fundamental problem with the skill points systems. I myself started SWG primarily to be a fighter. I’ve always played first person shooters of one type or another. However after doing Merchant for my first Holo and entertainer for my second, I became more interested in the other aspects of the game. I don’t want to give up my fighting skills to play around with the crafting professions and don’t like the fact my vendors will soon be useless. As a result I will stop collecting the resources I currently sell to Artisans.
The problem with the skill points system is you have to be either an Uber Fighter or an Uber Crafter in order to be competitive in SWG. You end, up as I do, in putting all your skill points towards your chosen profession leave you little or nothing in skill points left to play around with.
My proposal would be to:
Give us an extra 100 Skill Points
Have 100 Skill Points set aside specifically for Fighting and Crafting.
The remaining point would be open to place were you want.
What this would do is allow you to still have 250 points towards your chosen Professions and still have 100 points in the other major profession. This would allow crafters to have decent fighting skills and fighters to have some crafting skills. Personally it would allow me to maintain my fighting skills, keep my vendors, and survey for resources. This will also be valuable in the future Jedi Missions if it ends up being another profession grind.
Nah. I'm quite happy with the balance as maintained. I don't want to see an additional 100 skill points - heck, we probably have too many now, as many elite professions can be mastered while ensuring that you have more than enough skills to make yourself near self-sufficient.
Using profession limits as a way to encourage social behavior and interaction is one of the things that keeps me interested in the game. I don't want to see a bunch of antisocial uber killers/uber crafters running around - I want to see guilds where something other than "ganking" serves as a motivation for banding together. I want to see lively trade boards, where crafters bargain with crafters as well as with the typical hunter/gatherer characters in order toproduce the more interesting items.