Merchant Archive

Thread: Merchant revamp shows flaw in Skill Points System

4Bidden
Tue Aug 31, 2004 11:08 pm
#27






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.






The reason they have it the way they do is to balance the game... Giving me 100 extra skill points would allow me to never, and I mean never, depend on anyone else... We could all be uber combat/crafter characters and thats not the point of a MMO.

Message Edited by 4Bidden on 08-31-2004 11:09 PM



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Paweh
Wed Sep 01, 2004 1:39 am
#28



Silberado wrote:
Ok point #1: Choices.
The idea is to give us more choices.. Not stick us with having to spend all our skill points on our Chosen Profession. With The current Revamp Crafters are going to have to sink more Skill Point into Merchant. Limiting them in their ability to join in the fighting weither it be PvE or PvP.
Remember I'm not proposing giving up a total of 350 point, I still want to restrict the total to 250 for fighters and 250 for Crafters, with 100 point to play around with towards the other Profession.
ps; I have made my choice, i going all in on fighting professions. I'm shutting down my resource vendor and have no intention of giving any of my skill points Towards Crafting Profession.
Point #2 Second Account.
This just supports my idea in, People want to try out both aspects of the game and are willing to spend the extra cash to do it. I think more People would get second accounts if they could find out just what the crafting profession can do. However in The present state their not willing to give up what the worked hard to get, they'll just move on to another game,
Point #3 Flaw
No it not a Flaw per say, I just couldn't come up with a better word for what I see as a problem sucking the Fun out of the game the game forMe.





What about all the support professions? Where would those fall? For a short recap, the support professions are: Scout, Ranger, Squad Leader, Medic, Doctor, Combat Medic (to some extent), Bio-Engineer (to some extent), Entertainer, Image Designer, Musician, Dancer, and Politician. That's 11 out of 33 professions. For those of you who are mathematically challenged, that's 1/3 of all the professions.

Oddly enough, there's only 8 crafting professions, counting Merchant.

If you want to get technical, Creature Handler and Merchant are both support classes, too. CH tends to be combat oriented, so I left it out. If you give Combat Medic a half point, CH provides the other half. Same with Merchant and Bio-Engineer.



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Paaweh

Elder Musician, Elder Merchant of Radiant
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