Merchant Archive

Thread: Complete Revamp of Skill Point allocation is a MUST!

Carbcrafter
Thu Jan 27, 2005 12:26 pm
#1


Please Read this entire post as you will begin to imagine just how great SWG would be under this new system.


The revamp of the politician profession got me thinking... If the politician and pilot professions are skill point free, what other professions might fall under the category of necessary to the basic fuctions and infrasturcture of an SWG galaxy.The next profession that came to mind was merchant. Merchants, like politicians are relied on by the entire population to keep the economystable and provide a structure (Pun intended) for people to live. In a way, these players sacrafice their "fun" by using points to help keep the rest of us happy. These unlike crafing professions aren't used daily and may be used only on a monthly basis. Is this fair? Regardless, food for thought. THEN...another thought popped into my head...


Here we are busting our butts to grind and master professions and when we give that profession up all of a sudden we don't have a clue how to apply the novice skills of that profession. For example, I am a Master Doc, buffing, healing and saving lives and I decide to drop it for a combat profession and all of a sudden I can't apply a band-aid??????? Or I am a master dancer making all the girls and some guys...:smileysurprisedrool...I drop it and I can't even dance like Kevin Bacon in foot-loose???


SOLUTION:

Once you master a profession, you get to keep novice and not have it cost you any skill points. That is your gift for having worked so hard, especially in this day where attempting the Jedi Grind makes you feel guilty for not turning in your xp for the 30:1 exchange rate.


I am not one to cry about how such things, but the fact is thatpeoplehave left the game due to such annoying little issues that all added up and the competition for gamers attention is tough. Even with four ccountsI am finding that it is a struggleto pick up the slackfor all of those who dropped architect to become ship wrights and don't even get me started on the Weaponsmith's that are few and far between. I'd love to master Weaponsmith too help out, but can't because of master merchant


HELP, DEVO TEAM...save the loyal SWGr's before there are none left and SWG finds itself on the pile next to pac-man and pong...HAHA.../emote loves the Devo team.../poke


Thank you for your time,


CARBZ Crafter

Master of Artisan, Arctiecture and *BAH* Merchant Professions

Shadowfire Server

-Vendors- in Brenn, Naboo 30m left off the shuttle in AVID CRAFTERS (WOOT-LOOT & MR: Deeds)



Carbz Crafter
Master Architect *-* Master Artisan *-* Master Merchant
Just Because I Craft Doesnt Make Me Gay

Andymantium
Thu Jan 27, 2005 2:39 pm
#2

^ ^ What they said.



K

Geldamore
Thu Jan 27, 2005 3:39 pm
#3

ohh but merchent does affect the comunity, think a galaxy with out vendors how would peopel get all their numerous supplys and buy things safely.... they cant it is impossible to browse everything you want with a the vendor or bazzar

DocSavag
Thu Jan 27, 2005 5:01 pm
#4



Geldamore wrote:
ohh but merchent does affect the comunity, think a galaxy with out vendors how would peopel get all their numerous supplys and buy things safely.... they cant it is impossible to browse everything you want with a the vendor or bazzar





That isn't the point. Of course it affects the community. But the point of being one is that it is beneficial to the player and it gives them tools and abilities they don't have otherwise.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



AnzelVincir
Thu Jan 27, 2005 5:34 pm
#5

I'm not sure about the whole novice box thing but Merchant should be 0 SPs. Maybe have merchant be 0 SPs but you can only be a merchant if you are a Master Crafter (Artisan, WS, AS, SW, etc.). Not sure what the answer is but I have a whole separate account for my Master Merchant cause it takes so many skill points.




AnzelZenalXenalXahnAgrippina
DocSavag
Fri Jan 28, 2005 1:36 am
#6

That isn't really possible. Skill points exist in the game to balance players by making them make choices. You cannot be all things. You must decide what you want to do. Pilot skills don't give you an advantage on the ground and therefore don't take skill points. Politician doesn't really give you any advantages over anyone who isn't a politician and they are not unbalancing. Being a merchant has definite advantages over not being one and those advantages are personal advantages not community ones like politician.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Ani_cul
Fri Jan 28, 2005 1:58 am
#7

I don't think anyone who gives upa profession 9no matter how far up the tree they are or how long they held it) should keep the skills.

As much as people seem not to believe it , this IS a multiplayer game.

We should not be fully self sufficiant in my eyes.


If you choose to master a profession, then decide you want to do something else, you should not retain those skills you are dropping, period.


I shudder to think of how many people would do the 'grind' all over again just to retain the skills, so much for interplayer dependacy, and interaction between professions.



If there is a 'hole' on your server for availble wares, so be it.

Sure it may seem like a crimp that it isn't there, and maybe it will allow a new player a spot to secure their craft,

but people should not assume that they need to fill the hole themselves

or seek to be the all encompassing cracker jack


That just isn't how a game is intended to be played.



stop looking at me
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