Musician Archive
Thread: Instrument crafting and exp issues.
Why is crafting intruments so few exp for the level it takes to craft them, a mando is only 120 exp and your tech II to make them.
Also The crafting exp goes into music but the UXP goes into general crafting??!! or am i mistaken.
I am a master instrument crafter.
I do not get UXP in either Musician Experience nor Crafting, and I have a ton of instruments out there being used.
I've never recieved any xp for crafting, nor for use. I've got a few hundred instruments out there, from slithers to bandfills.
Hmm, I don't have artisan (nor do I want it) if that makes any difference. For me, crafting is just to help the other people be able to play better instruments.
I dont think it should give musician experience at all ![]()
It should give crafting, though.
I climbed the tech tree due to the fact I was leading the pack on skill, and I couldn't find an instrument to save my life. I'm no artisan, so I have to purchase all my componets off the market. I'm not sure about your server, but that alone is a huge pain (and expense) on mine.
I have gained asmall of cash from the trade, at the expense of having better songs and a faster xp rate. That cash has allowed me to puchase the skills I need to advance, that's about it. Unlike what some other people are saying, there is *zero* xp gained from making anything for me. It's a service for other musicians, and that's all.
Right now, the tech tree is more of a hassle than anything else. Aside from the ability to be able to provide the instruments, it's largely meaningless. All you get are a few effects, nothing of which allows you to advance faster or play new music.
If you wish to consider making instrument manufacture more difficult, you'd better make it more rewarding. As it stands, each musician will by each instrument once, and once only. The musician market is small already, making it finite in such a matter means that their is only the slightest demand in the first place, and certainly nothing that will sustain someone long term.
I would love it if the manufacture were heavily enhanced. Allow us modify the colors, perhaps the pitch. Make the bounus on the items more meaningful to the artist using it. Allow the metals to affect the appearance. Make them decay over time. Allow us to craft skill slots, and make our skills *mean* something. But if your sole goal is to make it more of a pain and more expensive to craft.. I'll pass.
Aziz-Kettemoor wrote:
But if your sole goal is to make it more of a pain and more expensive to craft.. I'll pass.
Haha, nah that's not what I was after at all.
I was simply trying to combat the notion that the reward for making instruments should be music experience. My intent was to make the instruments more valuable by making them more difficult to make. But you're absolutely right (and I've said as much in another thread). It's simply not enough to sway the number of instruments entering the market vs. the number of musicians buying them.
There definitely needs to be greater rewards in the Tech branch. Darla has a lot of great ideas for this in another thread.
I decided to climb the Knowledge tree first instead of the Tech tree. I was, however, banking on the fact that someone would climb the Tech tree first (so I could buy the instruments from them).
I don't think crafting instruments should give decent musician experience, else it would turn musicians into crafters, which is clearly not their primary function. If instrument crafting gave good experience, you would see factories pumping out instruments and literally flooding the marketplace, making every instrument utterly worthless (in terms of trade value).
In my opinion, a musician should gain musician skill by playing music. That's how it's currently working. You gain the tools to play better music on better instruments via the Knowledge branch. I view the Tech branch as an ancillary skill set to compliment the musician (granted since this is a new server it is skewed by the fact that there were no instruments available unless someone climbed the tech tree, but I believe that is an effect of a new server only).
I'm not sayingfollowing either path is right or wrong (I am in fact very glad that it's been split evenly that some musicians decided to follow one or the other). But I did want to express my opinion about instrument crafting experience.
If anything, I feel the instruments should be more difficult to craft--maybe even requiring specialized components only an artisan in an advanced profession could make (maybe fewer, but more complicated components so as not to again turn musicians into crafters). As pointed out elsewhere on this board, the instruments are very easy to make. One need only to gain the skill box (schematic) for the most part. This makes the instruments less valuable, especially as there are more people able to make them, and also there is no dependence on any other classes (I think musicians are unique in that regard).
Just some thoughts on the matter.
Martyn wrote:
I dont think it should give musician experience at allIt should give crafting, though.
I think that learning how to make a violin or a trumpet IRL really helps musicians. One of the first things I learned when I started was proper care of my instrument. Later, when I got to college, I learned how to repair my instrument. All these things don't add to my asthetic skill, but some basic (and even some advanced) knowledge of your instrument can give you a better idea of how to play better.
Instrument crafting giving a tiny amount of music xp would not be totally out of the realm of reality here. But the guys who repair instruments are taking time from the practice room for themselves so Instrument crafter and repair specialist as a profession should not be learning songs from his skill boxes.
I'm pretty sure your right, Kora. This is thereason they put the tech column in. But for the purpose of the game, it isn't needed. We don't get the same effect as if it was real life. They should have kept the crafting of things to the crafters and gave us more entertaining things to do.