Scout Archive

Thread: Crafting Exp. Pts. for Making Camps

AtcoGass
Tue Sep 16, 2003 11:58 am
#1

Hi,


I'm an "advanced" noob trying to get to Master Scout, but also looking to supplement my income with some Artisan stuff. I have always received carfting exp pts. when making camps and traps using my Generic Crafting Tool. Lately (since the last big patch maybe), I don't seem to get Cft'g ex pts for making these items anymore. Does this have to do with not being near the appropriate crafting station?


Any help appreciated. TIA





Atco Gass - Wanderhome
Antarian Ranger
Master Ranger - Carbineer 2/3/3/2
_______________________________________________________
Official Carbineer Motto: "I bet I can kill me before you can kill me"
WatchingOne
Tue Sep 16, 2003 1:51 pm
#2

I feel your pain, Atco... Personally, I still disagree with this design decision. I think it was sloppy and illogical considering how SWG's crafting system works. But life does go on...
DeltaXi65
Tue Sep 16, 2003 2:25 pm
#3

Watching,


Well considering it was my idea, and one that the community agreed with, I'd take exception to that.


The amount of XP you get crafting a camp or a trap is nothing compared to what an artisan gets crafting even the most rudimentary items. And since it is rare to have Master Artisan/Master Scout (I don't think I've ever met one, actually) it made more sense to give us something that would help take away the tedium of only being able to gain survival by camping. In RP terms - wouldn't you get experience surviving by making the tents you use to survive in?


In any event, it's a change that's been embraced by the community - this is the first I've heard of anyone not liking it. Weird.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

AtcoGass
Tue Sep 16, 2003 2:37 pm
#4

Thanks for the info everyone.


Atco




Atco Gass - Wanderhome
Antarian Ranger
Master Ranger - Carbineer 2/3/3/2
_______________________________________________________
Official Carbineer Motto: "I bet I can kill me before you can kill me"
AtcoGass
Tue Sep 16, 2003 2:44 pm
#5

Bye the way... the change sounds fine to me(just wasn't aware of it)- I can get the crafting exp. with other items just as well, and I'm glad to know that the survival exp. pts. are available through a new source They are a bit tedious to accumulate somedays.



Thanks again for the help.



Atco




Atco Gass - Wanderhome
Antarian Ranger
Master Ranger - Carbineer 2/3/3/2
_______________________________________________________
Official Carbineer Motto: "I bet I can kill me before you can kill me"
WatchingOne
Tue Sep 16, 2003 2:46 pm
#6

On the whole, it's not a bad idea. In the thread where I responded to the idea in one of its earlier incarnations, I even said I liked it.

http://forums.station.sony.com/swg/board/message?board.id=scout&message.id=2860&highlight=#M2860

But I also still don't think it's fair considering how the rest of crafting is set up. I just don't like seeing the underlying logic for systems set all askew just because survival's a little tough for some folks right now. Not a big deal, really. If I'd felt real strongly about it, I would have raised more of a fuss.

Like I said in that earlier thread, what's to stop someone from wanting to learn the pistol skill by making pistols? We've made an exception to the logic underlying crafting - sure, it makes sense from an RP point of view. But it's still an exception. And while that does help us in the short-term, what kind of consequences will this have long-term? Who knows? Definitely not me, that's for sure. I just don't consider it an elegant solution to the problem that we had. Now, fishing giving survival exp was an excellent example of an elegant solution IMHO.
Sojourner
Tue Sep 16, 2003 3:12 pm
#7






WatchingOne wrote:
On the whole, it's not a bad idea. In the thread where I responded to the idea in one of its earlier incarnations, I even said I liked it.

http://forums.station.sony.com/swg/board/message?board.id=scout&message.id=2860&highlight=#M2860

But I also still don't think it's fair considering how the rest of crafting is set up. I just don't like seeing the underlying logic for systems set all askew just because survival's a little tough for some folks right now. Not a big deal, really. If I'd felt real strongly about it, I would have raised more of a fuss.

Like I said in that earlier thread, what's to stop someone from wanting to learn the pistol skill by making pistols? We've made an exception to the logic underlying crafting - sure, it makes sense from an RP point of view. But it's still an exception. And while that does help us in the short-term, what kind of consequences will this have long-term? Who knows? Definitely not me, that's for sure. I just don't consider it an elegant solution to the problem that we had. Now, fishing giving survival exp was an excellent example of an elegant solution IMHO.



But you the other novice profession that relies on crafting to advance, the Medic. Stimpacks, Woundpacks and medical components help you advance in the medic skill tree, not the artisan skill tree. So there is a precedent for changing camps and traps to help you advance in the scout skill tree, andone from launch no less.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
Sojourner
Tue Sep 16, 2003 3:13 pm
#8

Err I forgot "forgot" in the first sentence, my mind must work faster than I can type.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
DeltaXi65
Wed Sep 17, 2003 12:17 am
#9

Atco,


Unfortunately for you - but fortunately for the rest of us non-artisans - we successfully lobbied the devs to change over the crafting of camps and traps so that instead of giving us crafting XP (which 90% of us can't use) it now gives us Survival XP (which we all desperately need).


Sorry bro.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

dinger57
Wed Sep 17, 2003 12:21 am
#10

You get Survival xp for crafting scout stuff now
WatchingOne
Sun Sep 21, 2003 12:03 am
#11



But you the other novice profession that relies on crafting to advance, the Medic. Stimpacks, Woundpacks and medical components help you advance in the medic skill tree, not the artisan skill tree. So there is a precedent for changing camps and traps to help you advance in the scout skill tree, andone from launch no less.





Ahh! Excellent point. Conveniently forgot about that... Though in my defense, I've done no more than train novice medic.
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