Shipwright Archive
Thread: Would making SW able to craft Better than looted really be better??
In general, shipwright's fees are far below auction prices on similarly tiered items, so you'd be saving money.
Not to mention if we can get the crafted items bumped up to loot standards, then we won't start pushing for loot nerfs, or worse, push for only sub componate drops.
I think that certain things need to be looked at like I mentioned in another thread.
Old steel caps at 650 conductivity, and thats a requirement in most of our schematics. Of course I could always wait for that new uber spawn of shipwright steel and pray its 900+ in 3 catagories, but for some reason Im doubting that - because the resource stays in the system 3x as long.
They need to make it such that you can loot upgrades, that make a crafted component better in that area, than a looted and REd item. There also needs to be the possibility of limited run schematics for many more things when you RE. Maybe a random chance for the firespray, a random chance to get a run of 5 for what you RE, and a random chance to get an unrelated schematic.
None of this makes loot inferior or worthless, but it does even things out a bit.
Velneth wrote:
Quality item avaliability. With bringing crafted componants up to, or above the average looted part, tier for tier, it'll be avaliable, rather than you having to hunt down the part in space, or go after the auctions.
In general, shipwright's fees are far below auction prices on similarly tiered items, so you'd be saving money.
Not to mention if we can get the crafted items bumped up to loot standards, then we won't start pushing for loot nerfs, or worse, push for only sub componate drops.
That is about the opinion that most of the SW have. bring us up just above loot drops, let the RE be where the uber parts come from. So that way they stay rare, and SW feel that they can produce something of value instead of crap grind like all the other crafters.
*shrugs*
Insidius wrote:
If you, as a SW find that more people are coming to you to get items RE'd than they are buying your stuff, simply charge them for REing.
*shrugs*
That is not the solution. The problem isn't about how much money we can make. It is about having fun and being satisfied with your profession. Shipwright is a crafting profession. RE is only a minor part of this profession. There is no point in having a crafting profession where most of the crafted items are inferior to what players can loot. It simply defeats the purpose of crafting in the game.
pervel wrote:
Insidius wrote:
If you, as a SW find that more people are coming to you to get items RE'd than they are buying your stuff, simply charge them for REing.
*shrugs*
That is not the solution. The problem isn't about how much money we can make. It is about having fun and being satisfied with your profession. Shipwright is a crafting profession. RE is only a minor part of this profession. There is no point in having a crafting profession where most of the crafted items are inferior to what players can loot. It simply defeats the purpose of crafting in the game.
That is the point right there. It is not about wanting to make money. Its about wanting to be a shipwright and actually make the stuff! I wanted to be a shipwright so I could have fun making ships and all the parts. Its no fun when I can not make a bunch of things that are on par with looted stuff. Right now there is no point in making capacitors, boosters, and almost no point in engines.
Ryche_Mykola wrote:
If the devs had any intelligence they would have put in subcomponent loot drops for ship parts. It will keep the SW's involved and crafting while keeping people hoping and hunting for the uber loot drops.
Only prob with this is that they would make it like Kryat pearls and such. Thus the same prob we have now. i can see it now WTS KRYAT ION CANNON LVL 1 1billion min 300 billion buyout!!! One thing would be allow crafted to be RE with looted thats a good idea i think it would prob work well. Also i feel missles need to be Nerfed on the materials needed Just make them like spice. set stats. 60k for a pack of 10 proton II is not helping the profession at all. They are not worth it.
Message Edited by Eaca on 12-12-2004 12:41 PM
From what I have seen, most looted stuff is not better than the crafted items when you compare all the stats. It's when you RE the stuff when it becomes better. But, either way, the only problem I have with crafted becoming better than looted/RE'd is then we end up with a similar loot system in space as what we currently have on the ground. Pointless.
Odajja wrote:
Would it be better For the Whole Game or just more of a uber cash cow. Yes I know you need to make Credits. But the income of the pilot as comp to the prices charged.
Convince Me a Pilot why we should push for the SW to get the Better than Looted!
Forget you, the individual. Think about the health of the game as a whole. Think about the health of the community, which is directly linked to the player economy. Giving essential components away hurts the player economy. There is a reason why looted weapons aren't better than that a weaponsmith can make. There is a reason why you don't loot armor. There is a reason why loot a limited schematic for a "cool thing", rather than directly looting that "cool thing".
Furthermore, this topic has a direct relationship to SWs having factory support. The devs have given us a clear answer that they don't want us to have factory support because they envisioned the profession founded on customer-orders and heavy pilot-SW interaction. This contradicts the looted component aspect of the game.
It is clear that the devs feel the space aspect of this game is taking off like they envisioned. I have heardthat the reasonfor space loot and hyperspace-capable starter ships concerns prices. Well, destroying the ability for a SW to make a living is the answer to this problem. This is yet another case of the devs curing the symptom rather than understanding the problem. So, what is the problem? The player economy is inflated. Why? There are many reasons. First, there is too much cash in the player hands. Hopefully the devs fixed one of them when they nerfed solo groups. Second, it is my opinion that the system that the devs gave us for harvesting resources isn't necessarily condusive to something as resource intense as they have made SW. SW has its own problems, and these didn't make themselves evident during beta because the test servers didn't have an economy (i.e., everything was given away).