Shipwright Archive
Thread: Please Convince Me...
See:
The intruduction of upgradeable starter ships.
Stats of Crafted vs Looted Weapon Capacitors.
Decay set up to make things stick at 1 point eventually.
Hammadryad wrote:
Why do I need the services of a Master Shipwright... after I reach Master/Ace Pilot (in any skilltree) and have a properly outfitted Master-level ship?
Most folks chats eschew the use of missles, bombs, torpedoes, etc., in favor of hi-damage and hi-cycle-rate energy weapons. So.... where is the reason for my repeat business?
Ok.. Ok... You can shut down the flamethrowers... All I am trying to point out is that, once we get a pilot to a certain level of ability... and with the negation of PvP-based decay of ship components... unless I have truly "missed the boat" on this one... we Master-level pilotsdont really "need" access to a Shipwright.
What I really dont understand is, why more noise wasn't made by the SW profession when the changes were proposed and implemented on TC? Hell.. I am no SW and I (ahem... in an ALT Imperial Ace uniform) screamed loud and hard. Hell... as far as I can tell, component decay was your only real and long-term source of repeat business.
Oh well.
Have you PvP'd much? If so you would realize that you tend to die a lot. Can you answer me where the state of PvP would be if you needed to replace every component in your ship, including the chassis after 10 deaths in PvP?
rexan wrote:
Hammadryad wrote:
Why do I need the services of a Master Shipwright... after I reach Master/Ace Pilot (in any skilltree) and have a properly outfitted Master-level ship?
Most folks chats eschew the use of missles, bombs, torpedoes, etc., in favor of hi-damage and hi-cycle-rate energy weapons. So.... where is the reason for my repeat business?
Ok.. Ok... You can shut down the flamethrowers... All I am trying to point out is that, once we get a pilot to a certain level of ability... and with the negation of PvP-based decay of ship components... unless I have truly "missed the boat" on this one... we Master-level pilotsdont really "need" access to a Shipwright.
What I really dont understand is, why more noise wasn't made by the SW profession when the changes were proposed and implemented on TC? Hell.. I am no SW and I (ahem... in an ALT Imperial Ace uniform) screamed loud and hard. Hell... as far as I can tell, component decay was your only real and long-term source of repeat business.
Oh well.
Have you PvP'd much? If so you would realize that you tend to die a lot. Can you answer me where the state of PvP would be if you needed to replace every component in your ship, including the chassis after 10 deaths in PvP?
Hmm.... PvP as a "to the death" event. Sorry... I wont buy off on it. Death has to have consequences... else Death is meaningless. Gee.. I wonder what ever happened to the concept of "He who fights and runs away may live to fight another day?" I'll be the FIRST to tell you and anyone else that, given the decay rate that previously existed, I'd make liberal use of ALL evasive maneuvers available and the Hyperspace option. I don't see that as anything other than a "strategic retreat."
Why not simply reduce the amount of decay on a PvP-damaged ship instead of removing it altogether? By completely removing a death-penalty, a superior simulation is reduced to the role of a 50-cent arcade game better off left in an arcade hall than in our homes.
ssssssssSSS(:-<
Message Edited by Pallida on 12-22-2004 01:01 PM
Hammadryad wrote:
Why do I need the services of a Master Shipwright... after I reach Master/Ace Pilot (in any skilltree) and have a properly outfitted Master-level ship?
Most folks chats eschew the use of missles, bombs, torpedoes, etc., in favor of hi-damage and hi-cycle-rate energy weapons. So.... where is the reason for my repeat business?
Ok.. Ok... You can shut down the flamethrowers... All I am trying to point out is that, once we get a pilot to a certain level of ability... and with the negation of PvP-based decay of ship components... unless I have truly "missed the boat" on this one... we Master-level pilotsdont really "need" access to a Shipwright.
What I really dont understand is, why more noise wasn't made by the SW profession when the changes were proposed and implemented on TC? Hell.. I am no SW and I (ahem... in an ALT Imperial Ace uniform) screamed loud and hard. Hell... as far as I can tell, component decay was your only real and long-term source of repeat business.
Oh well.
Because NOBODY was told about this until it went live. Our correspondant, heck NO Correspondants had any idea this was going to happen. It was a behind the scenes developer decision with zero community input, and since Pilots far outnumber shipwrights, it was welcomed by the vast majority - so we're stuck with it now. ![]()
Currently, that is one thing that is killing a lot of shipwrights sales at the moment.My sales have decreases yet another 90%since this last slap in the face 'fix'.
I would have prefered a space insurance option, where they can reduce the decay to 20% of what it is now, rather than eliminate it.
There is also no incentive for a Master Pilot to PVE in space, no content and none on the horizon. I hear lower level pilots are even having a harder time finding experienced group members to help them - why would a Master help for a few piddly pieces of cert 1-4 loot and 400xp a kill?
Missile/Countermeasure sales do help sales some, but I'm noticing people are not buying as many missiles now as they really don't do a ton of damage compared to a Master level ship sporting 3 or 4 guns. My missile sales are WAY down, I mean drastically down to the point where I sell more paint than missiles some days. I'm one of those 'high volume' shipwrights too, my biggest day was over 40million credits, now I'm happy if I can do a million a day on ship parts. I don't overcharge and I offer very high quality, and I also have a stellar reputation among Pilots and my server in a very high traffic location - I'm just not needed anymore.
Then we have the people who will 'get by' with JUST space loot - thats all fine and dandy, but I'd suggest that all space loot be disabled UNTIL it is reverse engineered. That'll put some more interaction back in the game and spur on some nice shipwright business. I like space loot, I really do - never wanted it nerfed/reduced, but I would like to feel as if my profession is actually vital to Pilots, not to be ignored and bypassed. I want the chance to personally show the pilots that I cancraft almost anything they loot better at least.
You don't need a Master shipwright at Master Pilot status anymore, thats a major problem. How would Armorsmiths and Weaponsmiths feel if they were no longer needed? PvP Component decay needs to return, even if it is at a reduced level.
Pallida wrote:
rexan wrote:
Hammadryad wrote:
Why do I need the services of a Master Shipwright... after I reach Master/Ace Pilot (in any skilltree) and have a properly outfitted Master-level ship?
Most folks chats eschew the use of missles, bombs, torpedoes, etc., in favor of hi-damage and hi-cycle-rate energy weapons. So.... where is the reason for my repeat business?
Ok.. Ok... You can shut down the flamethrowers... All I am trying to point out is that, once we get a pilot to a certain level of ability... and with the negation of PvP-based decay of ship components... unless I have truly "missed the boat" on this one... we Master-level pilotsdont really "need" access to a Shipwright.
What I really dont understand is, why more noise wasn't made by the SW profession when the changes were proposed and implemented on TC? Hell.. I am no SW and I (ahem... in an ALT Imperial Ace uniform) screamed loud and hard. Hell... as far as I can tell, component decay was your only real and long-term source of repeat business.
Oh well.
Have you PvP'd much? If so you would realize that you tend to die a lot. Can you answer me where the state of PvP would be if you needed to replace every component in your ship, including the chassis after 10 deaths in PvP?
Hmm.... PvP as a "to the death" event. Sorry... I wont buy off on it. Death has to have consequences... else Death is meaningless. Gee.. I wonder what ever happened to the concept of "He who fights and runs away may live to fight another day?" I'll be the FIRST to tell you and anyone else that, given the decay rate that previously existed, I'd make liberal use of ALL evasive maneuvers available and the Hyperspace option. I don't see that as anything other than a "strategic retreat."
Why not simply reduce the amount of decay on a PvP-damaged ship instead of removing it altogether? By completely removing a death-penalty, a superior simulation is reduced to the role of a 50-cent arcade game better off left in an arcade hall than in our homes.
ssssssssSSS(:-<
Message Edited by Pallida on 12-22-2004 01:01 PM
There is really no way to run from PvP in space. If you get to the point where you have to turn your back against your enemy and run, your already dead.
Who knows what the final outcome of PvP death penality will be. But reducing/removing it is a first step in the right direction. Also consider in a DeepSpace death, you end up loading outside of deepspace. You still have to load back into deepspace, and then travel back to where the fight was. Granted the time penality is much less of a sting than 10% equipment decay, but it is still something.
Also, don't forget PvP is not limited to deep space. Many people fly overt in Kessel for the fun factor.
Rhysen wrote:
There is phenomenal amounts of cash in space, far more easily acquired than the ground game. A new player without JTL will not see the type of creds a new player in JTL will for several weeks without the assistance of an established player. 100k credits from missions as a completely new player on the ground? 400k total income for a Tier 4 duty mission to completion, including component sales? And a "pilot" can't afford to buy a ship?
My Oppressor only has a spacebomb launcher that I unequip unless I'm going Vette hunting. Everything else is REed on that puppy.