Shipwright Archive
Thread: So Rangers got their Health increased because they complained and crafters do not?
Harvesters aren't a necessity to crafting.
If you want the benefit of harvesters, you're gonna have to put up with the "risk."
If the risk is too much, buy your resources.
Crafters did just fine before armour, and they'll do just fine without it, too.
That being said, I don't wear armor on my crafters, and have never felt the need. With the changes in CU level requirements it simply means we'll have to run in continuous solo groups to reap the benefit of combatant levels. It's at worst an inconvenience and a change in our normal activity. Is making harvester runs going to be more difficult? Possibly, but not with appropropriate forethought. Is making harvester runs going to be impossible? Absolutely not.
Maybe it's time for all of us to embrace the changes coming and find out how we can best work within their framework rather than bashing the devs. The game is going to change, and no amount of negativity is going to prevent that.
Insidius wrote:
If you don't want the risk, stay at home. Crafters don't belong in armour, period.
Harvesters aren't a necessity to crafting.
If you want the benefit of harvesters, you're gonna have to put up with the "risk."
If the risk is too much, buy your resources.
Crafters did just fine before armour, and they'll do just fine without it, too.
Oh? And what kind of ships do you craft? Have you seen the insane resource requirements in the CU lately? What is your crafter template?
On the bright side buying resources will be exhorbitant post CU and we can just pass on the overhead to the combatants. I suppose harvesting will be a pain and I would be surprised if anyone would cell less than 10cr/CU.
This would mean that weapons and ships will probably triple in price and that can as well be passed on to the client.
So essentially if you tell us crafters to "suck it up now", well in the end we'll see who needs to suck it up.
It won't happen soon though. Probably a year to suck up all existing inventories of craftables and resources, then we'll see an inflated economy like a repeat ofSWG 3 months post launch.
From my limited amount of time on CU I like it. It makes sense to me that as you progress doing something you get better at it and learn more tricks of the trade. So everyone not being able to wear any armor they want makes sense to me. We have to be certed for out weapons why not our armor. What I hope is after the combat upgrade is a crafting upgrade. Along with the idea of being able to wear armor as a pure artisan, being able to drop a heavy harvester as a pure combat has always left a sour taste in my mouth. Maybe we can drop using crafting station to experiment on things until a novice elite crafting prof.
joinrdy wrote:
Thunderbyte wrote:
For example, if your idea was implemented, if I want to hold an enemy back in battle while my buddies pound them, I could be a Fencer or an artisan...one takes weeks to level, the other takes about 15 minutes (not counting surveying).
not trying to flame at all, but how does some one with no fighting abilities "hold them back"? I'm also not trying to imply that my idea is the greatest either, obviously there would be a problem with tk's who don't use weapons being able to exploit this idea too, but something should be done for the crafter, it's unrealistic to think that someone who is all about fighting would give up his/her game time to help some one harvest/survey....
joinrdy wrote:
first off, i never said that a pure crafter should be uber, just be able to survive long enough to manage the harvesters, so that a reasonable priced product can be made and sold......this in no way effects me, i am a master combatant and crafter, and will have no problem doing what i need to do, but my prices will go up with the others, just cause you who say "kill the crafters", will allow me to stay in tune price wise with the crafters who will be forced to raise their prices, cause they wont be able to survive harvesting their own resources, and will be forced to buy the super inflated resources from the market...hugely increasing my profitt...thanks
I never accused you of saying crafters should be uber. As it is on TC, if you are very very carefull then you can still survey and manage harvesters even on the adventure planets. I know it's possible. I don't think prices are going to rise dramatically in the long run over this issue either, once people start getting used to the new system. And I never ever said "kill the crafters", but if some fool who doesn't want to learn to fire a pistol wants to run around dathomir.......
second....you still didn't answer how a crafter with no fighting skills could have any effect on the gcw, if they get more ham, or crafter only armor, or any kind of change that will allow them to harvest/survey......they still cant do damage, they still cant fight
Actually I did answer that question. My point was that you cannot give any combat abilities to non-combat players because it will take away from combat classes in the new system. You really should read that chart I linked to, every combat profession revolves around it. Some classes gain mostly defensive capabilities, and the players who take the time to level in those classes deserve those abilities. It is those abilities that keep them alive while they use thier offensive skills to kill the enemy, or keeps them alive while thier backup support kills the enemy. You are thinking that a pure crafter would want to be in that situation, what you haven't thought of is what if I'm stacking combat professions. I want a little bit more defence in my character stats, I could either pick up a defensive profession or a crafting profession? Some people would choose the crafting profession because they could make a little money on the side or something like that, either way it is against the chart that I linked to, and it takes away from those defensive professions.
resources are a huge part of a non crafters game as much as a crafters game, it's what you wear, eat, fight with, fly, ride, ect....if the crafters cant manage their own resources, then there will be less resources in the game , this means increases in prices to everyone, and mostly for the buyers of the end product wether it be a ship or a new gun or food, everyone will pay for the crafters not being able to make harvester runs and survey, just something to think about
I understand all about crafting, I've been a crafter since this game launched. I just plain dissagree with you that crafters should have armor without being certified for it through a combat profession. If they need armor to keep them alive, let them learn to fight and use it. I don't think this will be a problem for anyone who's serious about crafting, whether they're hard core players or casual players. The rules of the game have changed, but that doesn't make the game bad, in fact it's more fair then you realize. There is nothing stopping a player from learning to defend themself, it just comes at the cost of skill points. And for most people, even recon armor won't be neccessary if they are carefull.
Lol, I'm hoping you're not taking this post personally either, I don't mean to target you joinrdy as I'm sure there are many players who would agree with you. But from my point of view, and others, and the devs, the feature proposed in this thread probably would do more harm than good, and breaks the balance of the game. I totally respect the opinions of those who would dissagree with me, and /cheer for those people who make threads like this because they too are just trying to make this game better. I know noone's accused anyone of flaming, but I find it best to remind everyone why we are all posting here.
Thunderbyte wrote:
Like IIscander, I too have an avatar who is a pure crafter, and I don't have any problem getting to my harvesters when I need to. Now, that doesn't mean that I don't get my butt kicked when I go to planets like Dathomir, but what would you expect from an adventure planet?
I agree that planets like Dathomir should not be safe and the creatures there are all high level. What I see a problem with is the fact that a Krettle or Sevort on Tat is going to be able to 1 hit incap me. Right now I can kill one in one shot because of the gun i have. After the CU not only will I not be able to use the weapon I have but all most all of the creatures that agro on starter planets will be at a higher level then me.
Nomhad Darkstar
Aniedzielski wrote:
Thunderbyte wrote:
Like IIscander, I too have an avatar who is a pure crafter, and I don't have any problem getting to my harvesters when I need to. Now, that doesn't mean that I don't get my butt kicked when I go to planets like Dathomir, but what would you expect from an adventure planet?
I agree that planets like Dathomir should not be safe and the creatures there are all high level. What I see a problem with is the fact that a Krettle or Sevort on Tat is going to be able to 1 hit incap me. Right now I can kill one in one shot because of the gun i have. After the CU not only will I not be able to use the weapon I have but all most all of the creatures that agro on starter planets will be at a higher level then me.
Nomhad Darkstar