Shipwright Archive
Thread: So Rangers got their Health increased because they complained and crafters do not?
Marsirion wrote:
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.
I'm a Master Shipwright. I'm very familiar with massive resource requirements.
I still don't think a crafter has any business wearing armour. A PSG should afford you enough time to get away on your speeder before being incapped.
Then you can either come back when it's safer or bring a friend or a pet.
It seems to me that this whole issue is just one more reason to "hate the CU," and I see it as nothing more than that. Frankly, there is no issue here.
I think non-combat people should be able to wear some kind of protective clothing (not armor) to reduce the potential of getting nailed. Maybe some tissues that bio engineers can make to add some kind of protection to the wearer, but when worn it would make you miss with your weapon 100% of the time... something to make balance a non-issue.
In any case, this might bring people to purchase a combat droid to guard them.
I like that idea. Instead of doctors spamming the starport it will be rangers now shouting " Get your camoufalge here! 5k per for a 3 hour cover! " Both NPC and monsters will detect you UNLESS you attack them and break cover.
Sar-larid wrote:
Well, how about they give the Rangers a little MORE extra(if they're in the giving mood for them now), and make it so that camouflage applied by them on a crafteris a LOT more effective? No aggro, no death.
Marsirion wrote:
Just make it so that the extreme damage multipliers from even a level 5 rabid Durni vs a level 1 crafter would be survivable for the crafter. To do that either we get some health increases in our tree, albeit not as much as a combat profession, or introduce crafter specific vehicles or armor/PSG that will reduce our profile from aggressive mobs or mitigate the damage done to us. We can still get killed like before but the balance is that the risk is no greater than what we have in live right now.
It will just give us enough time to get healed by our bodyguards (like in the DWB) or enough time to get away in our vehicle.
Helios_SOE If you wish to gather resources in dangerous areas, you should either get a PSG or you could also hire some other players to protect you in the wilds.
"Dangerous areas".... Oh what like Mos Eisley...
We are not asking to be invincible.. just to be defensible!
LOL A PSG protects you from ENERGY attacks ONLY. How many creatures do you KNOW that attack with energy. BTW how much is soe paying to be so blind about the CU ?master shipwright who thinks harvesters are not a necessity. Well that explains why you think the CU is a good idea. As to you sig the 1st party greatly exceeds the 2nd.
Insidius wrote:
Marsirion wrote:
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.
I'm a Master Shipwright. I'm very familiar with massive resource requirements.
I still don't think a crafter has any business wearing armour. A PSG should afford you enough time to get away on your speeder before being incapped.
Then you can either come back when it's safer or bring a friend or a pet.
It seems to me that this whole issue is just one more reason to "hate the CU," and I see it as nothing more than that. Frankly, there is no issue here.
Quit being so darn overdramatic. If you're afraid of going outside without any armor take up a combat profession. Otherwise, just stick to the cities and buy resources off the market or vendors.
Ackew wrote:
LOL A PSG protects you from ENERGY attacks ONLY. How many creatures do you KNOW that attack with energy. BTW how much is soe paying to be so blind about the CU ?master shipwright who thinks harvesters are not a necessity. Well that explains why you think the CU is a good idea. As to you sig the 1st party greatly exceeds the 2nd.
Ackew wrote:LOL A PSG protects you from ENERGY attacks ONLY. How many creatures do you KNOW that attack with energy. BTW how much is soe paying to be so blind about the CU ?master shipwright who thinks harvesters are not a necessity. Well that explains why you think the CU is a good idea. As to you sig the 1st party greatly exceeds the 2nd.
Insidius wrote:
Marsirion wrote:
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.
I'm a Master Shipwright. I'm very familiar with massive resource requirements.
I still don't think a crafter has any business wearing armour. A PSG should afford you enough time to get away on your speeder before being incapped.
Then you can either come back when it's safer or bring a friend or a pet.
It seems to me that this whole issue is just one more reason to "hate the CU," and I see it as nothing more than that. Frankly, there is no issue here.
No need to be hostile. Are you attacking me or my opinion, I really can't tell.
In any event, I buy ALL of my resources, so as I said before, harvesters are a benefit, not a necessity. Also, as to your comment about the PSG, how many creatures do you know that can outrun a Speeder?
Your point, in my opinion, is moot.
Message Edited by CuchulainnDarklight on 04-22-2005 06:31 PM
CuchulainnDarklight wrote:
Have to say on testing the CU that some of you are in for a BIG shock when it goes live.
The problem with the CL system is that if you meet something that is 1 level or more lower than you you will ALWAYS kill it. However if you meet a creaturethat is 1 level or more higher than you it will ALWAYS kill you. Its all about the damage multipliers. The winner of any non PvP combat (i.e. 99%) is now decided before you actually start fighting. Tactics and weapons now mean nothing.
If you are a non-com as soon as you step outside Mos Espa your dead. As a novice marksman the lvl 1 critters (dwarf nunas and the like) hit for 1/4 your health in one hit. Imagine if you have NO CL as a full crafter.
Of course all the kiddies who join after the next film will give SOE a boost of money for a couple of months and when they leave it will be us stuck with this innovative and exciting combat system copied from EverQuest which determines the winner before the fight starts.
I cant see any problem with giving crafters the CL as they invest in skillpoints and the health bonus, at least then nunas wont 1 hit incap them!
Message Edited by CuchulainnDarklight on 04-22-2005 06:31 PM