Shipwright Archive

Thread: So Rangers got their Health increased because they complained and crafters do not?

Insidius
Wed Apr 20, 2005 12:51 pm
#27



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.
Fishbreath
Wed Apr 20, 2005 1:03 pm
#28

Posted this on DE forum (my other crafting profession) there are similar discussions there as well..........seems "appropriate" here also.......






Rihtan wrote:


So are there any plans to make the starter cities safer? Those spice fiends in Bestine are going to be totally lethal to pure crafters under this system.





And Acktu wrote:


I dont agree with the level damage multiplier thing.

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.





Am I missing something?


I'm a totally all crafting Mon Calamari with a 300 health HAM, always have been......... I have been at risk of dying, and cloning on harvester runs since day one of this game.......how will this CUDRAMATICALLY change going out in the wild for the "pure crafters" like me?


Being a non-combatant, "pure crafter",you shouldhave no negative faction points, since you don't kill anything, so you shouldn'tget aggroed in the city........we get used to avoiding red dots on the radar all day long......seems it will be more of the same......only difference is a Durni will con red now.....but I'll just avoid him the same way I do a Mauler Acolyte.........


Again, am I missing something?



The Artisan formally known as:


Fishbreath Akbar PhD


"Dude, where you been"


Marsirion
Wed Apr 20, 2005 2:13 pm
#29

PSGs just protect from energy attacks so thats mainly from ranged damage from NPCs.


I've posted before that out of 10 outings using a pure crafter in TC level 1 i was incapped about 9 times and died 6 while riding a bike no less. This was before the master templates were out and a week after they were. It was just an experiment to see if the radar update was quick enough. Apparently not. Maybe its a bug or is an imbalance but any aggressive mob 5 more levels than your character can do this sight unseen. These were on starter planets too. The problem is the massive damage multiplier between levels which guarantees that no matter how good your armor or weapon is you cannot win in an attcack on any level more than 4 from your own. If the damage multiplier is toned down a bit then we as a crafter community can get it to "live levels" and the risk will not be any more than what it is now. That is acceptable.


My thoughts are in line with CIEbrandon's post in the Test center forum. I agree that there were some good changes such as the HAM, doctor buffs etc but the main problem is the EQ2 level system and the damage multiplier. Pvp is pretty much level based (only level 80 need apply). Get the FOTM like CM/pistol/mbh/carbineer or any ranged profession that has root and snaring and you pretty much have the uber template again- just like on live. There is no big change there. No balance. Same old problem. Don't believe me? Then go watch in TC for an hour and observe how a CM duels or a ranged profession duels a melee profession.


I guess time will tell who is right. If devs won't listen or you don't believe there is a problem here then at least I've said my piece. Just as the Ranger community had done theirs, went up to Owen-Lars, argued, and won.
Marsirion
Wed Apr 20, 2005 2:26 pm
#30






Sar-larid wrote:






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.




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.



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.


Fishbreath
Wed Apr 20, 2005 4:41 pm
#31

ZenBones wrote:


Someone correct me if I'm wrong, but I think the major point that people are trying to make here (and I don't know how accurate all of it is, since I haven't checked it out on TC personally), is that NPC creatures/characters that used to just take swats at you, and only cause minor damage, may now be capable of 1-shot incapping you right off your bike while you're surveying, before you even see them. This may include fairly low-level stuff, so without even some basic defensive protection (beyond just a simple PSG), we may find it a lot more difficult to do much of anything outside of town.






If this in fact the case, I'm in a real world of hurt.



The Artisan formally known as:


Fishbreath Akbar PhD


"Dude, where you been"


Felix07
Thu Apr 21, 2005 12:16 am
#32

Taken From the Stratics HoC -April 13th 2005


Brannoc - *RRR187* How will crafters place harvesters on planets now, since creatures kill low level characters so quickly?

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.

----------------------------------------------------------------------------------------------------------


What??????


Who is going to want to be hired to ride around for hours surveying & placeing & moving harvesters.........



"Dangerous areas".... Oh what like Mos Eisley...


We are not asking to be invincible.. just to be defensible!




Daxter Sask ???
Holdein Sast Soon to expire
New Republic Order
=(HK)= Industries Theed Tradeing Post -3923 4027

Ackew
Thu Apr 21, 2005 8:17 am
#33






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.



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.




RIP SWG April 27th 2005
Thunderbyte
Thu Apr 21, 2005 8:25 pm
#34








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.




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.


Everyone agrees that combat is too unrealistic in this game, which has (finally) brought about this re-balance. Soon you will have to be schooled in combat to participate in combat, just as you must be schooled in crafting in order to craft. This makes perfect sense to everybody but a few crafters. If you feel like you'll need extra protection then why is it so hard to for you to take up a combat profession to help with your surveying/harvesting needs?


I've been playing this game since it went live, and I've heard just about every cry ever cried and every doom prophecy ever concieved of, and do you know what's come of it? Nothing. The game goes on, and a few people go home 'cause they can't cut it. Now I don't mean to imply that you might be one of those people, but it does seem to me that you don't realize that some planets are more dangerous than others, and if you want to hold your own whereever you travel then it would help to learn how to fight. Otherwise stick to your player cities and NPC cities and leave adventuring to the adventurers.


Let's keep the critisism postive people!!!!



         /                   \            
//| |\\ Kauri:
/// \\\ Really BadJack - Shipwright/Swordsman
|\ /// \\\ /|
\//|/ /=======\ \|\\/ Radiant:
/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
|-^-||------/// \ | / \\\------||-^-| Olaw - Artisan/Shipwright
|_O_||>====<|||___\|/___|||>====<||_O_|
| O ||>====<||| /|\ |||>====<|| O |
|-v-||------\\\ / | \ ///------||-v-|
\|O|/ \\\---+---/// \|O|/
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|/ \\\ /// \|
\\\ ///
\\| |//
\ /

Insidius
Thu Apr 21, 2005 10:29 pm
#35



Ackew wrote:


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.

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.





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.
IIscandar
Fri Apr 22, 2005 7:15 am
#36

The main point I see in this entire thread is that some people feel that being a crafter with little defense is more than they bargained for. There are also crafters who feel it adds to realism to be unable to defend themselves without taking up combat skills. Both of these opinions have made it to the ear of the devs. I'm sure theyare workingon a balance between the two.


We could go on and on about why each side of this issue feels the way they do. I'd prefer that we accept the points made so far, and move on to other issues, at least in this shipwright forum.


Cheers
CuchulainnDarklight
Fri Apr 22, 2005 6:28 pm
#37


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




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The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
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Kalano
Fri Apr 22, 2005 9:25 pm
#38






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






Um......you might want to get back on and re-test your theory. It got changed again. Oh, and i am kicking much arse on creatures that are 2 level above me. So, you statement is out dated.


Oh, and the devs still got two more weeks to tweak the CU even more.


So don't count your betas till they launch.



_______________________________________________________________________

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So long, and thanks for all the fish.
Slysix
Sat Apr 23, 2005 9:51 am
#39

Why do people assume CURB will come out the same time as ROTW?


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