Shipwright Archive

Thread: Loot drops nerfed, now what

Arryth
Tue Jan 11, 2005 10:59 am
#27

No, but 400k for a non master ship or for a single crafted ship weapon is too much money as long as any form of decay is in the picture.



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Arryth
Tue Jan 11, 2005 11:03 am
#28

Diorchas I did do my home work... at 400k for an x-wing there is substantial profit per unit, and at 400k for a level 9 blaster there is also substantial profit. Those prices are simply unacceptibly high. Rathor then trying to get our loot items nerfed the shipwright community should be trying to get resourse requirments lowered, and should be farming their own resourses. Buying resourses at 10cpu or higher is just silly, unless its an ultra rare like avian or such, but for minerals.. nope..



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Arryth
Tue Jan 11, 2005 11:09 am
#29

Crafted guns are generally lighter, and better rof, and energy per shot.. at least the ones we see on Naritus.



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
1st_Viduus
Tue Jan 11, 2005 11:13 am
#30

RE'd guns (especially from C5+) generally have 20% better damages, and about 30% more damage. I'll take the (small) hit to ROF (.39/s compared to .35/s) for the way better damage output.


I'd rather fit 2 cert 6 RE'd than 2 cert 7 Manufactured -- the RE'd will total 3 hits to a kill on a T4, the Cert7 will take 6. I tested this very thing this morning.



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Arryth
Tue Jan 11, 2005 11:14 am
#31



1st_Viduus wrote:
non-master ship...?
Tier 4 ship at 300k is cost if you paid 5cpu for your resources average, (some at 3, some at 5, some at 10, for example) to come up with the 70% experimentation on mass allowance everyone clamors for, plus 4 or 5 uses of damn expensive Port to guarantee no crit fail.
Selling it at 400k is hardly what I'd call gouging.
For a weapon though... yeah, I'd have to agree with you there. A decent guide to pricing components (full-sized) is Cert Level Squared. But crafted guns are pretty horrid IMO compared to almost any gun I've RE'd, so I rarely bother making them.






My point is.. you guys should be bugging the deves to lower resourse requirements not nerf our loot, and thereby bringing the wrath of the pilot community down on you. All the asking for nerfs here is going to do is anger your customers. Were already still very angry about the last engine nerf. Frankly.. for ship parts and components.. I do not consider any more then 6cpu to be reasonable for ships and parts, adding to the cost the port if you use it. Thats still a decent profit, unless your buying overpriced resourses...



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
MonsofoLexius
Tue Jan 11, 2005 11:40 am
#32






Arryth wrote:

My point is.. you guys should be bugging the deves to lower resourse requirements not nerf our loot, and thereby bringing the wrath of the pilot community down on you. All the asking for nerfs here is going to do is anger your customers. Were already still very angry about the last engine nerf.




IMHO I see more shipwrights asking for an increase in players craftes stats instead of a loot nerf. Now the reward engine was a bit imballancing (I know I have 2 pre-change).



  • What we ask for: Increase in xp points on engines or to roll YPR into one line on engines.

  • What we get: Loot nerf

A majority of the posts by SW I see ask for SW to be able to craft items that are 1) close too OR 2) slighly better then looted items. My understanding is most SW want to be able to compete with loot, not replace it, or nerf it.


A"close to perfect" example of what I would like to see is similar to reactors. You can be well set up with a looted reactor. They drop a lot and with good stats. You can go all the way to master (I have twice) and NEVER use a player crafted reactor. BUT when you are trying to squeeze into a-wing (or many of the ties) or finishing your ships "template" when master, a player created reactor is a huge plus. I have a crafted 650 mass 9K energy (or real close, those #'s are from memory) in my awing. I could not fit into the thing well any other way. A SW could reduce a reactors mass by a bunch of mass to squeze against you mass cap.


This not only does not force players to spend money it makes the SW have to really work for the money.


Just my $.02





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Rowgue
Tue Jan 11, 2005 4:28 pm
#33

Pilots are hoarding all the good loot it takes me too long to assemble enough parts.


I'm sorry but this argument does not fly, pilot takes no skill points and anyone can take pilot along with shipwright. If you want the parts go get them yourself. Before all of the loot nerfs it still took some time to gather up the needed loot to RE some good stuff, but it was actually feasible to make a business out of doing this. I know I was making good money doing it.


And before the outcry of "I don't have time to fly for hours to collect the loot, I have to manage my crafting business" is thrown around. Well I am also a shipwright and I find the time investment in the crafting side to be bery low in my opinion. I check swgcraft before I log on, if there are any good resources out there I go throw some harvesters down on them. I walk away and let my harvesters do the work for me. About once every week I make schematics for all of the powerups to put in my finished products and do factory runs on them. Whenever my vendors are low on inventory I go home and craft up some replacement parts to throw on the vendor. All of this makes up maybe 25% of my gaming time, and I only play for about 1-2 hours a night. That leaves me with 75% of my time to either do custom orders for people, go try to loot some good stuff in space for RE'ing, or whatever else I want to do.


If you really want to see some crafting with a timesink then try being a master doctor like I was before. Anybody that knows anything sells avian meat of any decent quality for at least 10-20 cpu. I was not willing to pay those outrageous prices, but instead of complaining about it I leveled up some combat and collected those things myself. And without the benefit of a second account I was limited in both my ability to fight and my ability to harvest said resources because most of my skill points were tied up in Doc and Medic and of course I had to have some artisan to be able to survey for the other resources I needed. As a shipwright I don't have to worry about insanely hard to get creature resources and therefore I spend much less time dedicated to doing the leg work to get to the point where I have enough resources to do anything with. Sure there are some specific resource types you need to harvest for the advanced stuff, but meds required those as well as the creature resources.


Honestly I have tried architect, doctor, weaponsmith, and now shipwright. I agree that the resource requirements are a little high, but this is by far the least painful crafting profession I have experienced thus far. And when you sell stuff based on a cpu basis, why in the world would you complain about how many resources it takes. If I make a ship that needs 70k resources for say 5cpu which is a lot less than most shipwrights would charge then I make 350k on the sale. Thats 280k profit, of course you have to figure in maint on harvesters and factories and vendors, but you are still making a decent profit on this ship.


And the "I have to buy my resources" argument does not fly with me either. I have five open lots that I use for harvesters, and if I find a good spot I can easily pull 100k of that resource every day they are running. The ships are really the only thing that require massive amounts of resources and lets be honest ships are not going to be flying off the shelves so fast that you need millions of resources every week to keep up with demand.You choose to buy your resources instead of harvest them yourself, for reasons of time, laziness, lack of knowledge about how to do it properly, or any other reason. If you have to buy the resources for 10cpu, you can't expect to pass that increased cost on to your customers without them getting rather irritated with you.


It's your choice to make that resource dealer a rich man by buying 100k units of steel at 10cpu. I can harvest that same 100k units for less than 0.5 cpu when you figure in the maint and power for the harvesters. That is the main thing that inflates the economy in this game. People pay 15cpu for uber resources then pass that cost along to the customer in the finished product. But as long as there are crafters around that are willing to do that work themselves as opposed to paying someone else to cut that part of the process out then you will always be hearing complaints about how you are overcharging for your goods. I chose not to pay those prices when I was a doctor, and thus was able to make my meds much cheaper than otherwise possible with purchasing resources. Granted I could not produce the mass quantities that some docs could because it did take time to gather all this stuff. But do you really need to gather enough resources to craft 20 of each ship chasis to stock your vendor with. I find that if I keep three of each chasis on my vendor then I almost always have at least one left when I am ready to restock. If ships are flying off your shelves so fast you can't keep up, then the additional cost of having to buy your resources will be negated by the sheer volume of your sales.


I think that most of the complaining about the amount of resources needed to run a shipwright business come from people that have just achieved master and want to instantly go out and buy enough resources to craft the stuff to fully stock a vendor overnight. Getting a business up and running requires some prep work, once you have it up and running the workload decreases exponentially.
Chiwawa
Tue Jan 11, 2005 4:41 pm
#34


Rowgue wrote:
Pilots are hoarding all the good loot it takes me too long to assemble enough parts.
I'm sorry but this argument does not fly, pilot takes no skill points and anyone can take pilot along with shipwright. If you want the parts go get them yourself. Before all of the loot nerfs it still took some time to gather up the needed loot to RE some good stuff, but it was actually feasible to make a business out of doing this. I know I was making good money doing it.
And before the outcry of "I don't have time to fly for hours to collect the loot, I have to manage my crafting business" is thrown around. Well I am also a shipwright and I find the time investment in the crafting side to be bery low in my opinion. I check swgcraft before I log on, if there are any good resources out there I go throw some harvesters down on them. I walk away and let my harvesters do the work for me. About once every week I make schematics for all of the powerups to put in my finished products and do factory runs on them. Whenever my vendors are low on inventory I go home and craft up some replacement parts to throw on the vendor. All of this makes up maybe 25% of my gaming time, and I only play for about 1-2 hours a night. That leaves me with 75% of my time to either do custom orders for people, go try to loot some good stuff in space for RE'ing, or whatever else I want to do.
If you really want to see some crafting with a timesink then try being a master doctor like I was before. Anybody that knows anything sells avian meat of any decent quality for at least 10-20 cpu. I was not willing to pay those outrageous prices, but instead of complaining about it I leveled up some combat and collected those things myself. And without the benefit of a second account I was limited in both my ability to fight and my ability to harvest said resources because most of my skill points were tied up in Doc and Medic and of course I had to have some artisan to be able to survey for the other resources I needed. As a shipwright I don't have to worry about insanely hard to get creature resources and therefore I spend much less time dedicated to doing the leg work to get to the point where I have enough resources to do anything with. Sure there are some specific resource types you need to harvest for the advanced stuff, but meds required those as well as the creature resources.
Honestly I have tried architect, doctor, weaponsmith, and now shipwright. I agree that the resource requirements are a little high, but this is by far the least painful crafting profession I have experienced thus far. And when you sell stuff based on a cpu basis, why in the world would you complain about how many resources it takes. If I make a ship that needs 70k resources for say 5cpu which is a lot less than most shipwrights would charge then I make 350k on the sale. Thats 280k profit, of course you have to figure in maint on harvesters and factories and vendors, but you are still making a decent profit on this ship.
And the "I have to buy my resources" argument does not fly with me either. I have five open lots that I use for harvesters, and if I find a good spot I can easily pull 100k of that resource every day they are running. The ships are really the only thing that require massive amounts of resources and lets be honest ships are not going to be flying off the shelves so fast that you need millions of resources every week to keep up with demand. You choose to buy your resources instead of harvest them yourself, for reasons of time, laziness, lack of knowledge about how to do it properly, or any other reason. If you have to buy the resources for 10cpu, you can't expect to pass that increased cost on to your customers without them getting rather irritated with you.
It's your choice to make that resource dealer a rich man by buying 100k units of steel at 10cpu. I can harvest that same 100k units for less than 0.5 cpu when you figure in the maint and power for the harvesters. That is the main thing that inflates the economy in this game. People pay 15cpu for uber resources then pass that cost along to the customer in the finished product. But as long as there are crafters around that are willing to do that work themselves as opposed to paying someone else to cut that part of the process out then you will always be hearing complaints about how you are overcharging for your goods. I chose not to pay those prices when I was a doctor, and thus was able to make my meds much cheaper than otherwise possible with purchasing resources. Granted I could not produce the mass quantities that some docs could because it did take time to gather all this stuff. But do you really need to gather enough resources to craft 20 of each ship chasis to stock your vendor with. I find that if I keep three of each chasis on my vendor then I almost always have at least one left when I am ready to restock. If ships are flying off your shelves so fast you can't keep up, then the additional cost of having to buy your resources will be negated by the sheer volume of your sales.
I think that most of the complaining about the amount of resources needed to run a shipwright business come from people that have just achieved master and want to instantly go out and buy enough resources to craft the stuff to fully stock a vendor overnight. Getting a business up and running requires some prep work, once you have it up and running the workload decreases exponentially.





I disagree, I cannot possibly harvest what I need for crafting myself, and I have 15 lots available. I also do not sell chassis, so go figure.
Rowgue
Tue Jan 11, 2005 4:58 pm
#35

Well like I said it is possible because I do it with 5 lots. And regardless of whether you can manage that or not, it is still your choice to buy resources from a broker. If you are going to go this route you have to be prepared for the backlash that comes from passing those costs along to the customer.


There is a reason that all of the crafting professions stem from artisan, and artisan has a survey branch in it. If resources broker was meant to be a stand alone profession then it would have it's own tree. It was not intended for people to just stockpile resources in massive quantities with no purpose but to sell them at astronomical prices. In fact this is not even possible except by using cross server lot trades. So if you are buying your resources from these individuals, in a way you are taking advantage of an exploit, because cross server lot trading has already been named an exploit long ago, they just have no way to deal with it currently. It was never intended for someone to be able to take novice artisan to survey, throw down 50 harvesters (made possible by an exploit), and rake in hundreds of millioins of dollars without having to level anything except survey 4 and busness 3.


It is possible to harvest your own resources for shipwright as well as the other crafting professions I mentioned in my previous post. I know I have been doing it for over 9 months. I think you may just need to lower your aspirations a bit. It may not be feasible for you to harvest your own resources to support a business of the scale that you want it to be, but that is irrelevant.
1st_Viduus
Tue Jan 11, 2005 5:13 pm
#36

While it's possible it isn't plausible. With 6 lots being dedicated to me from guildmates, and a mere 2 small houses, that leaves me with 5 for harvesting. So if you only have one account, you must have some magic.


No, resource gathering isn't supposed to be a standalone prof, is it? but it is... people pay 3 + accounts, plop down resources, and sell the credits at dedicated company sites for the purpose for RL cash.


For this reason, I am extremely reticent to pay more than 5 cpu, and as I said, very rare is the case.

I did NOT, as you insinuated in your previous post, "pay 10 cpu and pass that on to the customer" -- re-read, I said at most I charge 10cpu. HUGE difference there.


IN ANY case, all this is irrelevant, the thread is about loot drops. And has veered far astray, and I myself am guilty of leading it there.



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Chiwawa
Tue Jan 11, 2005 5:16 pm
#37

I still disagree, I turn over 1-3 million credits a day, I cant harvest that much.

Yes I agree, an master artisan can survey his own stuff. However the limits set by the harvester BER rates were designed pre-shipwright, and so simply cannot cope with a successful shipwright in todays game. I can burn through a days resource takings with 15 experimental blasters, so quite simply we cannot harvest enough
Pharrel
Tue Jan 11, 2005 5:16 pm
#38

The best way to solve this issue is to give Shipwrights more Expirementation Points (20+) so they can use them to experiment on all the different pieces of a ship component.

Who's with me on this



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Chiwawa
Tue Jan 11, 2005 5:20 pm
#39

Nope afraid not, we get more than enough

However, my take is that loot drops should include weapon/shield/chassis enhancement, much like the ground game...I think that solves the loot problem, and keeps the SW happy
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