Shipwright Archive
Thread: Focus Thread: Loot Versus Craftables
so bring on the nerf I say, you'll just be making a bunch of RE horders very rich and happy. Think about it. theres hordes and hordes of loot out there just waiting for nerf day.. You think ppl are going to travel 2000m to your shop on that day just to buy your 'equalized" crafted loot? No, not when theres stockpiles and 'piles of prenerf REd loot that will start circulating real quick at way inflated prices.., you think your economies depressed now, bring on the nerf and lets really see what messed up economy means. The only ones who will prosper are the RE horders, and you'll all be back here focusing more quick "solutions".
Cnagea wrote:A lot of the replies to this thread appear to be just comparisons between looted and crafted items and moaning about the situation. I haven't seen many that are actually offering a SOLUTION to the problem, so here's my suggestions for what they're worth...1) Make more loot items Enhancers instead of specific items - the players can then trade these with the shipwrights to create enhanced items. ie a pilot would loot a Max Damage weapon enhancer instead of an uber big weapon, take it to the shipwright and ask him/her to stick it in a new weapon.2) Put in SW clothing attachements.3) Allow limited use schematics to be created from RE'ing items, not just the Firespray.4) Create a seperate skill tree for each type of component an SW can craft which will come from the SW box. You would not need SP for these trees. For this to be effective you would need RE experience to be added. Each SW can only specialise in one or two specific components, to gain these skills you would need RE and SW Crafting XP (lots of). This will create your "uber" Weapon crafter, Chassis crafter etc and encourage crafters to WORK TOGETHER. Crafters would become known for their speciality, 5 out of 10 players would still buy the rest of the components from them because they couldn't be bothered to travel around to find the best stuff. The other 5 would hunt until they had a list of shops selling specific uber items.Well, thats my thoughts for the day.Praise or flame away!EPIVI
Hey guys, I wanted to expand on some of these ideas here. The way I see it, whether or not you agree that there is a problem with looted vs. crafted items, the game could always use improvements. Here's the begining of an idea I was brainstorming last night, feel free to add to it.
Along the lines of Cnagea's idea of looting enhancements, most of the looted items could be broken ship components, totally unusable to anyone but a shipwright. I'm not saying ALL of the loot should be this space junk, more like a 80% junk to 20% workable loot ratio. The pilot who looted said junk would still be able to sell it to the chassis broker for the current rate so's not to nerf anyone's income. So what would this junk be used for, you ask? Building other ship components.
The process, as I envision it, goes something like this:
1) pilot loots junk
2) pilot lands and whatever junk isn't immediatly sold to chassis broker somehow gets to a SW (junk vendors?)
3) the shipwright, instead of needing so many of the exact same component to RE the piece, opens up the component and chooses ONE attribute from the junk. This attribute is treated as a subcomponent (just as a barrel is to a blaster) and added to an item the SW is crafting. Think Parasite Eve, if that means anything to you. This could be done as many times as you have peices of specific space junk, though each new subcomponent increases the chance of critical failure, both in the construction of the item and experimentation.
So, for instance, I loot a broken level 5 shield. For the most part, it's nothing special, but being that I just happen to be a SW and am planning on building a shield, I'd like to use it to enhance my crafted item. Let's say I really get a kick out of the recharge rate. I use the proper tool (RE tool, or new one?) and extract that attribute from the shield. The looted shield is destroyed, and I have a new subcomponent to buff my soon-to-be crafted shields. After putting the item in with the other materials and commit to building it, there's a chance the item might not take too well, or might take very well to the shield I am crafting. Just to through out an arbitrary estimation, I'm thinking around +/- 5% change in the attribute lifted, based on my skill level vs. the junk's level of course. From here, the item is experimented on normally, named and built.
Here's some details I haven't quite fleshed out, and if you like this idea I encourage you to think about these:
* Can junk components be lifted to crafted components of differing levels, or do they have to have the exact same level? Perhaps a range of one level above or below, but at an added risk of failure?
* I think that adding these components should have an effect on the mass of the final product, but I can't figure a good formula.
* What to do about preventing people from lifting a .918 vs. shield effectiveness from an ion cannon and grafting it onto a .918 vs. armor effective blaster?
* This idea, in my opinion of course, would work well for components with lots of attributes (blasters, engines, shields), but it seems too easy to make uber capacitors and reactors given how many attributes they have to change. Maybe a higher risk of failure for grafting onto those components?
* How should the loot frequency change, if at all?
So, for all it's holes, I figure the pros and cons are as such:
Pros-
* More variety, creativity and customization in ship designs.
* More for SWs to craft (it gets boring just crafting missiles and repair kits!)
* Another area of retail. More vendors, more options.
* Doesn't take away from the pilot's income, nor does it remove RE'd component vendors.
* Actual, usable loot doesn't go away, just becomes more rare, and thus a better prize.
Cons-
* Too much reliance on SWs?
* SW price gouging? (Most likely balanced out by junk vendors and the chassis broker buying junk, but it's still worth keeping in mind)
* Junk vendor price gouging?
* I'm sure that there's other cons I just can't think of, so have at it!
Thanks for reading, and if you like this idea, make it better!
Golrok wrote:
so bring on the nerf I say, you'll just be making a bunch of RE horders very rich and happy. Think about it. theres hordes and hordes of loot out there just waiting for nerf day.. You think ppl are going to travel 2000m to your shop on that day just to buy your 'equalized" crafted loot? No, not when theres stockpiles and 'piles of prenerf REd loot that will start circulating real quick at way inflated prices.., you think your economies depressed now, bring on the nerf and lets really see what messed up economy means. The only ones who will prosper are the RE horders, and you'll all be back here focusing more quick "solutions".
I am not in favor of nerfing the loot, do not get me wrong specifically because I do not want the economy on Naritus to get any worse, not for nothing but I can go on for hours about how bad it is here. I believe that Shipwrights should be able to craft things closer to what is given out as loot. I am not claiming that I ahould be able to assemble a Cap that is 1500 Energy and 50+ Recharge, I just think that being abole to make something remotely close would be nice, oh I dont know a level 9 that can come close to my level 6 reeng one would be sweet... but as I loot more and more, I may downgrade to a level 4, 5 points less recharge and 400 more energy than the level 6 i have. Are we seeing how rediculous that is, or is it just me...
Pullin Stuff
Pirate King
experimentation.
So, for instance, I loot a broken level 5 shield. For the most part, it's nothing special, but being that I just happen to be a SW and am planning on building a shield, I'd like to use it to enhance my crafted item. Let's say I really get a kick out of the recharge rate. I use the proper tool (RE tool, or new one?) and extract that attribute from the shield. The looted shield is destroyed, and I have a new subcomponent to buff my soon-to-be crafted shields. After putting the item in with the other materials and commit to building it, there's a chance the item might not take too well, or might take very well to the shield I am crafting. Just to through out an arbitrary estimation, I'm thinking around +/- 5% change in the attribute lifted, based on my skill level vs. the junk's level of course. From here, the item is experimented on normally, named and built.
/thumbsup
A smuggler should be the one who removes, who slicesthe subcomponent out of thebroken loot. The shipwright should thenbe theone whoinstalls this "sliced-out"subcomp into one of his creations.
This would allow smugglers in on somelove, say a smuggler has no interest in space but would like to be involved in the shipwright industry. Itsgood when aMMOGs dynamics forces players to interact cooperatively,imo.
it justdoesn't make sense for them to be cut out from making ships killer since Han Solo made alot of "personal modifications", and I dont think Chewie washis shipwright.
OmarTsalamir wrote:
My engine is a level 6 that blows away anyones level 9
less than 10k Mass... 95.5 top speed, all above 65 YPR
Prenerf "Inferno" reward engine.Already addressed and nerfed, almost taboo to be spoken of
I found a friend who has a reactor, 35k Mass 25k Generation... NOT REENGINEERED YET!!!!
1player and no more have you encountered is my guessthat have an exceptional reactor like this. Itsas common aslooting a blacksun helmet so no unbalance there.
What it fails to take into account is that there are systemic differences between looted gear and crafted. In fact, the two are completely independent of each other. The devs could, for instance, make crafted stuff uber without changing odd-numbered looted stuff at all, or vice versa. There's nothing that ties the quality of one to the quality of the other. If they both stink in comparison to even-numbered loot, that's mere coincidence.