Shipwright Archive

Thread: Factory Support Is Needed For Shipwright.

Kassuff
Tue Nov 02, 2004 2:18 pm
#105






Tover wrote:


I have to agree. I just spent 2 hours chain crafting. Click click click, click clickity click. I am running multiple crafting tools at once all by hand. In 2 hours I only managed to make enough componentsto fill out6 ships.Your are doing somethin wrong...Idropped 80 pieces on a vendor in one hour. I'll bet you are gettin distracted. Ignore tells, go AFK in another room or behind your merchant tent.I have 17 people breathing down my neck for parts. TURN OFF YOUR *!@%&! SHIPWRIGHT TAG AND GO ANONYMOUS!!! I'm certain I'll have people coming back for replacments before I finish, because I do need sleep you know. TOO BAD, THEY WAIT. YOUR SLEEP IS MORE IMPORTANT THAN SOMEONEELSES GAME TIMEBy the Emperor, I'm going to have to gomove my harvesters to a new spot soon to, that'l take a good hour at least. I just don't have enough time. Welcome to SWG, aka Star War Grind: A Timesink Divided


I want to have my shop open to the general public, but it almost feels like I am drowning. I prefer to think of it as being "in demand"

Message Edited by Tover on 10-28-2004 11:03 PM



Just my opinion....but I'm AGAINST using factories for shipwright....or for that matter, anything that DOESNT require identical components (I'm talking about all crafting professions, not just SW)Yes, this means crafting missiles and chaff would be incredibly boring...perhaps an exception could be made for consumable items like missiles, stims and power ups.

Brilyn
Wed Nov 03, 2004 1:11 am
#106

< It will allow for less resource loss due to crit failures during experimentation. >


In Beta, you didn't lose resources for 'Ship stuff' that Crit Failed on Assembly.



What stuff is this happening to you with?



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
4Bidden
Wed Nov 03, 2004 1:28 am
#107






Brilyn wrote:

< It will allow for less resource loss due to crit failures during experimentation. >


In Beta, you didn't lose resources for 'Ship stuff' that Crit Failed on Assembly.



What stuff is this happening to you with?




Please read what I said again.... ""crit failures during experimentation"".. What this means is when you get a crit failure during experimentation you end up with a sub-par product that not allot of people will buy, therefore you have "essentially" wasted those resources. Who's going to buy a Mark 2 reactor with 9910 energy cause of a crit failure when you can buy another one on the same vendor with over 13000 energy, both with mass over 2700?.. You may be able to sell it if you lower the price but for the most part its just a sub par component with little hope. This is what I meant about wasted resources..




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