Shipwright Archive
Thread: 3 questions from the shipwright community
- What exact changes were done to the shipwright profession (crafting) with the CU? We've noticed that some resource stat requirements have been fixed and that we can now craft higher quality items with the same resources that produced lower quality before. Were all schematics looked over for issues or just a certain few?
- When might shipwrights expect the profession to be enhanced beyond just bug fixes? (shipwright quests, force sensitive conversion, etc.)
- Why are some ships such as the Scyk High Mass Variant and Hutt Heavy Figher schematics listed under the MISC catagory?
If you have other shipwright related "questions" that you'd like an answer to more than these let me know in this thread.
I'll review your posts ASAP and replace questions in my post if needed.
Thanks!
IIscandar wrote:
Greetings Shipwrights,
Today I posted the following in response to a request for 3 questions from our community.
- What exact changes were done to the shipwright profession (crafting) with the CU? We've noticed that some resource stat requirements have been fixed and that we can now craft higher quality items with the same resources that produced lower quality before. Were all schematics looked over for issues or just a certain few?
- When might shipwrights expect the profession to be enhanced beyond just bug fixes? (shipwright quests, force sensitive conversion, etc.)
- Why are some ships such as the Scyk High Mass Variant and Hutt Heavy Figher schematics listed under the MISC catagory?
If you have other shipwright related "questions" that you'd like an answer to more than these let me know in this thread.
I'll review your posts ASAP and replace questions in my post if needed.
Thanks!
I've been perusing the new schematics, and it's obvious that we can't do much with them until we have RotW (due to the fact they all require asteroid resources). This fine with me, but what is with all these new texture kits?
First, the proliferation of texture kits is an inventory nightmare. The vendor UI is so broken that it pains me to stand in front of my vendor managing hundreds of texture kits (not to mention that "time of the month"--relisting nightmare).
Second, texture kits are a commodity item, like repair kits and droid batteries. Whose braindead idea was it to require asteroid resources to craft a stupid texture kit? These are texture kits, not elite/specialized components.
I propose to the devs the following changes regarding texture kits:
- Stop this needless proliferation of texture kits. It is way out of control.You don't have to buy seperate paint kits for different colors. So why not justroll all the texture kits into a single item and call it "Texture Kit". Let the player simply buy this item and apply it to a ship by selecting from a list of textures and be done with it. This is simpler for Shipwrights, and takes the mystery out of it for consumers. I'm a Shipwright, not a Sherman-Williams paint store owner--I want to focus on makinggood components for my customers, not screwing around with umpty-ump varieties of stupid paint/texture kits.
- Change the resource requirements to simply be a Steel and Chemical, not Inert Petrochemical, and not fancy, exotic asteroid resources, just Steel and Chemical. Why? Not long ago you gave us these really cool gadgets called recyclers. I was sad to see that recyclers took all chemical resources and spit out one kind of resource called "Chemical". I can' t use this recycled resource in paint and texture kits. I wanted very much to take all the little stacks of Steel and Inert Petrochemical I had left over from crafting chassis and put them to good use. Instead my recyclers just sit there and don't do much.
Please take this proposal seriously. The current direction of texture kits is not fun for Shipwrights. If this is the way it's going to be, I'm thinking seriously of not making these items anymore. Move the schematics to Artisan and let some flunky weekend crafters manufacture paint cans.
IIscandar wrote:
Greetings Shipwrights,
Today I posted the following in response to a request for 3 questions from our community.
- What exact changes were done to the shipwright profession (crafting) with the CU? We've noticed that some resource stat requirements have been fixed and that we can now craft higher quality items with the same resources that produced lower quality before. Were all schematics looked over for issues or just a certain few?
- When might shipwrights expect the profession to be enhanced beyond just bug fixes? (shipwright quests, force sensitive conversion, etc.)
- Why are some ships such as the Scyk High Mass Variant and Hutt Heavy Figher schematics listed under the MISC catagory?
If you have other shipwright related "questions" that you'd like an answer to more than these let me know in this thread.
I'll review your posts ASAP and replace questions in my post if needed.
Thanks!
I've been perusing the new schematics, and it's obvious that we can't do much with them until we have RotW (due to the fact they all require asteroid resources). This fine with me, but what is with all these new texture kits?
First, the proliferation of texture kits is an inventory nightmare. The vendor UI is so broken that it pains me to stand in front of my vendor managing hundreds of texture kits (not to mention that "time of the month"--relisting nightmare).
Second, texture kits are a commodity item, like repair kits and droid batteries. Whose braindead idea was it to require asteroid resources to craft a stupid texture kit? These are texture kits, not elite/specialized components.
I propose to the devs the following changes regarding texture kits:
- Stop this needless proliferation of texture kits. It is way out of control.You don't have to buy seperate paint kits for different colors. So why not justroll all the texture kits into a single item and call it "Texture Kit". Let the player simply buy this item and apply it to a ship by selecting from a list of textures and be done with it. This is simpler for Shipwrights, and takes the mystery out of it for consumers. I'm a Shipwright, not a Sherman-Williams paint store owner--I want to focus on makinggood components for my customers, not screwing around with umpty-ump varieties of stupid paint/texture kits.
- Change the resource requirements to simply be a Steel and Chemical, not Inert Petrochemical, and not fancy, exotic asteroid resources, just Steel and Chemical. Why? Not long ago you gave us these really cool gadgets called recyclers. I was sad to see that recyclers took all chemical resources and spit out one kind of resource called "Chemical". I can' t use this recycled resource in paint and texture kits. I wanted very much to take all the little stacks of Steel and Inert Petrochemical I had left over from crafting chassis and put them to good use. Instead my recyclers just sit there and don't do much.
Please take this proposal seriously. The current direction of texture kits is not fun for Shipwrights. If this is the way it's going to be, I'm thinking seriously of not making these items anymore. Move the schematics to Artisan and let some flunky weekend crafters manufacture paint cans.
IIscandar wrote:Greetings Shipwrights,Today I posted the following in response to a request for 3 questions from our community.
- What exact changes were done to the shipwright profession (crafting) with the CU? We've noticed that some resource stat requirements have been fixed and that we can now craft higher quality items with the same resources that produced lower quality before. Were all schematics looked over for issues or just a certain few?
- When might shipwrights expect the profession to be enhanced beyond just bug fixes? (shipwright quests, force sensitive conversion, etc.)
- Why are some ships such as the Scyk High Mass Variant and Hutt Heavy Figher schematics listed under the MISC catagory?
If you have other shipwright related "questions" that you'd like an answer to more than these let me know in this thread.
I'll review your posts ASAP and replace questions in my post if needed.
Thanks!
Read this thread for an explanation of the crafting changes:
http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=90904
Qualdrin Mekanos
Message Edited by canary on 05-02-2005 08:04 AM
Jagged-F3l wrote:
I propose to the devs the following changes regarding texture kits:
- Stop this needless proliferation of texture kits. It is way out of control.You don't have to buy seperate paint kits for different colors. So why not justroll all the texture kits into a single item and call it "Texture Kit". Let the player simply buy this item and apply it to a ship by selecting from a list of textures and be done with it. This is simpler for Shipwrights, and takes the mystery out of it for consumers. I'm a Shipwright, not a Sherman-Williams paint store owner--I want to focus on makinggood components for my customers, not screwing around with umpty-ump varieties of stupid paint/texture kits.
- Change the resource requirements to simply be a Steel and Chemical, not Inert Petrochemical, and not fancy, exotic asteroid resources, just Steel and Chemical. Why? Not long ago you gave us these really cool gadgets called recyclers. I was sad to see that recyclers took all chemical resources and spit out one kind of resource called "Chemical". I can' t use this recycled resource in paint and texture kits. I wanted very much to take all the little stacks of Steel and Inert Petrochemical I had left over from crafting chassis and put them to good use. Instead my recyclers just sit there and don't do much.
Please take this proposal seriously. The current direction of texture kits is not fun for Shipwrights. If this is the way it's going to be, I'm thinking seriously of not making these items anymore. Move the schematics to Artisan and let some flunky weekend crafters manufacture paint cans.
QFE
It's bad enough that we have so many different specialized resources needed to craft high-quallity components, having 6 different texture kits is insane. Players that can't find the screenshots on the SWG pages are forced to buy several different types of texture kits to get the ones they want. Honestly, even if someone *does* find the pictures, it shows all the different textures without specifically numbering them - which is confusing, so they buy the wrong one and are forced to buy others to get the correct texture.
It can't be that hard to have a kit that can do a requested texture, just like paint kits. Please, make *that* part of being a Shipwright simpler.
canary wrote:
If the rumors are true, why are SW skill tapes dropping in the ground game? I'm personally not in favor of them, but if the Devs felt it as being a necessary item, shouldn't these items "only drop" in space?
Canaryville
Message Edited by canary on 05-02-2005 08:04 AM
Seeing as Jedi skill tapes are also dropping, I think they just coded something so any skill has a chance of dropping... now if missile and pilot command tapes start dropping, then we got a problem...