Shipwright Archive
Thread: Hare Today, Gone Tomorrow: The Looney Shipwright & JTL Experience
- Shipwright took far too many resources to grind, and takes far too many resources to maintain, too many to store (with storage so obscenely limited,) was a hog, is a hog, takes too much effort in harvesting and acquiring resources
- Ships do not decay and do not need replacement
- A crafting profession that does not allow a player to make great stuff, is no fun
- Quality resources are non-existant, month after month of garbage spawns
- Unlike other professions' components, a shipwrights components' stats are spread out, for example, 25%/25%/25%/25% with no stat leading the quality
- Lack of quality differentiation in experimenting
- Quality resources are non-existant, month after month of garbage spawns
- RE'ing is a quagmire of storage problems (ie. storage continues to be a major source of grief for players who also craft), is a quagmire of too much work for too little reward. We've had players who have never, after thousands, and thousands of RE'ing, have gotten a single whole set of Firespray discs. It's work with no payoff
- Sales of parts and sales of RE parts is non-existant; most people who are still flying just collect various parts and have a shipwright RE them ready to go in their own tool. The shipwright has simply become a person who gets a /tell that says, "hey i've got 10 parts, can you RE them for me? Where can we meet?"
- Though the devs have done many things to reduce prep time in the game, to speed up people's ability to get out there and enjoy the game, they still haven't done enough, including all the busy work around storage management, and people don't have time or interest in JTL. It's already being reduced to a means to travel quickly between starport. Of all the JTL enabled peeps in our guild, I think 3 still fly. Most have not flown in a LONG time.
- SOE says "the ground based game and the space game are separate," and recent words from SOE around theGCW indicate that they're going to be merged into a seamless experience. OK, so currently shipwright crafting xp doesn't count towards FS, when will that be remedied in fairness to the shipwright, a crafting profession like any other?
If something were done about the economics and enjoyment of being a shipwright, maybe more would keep it, or work it, but its already become just another broken profession. As it is, the ground-based profession and the space-based professions, shipwright and pilot respectively, are DOA.
BleuDestiny wrote:
I don't know of a currently producing Shipwright,
not on the same server, but i am currently a producing shipwright.
and I'm about to drop my shipwright profession with a new template design. It was a collosal waste of time. JTL itself seems to have died an early death. The profession of Shipwright was a hollow and unenjoyable experience, on a level unlike any other crafting profession I have played.
i disagree! i will detail my observations on your points...
Observations:
- Shipwright took far too many resources to grind, and takes far too many resources to maintain, too many to store (with storage so obscenely limited,) was a hog, is a hog, takes too much effort in harvesting and acquiring resources
lots of resources is simply a hurtle. grinding is a way of making what should be fun into a chore. just say no to grinding! the storage is a pain, and they should give elite master crafters a "warehouse" skill, allowing us to place a single, limited access, unlimited storage structure on one lot.
- Ships do not decay and do not need replacement
i thought things did decay. i have not had a problem, but i do not die much. and i still sell lots of stuff, so i figured decay was working. i have read lots of complaints about decay from pilots, but maybe they do not understand?
A crafting profession that does not allow a player to make great stuff, is no fun
i make great stuff! you gotta know your resources, cover the spawns, master the craft (not just get the master). my armor, shields, and reactors easily eclipse the vast majority of loot. weapons are not too bad, and sell well. even engines and capacitors, where loot is often better, sell briskly if well constructed. missiles, paint, and texture sell steadliy and allow me to price components a bit lower.
- Quality resources are non-existant, month after month of garbage spawns
every week we have the quandry of which resource to harvest, because more than one spawn of resources with >90% of the rating of the best ever resources on serverare available. frequently, several >95% of the best ever on server. occasionally, there is a pause, but not for long, usually.
- Unlike other professions' components, a shipwrights components' stats are spread out, for example, 25%/25%/25%/25% with no stat leading the quality
this is not a big problem, really. that example is for chassis, where you can't make as big of a difference and there is massive price competition. most items only have 2-3 characteristics that really matter. i run 23 separate resource filters weekly, and most -- almost all -- have 2-3 characteristics i want.
- Lack of quality differentiation in experimenting
really only a problem in a few areas, which should really be fixed, like PYR on engines. you do not get big gains on chassis, but that is actually ok, so you are not tempted to use up all your good resources on those, lol.
- RE'ing is a quagmire of storage problems (ie. storage continues to be a major source of grief for players who also craft), is a quagmire of too much work for too little reward. We've had players who have never, after thousands, and thousands of RE'ing, have gotten a single whole set of Firespray discs. It's work with no payoff
you are bang-on here! storage is a nightmare. as to no forespray disks, trade or buy?
- Sales of parts and sales of RE parts is non-existant; most people who are still flying just collect various parts and have a shipwright RE them ready to go in their own tool. The shipwright has simply become a person who gets a /tell that says, "hey i've got 10 parts, can you RE them for me? Where can we meet?"
i sell lots of stuff every day. charge to RE.
- Though the devs have done many things to reduce prep time in the game, to speed up people's ability to get out there and enjoy the game, they still haven't done enough, including all the busy work around storage management, and people don't have time or interest in JTL. It's already being reduced to a means to travel quickly between starport. Of all the JTL enabled peeps in our guild, I think 3 still fly. Most have not flown in a LONG time.
again, storage is a nightmare. you are right. we need mass storage for elite crafters. or maybe as a function of merchant.
i fly a lot. it is fun. i enjoy crunching TIE's just as much as ever. some members of our guild pretty much just fly. but the CURB will be the big deal next. JTL is a nice longterm addition, with variety and content added to the ground game. enjoy it!
- SOE says "the ground based game and the space game are separate," and recent words from SOE around theGCW indicate that they're going to be merged into a seamless experience. OK, so currently shipwright crafting xp doesn't count towards FS, when will that be remedied in fairness to the shipwright, a crafting profession like any other?
i agree fully here. whatever their reasons to deny this at first, it is bogus now. the biggest impediment to my shipwright crafting time is that i want a jedi, too. and shipwright is a waste of time in that direction.
If something were done about the economics and enjoyment of being a shipwright, maybe more would keep it, or work it, but its already become just another broken profession. As it is, the ground-based profession and the space-based professions, shipwright and pilot respectively, are DOA.
economics wise, it is still great for me. but i work at it, and think of it as my primary role in game, not a side-line or cash-cow. i can see that it is tough if you want to spend most of your time doing something else. heck, it is challenging as a first in-game priority. i think most leave because they wanted quick money and low investment. if that is what you want, shipwright is definately out. my shop is surely not DOA, not by a long shot. but i took a long-term view, and i plan to tough it out through the CURB.
not a flame at all. there are some serious issues that need attention. but i still enjoy shipwright. it needs some tweaks, but overall, it is a good thing for me. i enjoy the crafting challenges, and i make a good living. if they would give me storage and fs xp, i would be pretty well satisfied. tweaks to crafting a few items would be the icing on the cake.
neut
neutrineaux wrote:
BleuDestiny wrote:
I don't know of a currently producing Shipwright,
not on the same server, but i am currently a producing shipwright.
and I'm about to drop my shipwright profession with a new template design. It was a collosal waste of time. JTL itself seems to have died an early death. The profession of Shipwright was a hollow and unenjoyable experience, on a level unlike any other crafting profession I have played.
i disagree! i will detail my observations on your points...
Observations:
- Shipwright took far too many resources to grind, and takes far too many resources to maintain, too many to store (with storage so obscenely limited,) was a hog, is a hog, takes too much effort in harvesting and acquiring resources
lots of resources is simply a hurtle. grinding is a way of making what should be fun into a chore. just say no to grinding! the storage is a pain, and they should give elite master crafters a "warehouse" skill, allowing us to place a single, limited access, unlimited storage structure on one lot.
- Ships do not decay and do not need replacement
i thought things did decay. i have not had a problem, but i do not die much. and i still sell lots of stuff, so i figured decay was working. i have read lots of complaints about decay from pilots, but maybe they do not understand?
A crafting profession that does not allow a player to make great stuff, is no fun
i make great stuff! you gotta know your resources, cover the spawns, master the craft (not just get the master). my armor, shields, and reactors easily eclipse the vast majority of loot. weapons are not too bad, and sell well. even engines and capacitors, where loot is often better, sell briskly if well constructed. missiles, paint, and texture sell steadliy and allow me to price components a bit lower.
- Quality resources are non-existant, month after month of garbage spawns
every week we have the quandry of which resource to harvest, because more than one spawn of resources with >90% of the rating of the best ever resources on serverare available. frequently, several >95% of the best ever on server. occasionally, there is a pause, but not for long, usually.
- Unlike other professions' components, a shipwrights components' stats are spread out, for example, 25%/25%/25%/25% with no stat leading the quality
this is not a big problem, really. that example is for chassis, where you can't make as big of a difference and there is massive price competition. most items only have 2-3 characteristics that really matter. i run 23 separate resource filters weekly, and most -- almost all -- have 2-3 characteristics i want.
- Lack of quality differentiation in experimenting
really only a problem in a few areas, which should really be fixed, like PYR on engines. you do not get big gains on chassis, but that is actually ok, so you are not tempted to use up all your good resources on those, lol.
- RE'ing is a quagmire of storage problems (ie. storage continues to be a major source of grief for players who also craft), is a quagmire of too much work for too little reward. We've had players who have never, after thousands, and thousands of RE'ing, have gotten a single whole set of Firespray discs. It's work with no payoff
you are bang-on here! storage is a nightmare. as to no forespray disks, trade or buy?
- Sales of parts and sales of RE parts is non-existant; most people who are still flying just collect various parts and have a shipwright RE them ready to go in their own tool. The shipwright has simply become a person who gets a /tell that says, "hey i've got 10 parts, can you RE them for me? Where can we meet?"
i sell lots of stuff every day. charge to RE.
- Though the devs have done many things to reduce prep time in the game, to speed up people's ability to get out there and enjoy the game, they still haven't done enough, including all the busy work around storage management, and people don't have time or interest in JTL. It's already being reduced to a means to travel quickly between starport. Of all the JTL enabled peeps in our guild, I think 3 still fly. Most have not flown in a LONG time.
again, storage is a nightmare. you are right. we need mass storage for elite crafters. or maybe as a function of merchant.
i fly a lot. it is fun. i enjoy crunching TIE's just as much as ever. some members of our guild pretty much just fly. but the CURB will be the big deal next. JTL is a nice longterm addition, with variety and content added to the ground game. enjoy it!
- SOE says "the ground based game and the space game are separate," and recent words from SOE around theGCW indicate that they're going to be merged into a seamless experience. OK, so currently shipwright crafting xp doesn't count towards FS, when will that be remedied in fairness to the shipwright, a crafting profession like any other?
i agree fully here. whatever their reasons to deny this at first, it is bogus now. the biggest impediment to my shipwright crafting time is that i want a jedi, too. and shipwright is a waste of time in that direction.
If something were done about the economics and enjoyment of being a shipwright, maybe more would keep it, or work it, but its already become just another broken profession. As it is, the ground-based profession and the space-based professions, shipwright and pilot respectively, are DOA.
economics wise, it is still great for me. but i work at it, and think of it as my primary role in game, not a side-line or cash-cow. i can see that it is tough if you want to spend most of your time doing something else. heck, it is challenging as a first in-game priority. i think most leave because they wanted quick money and low investment. if that is what you want, shipwright is definately out. my shop is surely not DOA, not by a long shot. but i took a long-term view, and i plan to tough it out through the CURB.
not a flame at all. there are some serious issues that need attention. but i still enjoy shipwright. it needs some tweaks, but overall, it is a good thing for me. i enjoy the crafting challenges, and i make a good living. if they would give me storage and fs xp, i would be pretty well satisfied. tweaks to crafting a few items would be the icing on the cake.
neut
This pretty much sums up my view as well, I probably couldn't have put it any better.
Also about decay the things do decay but at a very slow rate, taking maybe close to a year if not longer for a ship at normal use to decay completely. Waiting one year to sell one extra chassis is no good. Especially since most people only use it for travel purposes and there is no decay there.
After a long haul i have given up going back to PVP and PVE to spark some more enjoyment in my gaming. Cause right now being a shipwright is worse then a droid engineer and that was pretty bad.