Shipwright Archive

Thread: My Current Opinion On Shipwright...

Ionscout
Sat Mar 26, 2005 4:24 pm
#1

Yep needs to be more robust. I think RE'n should be much like the proposed Smuggler reveamp to their slicing.



Cai'bek - Master Bounty Hunter / Master Combat Medic / Carbs 0400 / Imperial Ace (Inqusition SQ) Colonel (RET) / Smugglers Alliance ACE (Active)

All winnings / drops to Vendor:Near Jabbas Palace -6698 -5927.

To deliver you unharmed -relatively so- is the primary requirement for collecting the bounty that was posted on you. If you try starving yourself, you will be force-fed. I'm not known for being gentle about that sort of thing."
-Boba Fett- Pg 49 "The Mandalorian Armor":
Sar-larid
Sat Mar 26, 2005 5:03 pm
#2


"Shipwrights fall outside this box."


We work together with pilots, for the Reverse Engineering game.


I find that very satisfying,



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
Colaboy
Sun Mar 27, 2005 1:44 am
#3


I'll try to keep this short..


From the very beginning of SWG the developers wanted crafting professions to be interdependent, meaning, armorsmiths need master artisans for certain parts, architects need droid engineers for certain parts, and so on.. Shipwrights fall outside this box. All they need is resources and an equipment factory. On top of this you have a profession that doesn't have "ship component" factory support. We have to craft all engines, caps, weapons, reactors, shields, chassis, armor, launchers, droid interfaces, all by hand (doesn't help carpal tunnel).. And to make this worse, you have customers who demand cheap prices for chassis and other comps.. Sometimes I pay 3cpu for resources and end up with customers want to pay 3cpu per chassis.. Another problem I have is the loot from space.. There is to much loot to go around, and, allot of that loot is superior to crafted items. I have seen SW's on my server quit the profession cause they grew bored of it, their main complaint was "I was stuck at a crafting station and didn't need anyone else".


I feel we need more to shipwright.. We should be dependant on other professions. Chassis shouldrequire components to craft. The loot system should support the SW's, meaning, the loot from space shouldn't be better than crafted items. This would require pilots to seek out SW's for good parts, not to "hope" they loot that ubber engine.



"I will never be condescending - which means talking down to people."
Sytem
Sun Mar 27, 2005 5:58 pm
#4






4Bidden wrote:





Colaboy wrote:


I'll try to keep this short..


From the very beginning of SWG the developers wanted crafting professions to be interdependent, meaning, armorsmiths need master artisans for certain parts, architects need droid engineers for certain parts, and so on.. Shipwrights fall outside this box. All they need is resources and an equipment factory. On top of this you have a profession that doesn't have "ship component" factory support. We have to craft all engines, caps, weapons, reactors, shields, chassis, armor, launchers, droid interfaces, all by hand (doesn't help carpal tunnel).. And to make this worse, you have customers who demand cheap prices for chassis and other comps.. Sometimes I pay 3cpu for resources and end up with customers want to pay 3cpu per chassis.. Another problem I have is the loot from space.. There is to much loot to go around, and, allot of that loot is superior to crafted items. I have seen SW's on my server quit the profession cause they grew bored of it, their main complaint was "I was stuck at a crafting station and didn't need anyone else".


I feel we need more to shipwright.. We should be dependant on other professions. Chassis shouldrequire components to craft. The loot system should support the SW's, meaning, the loot from space shouldn't be better than crafted items. This would require pilots to seek out SW's for good parts, not to "hope" they loot that ubber engine.







I can agree with this. My only satisfaction is helping customers.. The profession isn't really a challenge. Nothing "requires" components, so its almost to easy. We do need more to shipwright.






Bingo. I fear if nothing is done to help this profession, the demise of SW is inevitable. The more people that leave this profession, the more preasure is put on the remaining shipwrights. Lets not forget the very limited factory support. This profession needs help, period.
Thunderbyte
Sun Mar 27, 2005 11:22 pm
#5






Colaboy wrote:


I'll try to keep this short..


From the very beginning of SWG the developers wanted crafting professions to be interdependent, meaning, armorsmiths need master artisans for certain parts, architects need droid engineers for certain parts, and so on.. Shipwrights fall outside this box. All they need is resources and an equipment factory. On top of this you have a profession that doesn't have "ship component" factory support. We have to craft all engines, caps, weapons, reactors, shields, chassis, armor, launchers, droid interfaces, all by hand (doesn't help carpal tunnel).. And to make this worse, you have customers who demand cheap prices for chassis and other comps.. Sometimes I pay 3cpu for resources and end up with customers want to pay 3cpu per chassis.. Another problem I have is the loot from space.. There is to much loot to go around, and, allot of that loot is superior to crafted items. I have seen SW's on my server quit the profession cause they grew bored of it, their main complaint was "I was stuck at a crafting station and didn't need anyone else".


I feel we need more to shipwright.. We should be dependant on other professions. Chassis shouldrequire components to craft. The loot system should support the SW's, meaning, the loot from space shouldn't be better than crafted items. This would require pilots to seek out SW's for good parts, not to "hope" they loot that ubber engine.





We've all heard this argument before, even in the earliest beta tests (or at least my earliest). I hear your words, but I don't see your point. You point out several facts about the profession but don't explain why they are damaging.


For example, you mention that the profession has a lack of interdependance with other professions, but I say that without other professions (say pilot), our profession has no value. On top of that, in order to make the best of the best products we must work with pilots, and pilots must work with us. If that isn't interdependance than I don't know what is.


You say that our profession has no factory support; I say, who needs factory support. For most shipwrights out there there is no need for high volumes of parts. Ships are very customizable by design, and most pilots will tailor thier ship to what they want. Fitting a ship properly requires alot of customization, especially for pilots like me who like to tweak lower mass ships. On top of that you figure that the best parts are RE'd parts, so why would you want to mass produce lower quality products?


You've got customers that want something for 3 cpu? Heck, I don't know anyone who wouldn't like a chassis at 3 cpu, but that doesn't mean we should sell it at 3 cpu. I think most people would agree that you should sell your parts for whatever price makes it worth your time. Shipwright isn't going to be the most profitable, but there are credits to be made. Don't worry so much about having the best prices, in the long run you'll still develop a good customer base if you have a reputation of delivering what the customer wants.


You complain about too much loot that's better than what most shipwrights can make. Honestly I have to wonder at this, as I fly alot for loot and most of the time the loot is junk. A good shipwright can craft components that most of the time are way better than what you can loot. At the same time a pilot can work hard and gather components that when combined are better than most crafted components. Either way the high quality parts are hard to make, and both professions have a stake in makeing the best of the best.


I don't mean to sound harsh or anything. I'm sure that like me you're just trying to see this game be the best it can be. I do think that maybe you should re-evalulate why this profession was designed the way it was, and works the way it does. I know this profession is different from most other crafting professions, but I personally embrace that. The class interdependance is there, but it's different from other professions. High quality crafted parts are valuable to the right pilots. Reverse Engineered parts are valuable, and require multiple professions to make. There's nothing wrong with this, it's just something most crafters aren't used to.





         /                   \            
//| |\\ Kauri:
/// \\\ Really BadJack - Shipwright/Swordsman
|\ /// \\\ /|
\//|/ /=======\ \|\\/ Radiant:
/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
|-^-||------/// \ | / \\\------||-^-| Olaw - Artisan/Shipwright
|_O_||>====<|||___\|/___|||>====<||_O_|
| O ||>====<||| /|\ |||>====<|| O |
|-v-||------\\\ / | \ ///------||-v-|
\|O|/ \\\---+---/// \|O|/
/\\|\ \=======/ /|//\
|/ \\\ /// \|
\\\ ///
\\| |//
\ /

4Bidden
Mon Mar 28, 2005 1:31 am
#6






Colaboy wrote:


I'll try to keep this short..


From the very beginning of SWG the developers wanted crafting professions to be interdependent, meaning, armorsmiths need master artisans for certain parts, architects need droid engineers for certain parts, and so on.. Shipwrights fall outside this box. All they need is resources and an equipment factory. On top of this you have a profession that doesn't have "ship component" factory support. We have to craft all engines, caps, weapons, reactors, shields, chassis, armor, launchers, droid interfaces, all by hand (doesn't help carpal tunnel).. And to make this worse, you have customers who demand cheap prices for chassis and other comps.. Sometimes I pay 3cpu for resources and end up with customers want to pay 3cpu per chassis.. Another problem I have is the loot from space.. There is to much loot to go around, and, allot of that loot is superior to crafted items. I have seen SW's on my server quit the profession cause they grew bored of it, their main complaint was "I was stuck at a crafting station and didn't need anyone else".


I feel we need more to shipwright.. We should be dependant on other professions. Chassis shouldrequire components to craft. The loot system should support the SW's, meaning, the loot from space shouldn't be better than crafted items. This would require pilots to seek out SW's for good parts, not to "hope" they loot that ubber engine.







I can agree with this. My only satisfaction is helping customers.. The profession isn't really a challenge. Nothing "requires" components, so its almost to easy. We do need more to shipwright.



Edra's Architecture And Shipyard
---0---
Located On Bria, South Of Bestine At -1611, -4352
All Structure And Ship Orders Taken

Sytem
Mon Mar 28, 2005 5:00 pm
#7






Thunderbyte wrote:





Colaboy wrote:


I'll try to keep this short..


From the very beginning of SWG the developers wanted crafting professions to be interdependent, meaning, armorsmiths need master artisans for certain parts, architects need droid engineers for certain parts, and so on.. Shipwrights fall outside this box. All they need is resources and an equipment factory. On top of this you have a profession that doesn't have "ship component" factory support. We have to craft all engines, caps, weapons, reactors, shields, chassis, armor, launchers, droid interfaces, all by hand (doesn't help carpal tunnel).. And to make this worse, you have customers who demand cheap prices for chassis and other comps.. Sometimes I pay 3cpu for resources and end up with customers want to pay 3cpu per chassis.. Another problem I have is the loot from space.. There is to much loot to go around, and, allot of that loot is superior to crafted items. I have seen SW's on my server quit the profession cause they grew bored of it, their main complaint was "I was stuck at a crafting station and didn't need anyone else".


I feel we need more to shipwright.. We should be dependant on other professions. Chassis shouldrequire components to craft. The loot system should support the SW's, meaning, the loot from space shouldn't be better than crafted items. This would require pilots to seek out SW's for good parts, not to "hope" they loot that ubber engine.





We've all heard this argument before, even in the earliest beta tests (or at least my earliest). I hear your words, but I don't see your point. You point out several facts about the profession but don't explain why they are damaging.


For example, you mention that the profession has a lack of interdependance with other professions, but I say that without other professions (say pilot), our profession has no value. On top of that, in order to make the best of the best products we must work with pilots, and pilots must work with us. If that isn't interdependance than I don't know what is.


You say that our profession has no factory support; I say, who needs factory support. For most shipwrights out there there is no need for high volumes of parts. Ships are very customizable by design, and most pilots will tailor thier ship to what they want. Fitting a ship properly requires alot of customization, especially for pilots like me who like to tweak lower mass ships. On top of that you figure that the best parts are RE'd parts, so why would you want to mass produce lower quality products?


You've got customers that want something for 3 cpu? Heck, I don't know anyone who wouldn't like a chassis at 3 cpu, but that doesn't mean we should sell it at 3 cpu. I think most people would agree that you should sell your parts for whatever price makes it worth your time. Shipwright isn't going to be the most profitable, but there are credits to be made. Don't worry so much about having the best prices, in the long run you'll still develop a good customer base if you have a reputation of delivering what the customer wants.


You complain about too much loot that's better than what most shipwrights can make. Honestly I have to wonder at this, as I fly alot for loot and most of the time the loot is junk. A good shipwright can craft components that most of the time are way better than what you can loot. At the same time a pilot can work hard and gather components that when combined are better than most crafted components. Either way the high quality parts are hard to make, and both professions have a stake in makeing the best of the best.


I don't mean to sound harsh or anything. I'm sure that like me you're just trying to see this game be the best it can be. I do think that maybe you should re-evalulate why this profession was designed the way it was, and works the way it does. I know this profession is different from most other crafting professions, but I personally embrace that. The class interdependance is there, but it's different from other professions. High quality crafted parts are valuable to the right pilots. Reverse Engineered parts are valuable, and require multiple professions to make. There's nothing wrong with this, it's just something most crafters aren't used to.








Thunderbyte, I don't think you know what he meant about interdependence. Sure, you need pilot info to assist in the crafting process, but this information is almost entirely "customer service" orientated. A pilot would talk to you on how he would want his parts/ship. What colaboywas trying to point out is that our profession doesn't require "components" from another profession for our crafting process. i.e. If chefs want make better food/drinks, they would need a BE for additives.... If a smuggler wants to slice, they would have to seek outa WS and a AS for upgrade kits.. Architects need artisans and DE's for certain things... That's what he was talking about.. SW would be much more dynamic and challenging if it depended on other professions for components.


I truly believe this is the sole reason SW is the way it is. Customers know shipwrights only need resources to craft.. This is one of the main reason they expect low prices. If ship parts/chassis required components from another profession, I will guarantee you prices will go up. Undercutters would start to bring up their prices to meet market demand. If your products take more work, it will be worth more.


Keep it the way it is, and I will guarantee you the lowballers will never go away.

Thunderbyte
Mon Mar 28, 2005 5:29 pm
#8






Sytem wrote:

Thunderbyte, I don't think you know what he meant about interdependence. Sure, you need pilot info to assist in the crafting process, but this information is almost entirely "customer service" orientated. A pilot would talk to you on how he would want his parts/ship. What colaboywas trying to point out is that our profession doesn't require "components" from another profession for our crafting process. i.e. If chefs want make better food/drinks, they would need a BE for additives.... If a smuggler wants to slice, they would have to seek outa WS and a AS for upgrade kits.. Architects need artisans and DE's for certain things... That's what he was talking about.. SW would be much more dynamic and challenging if it depended on other professions for components.


I truly believe this is the sole reason SW is the way it is. Customers know shipwrights only need resources to craft.. This is one of the main reason they expect low prices. If ship parts/chassis required components from another profession, I will guarantee you prices will go up. Undercutters would start to bring up their prices to meet market demand. If your products take more work, it will be worth more.


Keep it the way it is, and I will guarantee you the lowballers will never go away.







Well, I am all for MORE class interdependance as long as it makes some degree of sense. For example, if these new mining ships in RotW require some harvesting components from archetect that would be just fine with me.


I know that our profession doesn't technically need any components from another profession to make a decent ship atm, but my point was that for all the pilots who want to make thier ship the best it can be are going to need to work with a shipwright, and for a shipwright to make the best of the best they are going to need to work with a pilot to get looted components to reverse engineer.


It's really easy for a shipwright to also be a pilot and get these parts for him/herself, but that's still class interdependance, similar to a doctor being a scout so they can harvest thier own meat. Perhaps I see that relationship a little more clearly because I work closer with the pilots whos ships I service.


And again, I don't mean to give off an "i'm right you're wrong" meaning when I make posts like this. I think what I'm trying to stress is that for people who share play-styles similar to mine this system works very well, it's just a little different than what people coming from other professions are used to.



         /                   \            
//| |\\ Kauri:
/// \\\ Really BadJack - Shipwright/Swordsman
|\ /// \\\ /|
\//|/ /=======\ \|\\/ Radiant:
/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
|-^-||------/// \ | / \\\------||-^-| Olaw - Artisan/Shipwright
|_O_||>====<|||___\|/___|||>====<||_O_|
| O ||>====<||| /|\ |||>====<|| O |
|-v-||------\\\ / | \ ///------||-v-|
\|O|/ \\\---+---/// \|O|/
/\\|\ \=======/ /|//\
|/ \\\ /// \|
\\\ ///
\\| |//
\ /

xtxShifter
Mon Mar 28, 2005 6:22 pm
#9

The only thing I can sell now are missile packs and looted parts. No one buys premium guality components anymore because they cost too much and they can usualy loot stuff that does a better job anyways. Chassis don't sell at all - not even at 3cpu.



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

TomoRainer
Tue Mar 29, 2005 2:06 am
#10

Personally, I've found there's a lot of room for sales of crafted parts under the right conditions. I'm selling something like 1-2M in crafted components a day since the vendor change (probably about half that much before it), with another daily 1-4M in RE'd gear alongside it. I'd be making more, but my prices (16-20 cpu) have been the same since launch, and I feel comfortable enough with the amount of money I'm making to maintain my prices despite the increased demand.

What market are you serving? How good are the resources you're using? How good is your competition, and how is s/he priced? How well do you stock your shop? Have you got vendor searches turned on? Do you make yourself available for pilots, be it for REing, outfitting entire ships, crafting custom parts, etc.--the kinds of things that win their loyalty and continued patronage? How's your location and reputation and how long've you been in business and all that? How's your server's JTL presence? Are there a lot of pilots or not so many?

I'm not about to presume it's possible to do great in all situations on all servers, but I am selling a lot of crafted gear to a lot of different people--and I'm becoming more and more convinced that the space economy is or has the potential to be great, with high prices analogous to the ground both in terms of the best crafted stuff and the uber looted stuff. We face numerous problems as shipwrights, not least of which is we've only existed for 6 months, JTL isn't frequented by everyone like the ground game is, and in a lot of cases markets are still in their early stage of development.

However, these drawbacks can become a remarkable advantage in that a small amount of shipwrights can forge a market out of what appears to be nothing. Much of the demand will be dependent on how gung ho your server is about space, but a great way to get them up there is to provide the goods and services they need to have fun up there. Prove to them that your gear is worth dropping heavy credits on, and I can all but guarantee the market will build itself. If you're in on it from the start, you'll stand to make a lot of money.

Message Edited by TomoRainer on 03-29-2005 01:11 AM







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Dezrick
Tue Mar 29, 2005 10:21 am
#11






xtxShifter wrote:
The only thing I can sell now are missile packs and looted parts. No one buys premium guality components anymore because they cost too much and they can usualy loot stuff that does a better job anyways. Chassis don't sell at all - not even at 3cpu.





Your experience doesn't match mine. Chassis are selling better than ever and since the Galaxy-wide search rather than my custom disappear to the low price SWs, my sales have doubled, presumably because people recognise the quality I try to put into the components.



______________________________________

Dezrick (Master Shipwright)
Just about everything in stock - restocked daily
Theed Mall -5459 3436 Naboo

______________________________________
4Bidden
Tue Mar 29, 2005 2:08 pm
#12

Most everyone's experiences are going to be different, some good and some bad. But, as I read more posts about this profession, I'm seeing a trend that favors change, and I'm for change.



Edra's Architecture And Shipyard
---0---
Located On Bria, South Of Bestine At -1611, -4352
All Structure And Ship Orders Taken

TomoRainer
Tue Mar 29, 2005 2:27 pm
#13

Can you expand on what you think those trends are and what can be done to address them?







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


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