Shipwright Archive

Thread: What do you dislike about Shipwright?

IIscandar
Sat Apr 02, 2005 4:05 pm
#1


Hello everyone,


Please post things you don't like about shipwright here. I'd like to get everyone's thoughts but would prefer that we refrain from responding to other players posts in this thread. Think constructive
Shadow-Walker
Sat Apr 02, 2005 6:17 pm
#2


Some ppl would say and I agree that you cant make parts much better than looted. I spent more time in space than on the group and apart from 1 made item all are looted.


It would be nice to be able to make parts slightly better than looted, that way you may have a chance of selling some.


What would be nice it to allow one made item to be used in a RE group.






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teanmili
Sat Apr 02, 2005 6:40 pm
#3

Lack of factory support!! Even if we could get limited schematics say 10 would make it a lot easier on my wrists making a large order is not as bad as grinding , and the only reason is the fact your getting paid for these. intead of all lotted parts coming from NPC how about looted components it would make SW and pilots so much better.



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Fuss
Sat Apr 02, 2005 6:46 pm
#4

Component crafting is just boring and disapointing. Even with the best resources we already know exactly what kind of components we will make and how they will compare to looted equipment(and thats not very good). Since Factory support is not an option, why not let a crafter have a 1 in 500 chance of making a crafted item that is "uber." Something that competes with the best looted components.


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Kalano
Sat Apr 02, 2005 7:03 pm
#5


I hate the fact we cannot compete against loot parts with all our products. The one thing i don't like about RE is that it is way to simular to a smuggler type of action.



I would love to see subcomponents pop out along with the FS disks when i do an RE. Would take that over the making better loot items from RE.



It could have a lot more of a challange in crafting, but then again, the whole crafting system can have more of a challange. Look at Flatfingers proposal for crafting. to me, that would make all crafting more exciting and fun. http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=18597



One last thing i like the least, no final look designs to choose from. I like to be able to make my engines and boosters have different looks when put on the ships, not the same design over and over. Very droll and boring. I like to have some variety in final end for the ship look. like the reward items are.



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Marzuk147
Sat Apr 02, 2005 9:27 pm
#6

How about that the profession is largely useless? Its archetect take 2. Dont really care to elaborate much more as Id be wasting my breath, but Im sure that others will do so for me.
Insidius
Sun Apr 03, 2005 5:26 am
#7

Let me start by saying that I chose to be a shipwright solely for the purpose of building my own parts and ships, just because I know what i want better than anyone else and don't feel like searching the galaxy over to find it.

One thing I'd like to say straight off is that I LIKE that looted components are better tha crafted ones, first and foremost, and that I hope it stays that way; it's the ONLY thing keeping me in space at the moment (as there's certainly no PvP to speak of).

That said, here's what I don't like about SW:

-Some parts need tweaking to be at least on par with lootables, such as capacitors and boosters and YPR values on engines off the top of my head.

-I don't like that ships like the X Wing and Tie Interceptor aren't as viable in higher tier combat due to their mass. These are bread and butter ships of the SW universe that I'd like to see more of. A suggestion would be to make the crafting process similar to the way armour is built now - you build a "mass core" (50k mass for tier 1, 100k for tier 2, et cetera (these values are arbitrary for the purpose of this article) then slap on an "appearance" chassis, such as X Wing or Tie Fighter. This is just one or many ways to handle this, and certainly not the best way I can think of.

-I don't like that SW exp can't be transfered to Force Sensitive xp. Just ain't fair, and there's no good reason for it. Even a 100 to 1 conversion is better than nothing. We're expending resources just like other crafters.


That's all I can think of for now, but I'm sure I'l have more later.
Jagged-F3l
Sun Apr 03, 2005 6:07 am
#8




  • Resource Requirements -- are ridiculously high. This forces us to price chassis and components the way we have to. And the devs turn around and give away components and even an upgradeable chassis in response to our high prices. Why not just eliminate the profession? In addition, it hurts horribly to watch a single ship chassis eat through 70% of a 100K stack of steel. How much steel do the devs think we can harvest in a week? The simple answer: after doing this for as long as I have now, not enough.

  • Looted Ship Components -- hurt business. For the scope of this issue, I don't even care about the stats of looted components. The majority of players will suffice with what they can obtain for free, especially new players. Why? There are many reasons. First, for new players, they don't have the money to afford the "outrageous" prices we have to charge (see above). Second, for veteran players, there isn't enough incentive to spend a lot of money on space. This whole system runs contrary to what the devs have been telling us since SWG was in beta, specifically that they would never offer loot that would hurt the player economy or crafters.

  • Experimentation Tracks -- needs some love. First, there are too many experimentation tracks for most components. There are some tracks that I have never given attention too, primarily because others are just too important. For example, what shipwright experiments on the the "hitpoints" tracks of a weapon? Second, some experimentation tracks make little to no difference in the outcome of the final product. For example, yaw, pitch, and roll experimentation tracks on an engine hardly make an observable difference--I have even poured all my experimentation points into a single stat, like pitch, and given it a try myself--I don't see the difference.

  • Experimentation Points -- needs some thought. First, during beta the devs gave us 5 more experimentation points for certain schematics (e.g., like weapons). Personally, I think they should have given us more experimentation points for more schematics. Or better, make it 10 points across the board again and increasethe affect of experimenting. Personally, I don't mind the lack of factory support. However, having to play with 15 experimentation points every time I make something eventually becomes a tediously boring exercise..Second, why aren't there any clothing attachments that boost shipwright assembly and experimentation skills. Even tailors have skill attachments, and they don't even do them any good (as experimentation makes no difference to them).

  • Crafting Process -- First, it takes too bloody long. Can someone look at streamlining the crafting process. Does it really need to be as verbose as it is? Second, why haven't the devs introduced looted sub-components. Weapon smiths have Krayt tissues, looted DE-10 weapon barrels, etc.Armorsmiths have various looted scales, etc. Even tailors have looted clothing enhancements. If the devs want to give pilots something worthwhile to loot, they should be giving them sub-components that would do awesome things if crafted into a ship component.

  • Factory Support -- ok, ok, here we go. I don't want full factory support. I'm a small business man and full factory support would destroy me. However, as I have pointed out in the past, there are those extraordinary times that Lady Luck is on my side and I bang out an extraordinary component--something resulting from 3+ amazing successes. I would really like to turn those into a limited manufacturing schematic and crank out a few of them (say 10-24).

  • JTL Resource Quality -- since JTL went live, I have seen no more than one or two good spawns of JTL resources. And let's face it, this doesn't last long given our resource requirements. I have yet to see a high quality spawn of Organometallic Reactive Gas. It isn't fair that the devs impose such hefty resource requirements on us, and turn around make the resources we need most so rare.

  • Paint and Texture Kits -- require Inert Petrochemical, but it would be advantageous if they changed this to just plain "Chemical". The reason for this is simple. The crafting process of these items do not require experimentation. It would be great if we could just shove recycled chemical into these.


Message Edited by Jagged-F3l on 04-03-2005 09:22 AM

Message Edited by Jagged-F3l on 04-03-2005 01:19 PM



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DarthScin
Sun Apr 03, 2005 5:27 pm
#9

1) Crafted Components are Substandard - even using the best resources and getting all amazing successes for experimentation, the components that even a master shipwright can make are generally weaker than the AVERAGE looted component. It would be nice if there were a few rare phenomenal/legendary drops and an increase in the stats of components that SWs can make.


2) Useless Ships - while not all ships are useless, NONE should be. Each tier of ships should have some kind of advantage over the ships in the tier below it, but not so incredible that players will skip a tier to save money for the next tier.


3) Consumables - to breathe economic life into shipwright, we need something consumable to produce in addition to missiles, which few players seem to use anyway.



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IIscandar
Sun Apr 03, 2005 8:57 pm
#10

Thank you for your comments. A big thanks for everyone letting each other speak flameless


Please continue..


Thanks!
Insidius
Sun Apr 03, 2005 10:04 pm
#11

I think shipwright is a different kind of 'community.'

We're all interested in seeing the profession progress, because being a shipwright is almost an act of love.

Even though some of us may be competitors, we're all in the same boat as it were.
pervel
Mon Apr 04, 2005 12:15 am
#12

I left the shipwright business many months ago because of the limited factory support - I still have the skills though but I only craft for myself and a few friends. There was a lot of debate about this issue. But it seemed to be going nowhere. I don't care to participate in the debate again. So I just want to say that my main dislike about Shipwright is lack of factory support.

Dezrick
Mon Apr 04, 2005 12:34 am
#13

1) Anomalies that lead to poorer crafted parts than looted ones (particularly capacitors and engines, but we could also do with more experimentation points on shields).

2) The demand for SW stuff that I have developed RSI - its time to accept that SW isn't turning out how the devs planned and factory support should be included.

3) The silly way of getting Firespray disks - In all my time as an SW I have had only enough time to do REing to get 2 disks.



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