Shipwright Archive
Thread: Why the disparity between shipwright and other crafters?
Thunderbyte wrote:
It's 'cause we're better than the rest
Hmm...Ok, I can live with that. So, the Man just has to keep us down to keep us from taking over the galaxy?
/also agree ![]()
To answer your question though, no - it's never been officially explained that I've ever heard of. I'm not even sure if other crafting professions require XP for the master box.
I'd like to guess that ultimately all crafting professions will work more or less the same with regard to xp requirements, force xp conversion, expirementation, etc, but I really don't think that's the case.
I'm dabbling in armorsmith at the moment, and there's a continual gripe in the armorsmith forum about their expirementation lines being nerfed. Seems they used to have multiple lines for the different protections the way we have multiple lines on our stuff, but it was dumbed down into just one expirement line with the CU.
I can't think of any good reason why a new crafting profession would be introduced with multple lines of expirementation when a few months later that very thing is removed from another.
We're hands down the most complex crafting profession now and we're also the newest.That doesn't seem like they're moving toward simplifying all crafting, but with the armorsmith nerf, it doesn't seem like they're making it more robust...
I'd say they don't have any idea either. ![]()
chlaos wrote:
FriedSquid wrote:
Because shipwright was the last class added to the game, they had a lots of experience in designing classes, and they changed things a bit in hope of improving them.
Evenif agreed that they were improving them, which im not sure I do, that doesnt explain the inequity between the classes. Again, my question is why can we not trade in shipwright XP for FS crafting XP and why do we need three different types of experimentation tapes to get to the max instead on one for the other classes?
Not that I really want to get into another debate about Shipwright and FS XP........ But I just don't understand why this complaint keeps resurfacing. We are all gamers here, and this is a game.... Nobody complains about the rules of checkers, or football, or baseball.... or whatever else you can think of, and yet when it comes to this game everybody wants an explaination.
I say it doesn't really matter why the devs do what they do. unless a system is unbalanced or buggy, then the only reason the devs have to change something is if it just isn't fun for the players, like shuttleport waits and theinability to survey while mounted, etc. These systems were fine but not fun, which is the only reason they were eventually looked at. You can make all thecomparisons to all the other professions you want, but it doesn't really amount to much of an argument. Just put it down on record somewhere that the system as-is just isn't as fun as it could be, and be done with it.
Thunderbyte wrote:
chlaos wrote:
FriedSquid wrote:
Because shipwright was the last class added to the game, they had a lots of experience in designing classes, and they changed things a bit in hope of improving them.
Evenif agreed that they were improving them, which im not sure I do, that doesnt explain the inequity between the classes. Again, my question is why can we not trade in shipwright XP for FS crafting XP and why do we need three different types of experimentation tapes to get to the max instead on one for the other classes?
Not that I really want to get into another debate about Shipwright and FS XP........ But I just don't understand why this complaint keeps resurfacing. We are all gamers here, and this is a game.... Nobody complains about the rules of checkers, or football, or baseball.... or whatever else you can think of, and yet when it comes to this game everybody wants an explaination.
I say it doesn't really matter why the devs do what they do. unless a system is unbalanced or buggy, then the only reason the devs have to change something is if it just isn't fun for the players, like shuttleport waits and theinability to survey while mounted, etc. These systems were fine but not fun, which is the only reason they were eventually looked at. You can make all thecomparisons to all the other professions you want, but it doesn't really amount to much of an argument. Just put it down on record somewhere that the system as-is just isn't as fun as it could be, and be done with it.
The difference is that both sides of the checkers board, chess board, football field, have the same rules. Im just wondering why the rules arent the same for us, whats the harm in asking.
I understand what your saying, and really its not as much ofa bitching postas it may sound like. Actually, I am quite happy with the proffession, Im really just curious why the rules arent the same.
Message Edited by chlaos on 09-30-2005 05:19 PM
CommTampers wrote:
It's not all bad. With publish 24, the other crafting professions must have patch envy. Of all the crafting professions, we won the ROTW attention by a landslide
FriedSquid wrote:
Architect gets 1 FS exp : 35 arch experience. They have a cap of like 300k exp, as I remember. this means they get less than 10k experience per trip to the village.
If shipwright, being easier to get exp in than even architect, got a rate comparable to the toughnessof the exp recieved from its type of crafting, it would take a thousand trips to the village to get anywhere. The devs probably thought that it would be just pointless to include. So quit whining- you're not missing out- pick up DE 0-0-0-4 like the rest of us and build a couple thousand BLL's.
Wow, do you think you could be any more of an ass. How is asking a question whining? Sounds like somebody needs a hug and a nap.