Shipwright Archive
Thread: Why do you say Yes or No to factories
Message Edited by Fluxxen on 11-08-2004 08:03 PM
Little-Green-Guy wrote:
no factories..its fine like this. makes it more intersting. heck...give me a factory and ill make billions of components...thats no fun for the other guys who cant do that..
Kilour wrote:
Little-Green-Guy wrote:
no factories..its fine like this. makes it more intersting. heck...give me a factory and ill make billions of components...thats no fun for the other guys who cant do that..
So you like crafting for hours instead of playing the game? Better hope all that clicking doesnt give you tendinitous(sp?)
thats the whole point. it provides a better economy because every shipwright skills will be in demand. add a factory..and the same thing that happened to weaponsmiths/armorsmiths...will happen to SW.
That being.....only a 'select' few will dominateeach server.
keep it the way it is.
btw, I "finally" got up in space yesterday..lol...just take time away from crafting and enjoy both worlds.
- Demand is too high for certain things, especially tier 1 components. I'm frazzled to the point that every time I receive a tell asking me to make a set of tier 1 components, I cringe. Why tier 1? Because these folks haven't looted anything yet. They need that "starter pack".
I think I solved this problem. I didn't want to craft Tier 1 items as they take just as long as Tier 2 and up and of course you make more credits doing other items.
I buy loot for RE purposes. After REing, if the loot is close to crafted items in stats I put it on my vendor for Tier 1.
Seems to work OK.
.
Tanks wrote:
- Demand is too high for certain things, especially tier 1 components. I'm frazzled to the point that every time I receive a tell asking me to make a set of tier 1 components, I cringe. Why tier 1? Because these folks haven't looted anything yet. They need that "starter pack".
I think I solved this problem. I didn't want to craft Tier 1 items as they take just as long as Tier 2 and up and of course you make more credits doing other items.
I buy loot for RE purposes. After REing, if the loot is close to crafted items in stats I put it on my vendor for Tier 1.
Seems to work OK.
.
aye aye..thats what we do as well..seems to work better, in fact.
KRONOS1974 wrote:
Im not a power gamer, i do not hae time to sit and turn out 100's of ship items to stock my vendor. I do not mind turning out ship chassis, but weapons, shields, and armor type items should have been allowed. But put a max on the schematics. Say 25-50 per schematic. Or put a max on the number a factory can run per day ( make new type of factory : Shipwright factory, allowed 200 items to be ran per day, and count as 2 lots. ) or something like this. In a way this hurts people that have lifes and family. I can not spend 3-4 hours a day crafting ship components like some can-- should i suffer for that reason? I think not.
But i care less because i have come up with my own sollution to this problem. I only do custom orders on ship components. THey send me a mail with what they want, ill make it and place on a " pick-up" vendor. I also will sit down with each customer and find out what they would like for stats, custom built is much better than anything you can do in a factory.
Exampe: Find out if customer want more back or front shield in a shield generator.
Rather have max dam, energy per shot, or shield eff. on blasters.
It is much better this way than having every SW turn out massives amount of same thing. Not every player like same item made same way.
So im 50/50 on this matter. I care less either way.
If you find that you do not have enough time to dedicate to the profession, then there's several options (and this is not directed at you, but at anyone who has this problem).
The first is to subcontract. There are alot of new Shipwrights coming in as more and more people pick up JTL. You can help these people out by providing them with a steady income, and they will provide you with the items you have not had the time to produce. Granted, they will not be of the same quality that a master can make, but the difference is not that noticable. This also has the added bonus of getting some interaction with other people, which is one of the points of this little game we play.
Second, put aside more time to devote to your craft. Unless taking SW was nothing more than a money making scheme, and you really dont care about the profession, you might want to see if you can free up some time to spend with it. Obviously, everyone has obligations outside the game, and these will always interfere, but compromises can be made.
Third, like someone else said, allow your vendors to go empty. Personally, I'd hate to see this happen to me, as I have begun to build quite a reputation for having my vendors stocked with all sorts of loot, crafted components, and consumables. And having an empty vendor usually means a permanent customer loss.
Lastly, chose a different profession. Not every profession is for everyone. This happens to be one that requires alot of hands on work to succeed at, and this is something that I am grateful for. Trying to forge into another crafting market, especially this late in the game, is quite difficult. We have several top notch weapon and armour smiths on my server, and trying to compete against their quality is insanely difficult. With factory runs of components made usingresources that are months out of date, and selling at insane prices now, not to mention factory runs of full weapons or armour, most new players or ones just trying to get a toe hold have very little chance. Shipwright, though is different in that there are no premere sellers, as no one can keep up with the insane demand, so there is always work for the "little people", even if it is the form of subcontracting.