Smuggler Archive
Thread: Possible Smuggler Love???????????????
Page 2 of 2
Smuggler_Caylin
Sun Jan 23, 2005 1:49 am
#14
ana-mo-cara wrote:
I do not think limited schems will go over all that well. Armorsmiths and
weaponsmiths have really stirred up alot of greif over this. With good
reasons. Haveing a heck of a time getting the schems. Haveing to stockpile
schems in inventory. Haveing to make huge bulk runs to get the most out of a
schem. I also didnt hear anything about them makeing the armors required
faction kind of thing. So maybe they are going along the line that they are
going to let all the armorsmiths make these. After all no other crafter is
getting smacked with a factional requirement to create.
Maybe this would be better if worked on a backwards line. Allow the
players to buy armor coats, and go to a armorsmith shop and look at faction
armor recon and heavy. Then buy it and apply the skin they bought from the
recruiter. The result nobody has to stockpile these items to fill orders. The
player comes with the certification for the armors and they slap it on a
generic faction armor deed and boom.
While I like the thought of faction specific crafters. I see no reason
that the armorsmiths get singled out for this new glory. Afterall would we as
smugglers like to be told oh year rebel smuggler dude you can only slice for
rebels.
Maybe the system could be two teired. The armorsmith can just go buy the
cert from the recruiter, and the players would have to pay xp for the certs to
use the armors.
The words that come to mind at the moment are 'too bad'. I think limited
schems are a terrific idea as we were never meant to mass produce at the level
we have been. It's like the firespray schematic for shipwrights. Shipwrights can
make any ship of any faction and I think it will be the same way for
armorsmiths. I have seen no reason to believe otherwise at this time as it would
mean a step back rather than a step forward.
schems are a terrific idea as we were never meant to mass produce at the level
we have been. It's like the firespray schematic for shipwrights. Shipwrights can
make any ship of any faction and I think it will be the same way for
armorsmiths. I have seen no reason to believe otherwise at this time as it would
mean a step back rather than a step forward.
For me the system needs to get away from the need for mass factory runs and
encourage hand-crafting or personally creating a suit of armor for the player.
Sure it's nice tomake generic armor in large quantities but the stuff made
for the individual should be rewarded. This is one of the larger beefs with the
crafting community that I know of in their search to make hand-crafted items
more rewarding than those that are factory produced. This is a good chance at
it.
encourage hand-crafting or personally creating a suit of armor for the player.
Sure it's nice tomake generic armor in large quantities but the stuff made
for the individual should be rewarded. This is one of the larger beefs with the
crafting community that I know of in their search to make hand-crafted items
more rewarding than those that are factory produced. This is a good chance at
it.
DrevenStrobe
Sun Jan 23, 2005 8:28 am
#15
You bring up some good points T.
If anything, this may force some crafters to reevaluate their business model, and force more specialty shops, rather than the current "one-stop" shops that most crafters try to run.
As it is now, there are only a handful of weapons that have been deemed "the best" in each category. And armor basically consists of mass runs of Comp or high kinetic Ubese.
Maybe (hopefully), in the future, there will be a reason for Armorsmiths to get to gether on a planetary or galaxy-wide scale and say, "Ok, here's the deal. I'll craft Recon armor. AS2, you can craft Battle armor, and AS3, you can do assualt." And have teams of AS on each planet that are only responsible for creating one type. Sure, they would all be capable ofturning out other types of armor if a customer requested it, but they could also divert the customer to another AS "company". Basically, instead of working against each other to corner a market on ALL armor, they would be working WITH each other to provide a wide range of products to the masses.
The same could be done by WS, with one group set up to make Pistols, one group for Rifles, one for Swords, etc.
At least that's what I'd like to see anyway.
lividspiral
Sun Jan 23, 2005 8:37 am
#16
who'd have thought.. nerf solo groups with the intention of reigning in the economy. but now noone has money and de-10 pistols still cost 10 million. the prices haven't come down, but our bank accounts have. sh*t still costs alot but we cant go do ER missions to afford it.
SpinningCloud
Sun Jan 23, 2005 8:45 am
#17
*groan*
Well first off not ALL of us are factioned smugglers.
Second I fail to see how this relates to smuggling in the slightest...again.
But if what floats your boat is selling something as uttlerly obscure and abstract as selling faction points then go ahead and jump up and down for joy.
Even when I was factioned I found nothing particularly 'fun' about selling fp.
ana-mo-cara
Sun Jan 23, 2005 9:55 am
#18
Five stars for caylin I love hearing a thought out point of view. I agree that the crafting in the game is generally hurt. I would love to be able to craft for five or six hours a week, and then go off and do something fun.
I totally agree with the premise of simplifying crafting. Ask any weaponsmith and they will list off some of the really dumb things. Like disposeable weapons. Items with limited uses usually requireing ten times more effort to make then an item that lasts a couple weeks. On the other hand there is the question of do you want the system to become too generic. In other words have it so simplified that there is no longer real skill involved. I wonder what your solution would be to the complexity issue would be.
Do you think that seeing how much waste the random sliceing has generated alot of over production that you find yourself steering more to a set slice for weapons and armor, and letting the smuggler settle on what kind of slice it will be. After all even if hand cranking was promoted. A weaponsmith/armorsmith is still going to need to carry 7/8 of the same item on a vendor. You just cant have one chittin helmet on a vendor. So players will still just clean out vendors for the perfect slice.
I see what you say about mailing another player the item you as a crafter made. The problem is and yes this is devils advocate. What is to keep me from simply sitting in a shop on tattooine takeing orders from players on yavin and delivering items without them ever actually comeing to my shop. I wouldnt mind this myself its definately more interactive, but wouldnt this kind of undercut the point of haveing a vendor anyway. You just go onto your galaxies forum and say my mail order business is open everyday for 2 or 3 hours, and voila you simply stand and deliver when the calls come in. Since its so convenient to just get items in the mail then to actually ever go shopping.
Personally while I like the part about being able to do custom orders for people. That you have to admit emails are kind of abuseable.
Cloudchasing
Sun Jan 23, 2005 10:35 am
#19
Cause Im an a$$hole at times, this post has been deleted
Message Edited by Cloudchasing on 01-23-2005 10:54 PM
Ewoktoaster
Sun Jan 23, 2005 10:42 am
#20
i agree there is nothing fun about faction i just find it an easy way to make cash if the buyer wants alot of faction
But i like the system as it is now with having to delegate faction to the customer. part of the uses in being a smuggler.
but if armoursmiths are to make it then surelythis armour will cost a fair bit as they have to get the faction , then craft it using whatever resources will push the prices of this up.
to be honest i just dont liek the idea at all as i was hoping for armour to be all the same like you get it from the recruiter and not have it player made. as well all know that player made stuff varies a hell of a lot.
i was thinking faction armour should be the same so that no particular soldier has an advantages from buying from one particular AS.
Smuggler_Caylin
Sun Jan 23, 2005 1:25 pm
#21
While I agree that hand crafting should get more a push in the game system
as is. The problem is that there are alot of issues with a number of items in
general. Just to give you some examples, and please do not flame me for this
guys, but alot of people really have no semblance of understanding what is
involved in making some items.
as is. The problem is that there are alot of issues with a number of items in
general. Just to give you some examples, and please do not flame me for this
guys, but alot of people really have no semblance of understanding what is
involved in making some items.
- Crafters are actually penalized for handcrafting in the current system.
Things like critical failures can sometimes mean that one out of five times
your not going to reach the stats that the resources should merit. This leads
to crafters working till they get a best stat, and then they mass manufacture.
If hand crafted items were able to bring about even a marginal bonus this
would be less of an issue. So lets not demonize people for deciding not to
waste resources taking risks.
They are not penalized,they simply have an alternative method to
producing items that has no random factor to it. Not getting the stats you want
because of a critical failure does not mean the weapon/armor is worthless, it's
just worth less. You are also hinting at the concept of risk vs reward. Those
who risk should be subject to an appropriatereward.
producing items that has no random factor to it. Not getting the stats you want
because of a critical failure does not mean the weapon/armor is worthless, it's
just worth less. You are also hinting at the concept of risk vs reward. Those
who risk should be subject to an appropriatereward.
- Crafters are compelled by schematics to factory crank out items. Serial
numbers if your not familiar with them. The item has the same stats but the
numbers do not match will not work.
Quite familiar and understood for a long time, having mass produced
products in the past.
products in the past.
- Crafting is extremely time consuming. Not on all items but on enough
items. That it degenerates into a total nuisance to hand manufacture. Which is
easier spending an hour and a half repetitively clicking out a proton grenade
component after component, or running out five schematics and using a factory
to do it. There is absolutely no bonus to giving yourself carpal tunnel
producing the same nonsense over and over again. Its only interesting the
first times as you try to work out the best combinations.
Which is why many players are pushing, correspondents included, that the
process to make many of these items is simplified. There is just no reason for
it to be so tedious.
process to make many of these items is simplified. There is just no reason for
it to be so tedious.
- Why do crafters generally dislike temp schems. It reduces the profession
to the status of manufacture monkeys. Crafters work hard to develop the skills
to make quality goods for other players. Reducing a crafter to simply being
given an item and then handcranking the item out for the player. Is slightly
less then rewarding. After you get run through the ringer one this two dozen
times you realize your no longer a person to the person with the schematic
your like a city garage. There to go through the motions. This is not a true
combat crafter relationship. The crafter would much rather be there to provide
you the full service. You come in you can find what you want.
I've always enjoyed personally crafting to the playerand their needs.
I have a lot of experience being a 'monkey'.Many become manufacturing
monkeys when people keep spammingthem for whenthe vendors will
berestocked. They have no concept of the time or effort put into creating
what they want. When someone asks me to tailor a droid to their needs, what type
of clothing they want to wear or how they would like the stats on their
weapon/armor I am more involved with their decision making process. I attempt to
customize the whole thing to what they need and I enjoy every last minute of it.
The use of factories only facilitates this interaction if I want it to. If hand
crafting received a bonus as I've seen many crafters and correspondents actively
pursue in their issue lists and daily talk, then crafters are in a better
position to ask for the prices and respect that they feel they deserve.
I have a lot of experience being a 'monkey'.Many become manufacturing
monkeys when people keep spammingthem for whenthe vendors will
berestocked. They have no concept of the time or effort put into creating
what they want. When someone asks me to tailor a droid to their needs, what type
of clothing they want to wear or how they would like the stats on their
weapon/armor I am more involved with their decision making process. I attempt to
customize the whole thing to what they need and I enjoy every last minute of it.
The use of factories only facilitates this interaction if I want it to. If hand
crafting received a bonus as I've seen many crafters and correspondents actively
pursue in their issue lists and daily talk, then crafters are in a better
position to ask for the prices and respect that they feel they deserve.
- Crafters do not live in their houses. Sometimes they go offline sometimes
they have to go check a harvester. Result the crafter just cannot sit around
all day waiting for the next guy to come through the door with a temporary
schematic.
That's why I appreciate emails in the game. I talk to who I want, when I
want. If one uses the tools at their disposal and try to associate/make friends
with other players then chances are they will quite easily manage to get what
they need to make what they want and use their time to craft what they feel the
market desires. They don't have to 'sit around' for anyone.
want. If one uses the tools at their disposal and try to associate/make friends
with other players then chances are they will quite easily manage to get what
they need to make what they want and use their time to craft what they feel the
market desires. They don't have to 'sit around' for anyone.
- Crafters have vendors for a reason. So that they are not penalized for not
being on all day long. Telling a crafter now your going to do half your
business hand to hand Is discriminatory to crafters with very little play
time.
I remember hand-crafting everything and never once looking at a factory
unless the part required an identical serial #. I was on a budget back then.
Seeing as how I personally hand crafted and sliced over a couple thousand
weapons before I could afford to use one I don't have any sympathy. The game has
allowed people to cater to too many others and has lost the personal
relationship with the other players. Vendors should be an item of convenience,
not one of necessity. One player should not have to fill the needs of one
thousand but that's how it works right now. It's also part of the reason why new
players are unable to compete until mastery as the market is completely cornered
by mass producing masters.
unless the part required an identical serial #. I was on a budget back then.
Seeing as how I personally hand crafted and sliced over a couple thousand
weapons before I could afford to use one I don't have any sympathy. The game has
allowed people to cater to too many others and has lost the personal
relationship with the other players. Vendors should be an item of convenience,
not one of necessity. One player should not have to fill the needs of one
thousand but that's how it works right now. It's also part of the reason why new
players are unable to compete until mastery as the market is completely cornered
by mass producing masters.
- Whats the plan serialized armor components for faction armor. Limited
schematics mean one thing and one thing only. You got 1 2 3 goes at this. So
on the first go you need to make five hundred.
That's the problem, we shouldn't have to be making 500. We have some
massive thing going on with crafters where they feel they need to supply the
server by themselves. It's not healthy for the game or for that person I
imagine.
massive thing going on with crafters where they feel they need to supply the
server by themselves. It's not healthy for the game or for that person I
imagine.
- Non secure vendors mean no offline orders from crafters since crafters
cannot lock purchases off to a specific player.
That's another request many of us want to resolve. Such as sending items
through mail.
through mail.
- If armorsmiths have to buy faction armor temp schems, and somehow they can
only be made to be used once. Who loses the little guy who cannot afford
to go spend a fortune on buying faction points, or spend hours on end running
faction missions to buy the schems.
Very few players are active participants in the GCW right now. Hopefully
that will change. If mass producing is resolved in a worthwhile fashion, then
the small time players will have their shot to meet part of the demand instead
of the guys with 100billion credits and unlimited high-end resources. We suffer
from a serious glut of resources and a horribly broken economy.
that will change. If mass producing is resolved in a worthwhile fashion, then
the small time players will have their shot to meet part of the demand instead
of the guys with 100billion credits and unlimited high-end resources. We suffer
from a serious glut of resources and a horribly broken economy.
- Crafters are equal halves what the crafters make themselves and what the
public demands of them. If you dislike something about the crafting in the
game. You have to come to the realization that part of it is what the players
demand. When players demand that they should be able to get items in crates.
When players demand that they can buy seven or eight of the same item to get
perfect slices.
And that shouldn't be needed. We should address the problems with mass
production and why it has to be done. Predictable slicing and other alternatives
will hopefully become a method of the future that we can work with to resolve
the games crafting overload.
production and why it has to be done. Predictable slicing and other alternatives
will hopefully become a method of the future that we can work with to resolve
the games crafting overload.
- This is kind of the elephant in the living room aint it. Everyone knows it
is there but ignores it, because they do not like the ugly truth about it. Any
smuggler who has the gall to stand up and say I hate mass production it sucks
needs to take a serious long look in the mirror. Why you know why your part of
the problem. How many of us in this forum can stand up and say no I have not
crate sliced for a client, or I have not crate sliced for a vendor. This is
the disquieting thing. Sure you love making oodles of money when the option
passes your way. Just ignore that people are generating huge numbers of items
in order to get around slice randomization. We all know what our slicing does
to the community. We know that perfectly good items are getting shoved out
twenty at a time. So that they can be sliced, and the ones that miss the mark
in the garbage they go. -
Everyone step back for the quest for the perfect armor/weapon. In this
corner mister mass manufacturer. The guy who sells crates of helmets. That's
right we have football teams in this game the armorsmith. In this corner the
guy with the laser knife. The man that carries AUKs on every part of his body
the smuggler. -
I just cannot believe any smuggler would have the gall. To come on this
topic and denounce mass manufacturing. That's like a member of NAMBLA calling
Larry flint a pervert.
I used to spend 8 hours a day, hand crafting and slicing my clamps and
knives from resources I was sampling (Not harvesting) SAMPLING by hand. I sliced
thousands of weapons and armor, interacted and spoke specifically to every
person I sliced for and I did it gladly. I even sliced for free if they brought
me the materials. I've been on all sides of the fence.
knives from resources I was sampling (Not harvesting) SAMPLING by hand. I sliced
thousands of weapons and armor, interacted and spoke specifically to every
person I sliced for and I did it gladly. I even sliced for free if they brought
me the materials. I've been on all sides of the fence.
I didn't even begin to tap into the demand for the service. So yes, I hate
the current methods ofmass production with a vengeance. I feel it is not
only killing our economy and forcing players into mastery in order to
competebut destroyingthe player interaction that a MMORPG should be
promoting. Hand-crafting for the individual needs to be fun and rewarding with
it's own sense of risk. I've lived it as a smuggler who has been here since
launch, it's time that we went back to the basics and make this game fun and
rewarding for everyone.
the current methods ofmass production with a vengeance. I feel it is not
only killing our economy and forcing players into mastery in order to
competebut destroyingthe player interaction that a MMORPG should be
promoting. Hand-crafting for the individual needs to be fun and rewarding with
it's own sense of risk. I've lived it as a smuggler who has been here since
launch, it's time that we went back to the basics and make this game fun and
rewarding for everyone.
Nicolas_Frost
Sun Jan 23, 2005 1:34 pm
#22
Good job, Caylin. Couldn't have done better myself.
I proabably woulda hit upon the same points in a similar fashion(well, to be completely honest, I woulda been more mean
), but he happened to make this post while I was asleep, and Ijust don't have the time for all that typing you did while I'm here at work. :?
Message Edited by Nicolas_Frost on 01-23-2005 02:35 AM
JTGAlpha
Wed Jan 26, 2005 4:18 pm
#23
Well there's one question answered. We don't get the schem. We just sell them enough faction points to get the schem. One schem makes five bracers or five helmets or whatever. Still profitable for us.
Ternque01
Wed Jan 26, 2005 4:34 pm
#24
Crap, damn shame I dropped Colonel in order to do some espionage on the opposing faction...
Ternque01
Wed Jan 26, 2005 4:38 pm
#25
Smuggler_Caylin wrote:
While I agree that hand crafting should get more a push in the game system as is. The problem is that there are alot of issues with a number of items in general. Just to give you some examples, and please do not flame me for this guys, but alot of people really have no semblance of understanding what is involved in making some items.
- Crafters are actually penalized for handcrafting in the current system. Things like critical failures can sometimes mean that one out of five times your not going to reach the stats that the resources should merit. This leads to crafters working till they get a best stat, and then they mass manufacture. If hand crafted items were able to bring about even a marginal bonus this would be less of an issue. So lets not demonize people for deciding not to waste resources taking risks.
They are not penalized,they simply have an alternative method to producing items that has no random factor to it. Not getting the stats you want because of a critical failure does not mean the weapon/armor is worthless, it's just worth less. You are also hinting at the concept of risk vs reward. Those who risk should be subject to an appropriatereward.
- Crafters are compelled by schematics to factory crank out items. Serial numbers if your not familiar with them. The item has the same stats but the numbers do not match will not work.
Quite familiar and understood for a long time, having mass produced products in the past.
- Crafting is extremely time consuming. Not on all items but on enough items. That it degenerates into a total nuisance to hand manufacture. Which is easier spending an hour and a half repetitively clicking out a proton grenade component after component, or running out five schematics and using a factory to do it. There is absolutely no bonus to giving yourself carpal tunnel producing the same nonsense over and over again. Its only interesting the first times as you try to work out the best combinations.
Which is why many players are pushing, correspondents included, that the process to make many of these items is simplified. There is just no reason for it to be so tedious.
- Why do crafters generally dislike temp schems. It reduces the profession to the status of manufacture monkeys. Crafters work hard to develop the skills to make quality goods for other players. Reducing a crafter to simply being given an item and then handcranking the item out for the player. Is slightly less then rewarding. After you get run through the ringer one this two dozen times you realize your no longer a person to the person with the schematic your like a city garage. There to go through the motions. This is not a true combat crafter relationship. The crafter would much rather be there to provide you the full service. You come in you can find what you want.
I've always enjoyed personally crafting to the playerand their needs. I have a lot of experience being a 'monkey'.Many become manufacturing monkeys when people keep spammingthem for whenthe vendors will berestocked. They have no concept of the time or effort put into creating what they want. When someone asks me to tailor a droid to their needs, what type of clothing they want to wear or how they would like the stats on their weapon/armor I am more involved with their decision making process. I attempt to customize the whole thing to what they need and I enjoy every last minute of it. The use of factories only facilitates this interaction if I want it to. If hand crafting received a bonus as I've seen many crafters and correspondents actively pursue in their issue lists and daily talk, then crafters are in a better position to ask for the prices and respect that they feel they deserve.
- Crafters do not live in their houses. Sometimes they go offline sometimes they have to go check a harvester. Result the crafter just cannot sit around all day waiting for the next guy to come through the door with a temporary schematic.
That's why I appreciate emails in the game. I talk to who I want, when I want. If one uses the tools at their disposal and try to associate/make friends with other players then chances are they will quite easily manage to get what they need to make what they want and use their time to craft what they feel the market desires. They don't have to 'sit around' for anyone.
- Crafters have vendors for a reason. So that they are not penalized for not being on all day long. Telling a crafter now your going to do half your business hand to hand Is discriminatory to crafters with very little play time.
I remember hand-crafting everything and never once looking at a factory unless the part required an identical serial #. I was on a budget back then. Seeing as how I personally hand crafted and sliced over a couple thousand weapons before I could afford to use one I don't have any sympathy. The game has allowed people to cater to too many others and has lost the personal relationship with the other players. Vendors should be an item of convenience, not one of necessity. One player should not have to fill the needs of one thousand but that's how it works right now. It's also part of the reason why new players are unable to compete until mastery as the market is completely cornered by mass producing masters.
- Whats the plan serialized armor components for faction armor. Limited schematics mean one thing and one thing only. You got 1 2 3 goes at this. So on the first go you need to make five hundred.
That's the problem, we shouldn't have to be making 500. We have some massive thing going on with crafters where they feel they need to supply the server by themselves. It's not healthy for the game or for that person I imagine.
- Non secure vendors mean no offline orders from crafters since crafters cannot lock purchases off to a specific player.
That's another request many of us want to resolve. Such as sending items through mail.
- If armorsmiths have to buy faction armor temp schems, and somehow they can only be made to be used once. Who loses the little guy who cannot afford to go spend a fortune on buying faction points, or spend hours on end running faction missions to buy the schems.
Very few players are active participants in the GCW right now. Hopefully that will change. If mass producing is resolved in a worthwhile fashion, then the small time players will have their shot to meet part of the demand instead of the guys with 100billion credits and unlimited high-end resources. We suffer from a serious glut of resources and a horribly broken economy.
- Crafters are equal halves what the crafters make themselves and what the public demands of them. If you dislike something about the crafting in the game. You have to come to the realization that part of it is what the players demand. When players demand that they should be able to get items in crates. When players demand that they can buy seven or eight of the same item to get perfect slices.
And that shouldn't be needed. We should address the problems with mass production and why it has to be done. Predictable slicing and other alternatives will hopefully become a method of the future that we can work with to resolve the games crafting overload.
- This is kind of the elephant in the living room aint it. Everyone knows it is there but ignores it, because they do not like the ugly truth about it. Any smuggler who has the gall to stand up and say I hate mass production it sucks needs to take a serious long look in the mirror. Why you know why your part of the problem. How many of us in this forum can stand up and say no I have not crate sliced for a client, or I have not crate sliced for a vendor. This is the disquieting thing. Sure you love making oodles of money when the option passes your way. Just ignore that people are generating huge numbers of items in order to get around slice randomization. We all know what our slicing does to the community. We know that perfectly good items are getting shoved out twenty at a time. So that they can be sliced, and the ones that miss the mark in the garbage they go.
Everyone step back for the quest for the perfect armor/weapon. In this corner mister mass manufacturer. The guy who sells crates of helmets. That's right we have football teams in this game the armorsmith. In this corner the guy with the laser knife. The man that carries AUKs on every part of his body the smuggler.
I just cannot believe any smuggler would have the gall. To come on this topic and denounce mass manufacturing. That's like a member of NAMBLA calling Larry flint a pervert.
I used to spend 8 hours a day, hand crafting and slicing my clamps and knives from resources I was sampling (Not harvesting) SAMPLING by hand. I sliced thousands of weapons and armor, interacted and spoke specifically to every person I sliced for and I did it gladly. I even sliced for free if they brought me the materials. I've been on all sides of the fence.
I didn't even begin to tap into the demand for the service. So yes, I hate the current methods ofmass production with a vengeance. I feel it is not only killing our economy and forcing players into mastery in order to competebut destroyingthe player interaction that a MMORPG should be promoting. Hand-crafting for the individual needs to be fun and rewarding with it's own sense of risk. I've lived it as a smuggler who has been here since launch, it's time that we went back to the basics and make this game fun and rewarding for everyone.
*picks his jaw off the floor* WOW! I nominate this for Best Post of the Year award, haha.
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