Smuggler Archive

Thread: Artisans want Harvestors to Have Certifications. M.A. only to use Heavies. Don't let this happen.

JamfeFabri
Sat May 22, 2004 5:54 am
#40

As i think it was mentioned earlier, resources would become extremely scarce were this to happen. There are simply not enough master artisans to maintain the amount of resources currently required to keep the galaxy's factories working.


This would benefit the artisans at a great cost to everyone else....



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"In an effort to combat the Imperial technological superiority with such innovative designs as the ATST, our rebellion scientists have come up with a weapon more devasting than 3 Death Stars....... KAMIKAZE EWOKS!" - Some head honcho for the rebels, was later promoted and dubbed "Hero of the Rebellion"

5 star ninja
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Keltorr
Thu May 27, 2004 11:09 pm
#41






RylanStorm wrote:

Their really is no excuse that a full time combat profession should bring in the same resources as a full time miner.



Only artisans can survey, so someone wanting to use a harvester of any kind still generally needs to seek an artisan's services for that...




I have a bad feeling about this nerf


The few...the proud...the Marine-armored

Keltorr
Thu May 27, 2004 11:20 pm
#42






WayneInAustin wrote:

I couldn't make it through the whole thread, but after reading about 15 or so posts, this thought occurred to me.
There are two major problems in this game that need to be fixed:


1. One of the problems with the game is that some things just don't wear out!
2. You pay money to fix things (e.g., bikes) by giving money back to the game instead of to certified players.


Vehicles: Why don't they take away the garages and just degrade the vehicles much slower. This would force people to buy new vehicles every now and then.Or elsegivecertain players the ability to fix them for you instead of a "vehicle garage". (Note that I said they should not degrade near as fast as they do now in this situation.)


Crafting tools: I've been using the same General crafting tool since I started last year. Why is this? It should have worn out long ago.


Houses: Everything wears out. Yes, we pay maintenance, but even so it should need major repairs every now and then. I see the maintenance fees as for things like new paint, broken pipe, etc. But every now and then we should have to call a home repair player to fix our roof, etc. Not sure how to implement this, though.


Harvesters: Yes, we pay maintenance on these. Maybe we should lessen the maintenance, but have them slowly degrade over time. For all I care, the Artisans can be certified to fix them.




Hmm, Wayne...I've seen some of your posts and I must say you have some of the most intelligent suggestions I've ever seen...


But I must disagree with you this time


You are advocating a form ofitem decay, a move by the devs that was largely hated by the player base before and after its implementation...not only does it irritate lots of players, but bugs in the system cause it to sometimes be applied when it should not be (e.g. PvP decay bug) and Sony will never restore the lost hitpoints...it falls on the player to suck up the damages that were no fault of his/her own.


1. As far as vehicles, I agree that the decay rate is way too high, but at least the repairs serve as a money sink.


2. Tools are vulnerable to item decay...if you're using the same one as you did when you started, you either didn't die much or were smart and stored it away safe when you went into a dangerous situation (which, by the way, is what players started to do after item decay was put in, helping to counteract its effects and prevent it from achieving its main goal of giving more business to crafters).


3. Houses: consider having to pay daily maintenance the same as having to make periodic repairs. Instead of making major payments sometimes, you make smaller payments regularly.


4. Harvesters: I don't think these need any changing at all. No certs, retain current maintenance rates, and don't make them vulnerable to decay or damage. The more decay you introduce, the more players you will anger.


If crafters want more business, I think they would do well to push for new stuff rather than trying to get everyone's current possessions to decay. People would, I believe, much rather spend their hard-earned credits on novel items than replacement ones...and some things obviously should require replacement, like armor, but not everything should be decaying. Has anyone noticed that when something new comes out, almost everyone jumps for it? Boom, instant crafter business. And "but everything wears out in RL" is not a valid argument...maximizing realism wasn't one of SWG's goals I don't think...





I have a bad feeling about this nerf


The few...the proud...the Marine-armored

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