Smuggler Archive
Thread: Interesting thought on crafting
Sounds kinda interesting.
Message Edited by Zeon_Zaku on 01-30-2005 08:47 AM
Message Edited by BaronJuJu on 01-30-2005 11:32 PM
ana-mo-cara wrote:
Um okay zane I think you missed the point. The point being that a master crafter has like the longest grinding curve in the game. Basically the time it takes to get all the stuff to craft. Which means alot of novice crafters have no hope. The second point of the thread is to instill diversity into the professions so you could have more varied crafters to rely on, and more players across the board have a place of value. Along with dabblers being able to make something worthwhile that another player would want.
I do not know where you got the entire jedi thing on this or what it had to do with combat. I suggest you reread the post. Its about fixing problems in crafting in general and weaponsmith specific. Plus I even mentioned how it might be worked into the sliceing market in the game. In a way that might help more freelance smugglers.
I do not see how giveing master crafters even more rewards from surplus points is actually going to make it easier to start or even dabble in a crafting profession. I also do not see how rewarding someone for grinding out heavy warheads for days on end will lead to some mythical xp sink. Seeing as you will just generate alot of pointless crafting and resource wasteing just like the hologrind.
I just do not see exactly how jedi and combat xp system even connect with the topic really. You might need to recollect your thoughts.
I DIDN'T MISS THE POINT, I JUST DON'T AGREE WITH YOURS.
I am a Master Weaponsmith. I mastered Smuggler first, and I will always be a Smuggler. My loyalties lie with Smuggler. The crafter side of me would PREFER something along the lines of what I said.
The whole crafter/Smuggler relationship is a sidenote. It's a result of having a divers game, with diverse skill sets. If a player wants to master both, then he has that right.
Your post not only drasticly changes the game for crafters, but would put certain portions of the professions out of the game since noone would use them. The grind is what you make it, plain and simple. You also turn the change the crafters from a semi interactive (because of schematics and tapes) to totally noninteractive/mule class. If you were to offer something like I said, then the endgame for crafters would not always be about skill tapes since you would get more bonuses to that specialized class of things you chose to go with.
In other words, your ideas aren't exactly what I consider bad, but in my opinion, they're not on the right track.