Smuggler Archive
Thread: spice no more?
SpinningCloud wrote:
Yay for smuggling not crafting!
QFE
I've never been a spice crafter, and never wanted to be.
I'm much happier with being able to SMUGGLE it into the economy rather than crafting it...
You wont be wasting the points you will get an entirely different tree. There will be a new kind of exp (Smuggler) akin to BH exp what this tree will do is not entirely clear yet and tthe subject of much animated discusion.
zazo wrote:
I'm all for removing spice crafting from smuggler and change it into spice smuggling ...or stealing....however, please don't tell my the 14 skill points waisted on crafting will now be waisted on npc smuggling missions.
This will not only leave spicing a dead line in smuggling but make it even more worthless since I have to do the mission to get any of it.
My painful vision of this change is they will impliment a system of xps and gated missions just like jtl for the line that is now known as spice crafting. This is all speculation really, and maybe it is negative speculation...I really really hope I am wrong. We will have to do the spice missions to move up the line and the higher spice transporter you get the more important usable spice you will be asked to deliver. Again gaining even less from the line then we do now.
Message Edited by SpinningCloud on 03-13-2005 10:41 AM
Fools.
All along you have been making such narrow-minded, shortsighted, and dare I say self-nerfing requests.
You all speak of 'Smuggling' as though it were the one and only element of our profession, and foolishly demanded not only the edition of it as it should have been to our capabilities, but alongside each of those demands, you have all *asked* we be nerfed! *Asked* for the removal of abilities in a profession who has had nothing but castration upon castration of our own talents. Ignoring the rl examples of contraband movers who are directly connected to the manufacture of that contraband (bootleggers, rum-runners), I don’t disagree that smuggler abilities and missions are required. But not at the cost of an entire branch or our abilities!!!
The player-based crafting economy was and always will be a far more profitable means of handling a product for sale than a mechanics-based one like this new proposal. Look to your servers billionaires and hundred-millionaires! What have they done to get there? The majority crafted their way, using player-driven economies to their advantage!
Is there some kind of long-term memory problem in this community? Or have so many left since the chef rebalance that none are left to tell how it was? Before they revamped the chef foods and unbalanced the system completely for us, a smuggler could spend at maximum 2500-3000cr on supplies per crate (incl maint and pwr), and sell that same crate for 8000-15000 cr, the lower number vendors often selling out completely every day! Don’t you think the CU's nerf of doctor enhancements will bring spices just a little back in vogue? And let me ask you, how long does it take to make 3k cr? Versus the time spent on what will likely be 30 min to 1 hr missions for spice? How much spice do you think we'll get? Does the sale of that spice allow us to re-invest in more spice?
What’s next folks? Should we recommend they also remove Slicing? Why not FP buying? Neither of those are 'Smuggling'. Why not. I'm sure somewhere someone else has noticed that every single time we asked for them to give us smuggling, our vocal members have suggested a nerf in exchange. Now, we will be loosing a facet of our profession that was once and (once brought back into balance) would have been the greatest boon to our bank accounts. Shall I start the next trend? Here goes-
We are Smugglers! Not Slicers! Get rid of slicing and give us (long, drawn out, low reward ala BH mission) ***Smuggling***!!!!!
EDIT: Spell checked, as noted below. Meh.
Message Edited by KaiRan on 03-13-2005 02:41 PM
Message Edited by KaiRan on 03-13-2005 02:41 PM
Message Edited by SmugglinZane on 03-16-2005 04:47 PM