Weaponsmith Archive
Thread: So this seems to me to be the biggest concern for crafters....
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Implementor
Mon Apr 18, 2005 1:27 am
#1
and I am seeing little discussion about it. Any thoughts?
http://swgcraft.com/forum/showthread.php?t=17575
Accamim
Mon Apr 18, 2005 5:02 am
#2
The days of really rich crafters may come to an end. But everyone still needs equipment. Many people will not see the benefit and drop out. The ones that remain will continue to be profitable.
ProdigalKnight
Mon Apr 18, 2005 5:11 am
#3
That is a veryinformative post. This game was never designed to be level-dependent but skill-dependent. The pure bastardization that is going on with the "levelling system" that is being put into place is going to reek havoc on more than just crafters however. The level system as it stands is ludicrous to say the least. The very fact that a level number will exponentially increase or decrease the amount of damage dealt by a character with the same weapon is UNREALISTIC in the least, and a mockery of the game as it stands now. No wonder the DEV's deleted this post. It was logical, and they cant handle logical arguments. They answer tough questions with the delete key or by not saying a word in the CURB's defense.
Vade_WS
Mon Apr 18, 2005 7:53 am
#4
Yeah, I saw that thread and it was deleted very quickly.
I know a bunch of WoW'ers and they tell me that crafting is almost pointless in that game: you get much better looted weapons. Let's hope that doesn't happen here.
In any case, yes, people will still need equipment. If what is being speculated on comes to pass, then weapons and armor will be more of a fashion statement than anything else. And maybe that is OK, but as a WS it will feel like I'm not really doing something worthwhile.
We'll see what happens, but I will give the CU a fair chance.
I know a bunch of WoW'ers and they tell me that crafting is almost pointless in that game: you get much better looted weapons. Let's hope that doesn't happen here.
In any case, yes, people will still need equipment. If what is being speculated on comes to pass, then weapons and armor will be more of a fashion statement than anything else. And maybe that is OK, but as a WS it will feel like I'm not really doing something worthwhile.
We'll see what happens, but I will give the CU a fair chance.
Ulta
Mon Apr 18, 2005 11:42 am
#5
yes this is sad but not unexpected and they will not listen to logic thats for sure. Them choosing to delete that post reminds me of how they originaly attacked genesis for confronting them with the free unlock flaw and which eventually lead to his banning. They just avoid problems instead of solving them
Implementor
Mon Apr 18, 2005 4:31 pm
#6
Well, it's not about the creds for creds sake. I re-invest a very large percentage back into the business.
I alsorealize everyone will need equipment. but I make excellent equipment, even exceptional equipment. When I decided to get my 12-points and FS-crafting skills my business plan was to specialize in enhanced weapons of all sorts because of the creativity and variability of the products. I find making a factory run of X to be boring and i hand build everything. I made my rep by being able to provide virtually everything anyone may ask for. "hello, can you make an enhanced FWG5, something really high end?" "Surely, have some sweet Gorax shards in the 80s" etc etc etc
Spent untold time accumulating every enhancer in the game in quantity (you've no idea 5 vendors 1 guildhall 8 factories 4 house 2 banks maxes with enhancers and resources) and now I am relegated to making 'equipment' for people. No real diversity or craetivity...mmm how fun: log in, make some factory runs, list on vendor go on my way. So much for my krayt/geo cubes/cores/gorax/HVFM/HEPC/motors/etc etc. guess storage won't be a problem anymore.
welcome to the Begeron Shift
http://forums.station.sony.com/swg/board/message?board.id=Sunrunner&message.id=323387
Lotok
Mon Apr 18, 2005 4:57 pm
#8
I wrote a letter of complaint.
Ive tested both crafting and combat on the TC and like the ideas of all the revamped specials. The special attacks all having individual effects is great but it stops there. The new level system is bad news. Very bad news.
I, like the smith above. Dont want to just make "guns" when im known for making damn great guns
Accamim
Tue Apr 19, 2005 5:05 am
#9
Thank you for that. I remember something like that from a class I took a long time ago. The CU will do this. To remain on the optomistic side, I offer: You excelled once, and you will learn to excel again in the new environment and all your work is not for naught (/emote crosses fingers). I don't think the sky is falling,and a big chunk might land on my head. Ignorance is bliss.
Abbell
Tue Apr 19, 2005 8:28 am
#10
To what end should we now bother to excel? Making superb weapons? Why... we are all the same creating the same thing now.
Accamim wrote:
Thank you for that. I remember something like that from a class I took a long time ago. The CU will do this. To remain on the optomistic side, I offer: You excelled once, and you will learn to excel again in the new environment and all your work is not for naught (/emote crosses fingers). I don't think the sky is falling,and a big chunk might land on my head. Ignorance is bliss.
OdaOna
Tue Apr 19, 2005 8:53 am
#11
the really big thing we should be worried about IMO is that this level model will force the EQ2 style of wpn crafting. They are basically there now with AS, where the player level determines the stats of the armor. In EQ2 with weapons, anyone can pretty much use any weapons -- they are resource dependant. So anyone can use a longsword, for instance, but its stats are more less static and dependant on the resource (level) you are using. You can make a longsword for a level 5 and level 50 player, the recipes just require different resources (and resources are throttled by zone access which depends on character level and skill level of gathering [which depends circularly on character level]).
The point is there's no real variety in weapons, and as a crafter you just crank out the same thing. It feels to me we may be going down that road, but I hope not.
bigpun44
Tue Apr 19, 2005 9:18 am
#12
I don't make a huge profit on weapons for me I make the profit to pay for enhancements and items the make guns fun to figure out different ways to make guns but making them for how people play.
I have not tried TC just because I have done waaay too many betas and I know how they can turn you off in a hurry fix or no fix but I am hoping they don't Dumb down this crafting model they have now (which sounds like they are) I just think it would be a real shame losing this crafting system which is a one of a kind for MMORPG's, I am afraid it is going to turn into find pretty rock bring to a Weaponsmith put pretty rock in weapon and presto you have a +2 (sword, Kitana, Spear, Axe, DE-10, DL-44, T21)
I just hope SOE remembers what the premise of their job is and that is to create a game in which makes money 1, but a close 2nd is to make the game worth while for customers to spend money on it. SOE we know you are in a business to make money otherwise you wouldn't be in business but remember when creating something for a consumer to pay for that it has to represent some sort of value to the customer and if you ask for our opinion then respect it don't ignore it.
/stepdown from soap box
I have not tried TC just because I have done waaay too many betas and I know how they can turn you off in a hurry fix or no fix but I am hoping they don't Dumb down this crafting model they have now (which sounds like they are) I just think it would be a real shame losing this crafting system which is a one of a kind for MMORPG's, I am afraid it is going to turn into find pretty rock bring to a Weaponsmith put pretty rock in weapon and presto you have a +2 (sword, Kitana, Spear, Axe, DE-10, DL-44, T21)
I just hope SOE remembers what the premise of their job is and that is to create a game in which makes money 1, but a close 2nd is to make the game worth while for customers to spend money on it. SOE we know you are in a business to make money otherwise you wouldn't be in business but remember when creating something for a consumer to pay for that it has to represent some sort of value to the customer and if you ask for our opinion then respect it don't ignore it.
/stepdown from soap box
papajedi
Tue Apr 19, 2005 11:04 am
#13
Another concern I have is this: I've spent many months collecting resources of high enough quality just so I could compete (just got a good enough steel for advanced reinforcements cores so I can now open a line of melee weapons)
From what I've read on the smuggler forums, the high-quality weapons (ie high quality resources) are getting small slices, and the low quality weapons are getting big slices....to the point that both weapons, after slicing, are about the same (if I understand the results the slicers have provided).
Am I reading this wrong? If I read this correctly, then what is the use of finding high quality resources?
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