Weaponsmith Archive

Thread: ATTENTION ALL CRAFTERS

MaDuece
Thu Jun 10, 2004 9:48 pm
#1


Every crafting profession needs to be aware of this:


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=386662


Just like the last crafting “improvement” patch, SOE seems to be insistent on rewarding the power-gamers. Once again, if you don’t play this game 24/7 and have been crafting since launch, then you will have a severe disadvantage over those that can devote all their time and resources into unlocking Jedi.


Even if you never wanted to unlock your FS slot, it seems that they are going to force you to just to be able to compete with the power-gamers that already have Jedi accounts. And they are calling it content. Sad.


If you think that this won’t affect your profession (crafting or otherwise), then you are sadly mistaken. You will be “blasted” by weapons made by FS crafters if you PvP. You will be out-damaged on lairs and mobs by them as well. You will be engaging in space combat with those that can afford the FS crafted ships.


What really gets to me is the attitude that I have been met with on my server over this issue:


http://forums.station.sony.com/swg/board/message?board.id=Bloodfin&message.id=259679


Notice, of course, the only people with anything positive to say have been those that are Jedi.


The crafting community needs to speak up; once again. We did it once, we can do it again.

BlkHwkDwn
Thu Jun 10, 2004 10:36 pm
#2



I am sorry, but I have to disagree with you on this one. Force sensitive crafting is a terrific idea and rewarding people who put a ton of effort into the game is also a good thing. I'm no power gamer, it took me about a 5 weeks to get Master WS, not the 3-4 days I have heard some say and unlike some I am in it for the long haul, as long as I play.


The idea that everyone who is force sensitive is not a Jedi is not only a good idea it is part of Star Wars lore. I personally never had any interest in becoming a Jedi, but the idea of becoming a force sensitive crafter is very appealing.


Additionally this is just another example of something taken way out of proportion, much like the idea that you have to be a 12-point smith. I and many other Master WS make a very good living with the 10 experimentation points. Outside of mistakes while crafting the damage bar can only have ten points applied to it, therefor all weapons damage will still max out at the same number. Yes a 12-point smith with force sensitivity will be able to make a more accurate gun, or a slightly more durable gun, but the stats that sell: damage and speed will be reachable by all WS.


Resources and their quality will as always be our most important tool. Give me resources with OQ and Cond in the 900s and everyone else can have as many experimentation points as they want.


- Alamar Radoki

Theed, Naboo

Master Weaponsmith



Alamar Radoki
Rebel Jedi Knight
Arrakeen, Naboo
ARES
Canceled Account: Expires April 22, 2006 It was fun, it isn't anymore
MaDuece
Fri Jun 11, 2004 8:45 pm
#3






BlkHwkDwn wrote:



I am sorry, but I have to disagree with you on this one. Force sensitive crafting is a terrific idea and rewarding people who put a ton of effort into the game is also a good thing. I'm no power gamer, it took me about a 5 weeks to get Master WS, not the 3-4 days I have heard some say and unlike some I am in it for the long haul, as long as I play.


The idea that everyone who is force sensitive is not a Jedi is not only a good idea it is part of Star Wars lore. I personally never had any interest in becoming a Jedi, but the idea of becoming a force sensitive crafter is very appealing.


Additionally this is just another example of something taken way out of proportion, much like the idea that you have to be a 12-point smith. I and many other Master WS make a very good living with the 10 experimentation points. Outside of mistakes while crafting the damage bar can only have ten points applied to it, therefor all weapons damage will still max out at the same number. Yes a 12-point smith with force sensitivity will be able to make a more accurate gun, or a slightly more durable gun, but the stats that sell: damage and speed will be reachable by all WS.


Resources and their quality will as always be our most important tool. Give me resources with OQ and Cond in the 900s and everyone else can have as many experimentation points as they want.


- Alamar Radoki

Theed, Naboo

Master Weaponsmith







While this may not affect weaponsmiths as profoundly as it would Chefs and Armorsmiths (food with high buffs AND duration; armor with high resists AND good encumbrance) it still bears tremendous weight. If you as a customer had a choice between weapons of identical damage and speed but one has better HAM costs, which one are you going to choose?


I think you are also underestimating the impact of an additional 2 points. The power gamers will have 14 points. Thats a 40% increase purely by default. People didn't grind Jedi so they could be better crafters; they did it so they could have a Jedi. Is this not enough? On top of that, the power gamers get the bonus purely by default in a system that only required the mindless grinding of one profession after another. New crafters will have to undergo a much harder process. Is this fair? People that have crafted longer ALREADY HAVE BETTER RESOURCES. Is this not enough of an edge in the system?


As far as FS crafting in Jedi lore, I beg to differ. Anakin and Luke didn't necessarily make better stuff than anyone else. They were good at making everything. It just came easier to them. This is a much more fair reward in the FS crafting system then just simply saying that an FS crafter is automatically going to be able to make better stuff.


And don't give me the crafting content arguement either. SOE has repeatedly missed the boat when it came to content. Example:


Faction Armor: Allow the respective faction aligned armorsmith to make their respective faction armor. Make the schematic fit specific (the armor will only fit the looter of the schematic). Make the AS craft that armor at a predesignated crafting station in some faction base. Make the crafter go overt to get in. BINGO! CONTENT! This adds the dimension of danger to crafting, allows the crafter to make unique stuff, and involves the crafter in the GCW.


Please don't take the attitude of "oh i'm good, who cares about the new crafters or crafters that don't want to participate". This will affect everyone even more so than the last crafting "improvement" patch.


I'm not saying that FS should be done away with. But there definitely are ways to make it more fair. Maybe 1 point or 1% chance of critical failure or less use of precious resource. To simply give all FS crafting bonuses as a "size fits all" bonus is simply unfair, economically foolish, and alienates badly needed new subscribers.


Dodece
Fri Jun 11, 2004 10:30 pm
#4

He is both right and wrong. If the system just out and out gives uber reward to those that through hard work or out right cheating already have an advantage it will unbalance the game terribly. Not to mention that a ten point crafter will then be at a supreme disadvantage. Knocking off twelve points of ham. Well lets get real you can experiment ham out all along the way. Cutting it in scopes stocks and final product you might cut ham upwards of 36 points, and do not kid yourself there is a bias already against ten point smiths. This could be immensly bad for the majority of crafters.


Lets face facts a single smith with constant work can crank out five or six thousand weapons in a week. So yes someone haveing four more points then you will be a disadvantage. Enough so that many people will be forced to quit the profession. With this kind of bonus in ham cutting range improvements or even plain out durability. Customers will notice this.


I am personally very afraid of this force sensitive crafting, and I am sad to hear any suggestion that it will even come to pass. I cannot afford to pay twenty million credits for experimentation tapes. That is well out of my reach, and I never hologrinded. Instead actually choseing to participate in the game rather then macroing away in a corner. This might be the straw that forces me to cancel my crafting account. Sure I could make weapons for myself but what is the point when someone has four points on me every step of the way.


All in all this could be the worst thing they could have done. If they reward the power gamer and utterly beat up on the casual well why play when the deck is utterly stacked against you.
Telperien
Fri Jun 11, 2004 11:10 pm
#5

I agree with BLKHWKDWN(great movie) on this one


Glorfindel Telperien



Glorfindel Telperien
Novice Fencer
Almost Master Medic
Almost Master Artisan
Novice Weaponsmith
ZeroRyouko
Fri Jun 11, 2004 11:32 pm
#6



Well, one thing to keep in mind is that we don't know how tough getting that particular force sensitive skill is going to be yet. Not much has been revealed about how the FSquests are going to work.


If we end up being able to pick the skill we want (opposed to it being random each time we earn one) then it might not be difficult at all for the average player to get that one skill they want. Of course the opposite could be true, and be a major grind to get those extra exp points. But I won't get mad until we actually find out.


Personally, I'd really like the opportunity to get 12 points with out spending every last credit I own. I just want to make my weapons as nice as I canto makeme and my customers happy. I'm not trying to become "the best" on the server, I'm just having fun. So, some other WS having 2 or 4 more exp points then me isn't going to stress me out.



EDIT: oops, I see that I misunderstood after re-reading the other thread. So, you get the extra 2 points after completeing the FS quests andtraining some Jedi skills? Weren't crafters supposed to get some bonuses during the actual FS quests?

Message Edited by ZeroRyouko on 06-12-2004 01:53 AM

EdOWar
Sat Jun 12, 2004 9:10 am
#7

Hmmm, this doesn't sound so bad to me. My only problem is that it will raise the minimum bar from 10 experimentation points to 12 (including the 2 force sensitive experimentation points). But anyone can pursue them, and the force sensitive quests will relate to the bonuses they provided (i.e. the crafting bonuses will have a crafting quest). In other words, it sounds like you won't have to kill a krayt to get the experimentation bonus. This sounds like something anyone can do eventually (and probably relatively quickly), even casual players. It's much better than spending 20 million credits on skill tapes (which is still an option for the power gamers). Maybe it won't turn out as well as I think it will, but I'm willing to give it a try.


Slim Vargo, Corbantis
Brilyn
Sat Jun 12, 2004 10:52 am
#8

It always amazes me that people spout complete **** about how 14pt will "force" 12pt people to quit the game. And that 10pt people will be driven out of business.


And here I am, selling weapons and making money with only 7 points.




Obviously, I'm completely stupid, and don't know what I'm talking about. SOE is obviously evil, and obviously ONLY people with 14 points will *ever* be able to sell a single weapon.


Damn. I guess I better just shoot myself in the head then.....



No, wait, you're talking complete nonsense.....



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
MaDuece
Sat Jun 12, 2004 12:43 pm
#9






ZeroRyouko wrote:



Well, one thing to keep in mind is that we don't know how tough getting that particular force sensitive skill is going to be yet. Not much has been revealed about how the FSquests are going to work.


If we end up being able to pick the skill we want (opposed to it being random each time we earn one) then it might not be difficult at all for the average player to get that one skill they want. Of course the opposite could be true, and be a major grind to get those extra exp points. But I won't get mad until we actually find out.


Personally, I'd really like the opportunity to get 12 points with out spending every last credit I own. I just want to make my weapons as nice as I canto makeme and my customers happy. I'm not trying to become "the best" on the server, I'm just having fun. So, some other WS having 2 or 4 more exp points then me isn't going to stress me out.



EDIT: oops, I see that I misunderstood after re-reading the other thread. So, you get the extra 2 points after completeing the FS quests andtraining some Jedi skills? Weren't crafters supposed to get some bonuses during the actual FS quests?


Message Edited by ZeroRyouko on 06-12-2004 01:53 AM





I agree that we don't know enough about the quests yet to make judgement on the whole patch itself. But my major beef on the whole issue is that they plan on rewarding those that have already completed the grinding process with this. Those people didn't grind Jedi to craft better to begin with. Most of them are power gamers and you know as well as I that this will simply be used as an exploitation of the new system to take economic advantage of those that already have less than they do.
MaDuece
Sat Jun 12, 2004 6:54 pm
#10






Brilyn wrote:

It always amazes me that people spout complete **** about how 14pt will "force" 12pt people to quit the game. And that 10pt people will be driven out of business.


And here I am, selling weapons and making money with only 7 points.




Obviously, I'm completely stupid, and don't know what I'm talking about. SOE is obviously evil, and obviously ONLY people with 14 points will *ever* be able to sell a single weapon.


Damn. I guess I better just shoot myself in the head then.....



No, wait, you're talking complete nonsense.....





This is the "who cares about everyone else, I'm making money attitude" I'm talking about thats so prevailent. You ever stop to think that maybe not everyone on every server is making money off of low-end weapons? Of course not, you're good right? The hell with everyone else. While it might not be "obvious" that you are stupid. It's quite "obvious" that you have not taken others into account of your judgement on this matter.


On Bloodfin, you are LOSING money if you are relying on low-end weapon sales. You'll spend more on resources, maintenance and travel than you will ever sell. I'd venture to say that +75% of all WS are 12 point crafters. The rest are noobs or just hologrinders. Unlsiced VKs 160 damage 2.0 speed go for +100k.


I REPEAT: The real issue is whether or not its fair that those that have already unlocked should be rewarded with 2 more points when the rules of the system are going to change and will undoubtedly become harder (the devs have already said that it will average about 3 to 6 months of questing to unlock FS in the new system. Multiply that by 2 for the casual player). Up to this point, all you had to do was mindlessly grind one profession after the other; and30% those professions you could do while AFK.


THOSE PEOPLE DID NOT GRIND JEDI TO CRAFT BETTER! Most could have cared less about crafting. But now they (the power gamers) will when they know that they can easily outpace or match (with less than excellent resources) theabilities of people that have spent tons of time and effort in getting where they are at now. Then there's the noob crafter. He's almost got no chance. Its hard enough as it is to gather the resources to catch up with those that have been doing this for a year now.


The end of hologrinding is supposed to reduce the number of crafters. This will only serve to keep the market flooded with goods made by people that care little or nothing about crafting. They only do it because: 1) they can match the 10 to 12 point crafters with less effort. 2) they are only funding their Krayt Pearl needs for their Jedi. This will alsokeep the price of resources at the inflated rates where they are now simply because subpar crap will still be acceptable for crafting with the nonFS crafters.


Hmmmm......didn't think about any of this Brilyn? Wait! Maybe you ARE obviously stupid and have no idea what you're talking about.


I'd prefer to think that you didn't put your brain in gear before you put your mouth in motion. I'd like to believe you are smarter than the comments you made here.


Dodece
Sat Jun 12, 2004 7:39 pm
#11

Well if the system is crafting based then yes it will be fairer to multiple crafters. As for the guy saying that he makes fantastic money. He should remember that there is a twelve point smith out there makeing more. The twelve point does give one a bit more of a tweek. Right now though most people are not hopelessly beaten by this because the difference margine is small and will rarely have an impact on the weapons use. Now if the nightmare scenario pops up that will not be good. Say that the quest requires smiths to go kill dark kliknik defenders. You might be in for some pain.


If the system rewards someone for say being able to meet certain crafting requirements to say get a weapon over a certain level, and so forth. Then a novice might need another month to catch up. If its some insane long line of tasks that will take a casual player months to do then the powergamers will snatch the edge fast. Bad yes but worse when you realize that they are all alone in the field. Four points is not a small thing. When you realize the combat patch is comeing and ham costs will get a whole new meaning, and accuracy modifiers will grow in importance.


Example llc you have a barrel a stock scope power handlers and final assembly. Now on three of these assemblies you can max out the damage and decrease the ham. On the scope you knock off sixteen total ham points. On the stock you knock off sixteen ham points. On the final assembly you knock off sixteen ham points. Result the gun has eight less ham on each bar. Now this is a noticeable effect as compared to the four point edge that a 12 point smith has. Eight points will add up to another shot. With the gun. Another two hundred points of durability on a krayt gun is nothing to sneeze at either.


In other words a twelve point smith has a little edge over a ten point smith a fourteen point smith has a little edge over a twelve point smith, but has a huge advantage over a ten point smith. The system will work if its a happy medium in challenge to do. If it takes some time but not a large amount of it. If its crafting based and not combat based. If its too easy then what is the actual point. If its really hard it will be abused. It should be something that any established crafter who has been working over a month or two to do, and yet not so hard that only a few can obtain it.
keetha3
Sun Jun 13, 2004 12:12 am
#12

So, I am WS and AS (10pt each) and master merchant. If I want to go for the extra points, I will need to drop a class, right? That's no fun .
Itchybacca
Sun Jun 13, 2004 12:23 am
#13

I know plenty of WS on Valcyn with only 10 points, there weapons are just as good as my weapons (12 point) minus about 100 condition.

For WS 12 points isnt a huge matter. 14 point smiths are only as good as their resources are. I am debating if I want to take the time off of crafting to persue my Force Sensativity, but honestly I'd rather build ships then have 14 points for crafting...at least to start off.



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-Tuckiee MasterBounty Hunter/Carbineer

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