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Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Helios_SOE
Dev
Posts: 787
Registered: 08-18-2004



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Disclaimer: This is a discussion thread.  This is not a proposed development thread.  This is not an "in development" thread.  We're just discussing. Everything I'm about to talk about here is mere conjecture.  Please read the entire post (twice) before responding. 
 
Imagine, for a moment, a game that had an expertise system.  In such a game you might gain some amount of "points" to spend on extra abilities and advantages.  We can assume that about 50% of a character's effectiveness and utility comes from expertise trees.  Let's also assume that if you were to spend all the points you earned for reaching maximum level you could fill out about one and a half (1.5) trees.
 
Let's say that there are three (3) trees for every profession that relate specifically to that profession's combat abilities in one way or another.  These are trees that only that profession can choose from.
 
Now, let's also assume that there were 5 more trees that everyone can choose from (with the same point costs as the combat trees).
  1. Weapons & Armor Smith - self explanatory
  2. Artisan & Merchant - good to spend some expertise points on if you want to sell your loot on a vendor or craft general items
  3. Architect, Shipwright & Droid Engineering - one stop shop for structure & starship needs as well as some helpful droid modules
  4. Domestics: Food & Spice crafting as well as Tailoring - consumable buff items and clothing. Spice?  Also, the armor smith for Jedi's given RE & Augmentation
  5. Entertainer - self explanatory
Advantages of such a system would be that everyone would have baseline combat abilities (which they could choose to use or not).  In addition, if you wanted to be a crafter or entertainer you would have to spend your expertise points in those trees and not in the combat trees, essentially making you a crafter/entertainer and not a fighter.
 
Thoughts?
04-13-2006 12:19 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Munkaba
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Munkaba
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Reply 2 of 1652

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first?

--------

K'Borra Munkaba - Sullustan Smuggler - Smuggler's Alliance
Captain of the YT1300 Class Quid Pro Quo


Klide Munkaba - Human Entertainer


...never hugged me.
Because daddy never hugged me.
Because daddy never hugged me.
Because daddy never hugged me.
Because daddy...
04-13-2006 12:19 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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kkelly9
Jedi
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Registered: 06-28-2003


kkelly9
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Reply 3 of 1652

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sounds...interesting. although i really dont care what you guys do anymore until i get my beloved pets back.

"But what about the poor creature handlers? Well, they might have to consider themselves among the most shafted of player segments in MMO history."
- GameSpy.com, Nov. 8, 2005
04-13-2006 12:24 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Darth_Anubis
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Darth_Anubis
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Reply 4 of 1652

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hmm

Esafa Asp-Te: Survivor of NGE Ex Teras Kasi Master Swordsman Sith in disquise
04-13-2006 12:24 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Goldenstar10
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Goldenstar10
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Server: Kettemoor

Reply 5 of 1652

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Helios_SOE wrote:

Disclaimer: This is a discussion thread.  This is not a proposed development thread.  This is not an "in development" thread.  We're just discussing. Everything I'm about to talk about here is mere conjecture.  Please read the entire post (twice) before responding. 

 

Imagine, for a moment, a game that had an expertise system.  In such a game you might gain some amount of "points" to spend on extra abilities and advantages.  We can assume that about 50% of a character's effectiveness and utility comes from expertise trees.  Let's also assume that if you were to spend all the points you earned for reaching maximum level you could fill out about one and a half (1.5) trees.

 

Let's say that there are three (3) trees for every profession that relate specifically to that profession's combat abilities in one way or another.  These are trees that only that profession can choose from.

 

Now, let's also assume that there were 5 more trees that everyone can choose from (with the same point costs as the combat trees).


  1. Weapons & Armor Smith - self explanatory

  2. Artisan & Merchant - good to spend some expertise points on if you want to sell your loot on a vendor or craft general items

  3. Architect, Shipwright & Droid Engineering - one stop shop for structure & starship needs as well as some helpful droid modules

  4. Domestics: Food & Spice crafting as well as Tailoring - consumable buff items and clothing. Spice?  Also, the armor smith for Jedi's given RE & Augmentation

  5. Entertainer - self explanatory

Advantages of such a system would be that everyone would have baseline combat abilities (which they could choose to use or not).  In addition, if you wanted to be a crafter or entertainer you would have to spend your expertise points in those trees and not in the combat trees, essentially making you a crafter/entertainer and not a fighter.

 

Thoughts?





Helios_SOE wrote:

Disclaimer: This is a discussion thread.  This is not a proposed development thread.  This is not an "in development" thread.  We're just discussing. Everything I'm about to talk about here is mere conjecture.  Please read the entire post (twice) before responding. 

 

Imagine, for a moment, a game that had an expertise system.  In such a game you might gain some amount of "points" to spend on extra abilities and advantages.  We can assume that about 50% of a character's effectiveness and utility comes from expertise trees.  Let's also assume that if you were to spend all the points you earned for reaching maximum level you could fill out about one and a half (1.5) trees.

 

Let's say that there are three (3) trees for every profession that relate specifically to that profession's combat abilities in one way or another.  These are trees that only that profession can choose from.

 

Now, let's also assume that there were 5 more trees that everyone can choose from (with the same point costs as the combat trees).


  1. Weapons & Armor Smith - self explanatory

  2. Artisan & Merchant - good to spend some expertise points on if you want to sell your loot on a vendor or craft general items

  3. Architect, Shipwright & Droid Engineering - one stop shop for structure & starship needs as well as some helpful droid modules

  4. Domestics: Food & Spice crafting as well as Tailoring - consumable buff items and clothing. Spice?  Also, the armor smith for Jedi's given RE & Augmentation

  5. Entertainer - self explanatory

Advantages of such a system would be that everyone would have baseline combat abilities (which they could choose to use or not).  In addition, if you wanted to be a crafter or entertainer you would have to spend your expertise points in those trees and not in the combat trees, essentially making you a crafter/entertainer and not a fighter.

 

Thoughts?




not such a good idea, we don't want everyone to be able to craft. It'll put the economy in a worse position than it is now If anything the focus should be on strengthening the current crafting and entertainer profesions, not finding ways to consolodate and make them less apealing. Plus most all of the crafters i know DON'T want combat on their crafters and ents. They have crafters and ents because they're fun, and if they're interested in combat they make a combat alt.

 
_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*
_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*
˜Goldenstar & -Ayra- Star ˜
_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*
"I am a Swordsman, the other 32 professions can kiss my a$$."
04-13-2006 12:24 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Munkaba
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Munkaba
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Reply 6 of 1652

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this would be AWESOME

A chance to truly differentiate myself from others of my same profession and make this a TRUE RPG.

I will add more later.

--------

K'Borra Munkaba - Sullustan Smuggler - Smuggler's Alliance
Captain of the YT1300 Class Quid Pro Quo


Klide Munkaba - Human Entertainer


...never hugged me.
Because daddy never hugged me.
Because daddy never hugged me.
Because daddy never hugged me.
Because daddy...
04-13-2006 12:24 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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DocSavag
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Posts: 14985
Registered: 06-26-2003


DocSavag
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Server: Starsider

Reply 7 of 1652

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Helios,

How would you get the points to apply to the Non Combat expertise trees? Would you have to do combat quests and combat things to earn those points? Or would they be points earned through crafting or entertaining?

Do you have a set of points for combat trees and a set of points for non combat trees? (I guess sort of like the old FS trees where you had skills you could gain with non combat XP and stuff you could gain with combat XP)

----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder


04-13-2006 12:24 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Munkaba
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Munkaba
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Reply 8 of 1652

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although I don't know about phasing out traders like this.......

--------

K'Borra Munkaba - Sullustan Smuggler - Smuggler's Alliance
Captain of the YT1300 Class Quid Pro Quo


Klide Munkaba - Human Entertainer


...never hugged me.
Because daddy never hugged me.
Because daddy never hugged me.
Because daddy never hugged me.
Because daddy...
04-13-2006 12:25 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Darth_Anubis
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Posts: 479
Registered: 07-07-2005


Darth_Anubis
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Server: Bloodfin

Reply 9 of 1652

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I like that idea since it keeps ent and crafter still in the game.

Esafa Asp-Te: Survivor of NGE Ex Teras Kasi Master Swordsman Sith in disquise
04-13-2006 12:25 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!   [ Edited ]
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Ledford
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Registered: 07-08-2005


Ledford
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Reply 10 of 1652

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No.

It will destroy the economy.

Anyone who wants to craft, needs to have a crafting charachter.

Crafting is the most intricate, advanced part of the game, dont ruin it...

I can say if this is put in game, I would personaly never craft again. It would be useless if everyone could craft.

HOOOOOOOWEVER. Adding spices to Domestics would be a good idea.

Message Edited by Ledford on 04-13-2006 12:28 PM

00000000000000000000 Andross Xavier
00000000000000000000
Rebel Jedi
00000000000000000000
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00000000000000000000
Master Munitions
00000000000000000000
00000000000000000000
Talca-Ra Inasto
00000000000000000000
RETIRED
00000000000000000000
00000000000000000000
NTHR - SWG Division President
00000000000000000000
"Got himself a serious case of
megalomania, huh?"

04-13-2006 12:25 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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minwage
SWG Commander
Posts: 138
Registered: 07-18-2003



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Dude, as long as us PRE-NGE, ELDER-TRADERS can Respec to CL80 or higher, you can do whatever the frack you want with Traders/Entertainers, they are no longer needed, you've all seen to that already!

I'd LOVE to be a combat toon again and yet have some crafting skills. I'll 100% behind this (Elder SW/Elder CH/Elder Ranger <-- i.e.: My game is gone now anyway!)

04-13-2004 12:25 AM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!   [ Edited ]
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WookieOgre
Jedi
Posts: 8288
Registered: 09-02-2003


WookieOgre

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Hmmm instresting idea.  If I'm reading this correctly, you want a base toon that has basic skills to fight (as we have now) and if people want to really be a trader they can use their expertise skills which in your post sounds to be about 1.5 trees. 

I'm assuming if people opt to choose crafter skills that it's all or nothing right?  Or if anything if someone choose some crafting skills it will almost be worthless so they may as well go all in crafter or all in combat.

Is that correct?

well it looks like it so I'll say I like the idea because it basically changes nothing except that it gives all crafters entertainers basic skills.  A BH Entertainer.....becareful, the half naked dancer might have a bounty on you!

 

 

Message Edited by WookieOgre on 04-13-2006 02:29 PM

04-13-2006 12:25 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Iarian
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Iarian
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Reply 13 of 1652

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So let me see if I understand this

If you want to be a Master Entertainer or a Master Trader - then that would be it

but if you wanted combat

You would only be part combat and part Entertainer or Trader - but Master to none....

 

Iarian - Master Creature Handler at Heart, Galladriel - Master Bio Engineer turned Medic, A'zula - Bounty Hunter
Sayurri - Master Dancer - ID, Yue - Master Structures Trader, Nai'rai - Master Domestics Trader
EQ 2 - Emelya - Monk, Katara - Fury, Yuea - Illusionist, Iarian - Paladin, Sayuki - Ranger, Azula - Necromancer
04-13-2006 12:26 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!   [ Edited ]
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DaRkEe-ILbOnA
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Not a bad proposal,Honestly i think It would be cool to be able to craft and allow more variety among the professions,As a Jedi and Commando it would be nice to make some of these domestics schematics since i havent been able to find one in a while,I say go for it.

Not Everyone can afford two or three accounts to have combat and crafting mixed and in my opinion this would offer diversity,I dont think everyone would do it,And hurt the economy plus the "Elder" traders who have been at this for a while would still be the most experienced.

Message Edited by DaRkEe-ILbOnA on 04-13-2006 03:28 PM


000000000000000000000000000000 'Darius Xavier / 'Sarah Carter
000000000000000000000000000000 CL90 Jedi / CL90 Medic
000000000000000000000000000000

0000000
00000000000000000000000
DaRkGoDx NaEdE / NeDrIk XaViEr
000000000000000000000000000000 CL90 Spy / Master Trader
000000000000000000000000000000
000000000000000000000000000000 NTHR Leader
00000000
0000000000000000000000
Playing SWG Since 12-22-03
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Proud Non-Factor
-I support Suing the SWG EMOlator team and continuing to move Forward Not back.
04-13-2006 12:26 PM  

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Re: Discussion: Crafting & Entertaining As Second Skill Set? What?!
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Goldenstar10
Jedi
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Goldenstar10
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Reply 15 of 1652

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Darth_Anubis wrote:
I like that idea since it keeps ent and crafter still in the game.



It seems more like a way to phase out non-combat profesions though. Personaly i love the idea of an expertise system(especially if it involves bringing melee back) but trying to mix combat and non-combat is a bad idea.

 
_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*
_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*
˜Goldenstar & -Ayra- Star ˜
_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*_*+*
"I am a Swordsman, the other 32 professions can kiss my a$$."
04-13-2006 12:27 PM  

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