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Old 21-05-2006, 01:22 AM   #28 (permalink)
Felix12g
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Quote:
Originally Posted by vernes
Your opinion is supported by a statement you yourself make. It's like lifting yourself by pulling your own collar upwards.
Because you say people won't buy crafted items, you can state that craftable items are useless.
The statement that craftable items are useless only holds any value as long as your first statement is true. But that first statement is not fact, but actually also an opinion, which you present as if it was a fact.
example: You ARE a poopyhead, because of this fact I believe I am better then you.
I presented my opinion that you are a poopyhead as a fact, on this I build the rest of my statement.

You say "let's" but you clearly stated that you won't be playing crafter, so why do you speak of a 'us'? (let's = let us). That's the beauty of classes, you can CHOOSE what to play while at the same time all players have an EQUAL amount of chances.
Again, you seem to base all disaproval on the opinion that crafters will either be useless, or overpowered.
It is my opinion that crafters will have a supportive role towards fighters.

Oh, this is a good one, this statement can be used for both sides of the argument.
Do you mean hard work by the crafters?
Or do mean hard work for the fighters?
On a different note, do you state that the items will be and should be EASY to create?
Or do you state that hard work by crafters are of a lesser and inferior kind?
2 hours of crafting or 2 hours of 'grinding' doesn't compare?
I'd like your feedback on this.

*Edited to tone down reply*
First, your first point about the error of people buying. In some of the biggest MMO's recently, those still active especially (Ryzom is the only one I think of where this isn't the case) The weapons and armor markets were not how you made money. It has always been consumables and other odds and ends. For different reasons.

First, crafters have to buy/farm the materials. They want to be paid accordingly. If a person can kill monsters and earn money that way, they usually compare it with how much a person like that can make then take into account the material costs + their time = not good prices vs drops.

Second, Drops themselves and mission rewards are generally better quality items or "Rares" that have better stats and performance. Being able to create weapons constantly that are better than these kills the whole purpose of missions, thus devs rarely do this, and in the case of Huxley where they're trying to design a skill based system instead of a gear based one this would ruin their whole ideal.
Now, this isn't taking into account the super end game craftable 1/1000 drop recipe shit you find in RPGs, I'm talking about what you actually make most of the time. And as for that super shit, it doesn't belong.

Third, Multiple crafters. When people get their armor sets, for the most part, they look ahead and buy weapons and armor in bursts, meaning they upgrade every few levels instead of whenever they see something a little bit better. This cuts down on the amount of steady income crafters make off of armor. This takes into account consumables being a better market since people always need to restock. You don't have to do that normally with armor and weapons. Now when you let anybody and everybody make a character to craft, the market is flooded, nobody buys it all up and it's wasted space, resources and time.

Fourth, The devs have already said you'll practically be swimming in the amount of weapons you can pick up. Just adding more into the mix probably isn't going to help much.

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Second part, unless you think that all of the Non-combat "Crafters" will be walking around in the middle of a warzone farming resources while being shot at and getting enough of them to churn out armor for the masses, that means that people actually fighting, IE "Us," the main body of players actually playing the game, not a crafting sim, then "we" need to be picking up resources as well.

As for useless or overpowered. I'm leaning toward useless here.

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Third part, I'm talking about the developers. Creating a balanced weapon/armor/vehicle environment is a bitch of a job. Having a 25 round magazine to balance out it's power is suddenly fucked up when you can double the clip size by modding the gun. There's so many ways to "customize" weapons that there'd be ways to get around every shortcoming the devs try to build into them for balance. This is assuming of course that they actually do a competent job of letting you customize.

Quote:
Another point... with 5000 players per server and up to 400 players per match, id rather have all 5000 as combat characters, i wouldnt be too happy if on the server i chose it later turned out there were tons of non participant characters.
That about sums it up right there.
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