Azzak Posted February 7, 2016 Posted February 7, 2016 Hello there, I think it would be great to be able to keep the crafting XP we have on our character. Because of labor hours it takes a lot of time to train it back. I don't really understand why we can keep combat XP but not crafting XP. If there is any change to the crafting system, then of course this can change as well. 2
thomas aagaard Posted February 7, 2016 Posted February 7, 2016 Makes it very easy to exploit... since it is depended on goods on the market.
Galileus Posted February 7, 2016 Posted February 7, 2016 Crafting XP is limited by LH. By jumping servers you would gain more LH than a man sitting on one server. So no, it cannot work like that.
Elouda Posted February 7, 2016 Posted February 7, 2016 It would also be very easy to do your crafting on a low-pop server with low goods prices, and then have the XP apply on a high-pop server, giving you an advantage over those who do not do this. 1
thomas aagaard Posted February 8, 2016 Posted February 8, 2016 Crafting XP is limited by LH. By jumping servers you would gain more LH than a man sitting on one server. So no, it cannot work like that. making the LH count across characters would solve that... But there is still the issue of the availability of goods.
Azzak Posted February 8, 2016 Author Posted February 8, 2016 (edited) Oh yes of course, crafting XP tied mean of course that labor points are tied as well. About low pop server, make ressources production scaling to server population, simple as that. Edited February 8, 2016 by Azzak
Aetrion Posted February 8, 2016 Posted February 8, 2016 The reason why crafting XP isn't permanent is pretty simple, because it would distract people from testing the game. It would set up a situation where the best use of any gold you earn during early access is to buy materials to grind through so that when the actual game launches your craft XP is maxed out. By not retaining craft XP people will act a lot more naturally during the test phase and not funnel gold toward crafting in an attempt to shift as much value as possible to live.
Azzak Posted February 8, 2016 Author Posted February 8, 2016 Yes, but since combat XP is kept then people are just farming missions to grind ranks. Even worse people are abusing the damage system in PVP ! Crafting is even less enjoyable than grinding combat XP : - you need gold and ressources, which is really time consuming - you need labor hours, which makes crafting tedious to grind - you need Blueprints;, which is 100% RNG. That would make people crazy to lose all their BP and having to farm again to get them. If you want to balance at release, rise the crafting level needed to craft ships, but don't make players lose all their progress since it is incredibly tedious to get it bacl/
Hethwill, the Red Duke Posted February 8, 2016 Posted February 8, 2016 If you think this iteration of crafting is close to final, for such use of a veement position towards the craft xp loss, then I suggest you rethink your position. This is simply a very basic prototype. Actually I would expect the final version of this to be nothing like it we have now but way more intricate and cross system with the Nation, Admiralty, Production, Manufacturing ( all systems still being developed btw ) and overall all the actions across the map, players and AI alike. Same goes for rank xp, which we won't get reset but with a total revamp and values change We will lose ranks. That is a fact.
thomas aagaard Posted February 8, 2016 Posted February 8, 2016 And let players exploit the difference prices and availability of goods? No thanks.
Azzak Posted February 8, 2016 Author Posted February 8, 2016 And let players exploit the difference prices and availability of goods? No thanks. Read post above. Just balance the goods production according to server population.
thomas aagaard Posted February 8, 2016 Posted February 8, 2016 Still don't solve it.... Since different nations got access to different towns... and as such some nations have a lack of one type of goods and some nations might have a lack of another...
Don Alfonso Posted February 8, 2016 Posted February 8, 2016 I keep seeing this 'exploitation of prices' argument... Some people exploit the grinding required to level up crafting and sell the goods needed for crafting at incredible prices. Maybe exploiting different prices wouldn't be necessary if oak log wasn't sold at 450 gold at the capital.
BramtheDutch Posted February 8, 2016 Posted February 8, 2016 This is to easy to exploit as mentioned above, also do you think that like normal XP it shouldn't be wiped in a soft wipe? That would be bad because everybody is able to craft frigate's (If you made it to lvl25 or above) from the start and that would destroy the arms race. So no sorry I think this is good like the way it is now.
thomas aagaard Posted February 8, 2016 Posted February 8, 2016 The arms race (in regard to being able to make the ships) will be gone in a few weeks and never come back... So unless they plan to reset maps and crafting xp after release there is no reason to factor that in.
Azzak Posted February 8, 2016 Author Posted February 8, 2016 (edited) But since people are keeping their combat XP, should a wipe occur they are just going to capture traders, sell them, buy better ships, capture better ships etc... people will have frigates and 3rd rates in no time since they already have the ranks to command them. On the contrary wiping crafter Xp will just make some abandon the game, and will change nothing to the fact that people will have really good ships nearly straight from the start. Ok they won't have 5 durability (but will player crafted 3rd rates have 5 dura anyway ?) and exceptional quality, does that really matter for balance ? A newbie player will have to grind all combat XP anyway ! It will have to face captured frigates and 3rd rate few days after release. So what's the point of keeping combat XP and not crafting XP ? Second point, switching faction. Crafters will NEVER change their faction if it means grinding craft again. They will just go to pirates maybe. Is that good for testing and balance ? Edited February 8, 2016 by Azzak
El Capitano Posted February 8, 2016 Posted February 8, 2016 Yes, Crafting XP is very tedious to grind up, it would really hurt the game if it was wiped out.
Francech Posted February 11, 2016 Posted February 11, 2016 Yea I agree crafting xp should not get wiped. And it is actually good that people test it out and get incentive to do so. This helps test the game with it's economy. Now the game needs open world pvp reasoms like trading. Or port battle to secure resources for crafting. Trading, politics and pvp make sense omly with crafting. If people do not want to test crafting because it gets wiped then we all miss out on finetuning of the game.
JJWolf Posted February 12, 2016 Posted February 12, 2016 They need to remove the link to player rank XP across servers, the only thing that should be linked is Steam with one character slot. These arguments are null and void if people didn't have linked characters across multiple servers. This also allows players to have a unique character per server and allow players to try a different nationality/pirate experience.
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