Create a new spice for artisan that empties the fill meters for food and drink

Create a new spice for artisan that empties the fill meters for food and drink
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
I suggest to create a spice crafted by smugglers which would be the first of interest to crafters. It would be usable by crafting professions only (to not affect combat gameplay and the reason why there's meters for it) and would permit to use more bespin ports on the same crafting session.
It would be interesting if unlike the other spices, this one possibly needs quality materials and experimentations to be enjoyable and profitable for smugglers too.
And/Or maybe adding looted contraband items as a sub-component into the crafting process could be very consistent to smuggler's gameplay, as a hybrid crafting/combat profession.
Justification
In my opinion, there's no point of gameplay justification to spend an entire evening (of our precious time, especially for casual gamers as I am) on top end crafts if you have several orders to complete fast, just because you have to wait the food/drink meter to go down since I'm not taking the risk of experimenting without, especially when uncommon materials are involved. And it will not gives anyone any kind of superiority or advantage as new crafters whose possibly can't afford it are currently not at this level of crafting on their products.
Motivation
It would be profitable for :
- Chef (it will not make the bespin port bonus persistent, so crafters will buy even more quantities from Chefs)
- Smuggler (this would make spice crafting more interesting and gives contraband loot another utility, and spice assembly & experimentation skills would finally come in handy)
- All crafters (they should be able to craft more top end items on the same session as long as they can afford this future pricey spice, and thus gain playing time to do more interesting things than waiting their timer to go down)
The first spice of interest to crafters, profitable for everyone and harm no one
 
Game balance will be harmed.
Right now crafted items are balanced for great successes being the norm, with amazings being rare.
The economy will be affected. Prices will go up if I have to use Bespin Port and a spice for every experiment.
 
Hey Savacc, thanks for your feedback. I don't quite agree with you on that one.
When I'm crafting top ends items, I wait for my bar to drop before I can use a Bespin Port again. If I had a spice that allowed me to avoid this delay, I wouldn't have a different result, but I'd waste less time for nothing, and I'd be able to devote myself to other, more interesting tasks in my playing time, since I'd have used as many Bespin Ports for as much experimentation in a shorter space of time.
I don't think I'll get better results if I follow the same process but with fewer breaks between each craft, so I'm not sure it destabilizes the economy.
 
I'm a SW, so I am often making dozens of items to restock daily (though not recently). I have to pick and choose when to use Port. The vast majority of items on my vendors did not use it.
A change that allowed me to use Port for every experiment would mean I would go through tons of it, because, let's face it, if I could use Port for every experiment, I would. Right now I don't factor Port into my pricing, but I would have to, if I were using it at that rate.
Actually, if something like this were approved, I'd drop SW in a heartbeat and become a Chef. Chefs would be the new billionaires.
 
Ok now I know what you mean.
But I was thinking more about something uncommon and not included as a daily process.
We do very different professions and I could imagine that experimentation process as a SW is slightly different and complex.
For example, on weapon crafting, I don’t use Bespin Port for all the grinding line except CL54, but I don’t wait to get another BP for these crafts as I usually do a lot of it on the same session.
But on very top end crafts (so on pricey stuff) I’m used to wait for it because I can’t take the risk.

So to sum up, I imagined something expensive, hard to make for smugglers and that wouldn't make its use commonplace, but more as something exceptional for the rare times when a craftsman has to launch several top ends crafts where the quality has to be exceptional and doesn't want to waste time for nothing, it would have to be complicated enough not to make it a must-have as soon as I start making anything.
That's why I was thinking of making the quality/experimentation count, named resources, and including the use of contraband to limit its availability (and therefore increase its price).

As a result, I'm not sure that chefs would sell tons more BP, but maybe a little more.

On the other hand, smugglers would gain another thing interesting to do, and the fact that no spices are useful to craftsmen saddens me.
 
please refer to the previous posts where we’ve said we wouldn’t do this and explained why in detail

You can search probably “bespin port” or just scroll through rejected proposals I replied to
 
I read it completely before posting, and found that the request was about making the buff provided by the Bespin Port persistent. This would indeed affect the remuneration of the chefs, and would also make it less exceptional to obtain a critical success, as it would make its use everyday and commonplace.
Insofar as my proposal was to make this operation exceptional due to the difficulty of obtaining a spice, which includes interdependence with other professions and which could make smugglers' more interesting with more complex spice manufacture (where today quality doesn't count and experimentation isn't possible) as well as an alternative use of contraband loot.
But of course, I don't dispute your refusal.
 
I see Aco left this open. This is how you could do it to make the spice truly expensive to make, and you probably want to do all three.
Give the spice Musty or Kash resource requirements. I'd think like 1k or more.
Include a looted component, but one that is a fairly common drop.
Make it only "hand made", no factories, the looted probably does that automatically. For convivence you could allow the spice to be stacked together after crafting.

You probably don't need experimenting. I'm not sure what you would be experimenting on.
A number suggested in another proposal for being able to use Bespin Port at will, was 50k per use. There would be no way to force smugglers to charge an amount. As a crafter, my reaction to 50K was that was too much to be passing on to the price of my goods. So, in the end, supply and demand will set the price.
 
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I like the idea.
Doing drugs is bad though, perhaps there should be a negitive impact to the user or a long debuff. so you can only use it once or twice.
an OD would actually be cool.
 
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Include a looted component, but one that is a fairly common drop.
Make it only "hand made", no factories, the looted probably does that automatically. For convivence you could allow the spice to be stacked together after crafting.
Would be neat to make some of the components the Smuggler loot. This way, the mechanics are still in the game, the loot is fairly common for smuggies, and it keeps it in the 'contraband' world.
 
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I think why bespine port is brought up so much is because it's just lame to wait for your fill to goes down while you craft. Also 99% of food buffs last longer than their fill so by the time you need to eat again your fill has gone down. It would be like combat food fills lasting an hour after the buff has gone away. Bespine on the other hand works the other way you drink and experiment and then wait. Not being able to deal with bespine fill is just plane bad gameplay.
 
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