Architect Archive
Thread: Test Centre Changes Replies from the devs.
Andal wrote:Hopefully, the *next* time something happens folks will remember this and exercise a little restraint before posting all the "I quit!!" stuff.
I'd like to ammend that to "hopefully, all the folks that threatened to quit over this have actually done so. That way next time we won't have to hear them whine at all..."
Heh, wow, as soon as people start talking about experimentation I get like a dozen messages about talking to the devs to get the experimentation up to +100.
I brought it up with them, so I expect about a 2 month delay before a response. Heheheh...
No butreally. At least two months
_-ArchAngel-_ wrote:The way things are working on TC is how they should have worked from the beginning. Something was changed, and now the harvester values are coming from the RIGHT source. (From a technical and a design point of view).
However, since the game has run for several months with the wrong numbers, we will continue to go with those values. So the TC structure changes you are seeing are a side effect of another change and will be restored to their old values soon.
So just to be clear: Ignore the current rates and capacities on TC. They are not going to stay like that and they will not be pushed to live.
/cheer; /applaud; /say "w00t"; /give melons to everyone
I'm a cynical S.O.B. This game has proved my cynicism right more often than not.
When I saw the harvester nerf, I feared for the worst.
When I read that the "nerf" was in fact the fixing of a "bug" that had allowed us to have old harvester capacities, I *REALLY* feared for the worst.
When I read that the devs have taken into account the maelstrom of customer feedback, and responded with a decision to serve the current player base, I realize that:
1) I was wrong to expect the worst of the Devs.
2) I owe 'em an apology for expecting the worst of 'em.
So. Sorry for expecting the worst, Devs. And thank you for a quick and positive response to the feedback from the game's architects. This really would have been a deal-breaker for me. Thank you for proving my earlier cynicism wrong.
_-ArchAngel-_ wrote: The way things are working on TC is how they should have worked from the beginning. Something was changed, and now the harvester values are coming from the RIGHT source. (From a technical and a design point of view).
However, since the game has run for several months with the wrong numbers, we will continue to go with those values. So the TC structure changes you are seeing are a side effect of another change and will be restored to their old values soon.
So just to be clear: Ignore the current rates and capacities on TC. They are not going to stay like that and they will not be pushed to live.
We do know though that the original technical and design vision was that harvesters not have the capacities they have now.
I do hope that the baseline capacity is reduced somewhat, and that achieving good capacities becomes a result of careful resource selection and experimentation.
The quality of a piece of Mabari Armorweave can vary dramatically in several areas. It irritates me to think that Architects will never be as nuanced in their products as other crafters.
ArchAngel.
Thank you.
As for specifics ? To me if they set theun-experimented limitback to something like 70% of current and then took max experimentation to something like 130% of current that would be good. Still gives existing ones a reasonable cap, but makes getting a good one worth while, particularly if they did the same with the amount of resources each harvester extracted. ![]()
Gruntbacca
It's because paying customers say they will quit that you get positive changes in an MMOG. A little concept that eludes ignoramusses like you called "recurring income"...
Certainly not because of the ass-kissing fanboi population...
Interestingly, less and less of them post each day...definitely a step in the right direction...
This is nice and all , but something tells me that the smoke hasn't cleared yet...
Call me skeptical
The way things are working on TC is how they should have worked from the beginning. Something was changed, and now the harvester values are coming from the RIGHT source. (From a technical and a design point of view).
However, since the game has run for several months with the wrong numbers, we will continue to go with those values. So the TC structure changes you are seeing are a side effect of another change and will be restored to their old values soon.
So just to be clear: Ignore the current rates and capacities on TC. They are not going to stay like that and they will not be pushed to live.
The harvester rate and capcity numbers on TC will not be on live and will not remain on TC.
TC is going to get weird stuff from time to time...that's why its the test center.
Harvester specific. No other systems were affected. Note that there will be no change to harvesting once we "undo" this problem, except that you will get some leeway in your experimentation of the harvester's capacity.
I'm also making a change right now so that your harvester deeds will show their capacity. That's so you can sell your highly experimented structures for a better price and prove it.
This is really why experimentation is hard to work with:
- We have to set up the experimentable data on the schematics and make sure its all correct.
- We have to write a script that properly weights that data and assigns it properly.
- We have to then give those result values meaning in some system.
- Then we have to expose that data to the player in a meaningful way.
We aren't really skilled at doing all of that right now, but we are getting better. More systems will get more meaningful and fun experimentation as we go along. (And we'll revamp old ones to be better...)
BTW, all of this is free to cover on the main boards to quell rumors and discontent. We aren't going to hand down a huge nerf on crafting. If we make mistakes like this, its good that you call us on it and make noise. We'd like crafting to be harder, but that is best solved by adding new stuff to the game that ishard to craft (vehicles, cities?) and NOT by nerfing the core system in some weird way.
Brandon Reinhart / GreenMarine
SOE Designer, Star Wars Galaxies
Nerevarine and Hortator of Three Houses