Architect Archive

Thread: FIGHT THE CRAFTING NERF!

Phetro
Fri Mar 12, 2004 5:23 pm
#1


The devs have "explained" the crafting nerf as something that is intended to fix the economy, despite the hundreds of posts giving concrete reason of how it will do the opposite.


This nerf will effectively render useless all new crafters and even masters without 12 experimentation points, by making it take far more experimentation points to max a crafting attribute than it currently does. This means ALL multi-line items will soon be clones, and much, much worse versions than the items possible now. It also means that the prices on the myriad pre-nerf items will skyrocket to unbelievable heights.


Speak out against this game-breaking idea! Believe it or not, the devs ARE monitoring the thread for feedback!!!


http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=7255&page=8



-------------------------------------------------------------------------

"Those of you who benefit others are merely average, and deserve no praise. Those of you who benefit others, and do so for no reward whatsoever, and do so regardless of cost to yourselves...you are the ones that are worthy."
Thornstar
Fri Mar 12, 2004 6:09 pm
#2

its a nice idea. its a good decision. If you took the time to understand the system you may realise that it is a good move. people say certain items have better than ever before seen stats because of this. Novice crafters will now be a support role till they can make something useful.

I dont want a novice architect to be able to make a god harvesters as me, a master architect.


its not gonna change, they obviously put alot of time into this change so its highly unlikely that they will revert back as SOE would see it as a waste f time which = money.
dantaglo
Fri Mar 12, 2004 7:04 pm
#3






Phetro wrote:


The devs have "explained" the crafting nerf as something that is intended to fix the economy, despite the hundreds of posts giving concrete reason of how it will do the opposite.


This nerf will effectively render useless all new crafters and even masters without 12 experimentation points, by making it take far more experimentation points to max a crafting attribute than it currently does. This means ALL multi-line items will soon be clones, and much, much worse versions than the items possible now. It also means that the prices on the myriad pre-nerf items will skyrocket to unbelievable heights.


Speak out against this game-breaking idea! Believe it or not, the devs ARE monitoring the thread for feedback!!!


http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=7255&page=8




I am a little confused about the sentence that I highlighted.. do you mean that I am not going to be able to max out a BER13 with 12 experimentation points.. SO I need skill tapes ???????????

Pawlin
Fri Mar 12, 2004 7:09 pm
#4

The original poster cross posted this to a few crafting profession forums.


I don't think he knows specifically how architect crafting works. From all the reports I've seen this change won't have as much of an impact to items that only have one experimentation line.


As far as harvesters go, it looks like we'll still be able to get maximum BER but probably won't have points left over afterwards. Thats my vague impression of the impact to us from what I've read.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Thornstar
Fri Mar 12, 2004 8:47 pm
#5

well to me it seems like crafting weapons or armor has more than 1very important experiment lines, one is for speed&damage, the others are for HAM costs and range modifiers.


Us architects will just pile the points into BER as usual. we will probably still have some left over to put in hopes, as usual. but the amazing successes and good sucsesses actually work now, so we should be doing 1 point at a time. If we are lucky we will max out the BER line with very few points, then we can pile more free points into the hopper size. But lets be honest, who actually comes close to hopper size when they harvest? I collect my resources daily and rarely go about 30% full in the harvesters hopper.


I dont know about anyone else but my harvesters only use ore abover 900 stats(for the final part and in mining units) from what I have heard, this will be more than enough to get max BER. Its just in other professions, their items use a more varied range of stats, which dont normally have all the needed stats above 900. So the crafters that their their time and look for good resources will be able to make better weapons/armor than the crafters that just dump their harvesters on an "OK" resource.


You can see why this is better for the economy, better for achitects, and better for customers, as they will be buying items from the dedicated crafters.
Dvnce
Sat Mar 13, 2004 12:37 am
#6

1 ) personally... If I am using 970 average resources ... I think its lame that someone using 800 average can get same results.. though other crafting professions have a larger range that the 13 ber points that we have.. the differences are similar enough..


also I was told that the new process does take into consideration multi lines to exp. on.. (to a degree) what that means it was not elaborated on..






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

cavbuilder
Sat Mar 13, 2004 4:48 am
#7

i canceled both my accounts today.....the hell with SOE!!!!!!!!!!! There are other games out there



~Regir~
Phetro
Sat Mar 13, 2004 10:24 am
#8



Pawlin wrote:

The original poster cross posted this to a few crafting profession forums.

I don't think he knows specifically how architect crafting works. From all the reports I've seen this change won't have as much of an impact to items that only have one experimentation line.

As far as harvesters go, it looks like we'll still be able to get maximum BER but probably won't have points left over afterwards. Thats my vague impression of the impact to us from what I've read.






Yes, I do know, Pawlin. I have a master architect on Flurry, who makes BER 13 harvesters.

It will be harder to max even that one line. Does this affect architects SPECIFICALLY? Not really, but if you're planning on sitting back and watching the rest of the crafting professions suffer without defending their positions, just because you're unaffected, then that is a selfish and reprehensible attitude to take. This is about crafting in general. It is about the game in general, and its entertainment value to everyone, not just yourself.



-------------------------------------------------------------------------

"Those of you who benefit others are merely average, and deserve no praise. Those of you who benefit others, and do so for no reward whatsoever, and do so regardless of cost to yourselves...you are the ones that are worthy."
Dvnce
Sat Mar 13, 2004 10:54 am
#9

My Question is this... What Kind of crafter do you have on Test Center>? If you do not have one then How do you really know the magnitude of this change?


Ultimatly The people that I have heard complain the most on TestCenter are the ones that were able to make Highest Quality Product with Sub Premium Resources.. Those that Use the best Resources are making As Good Or some cases better items..


Most of the People that I have seen complain on the forums Dont Have a Toon On TestCenter And Are Basing their Argument on what the people who dont Use The best Resources .. Say...



I am not Trying to get down on you.. This Change may very well be a tuff one to get use to.. But no one will know How this effects them (and their resources that they have to Use) until they get to actually try to craft under these new rules.






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Griswel
Sat Mar 13, 2004 3:26 pm
#10

If all they're doing is requiring 900 average stats to get top BER, then I don't see a problem. I had 750k HQ ore (Oceoleo on Chilastra) and it lasted me ages even though I use millions of resources. Good steel isn't that hard to come by (>915 average) and while it may take a couple tries to get BER13, it works just fine.


Better hopper size seldom matters to buyers if your prices are reasonable.


If we need skill tapes to get top BER then I agree that the change will suck, and I will probably quit Arch and possibly SWG. If all they're doing is requiring good materials then I don't see this as a huge change.

Pawlin
Sat Mar 13, 2004 5:20 pm
#11






Phetro wrote:


Yes, I do know, Pawlin. I have a master architect on Flurry, who makes BER 13 harvesters.

It will be harder to max even that one line. Does this affect architects SPECIFICALLY? Not really, but if you're planning on sitting back and watching the rest of the crafting professions suffer without defending their positions, just because you're unaffected, then that is a selfish and reprehensible attitude to take. This is about crafting in general. It is about the game in general, and its entertainment value to everyone, not just yourself.




If this fubars other crafting professions then I'll voice my unhappiness in their support. But only IF and when that does happen for real.


However, I think that the jury is really out on the impact of these changes until we get some real idea of what it all means.


Thus far it looks to me like it will be harder for some people to get max stats on items and for some items it will require more trade offs between stats. And in general it looks like more work and better resource requirements are going to be the standard. Is this a crafting nerf? Yes it sounds like it. Will it ruin crafting? I don't think so.


My opinion is that SOE should work on fixing money sinks first and that this crafting change will probably hurt lower level / newer crafters more than not and this is contrary to their apparent goals. I've already voiced that opinion to SOE.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Atiw
Sun Mar 14, 2004 12:53 am
#12

I have lived with these changes since we got patch 7 on TC, and the reaction of most of the people on these forums are WAY out of whack.

To us architects, and some of the other crafting profession, the impact is minimal. If you have been crafting using decent resources you will see the same if not better results.

Now having said that, there are a couple of professions that are REALLY being affected by this.

Any profession that requires multi-line crafting is having a tough time. I have an alt on TC that is a Master Doctor/Master Combat Medic, and my buffs, poisons and diseases all went down in quality. From some of the Chefs and Armorsmiths I heard the same complaints.

It is kind of funny that the Weaponsmiths are the most vocal, seeing that they are pretty much a single line experimentation profession (all that matters is speed/damage).

Architects, Driod Engineers, Tailors, Weaponsmiths will be just fine, and in fact might be a tad bit better off.

Doctors, Combat Medics, Bio-Engineers, Armorsmiths and Chefs are being hit harder.



Imap
darknacht
Sun Mar 14, 2004 5:42 am
#13

This is a further evolution to the 'all or nothing' crafter environment. Of course, all the Master crafters who already have tons of HQ ore and those who are backed by huge resource-gathering conglomerates will gleefully back this new crafting proposal.From new crafter to one box before master, there is nothing youcan make that anyone will buy. So you eitherbecome a Master or forget it. The weaponsmith profession has always been this way...now they are just moving all the other professions into the same position. This is a prescription for disaster at the end of the day.


The whole system needs to be revamped to emphasize an inclusive rather than exclusive crafting environment. Force the Masters and Apprentice crafters to work together for a common return. This is the way the Master/Apprentice relationship worked in real life. Let the additional 'experimental points' be derived from additional apprentices work added to the result. This will solve the current exclusive scenario.


SoE is increasingly guilty of fostering a game environment that pits everyone against everyone in the most devisive of ways. Not for competitive entertainment, but the 'everyman for himself' attitudes. It brings out the greed and uncooperative results we see now. In the end, we will all lose if this continues...its happened before.
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