Armorsmith Archive
Thread: How experimentation now seems to work on Test
This could well be good for us... we'll see.
Herms wrote:
Rather than getting my knickers in a twist, i'll wait till I've 'actually tried' the new system before i slate it.
This could well be good for us... we'll see.
Herms wrote:
Rather than getting my knickers in a twist, i'll wait till I've 'actually tried' the new system before i slate it.
This could well be good for us... we'll see.
All the people that have tested the new system (corrispondents included)state that it takes 10 points to max out 1 line of crafting... PERIOD... Instead of that item that used crappy resources, started at 12% assembly and maxed out at 48%; taking 5-6 great successes to max out 1 line of experimentation will take all 10...
Tell me how this will be 'good' for us...
Sure my bankroll will inflate dramitically since i'll have tons of pre-'enhancement' (read nerf) items to sell but I could care less about my chr... I'm more concerned how this will affect future smiths and their efforts to compete against entrenched masters...
Have enough schematics and materials (and accounts) like most of us long timers do then even 6 months from now we will be selling the same things (I for onestill have somemaster weaponsmith weapons left from the second month our server was live)... Things that NOT ONE Post-'enhancement' smith will be able to come NEAR to making... put yourself in their shoes... comparing your wares against the other established smiths... Seeing how much your good SUCK compared to what is on the market... For a holo-smith this isn't really an issue unless they plan to dedicate themselves to the profession...
The only way the new system would work is if every old crafter quit the game (or profession) to make room for the new blood... From the responses i've gotten from talking to people on my server that is EXACTLY what would happen... 90% of the people would choose the first option however...
Let me make this BLUNT to the DEV's...
Dedicated crafters usually have 2-3 accounts for harvesting/storage... They also call upon 3-10 other accounts for harvesting purposes (or pay for resources)... More than likely you are looking at 3-5 account CLOSURES for each crafter that leaves due to these changes... I realize that there is always the new customer but there is also the INSANE amount of press that would result from seeing reported subscription rate plummet... The figures are already inflated due to 1 chr per server but I realize the gaming purpose behind it as well as the bottom line... Say that 1 in every 10 people is a crafter of some sort (basedon the Oct stats released on professions, 9.61% are elite crafters) you will be looking at a good 25% of your clientele you will be aggrovating into possible cancellation... How would your stockholders APPRECIATE a 25% reduction in income for the projected quarter...If this was the case I probably would be finding a NEW JOB...
The idea here was to reward masters and penalize novices and reward people who have old, expensive minerals and a large bank account and help hold down the poor people? Well I have plenty of money and I'm a master armorsmith, and while I appreciate your attempts to squash new players and murder the novices for me, I'd really rather you didnt. This also manages to take the creativity out of crafting, forcing me to focus on just 1 experimentation bar.
This succeeds in making my profession all the more boring, making everything the same, and smacking the new players.. Great idea.. keep up the good work, and dont worry about the armor hole bug or shifts on tantel/PSGs/RIS, we like them just fine.
/sigh
JaatoWaals wrote:
I agree with your points Orobas, except I would add one thing- I actually have those resources you named with qualities greater than 800- greater than 900 in most cases. And I have them in large quantities (~1m units), with exception of the neutronium, which I only have a little bit left of. Then again, I've been collecting resources for around eight months, five of them actively as an armorsmith. That is why my nickname for this patch is "the rich get richer" patch- it destroys any chance an armorsmith has of competing before he or she has spent at least three months collecting resources.