Bio Engineer Archive
Thread: Seems strange to me.....
Page 1 of 1
Spazzers
Tue Jul 12, 2005 1:39 pm
#1
I can just see now, all those stacks of fish purchased from veteran rewards going poof. What a great way to piss off the remaining crafters. SOE doesn't come across as the brightest bunchbut I doubt they're that stupid.
Dorelli
Tue Jul 12, 2005 1:44 pm
#2
ARE THEY INSANE???!!! they make caps and then complain when everyone reaches them???
Seiryuu
Tue Jul 12, 2005 1:47 pm
#3
People should never be stripped of items because of not using them. Time-based decay was taken out for a reason...
If it is really a problem, then they need to come up with a way to compensate someone that took the time or spent the credits to get these resources. At worst they should morph into the current type of spawn.
Personally I don't even like that. If I was patient enough to gather a good spawn, wait to gather a different complementary one, and came out with an awesome product because of it, I should be allowed to.
If they want more variability in the products, then they need to introduce a little more randomness into item creation. Let the resources influence the outcome, let skill continue to do so as well, but let random chance also have an effect. Masters and especially twelve point crafters overcome what little randomness there is in product creation.
Of course that means revamping items again, possibly more item conversions to upset us, more pre-conversion super items, and a headache in general.
If it is really a problem, then they need to come up with a way to compensate someone that took the time or spent the credits to get these resources. At worst they should morph into the current type of spawn.
Personally I don't even like that. If I was patient enough to gather a good spawn, wait to gather a different complementary one, and came out with an awesome product because of it, I should be allowed to.
If they want more variability in the products, then they need to introduce a little more randomness into item creation. Let the resources influence the outcome, let skill continue to do so as well, but let random chance also have an effect. Masters and especially twelve point crafters overcome what little randomness there is in product creation.
Of course that means revamping items again, possibly more item conversions to upset us, more pre-conversion super items, and a headache in general.
ArthurDentOnBria
Tue Jul 12, 2005 2:06 pm
#4
Aleskander,
Dvnce has always had a burr under his saddle regarding "monopolistic crafting". He's very concerned about the "100-lot" guy with unlimited resources, unlimited storage capacity, and a desire to own an entire marketplace on a server, driving the other crafters away. He has been begging for nerfs to factories, storage, harvesting, and basically anything that allows a crafter to mass produce for a very long time.
To me, I've always thought that his proposed solutions would cause problems that were much much much bigger then the problems he was trying to solve, and I've said as much many times.
Don't make the mistake of thinking that because he is advocating this, that the devs are considering it, or that anything like that is on the horizon. They've not implemented any such changes, nor have they said they would, nor have they asked for feedback on this topic. In fact, when they increased storage capacities for people they went in the opposite direction (much to his chagrin I'm sure). Similarly when they implemented global search, to me that was an admission that the devs are more concerned with gun bunnies finding cheap goods, then they are for the health and enjoyment of the crafters.
Personally, at this point I think underproduction is at least as big a problem as overproduction, and I see the scale tipping further and further towards the underproduction side as crafting professions continue to be neglected in favor of combat, but I realize it varies from profession to profession, and server to server. I wouldn't worry too much about it, but if you feel like contributing to that debate, by all means, go for it.
Message Edited by ArthurDentOnBria on 07-12-2005 02:31 PM
Aleskander
Wed Jul 13, 2005 12:59 am
#7
Dvnce, the Architect correspondant, started a thread about having resources go poof after xx days. He started at 30 days, but it has changed to 180 suggested.
It seems the Devs aren't happy with the number of horded resources on the different servers...you have to go back to page 5 to see where Dvnce finally posted this. Nor are the Devs happy with all the crafters creating the exact same items with the exact same stats.
Now, I can see where the Devs might not like this, but why haven't we seen anything about this from any of the other correspondants? Have you heard of this Lammergeier?
Aleskander
Wed Jul 13, 2005 5:34 am
#9
ArthurDentOnBria wrote:
Aleskander,
Dvnce has always had a burr under his saddle regarding "monopolistic crafting". He's very concerned about the "100-lot" guy with unlimited resources, unlimited storage capacity, and a desire to own an entire marketplace on a server, driving the other crafters away. He has been begging for nerfs to factories, storage, harvesting, and basically anything that allows a crafter to mass produce for a very long time.
To me, I've always thought that his proposed solutions would cause problems that were much much much bigger then the problems he was trying to solve, and I've said as much many times.
Don't make the mistake of thinking that because he is advocating this, that the devs are considering it, or that anything like that is on the horizon. They've not implemented any such changes, nor have they said they would, nor have they asked for feedback on this topic. In fact, when they increased storage capacities for people they went in the opposite direction (much to his chagrin I'm sure). Similarly when they implemented global search, to me that was an admission that the devs are more concerned with gun bunnies finding cheap goods, then they are for the health and enjoyment of the crafters.
Personally, at this point I think underproduction is at least as big a problem as overproduction, and I see the scale tipping further and further towards the underproduction side as crafting professions continue to be neglected in favor of combat, but I realize it varies from profession to profession, and server to server. I wouldn't worry too much about it, but if you feel like contributing to that debate, by all means, go for it.
Message Edited by ArthurDentOnBria on 07-12-2005 02:31 PM
Thanks Arthur. He said it was a proposal "brought to him" and wanted feed back on it. Then he said the Devs were worried about it, but can't post anything from them on the matter.
I thought it strange that only Architect was bringing this up and not any of the other crafting professions that's why i brought it here to get my trusted Correspondants to clue me in on things.
And reactions from the Architect crafters was about the same as the people here.
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