Business And Economy Archive
Thread: Thanks for breaking the economy even further...
There are no longer critical fails on crafting (which would previously destroy componets involved)
on the surface this may seem likea good thing, but it isn't. i am a master crafter. i lose things to crit fails just like anyone else. i am no where near being even in the top 20 of the richest players on my server. i LIKE the chance to crit fail. it occasionally keeps high powered weapons from being made. it keeps things that are supposed to be rare, RARE!!! this is every bit as bad of a "fix" as the anti-decay kit is a terrible "reward". you have once again taken money OUT of the community's hands and made it stationary in the pockets of those who already have it. was it your INTENT to cause a universal recession?
For example, I was a Master Bioengineer for about 9 months (and loved it). The DNA samples I used to synthesize animals was often irreplaceable when synthesizing high-end MCH critters. A crit fail was so disheartening as the resources (in this case DNA) were destroyed. It actually became a learned response forme to fear pressing the proceed button.
Mor-Dan wrote:
Hotfix Note:
There are no longer critical fails on crafting (which would previously destroy componets involved)
on the surface this may seem likea good thing, but it isn't. i am a master crafter. i lose things to crit fails just like anyone else. i am no where near being even in the top 20 of the richest players on my server. i LIKE the chance to crit fail. it occasionally keeps high powered weapons from being made. it keeps things that are supposed to be rare, RARE!!! this is every bit as bad of a "fix" as the anti-decay kit is a terrible "reward". you have once again taken money OUT of the community's hands and made it stationary in the pockets of those who already have it. was it your INTENT to cause a universal recession?
Shut up... thats all I can say to these whiners nowadays. If you don't like it then quit for a month and come back later when your done *****ing
Mor-Dan wrote:
[...]
the ADK also put those people with hundreds of millions in a position to not have to buy anything else and they can continue to increase prices on other loot that has more regulations, such as Acklay Bones, Skill Tapes, and Night Sister loot. there is an underlying reason WHY the krayt spawn increased, but i am sick of mentioning that group of peoples' name.
[...]
Mor-Dan wrote:
add in the note that they have tweaked the resource spawns to include MORE of the RARE resources, and what you have is a forced recession. they are determined to deflate pricing and make new players as good as veterans, but that is whole different argument about why a group of players is being slapped in the face. the moves being made against the economy are fool-hardy and will result in long term problems for the lower level players since now a rich player cand afford to buy 5 weapons of the highest quality, instead of just one.
stop trying to help the economy, DEVs. stick with fixing combat and adding content. you're going to criple the non-combat side of things on the current path you have taken. you have been warned... and i WILL post the i told you so thread when it happens.
The other thing I'd expect to happen, as a result of all these changes reducing or eliminating the barriers to entry in crafting, is that more and more veteran crafters will become bored and give up. After all, if someone can come along and start making stuff identical to mine after a few weeks, what's the point of sticking it out for years? There's no more hoping to someday find that uber resource from August '03, since I can just create a stack of it on demand. There's increasingly little benefit to having been around for a long time, and the things that kept it interesting (finding resources, hiring hunters and other support staff, keeping them happy, and so forth) have pretty much been eliminated.
Anyway, I think the time is fast approaching when crafting in this game is no longer suitable to be someone's primary focus -- all of these recent changes seem to lead in the direction of crafting being something that someone's alt does to bring in a bit of extra money.
Ledao wrote:
Mor-Dan wrote:
[...]
the ADK also put those people with hundreds of millions in a position to not have to buy anything else and they can continue to increase prices on other loot that has more regulations, such as Acklay Bones, Skill Tapes, and Night Sister loot. there is an underlying reason WHY the krayt spawn increased, but i am sick of mentioning that group of peoples' name.
[...]
Don't forget the resource kits and increased creatureharvesting rates ('cuz we needed a 100% improvement there... guh)... Those had a profound impact on how crafters spend money -- I went from spending 75mil per month (on average) on resources, to spending zero. Overnight.
Now, of course, since I don't have to reinvest my income into my business, instead I spend all my money on weapons and loot... There's nothing else to buy, so why not?
Mor-Dan wrote:
add in the note that they have tweaked the resource spawns to include MORE of the RARE resources, and what you have is a forced recession. they are determined to deflate pricing and make new players as good as veterans, but that is whole different argument about why a group of players is being slapped in the face. the moves being made against the economy are fool-hardy and will result in long term problems for the lower level players since now a rich player cand afford to buy 5 weapons of the highest quality, instead of just one.
stop trying to help the economy, DEVs. stick with fixing combat and adding content. you're going to criple the non-combat side of things on the current path you have taken. you have been warned... and i WILL post the i told you so thread when it happens.
The other thing I'd expect to happen, as a result of all these changes reducing or eliminating the barriers to entry in crafting, is that more and more veteran crafters will become bored and give up. After all, if someone can come along and start making stuff identical to mine after a few weeks, what's the point of sticking it out for years? There's no more hoping to someday find that uber resource from August '03, since I can just create a stack of it on demand. There's increasingly little benefit to having been around for a long time, and the things that kept it interesting (finding resources, hiring hunters and other support staff, keeping them happy, and so forth) have pretty much been eliminated.
Anyway, I think the time is fast approaching when crafting in this game is no longer suitable to be someone's primary focus -- all of these recent changes seem to lead in the direction of crafting being something that someone's alt does to bring in a bit of extra money.
This is starting to feel true. Been master weaponsmith for 1 year, 12-points/force crafter for say 3 months. What's the point of getting special skills when any entry level person can do just as good (not to mention the waste of village time, creds, the grind invested for my assembly FS-skills and my now wasted skill points)
ADKs, billions of krayt tissue, no crit fails, super nerfs of the lower end but interesting enhancers (HPECs, feed mechs, nyms motors). This is the first time I have not enjoyed my Weaponsmithing, which bothers me ' cuz it's the main focus of why i log in every day
To say I am unhappy is an understatement. plain retarded
Ledao wrote:
Anyway, I think the time is fast approaching when crafting in this game is no longer suitable to be someone's primary focus -- all of these recent changes seem to lead in the direction of crafting being something that someone's alt does to bring in a bit of extra money.
EdOWar wrote:
[...]
Critical failure in experimentation sucks as well, and in some ways is even worse than a crit fail on assembly. How long until that's removed too? How long until we have a joyless plug-and-punch crafting system just like every otherMMORPG on the market? (Yay, it's the Barney crafting system...everyone wins!)
Well, there's my 2 creds on the matter.
Slim Vargo, Corbantis
Exactly. The first step was reducing or eliminating the barriers to entry. The second step was allowing equal access to old resources. All that remains is to take the potential for variance out of the actual crafting engine.
I mean, I know exactly what stats I'm going to get before I actually go through the experimentation process, so why should I have to grind out 100 of something to get a usable schematic (or, why should I have to spend my xp points a certain way...)? Shouldn't it just be automatic? (/sarcasm off)
- There are no longer critical fails on crafting (which would previously destroy components involved)
I fear that many are mis-understanding what has happened. Only the part where you put your resources in, is the part that critical failure has been removed from.
It is still there on the experimentation of the item your crafting. It is now like the Architects and SW have. I crit fail on the experimentation majority of the time on my RE kits since i have only three points to work with and my + skills are really low. So i do not make parts as good nor anywhere near as good as a master. I count it a lucky run when i have not a single failure, and they are rare.
There won't be abig up cert of great parts that resemble masters.To many jump to solid conclusions before asking critical questions and trying to understand what the messages really said.
Please stop panicing. So far the economy is still working thru all the changes. And it will keep on working. I fear many of us get way to uptight and take things way too personal in the game. If you not having fun, or not enjoying what you do, and hate what the devs did, then take a vacation from the game. I take vacation many times from it, and then come back happy and ready to do whatever i feel like. They haven't forced me to do anything i don't want to do. I still have the choice of choosing to play the way i want, or i can just leave.
Just relax, re-read what Tiggs stated and relaxe. Critical failures are still where they truely count. When you lost the resource was a punishment more than a random failure to me. Now it is mimicing life a bit more. You don't throw away 40 pounds of steel just because you failed the first time. No, you re-work it or re-use it else where. Now the critical failure at the begining acks like that. You lose a few seconds and try again.
Zeon_Zaku wrote:In no way, shape or form does remoic critical failures thrash the economy. Tell me, if you had a very rare or hard to get item (like the Mandarilian parts or AV-21 powerplant) and you lost them all in a critical failure, how would you feel? It can take hours, days, weeks, sometimes even months to get all the pieces for some items, and losing all of them in a critical failure would make all your work a waste of time. You'd lose all the money you spent to buy those items (if you bought any) and all the time you spent to get them would be for naught. Is that a worthwhile effort just to have critical failures?
i have lost everything from 300dmg acklay bones, to 150dmg krayt tissue, to a 435dmg scythe which would have been the best scythe ever on my server with pretty much any kind of damage slice. this is the same as removing force TEF from jedi. it weakens the game because it takes away a regulatory consequence from the game. the difference between this and, say, architect, is arch doesn't require any loot, just resources. did you lose a lot on a fail? yes. i used to be an arch too. and even KNOWING i never had to lose anything, i still preferred to use the system the way it was intended and take the chance. it ADDS something to have that chance to fail, and it keeps all the high end content a little more rare when 1 in 10 or 20 falls apart on assembly.
the fact is, they are watering down the game. period. it is sad to see that they listen to a minority as though it is a majority and are tinkering with systems that could use some changes, but are FAR down the pole from what NEEDS immediate attention.
and to all those 1 starring me, you're just morons who do not understand the type of damage being done to a free-market economy here. everytime something starts to stabilize, they screw it up becuase jedi or some other minority start complaining about prices on things that are SUPPOSED TO BE RARE! it is unfair to the rest of us who know how to manage our money and afford the things we have to have, need to have, and simply want. you are just as entiteled to your opinion as i am. don't star people based on their opinions. if you are going to participate in the star system star it based on content and did they complete thier thoughts with good arguments. stop acting like an A55 and 1 starring anything you don't agree with (obviously this is directed at no specific person because i don't who the 7 people are who have starred this thread).
Diaso wrote:
Mor-Dan wrote:
Hotfix Note:
There are no longer critical fails on crafting (which would previously destroy componets involved)
on the surface this may seem likea good thing, but it isn't. i am a master crafter. i lose things to crit fails just like anyone else. i am no where near being even in the top 20 of the richest players on my server. i LIKE the chance to crit fail. it occasionally keeps high powered weapons from being made. it keeps things that are supposed to be rare, RARE!!! this is every bit as bad of a "fix" as the anti-decay kit is a terrible "reward". you have once again taken money OUT of the community's hands and made it stationary in the pockets of those who already have it. was it your INTENT to cause a universal recession?
Shut up... thats all I can say to these whiners nowadays. If you don't like it then quit for a month and come back later when your done *****ing
you are worse than a whiner. you offer no solutions, just insults. it is people like YOU who need to leave the game for a while and gain some perspective. people are allowed their opinions and are allowed to post them. if YOU don't like it, don't read them.