Business And Economy Archive

Thread: Thanks for breaking the economy even further...

e6alfa
Wed Mar 02, 2005 1:25 am
#14

I'm a simple man, so I like things explained in simple terms. How is the economy broken? It's mostly player based, meaning players make products then sell them. Yes, there are those "ubber" loot drops that people sell for millions. So the rich buy them, get better, get more loot, sell it...etc. With the increase of spawn, and now the nerf on AFK combat, I have seen prices drop. Plus the rewards are an easy way for someone, who doesn't play all the time, to make some quick cash. I enjoy crafting, and I have some dedicated customers. That's how I make my money.


As for critical failures, they were more of an aggrovation than anything else. I'm glad it's gone.


Lastly, for anyone who posts comments just to flame someone. This is a place for dicussion.




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xixi
Wed Mar 02, 2005 7:25 am
#15

Not to veer completely off course, but the timing seems a bit coincidental with recycler kit parts being destroyed by this system error.


Knee-jerk programming, maybe?

Meant to go along with the alleged no-loot-drop bug, just expedited by the recycler issue perhaps?
jRaylianholy
Wed Mar 02, 2005 8:03 am
#16





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



1 starred for not acting civilized.


And maybe if this was was real life i might agree with you. but it is a game and we must all deal with it.



now sign my patition to change teh jedi/bh system j/k




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Mor-Dan
Wed Mar 02, 2005 8:40 pm
#17



Kalano wrote:
Hotfix Update
Version 0.114815
Crafting
  • 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.






no, i understand perfectly what happened. the DEVs just took the final variance out of crafting. if you get the force crafting lines you already have zero to worry about on experimentation. you'll get great or amazing everytime, even if put points into multiple lines at a time. now you have absolutely nothing to lose. as was said, it is the Barney version of crafting, weakly done with no depth to speak of. a friendly system that is inviting to anyone and everyone. there are no challenges.

you have your opinion, and i have mine. what sux is that mine is better for the professions, while yours is better for the game. the DEVs have continually slapped the faces of veterans trying to keep this from becoming EQ where the vets let the little people drown in their own weaknesses. the problem is, the DEVs created the grand canyon, not the players. however it is the players that are being made to suffer...



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Puertoriqueno
Wed Mar 02, 2005 9:02 pm
#18

I am a master crafter. I do not see this change as hurting the value of my product, nor do I see how it could hurt the economy. I have to respectfully dissagree that this is a bad move on the Dev's part. I welcome this change.




~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




Kalano
Thu Mar 03, 2005 12:32 am
#19






Mor-Dan wrote:





Kalano wrote:

Hotfix Update

Version 0.114815


Crafting


  • 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.








no, i understand perfectly what happened. the DEVs just took the final variance out of crafting. if you get the force crafting lines you already have zero to worry about on experimentation. you'll get great or amazing everytime, even if put points into multiple lines at a time. now you have absolutely nothing to lose. as was said, it is the Barney version of crafting, weakly done with no depth to speak of. a friendly system that is inviting to anyone and everyone. there are no challenges.

you have your opinion, and i have mine. what sux is that mine is better for the professions, while yours is better for the game. the DEVs have continually slapped the faces of veterans trying to keep this from becoming EQ where the vets let the little people drown in their own weaknesses. the problem is, the DEVs created the grand canyon, not the players. however it is the players that are being made to suffer...






Did you honestly test this out? I truely don't think you did. I infact did some crafting on TC today. Guess what? I ruined almost every item i made today. I experimented and crit failed multiple times. I maybehad one good experimentation out of 10 tries today.


Before saying you understand the whole deal, test it out first. I did, and i prove myself right in my assumtions.


Again, they only removed the critical failure where you would lose the resources you just put into the crafting tool. Not at all at the experimentation lines. There is was two places you could crit fail, they only removed one.



I guess Tiggs really needs to get down to the nity gritty when explaining changes to the game to remove all confusion.

Message Edited by Kalano on 03-02-2005 11:33 PM



_______________________________________________________________________

Blah, Blah, Blah, Yackity, Smackity. Its all the same bull, just new packaging

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So long, and thanks for all the fish.
EdOWar
Thu Mar 03, 2005 9:53 am
#20






Kalano wrote:

Hotfix Update

Version 0.114815


Crafting


  • 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.






Yes, I understand exactly the change that has happened. The Devs removed the consequences for a critical failure in assembly (not experimentation); i.e. you don't lose the resources or components when you get a crit fail on assembly.


However, given how this change came out-of-the-blue, with absolutely no warning or consultation with the player-base, I have to wonder if I won't log on tomorrow and find that they removed critical failures for experimentation as well. In fact, as Mor-dan was pointing out above, in a way the Devs already have removed crit fail in experimentation. With FS Experimentation, you never get anything less than Great or Amazing successes in experimentation.


The difference, of course, is that I had to work my ass off to get FS Experimentation, whereas the change to crit fail on assembly was a freebie for every crafter, whether master or novice, whether FS or not. I'm just glad I didn't waste my time and money finishing up FS Assembly.


Slim Vargo, Corbantis
1337_lady
Sat Mar 05, 2005 3:04 pm
#21






Kalano wrote:






Mor-Dan wrote:





Kalano wrote:

Hotfix Update

Version 0.114815


Crafting


  • 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.








no, i understand perfectly what happened. the DEVs just took the final variance out of crafting. if you get the force crafting lines you already have zero to worry about on experimentation. you'll get great or amazing everytime, even if put points into multiple lines at a time. now you have absolutely nothing to lose. as was said, it is the Barney version of crafting, weakly done with no depth to speak of. a friendly system that is inviting to anyone and everyone. there are no challenges.

you have your opinion, and i have mine. what sux is that mine is better for the professions, while yours is better for the game. the DEVs have continually slapped the faces of veterans trying to keep this from becoming EQ where the vets let the little people drown in their own weaknesses. the problem is, the DEVs created the grand canyon, not the players. however it is the players that are being made to suffer...






Did you honestly test this out? I truely don't think you did. I infact did some crafting on TC today. Guess what? I ruined almost every item i made today. I experimented and crit failed multiple times. I maybehad one good experimentation out of 10 tries today.


Before saying you understand the whole deal, test it out first. I did, and i prove myself right in my assumtions.


Again, they only removed the critical failure where you would lose the resources you just put into the crafting tool. Not at all at the experimentation lines. There is was two places you could crit fail, they only removed one.



I guess Tiggs really needs to get down to the nity gritty when explaining changes to the game to remove all confusion.


Message Edited by Kalano on 03-02-2005 11:33 PM





that is what he is talking about though. if you get te enhanced crafting lines off of the Force sensitive trees you don't have to worry about critical failures in the experimentation phase either. what they have done with this change is made it so you can be guarenteed to never lose a good component, and always get great, if not exceptional, results from your crafting. there is a bug in come professions where they are still losing components, but it is supposed to be getting fixed where you only lose resources, which you can now summon in lots of 30,000 if you have the money. this really was a bad change for the game in my opinion because there is now zero in crafting. where is the fun in that? if you sky dive and know for a fact that you have nothing to fear and will live without risk of injury everytime you jump out of that plane, would you continue to jump? when you remove the element of risk, the life something once had through either an injection of adrenaline or a heightened sense of awareness of your own mortality dies. it would be like taking fighting out of hockey. if you do that, half the fans will stop watching.
Kalano
Sat Mar 05, 2005 4:59 pm
#22

For jumping out of a plane, i would start jumping if the risk was gone. I don't fear hights, i just fear falling.



For some things that were lost, were things that took months to aquire. To have it lost in an instant on a random state is very heart breaking and game breaking to some.


To make crafting fun, that kind of risk is not how to make it fun. It needs variety, ways to make things different and affect in different ways. Yes, risk is important but the right type of risk is what is needed.


As for his arguments. He made the general assumtion that without losing any resource, everything will be perfect and quality and experimentation was gone. That was what i argued against. And i actually like the change. However, i would had a critical failure that would create the item but all the stats were at the bottom end with no experimentation. There, you still got the item, but it would be crap. It is a risk, but recieved a equal reward for the risk.



_______________________________________________________________________

Blah, Blah, Blah, Yackity, Smackity. Its all the same bull, just new packaging

Ithorians do it in stereo - Ikkoso Ylise

So long, and thanks for all the fish.
BlackJango
Sat Mar 05, 2005 7:26 pm
#23

Yeah sure. Limits rares. But when you're the combat guy that spent weeks trying to outdamage those AFkers for a part and finaly made it, only to get a ''sorry, it failed'' then its bad right?



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Pawlin
Sat Mar 05, 2005 8:10 pm
#24






Mor-Dan wrote:

...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.

...




This I agree with. It does take out risk from the game and makes things easier. Too easy? Hard to say, thats a matter of opinion.


It will have an impact on the economy but I htink its an indirect one and not going to be that consequential.


But who was asking for this? Is it really needed? Why change this and not fix other things?




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