Business And Economy Archive

Thread: JTL & Shipwright Here Yesterday, Gone Tomorrow

Bugboy321
Thu Feb 24, 2005 4:51 pm
#27

So you whine and get them to raise it to what you want, as SOE has already demonstrated that they are more than willing to bow to loudest voices. Look at the housing maintenance changes for those that couldn't be bothered to keep track of their structure maintenance. Look at how they made JTL starter ships idiot proof.What, me? I have to travel a short distance overland to Jabba's for my mission? TAA DAA! Now you can land DIRECTLY at Jabbas, courtesy of the whiners! Developers are removingmany, manychallenges in this game (and in most others)due to whiners.


So get your beloved item count increase. Then someone will say THAT is not enough. Where does it end? Are you the judge of how many items the SWG servers can handle? Who is? The very business entitiy that you are criticizing for not giving you enough storage.


I'm not saying anything more, this is going no-where.Youcanhave your last word. You are convinced of your own ideas and for that I wish you well. But, you are the affirmation of the oldest rule in the book, "THE CUSTOMER IS ALWAYS RIGHT, EVEN WHEN THEY ARE WRONG".





IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


BleuDestiny
Thu Feb 24, 2005 7:32 pm
#28

It ends when we move closer to overall customer satisfaction. Pretty simple concept. Yay.





Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
Bugboy321
Fri Feb 25, 2005 1:17 am
#29


@BleuDestiny


I have read all the other whiners who want infinite item storage, and I disagree with them because I know it's not going to happen. It's not going to happen because for each account, there comes with it a certain fraction of the software, hardware and personel costs incurred by providing the service to that customer. That level of service was arrived upon after careful analysis of their business model and how it effects the ability of the hardware to provide that service.


What they then did was stick their neck out a bit, and the generous increase in storage space didn't cripple the server but at some point it would. And I don't think they want to be around when they have to tell everyone they've got to toss a certain portion of their inventory when it isn't inventory stored using a known exploit, but in their houses and factories. Back to my previous post that you originally said they took something away when they removed that exploit.


You want the benefits of unlimited storage at no cost to yourself, apparently.Buying an additional account allowsSOE provide you additional storage (that costs them in hardware, software and personnel)by increasing their revenue by that account subscription plus the game purchase itself. That, in turn, allows them, if a critical mass of subscribers is reached, to increase some level of service like adding staff or upgrading the server clusters.


So there's my logic, and apparently it is logic beyond your feelings of entitlement.


As for the trials and tribulations of SW/WS/ASresource management,I can only speak for myself, and while I could always use more, I managewithat most 3 medium houses for my tools and resources plus a vendor for storing items I don't regularly use. If you can't do that withjust SW on oneaccount, you need to play smarter.


Message Edited by Bugboy321 on 02-24-2005 03:23 PM



IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


WedgeFan
Fri Feb 25, 2005 2:14 am
#30


I was reminded of an old saying while reading this...."You can please some of the people all of the time. You can please all of the people some of the time. But you can't please all of the people all of the time". There is no right amount of storage to make all the crafters happy. So making the tough choices is now part of the game, like it was intended to be. Server stability is an issue as well (as was mentioned). Why do you think there is a population cap?


It's kind of insulting to hear players say they are upset when an exploit is removed, and it hampers their play style. The crafting storage exploit, which has been mentioned several times, was always intended to be fixed. The increase in housing and player storage has been seen as a slap in the face. I guess the devs could have just fixed the exploit and not given anything in return. I'm sure that would have gone over much better /sarcasm.


I guess the real meaning of what's been said has to do with how successful you are. Well, how do you measure success? Is it the number of sales per day? The amount of credits in your account? Or the simple fact that you can say you are a master crafter? One person's measure is vastly different than the next's.


I sell maybe 10-20 items a week. Am I successful? In my mind yes. I earn enough credits to maintain 1 house...a small, 4 harvesters when I need them, and two factories. My income is supplemented by my space adventures, but that only amounts to 20k-30k a week. How do I do it? I don't live above my means. Time and again I've seen people try to jump right in and be the best of the best. They never last. Others think that they need 4 medium houses, 10 harveys, 3 factories....and then can't understand where all their money goes. All of these types have burned themselves out in a manner of months. Why? Cause for some reason they didn't have the patience for not being #1.


And the comment about not being a crafter, or a good one. if I don't have 30 lots at my disposal is rather demeaning. Just because my sales aren't thru the roof has no impact on how good a weaponsmith I am.


The small guy can survive with the right mentality, even in a profession that has been proclaimed dead, (r.e. Shipwright).
JodoKai
Fri Feb 25, 2005 9:21 am
#31







WedgeFan wrote:


And the comment about not being a crafter, or a good one. if I don't have 30 lots at my disposal is rather demeaning. Just because my sales aren't thru the roof has no impact on how good a weaponsmith I am.




You're right, I should not have made that comment (I really need to keep my foot out of my mouth). My point is, you'll never be one of the best on your server, especially if you're a WS. You'll never be able to afford the loot drops that make the high quality weapons.


The reason I play MMO's is to have an impact on the gaming world. Right now the only way to do that is crafting. I don'twant to settle for mediocre. I want to have an impact. In my opinion you are not a successful crafter. You can't make a living on crafting alone you have to adventue to make your money and crafting is what you do when you're sick of killing things, sort of a hobby.


Yes you might be able to survive, but try being a DE, Master Artisan, and Shipwright, with no piloting skills and see how well you "survive".

BleuDestiny
Fri Feb 25, 2005 10:32 am
#32






WedgeFan wrote:



It's kind of insulting to hear players say they are upset when an exploit is removed, and it hampers their play style. The crafting storage exploit, which has been mentioned several times, was always intended to be fixed. The increase in housing and player storage has been seen as a slap in the face. I guess the devs could have just fixed the exploit and not given anything in return. I'm sure that would have gone over much better /sarcasm.


I sell maybe 10-20 items a week. Am I successful? In my mind yes. I earn enough credits to maintain 1 house...a small, 4 harvesters when I need them, and two factories. My income is supplemented by my space adventures, but that only amounts to 20k-30k a week. How do I do it? I don't live above my means. Time and again I've seen people try to jump right in and be the best of the best. They never last. Others think that they need 4 medium houses, 10 harveys, 3 factories....and then can't understand where all their money goes. All of these types have burned themselves out in a manner of months. Why? Cause for some reason they didn't have the patience for not being #1.


The small guy can survive with the right mentality, even in a profession that has been proclaimed dead, (r.e. Shipwright).





quote "It's kind of insulting to hear players say they are upset when an exploit is removed, and it hampers their play style. The crafting storage exploit, which has been mentioned several times, was always intended to be fixed." Thats well and good if someone is taking advantage of an exploit to exploit gameplay for personal gain with respect to other players. However, there's a gamebreaking difference here in that we're talking about using a loophole as a "relief valve" to otherwise address a major deficiency in the game design or game implementation. If you're drowning, you'll grab anything that floats, and that's what this so-called "exploit" was, a life preserver. That's night and day different from someone camping a POI with a triple sliced (exploit) weapon that hits for so much damage that it takes 6 players to out damage a person for the loot rights, for example.


The storage issue is so pronounced and so outrageous, that it really distresses me to hear someone refer to the nerfing as "removing an exploit." So sayeth the non-crafters for the most part.


As for little crafters vs. mega crafters, that's a play style issue. I wont tell you to produce in bulk if you don't tell me to not produce in bulk. Our guilds' crafters takes great pride in maintaining ourmany and variedvendors in both variety and consistency of goods available, it makes the game enjoyable for us. And as our companion said a post prior, none of us rely on just 10 lots, its not possible, obviously as I've also said that I'm constanting fighting and juggling admin of 3,000 items approximately.


I don't necessarily have a problem paying for more accounts to support SOE's ability to fund additional hardware and software, to support crafters. But even with more counts, cross-server lot trades, etc., the micro-management of 100 units per lot is crazy busywork. The design is flawed, needs optimization. We need storage houses that can be used for one-stop sorting and storing of 400, 800, or a thousand units all in one structure. I could go on for pages and hours of describing the nightmare of sorting and finding, and searching, and where did I put this or that, because I dont have adequate storage to keep logical things together or can't spare a named travel pack for each type of thing that would help organize all of the different types of things. Where did I put batteries, where did I put control units, where did I put the rest of the FS resources, where's my wound packs, where's the rest of those ABECs, where's my tats fiber, where's those tracking device loot items, where's my jetpack part that I had two months ago, where's my ... it just goes on and on.... I can spend a whole online session looking for something I need and can't remember where it is, cause we don't have optimized ways to sort and store, to label and organize. Storage is a disaster.


I was in absolute heaven when the crafting station held items that didn't count. A house and lab actually looked like it should. I'd walk into a room and see medical crafting stations that said ABEC, or SDS, or Stims and Meds, I'd see stations that said, Steel and Ore, or Alum and Copper, or Oats and Fiberplast, or Armor and Weapons, or FS Resources, or Equipment Warehouse (batteries, control units, packs, torches, vehicle deeds, PSG), or Space Loot (waiting for matching parts for RE'ing), I mean it all fell into place for once in the life of the game. It worked. Not unlimited items, approx. 3,000, all organized, all sorted, all where it belonged, easy to find, in one spot. Easy to go into your house, go to the right bin, drop it, not have to search for it later, knowing exactly where things were, easy to retrieve, easy to find, easy to grab things to help others upon request, easy to access for tasks like crafting or RE'ing. All of the storage nightmare of the last year and a half, eradicated to perfection. And they nerfed it and threw us back into the water scrambling for relief.






Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
WedgeFan
Fri Feb 25, 2005 11:14 am
#33






BleuDestiny wrote:



I was in absolute heaven when the crafting station held items that didn't count.









Didn't count. That pretty much sums up how this was an exploit. The changes are not "gamebreaking" They do not prevent you from crafting. It's an inconvenience for you. It wasn't like we weren't told what was going to happen. This is not the way it was intended to work. I'm not trying to equate it to using a "triple sliced weapon" but an exploit is still just that. You're just trying to justify it.


The term nerf is thrown around very loosely. A nerf is when a system, ability, skill, etc. works as intended but turns out to be to unbalancing. A good example of this is the recent changes to Feign Death.


Now I appreciate you position. Being a weaponsmith I have to jugglejust as many, if not more resources than anyone.But calling this a nerf is a little extreme. We knew it was coming, we all should have been making alternate plans for storage.
BleuDestiny
Fri Feb 25, 2005 4:12 pm
#34

No, the devs should have done a better job in mitigating storage problems other than the nominal mitigation that they did offer in return for taking away storage stations. It appears you ignored the comments about exploits in my post above, so no point rehashing.





Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
Kalano
Fri Feb 25, 2005 4:55 pm
#35






JodoKai wrote:

Yes you might be able to survive, but try being a DE, Master Artisan, and Shipwright, with no piloting skills and see how well you "survive".






I disagree with you on this point. I truely understand where you are coming from on the fact it takes extream amount of credits to survive and make these professions produce anything. Spent almost all my SWG life with at least one toon as a Master Artisan, and slowly building my SW.


The problem really lies with the fact that crafting was not fully fleshed out and created the way it should have been. The Devs have let down the crafters in the way they created the professions and how the supply and demand works.


All i can hope is after the CU, which in itself should produce some needed love to the crafting profession in being part of the GCW, but will change who somethings work, and when they finally get to the crafting pros, maybe we will finally have their ears without a bunch of others screaming nerf and cost and poor little fighter me, as really see our plight and that we truely want a system that is challanging and rewarding for us, that doesn't kill off the combat world. Heck, destroying the combat world would end up kill us in the end. For to long, the combat system hasn't been up to par, and we have taken a back seat waiting for the repairs it needs first so that we can be repaired to a truely equal compliment. (i pray we end up equal as crafters v. combantants) Instead of being the ends to a mean, and treated way to much as such.





_______________________________________________________________________

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.
JodoKai
Fri Feb 25, 2005 8:32 pm
#36



Kalano wrote:


JodoKai wrote:

Yes you might be able to survive, but try being a DE, Master Artisan, and Shipwright, with no piloting skills and see how well you "survive".



I disagree with you on this point. I truely understand where you are coming from on the fact it takes extream amount of credits to survive and make these professions produce anything. Spent almost all my SWG life with at least one toon as a Master Artisan, and slowly building my SW.

The problem really lies with the fact that crafting was not fully fleshed out and created the way it should have been. The Devs have let down the crafters in the way they created the professions and how the supply and demand works.

All i can hope is after the CU, which in itself should produce some needed love to the crafting profession in being part of the GCW, but will change who somethings work, and when they finally get to the crafting pros, maybe we will finally have their ears without a bunch of others screaming nerf and cost and poor little fighter me, as really see our plight and that we truely want a system that is challanging and rewarding for us, that doesn't kill off the combat world. Heck, destroying the combat world would end up kill us in the end. For to long, the combat system hasn't been up to par, and we have taken a back seat waiting for the repairs it needs first so that we can be repaired to a truely equal compliment. (i pray we end up equal as crafters v. combantants) Instead of being the ends to a mean, and treated way to much as such.






I'm not quite sure I understand you, you said you disagreed but understood where I was coming from. My point here is, a non-adventurer CANNOT make a living with those professions with only 10 lots.

We really have some differences of opinion with the highelighted sentence. I have played many MMO's in my time, and I have never seen a better crafting system anywhere. I would have left a long long time ago if I didn't love the crafting so much.
Smart_Darwin
Mon Feb 28, 2005 7:21 am
#37

So no one has even considered that the storage limitations are part of the game design? Should we complain when our chess pieces can only move in a certain way (pawns can't move backwards for example)? Perhaps it makes the game more difficult, but what is the point of an easy game?


I am a crafter and of course I wold love more stroage space. It would be nice not to have to prioritize what items I should keep and what items I need to buy from someone else. Of course that means I would have never had to hunt down a droid engineer and never made that buddy. I would have never had to find a master tailor and made yet another buddy.


I don't know this is what the devs intended (should they be THIS silent on the issue?), but I have yet to hear a compeling argument suggesting this system needs :"fixing."



Success is not sufficient; others must fail.
BleuDestiny
Mon Feb 28, 2005 9:25 am
#38

This game is rather unique in many ways, from the number of professions, to the social aspects of some of those professions (entertainers, for one, politicians, for another,) from crafters to warriors, to the interaction of each (skills, specials, interdependecies.) Many of these so called designs were IMHO overly ambitious. Would it have been better to start with half of the professions and more content? Get the ones right, and introduce new ones over time? Perhaps, they've changed often enough that the original design and intents are at least obscure, perhaps even lost. Particularly lately it seems that the errors of those designs have been acknowledged and things are dramatically changing at the most fundamental levels.


On the particular subject of storage, it has been stated in one-on-one discussions with CSR's that SOE did not like mega-crafters, big production, and that's why there were only 10 lots, and storage limits, they wanted always, in all things, to constrain the gameplay and the game economy. It was a driving factor in all things.


And as with many things the devs desired, they failed there too. Just as they failed to force us to PvP, although at this point, they're still holding out on Jedi as it relates to forced PvP, but who would have thought that they'd bow down on the PvP issue and redesign it? IMHO they would have held to their stubborn designs all the way to the failure of the game itself. But they caved. They caved hard, on many things lately. Why?


Why?


Because the players wanted a different game than their strange, so-called "social experiment." They actually, go figure, wanted a game with some fun in it, some "Star Wars" in it. Where we weren't saddled with hours of mind-numbing preparations, and minutia, and every little detail of mind numbing tasks and maintenance, and repairs, etc. AND STORAGE. At least they're listening these days. Things are changing finally, so maybe there's hope for the game yet, and hope for some storage. Everytime I read "this house is full," as I'm trying to arrange, organize, find, sort, or retrieve something, is an asinine use of my time, and it happens as much or more than any other mind-numbing exercise or sub-task in the game that they are finally trying to reduce in their recognition that "prep-time" in the game has to be dramatically reduced.


Reading the devs' wish list thread, I'm not alone in my feelings about storage, itsa common issue with players, and for good reason. Not that I need to have my preferences validated by other gamers, I speak for myself and know what's asinine to me, and a waste of my valued gaming time.





Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
Mastodon
Tue Mar 01, 2005 5:20 am
#39

also the unability to craft finished products in factories is important... i stopped to craft Sw stuff after 1 month JTL launch.



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