Business And Economy Archive
Thread: CU: On Caps and Balancing
I hope you're reading this because I've been playing SWG on and off since launch. Sadly, I left a couple of times because the kind of "balancing" that was brought into the game. To a very big extent this balancing affected crafters.
I like SWG because it's the only MMO I know of where you can excel far beyond anyones expectations. You can also "lose" in this game. Ask any crafter who setup a business that never took off. Unlike some other players I'm not in this game for the developer made canned content, although at the same time I have nothing against that being added for other people to enjoy. I tend to think that kind of content is fluff which is better implemented in single player games.
My post is about the up coming combat upgrade and its affect on the economy. Please know, and please know this well, if you start "balancing" things like buffs, armour, weapons and such in an effort to institute caps a large amount of power gaming crafters will leave. These folks have spent many hours coming up with incredible equipment and have surprised us all.
If you place a ceiling on buffs you will let down many hardworking players. If you place a ceiling on armour resistance you will let down many hardworking players. If you place a ceiling on anything you eliminate our ability to excel beyond your expectations.
I don't think your playerbase wants any of this. They want to have more fun and not sacrifice or compromise on any of the current fun.
There's a reason I came back to this MMO instead of go to one of the new ones. SWG is the only MMO where you can excel beyond other peoples expectations and completely withini the limitations of the current game mechanics.
Please bring this subject up at your next Combat Upgrade meeting. Look hard at the ceilings or caps you are bringing in. Think about what you're doing to prevent people from making a significant impact in their galaxy. I'm sure you'll see that it's better not to mass nerf things in the name of fun.
Thank you.
Message Edited by modernact on 01-29-2005 05:40 AM
modernact wrote:
Hi SWG devs,I hope you're reading this because I've been playing SWG on and off since launch. Sadly, I left a couple of times because the kind of "balancing" that was brought into the game. To a very big extent this balancing affected crafters.I like SWG because it's the only MMO I know of where you can excel far beyond anyones expectations. You can also "lose" in this game. Ask any crafter who setup a business that never took off. Unlike some other players I'm not in this game for the developer made canned content, although at the same time I have nothing against that being added for other people to enjoy. I tend to think that kind of content is fluff which is better implemented in single player games.My post is about the up coming combat upgrade and its affect on the economy. Please know, and please know this well, if you start "balancing" things like buffs, armour, weapons and such in an effort to institute caps a large amount of power gaming crafters will leave. These folks have spent many hours coming up with incredible equipment and have surprised us all.If you place a ceiling on buffs you will let down many hardworking players. If you place a ceiling on armour resistance you will let down many hardworking players. If you place a ceiling on anything you eliminate our ability to excel beyond your expectations.I don't think your playerbase wants any of this. They want to have more fun and not sacrifice or compromise on any of the current fun.There's a reason I came back to this MMO instead of go to one of the new ones. SWG is the only MMO where you can excel beyond other peoples expectations and completely withini the limitations of the current game mechanics.Please bring this subject up at your next Combat Upgrade meeting. Look hard at the ceilings or caps you are bringing in. Think about what you're doing to prevent people from making a significant impact in their galaxy. I'm sure you'll see that it's better not to mass nerf things in the name of fun.Thank you.
AceMalanan wrote:
You say that the playerbase may not want these changes because they are having fun with the current system. I'm not buying it. As a rifleman withspecial abilitiesdraining from my Mind pool, and the Mind pool being the only pool that cannot be remotely healed by a doctor, I cannot go out buffless. A balance is necessary.
Just because there is going to be an upgrade and rebalance, does not mean thatincredibly crafted weapons and armor will not still be incredible.The only thing I see from the information the developers have given us about the CU is that perhaps these "power gaming crafters" will no longer only make one item, because they are making all weapons and armors have a potential advantage over the other.
The addition of the new special abilities bars, and no longer having "the best armor" and "the best weapon" is what will introduce strategy and balance into the game.
Best weapon and best armor are still good to have though
modernact wrote:
Hi SWG devs,I hope you're reading this because I've been playing SWG on and off since launch. Sadly, I left a couple of times because the kind of "balancing" that was brought into the game. To a very big extent this balancing affected crafters.I like SWG because it's the only MMO I know of where you can excel far beyond anyones expectations. You can also "lose" in this game. Ask any crafter who setup a business that never took off. Unlike some other players I'm not in this game for the developer made canned content, although at the same time I have nothing against that being added for other people to enjoy. I tend to think that kind of content is fluff which is better implemented in single player games.My post is about the up coming combat upgrade and its affect on the economy. Please know, and please know this well, if you start "balancing" things like buffs, armour, weapons and such in an effort to institute caps a large amount of power gaming crafters will leave. These folks have spent many hours coming up with incredible equipment and have surprised us all.If you place a ceiling on buffs you will let down many hardworking players. If you place a ceiling on armour resistance you will let down many hardworking players. If you place a ceiling on anything you eliminate our ability to excel beyond your expectations.I don't think your playerbase wants any of this. They want to have more fun and not sacrifice or compromise on any of the current fun.There's a reason I came back to this MMO instead of go to one of the new ones. SWG is the only MMO where you can excel beyond other peoples expectations and completely withini the limitations of the current game mechanics.Please bring this subject up at your next Combat Upgrade meeting. Look hard at the ceilings or caps you are bringing in. Think about what you're doing to prevent people from making a significant impact in their galaxy. I'm sure you'll see that it's better not to mass nerf things in the name of fun.Thank you.
Any kind of "ceiling" is relative. The best you anyone can do right now is the current "ceiling."
Hypothetically speaking, if the best T21 anyone can make has 700 max damage and sells for 10 million credits, and after the CU the best possible T21 is 300 max damage... it's still the best anyone can do and will sell for the highest possible amount the economy will bear.
I'm sure the crafters who sold 99% composite armor before it was capped at max 90% sliced are doing just fine. It's all relative. In KOTOR my best lightsaber is maybe 30 max damage, but in the context of that game, it's uber. In the context of this current game, it's less than a CDEF pistol. All relative.
I wouldn't worry too much about the "pride" of the "powergamer crafters," as whatever is the best after the CU will still take an accomplishment to make and will sell accordingly. The statistical numbers attached to each item are meaningless without context, and you're trying to attach the current context to the coming changed equipment.
Message Edited by admiraljz on 01-28-2005 03:14 PM
admiraljz wrote:
modernact wrote:
Hi SWG devs,I hope you're reading this because I've been playing SWG on and off since launch. Sadly, I left a couple of times because the kind of "balancing" that was brought into the game. To a very big extent this balancing affected crafters.I like SWG because it's the only MMO I know of where you can excel far beyond anyones expectations. You can also "lose" in this game. Ask any crafter who setup a business that never took off. Unlike some other players I'm not in this game for the developer made canned content, although at the same time I have nothing against that being added for other people to enjoy. I tend to think that kind of content is fluff which is better implemented in single player games.My post is about the up coming combat upgrade and its affect on the economy. Please know, and please know this well, if you start "balancing" things like buffs, armour, weapons and such in an effort to institute caps a large amount of power gaming crafters will leave. These folks have spent many hours coming up with incredible equipment and have surprised us all.If you place a ceiling on buffs you will let down many hardworking players. If you place a ceiling on armour resistance you will let down many hardworking players. If you place a ceiling on anything you eliminate our ability to excel beyond your expectations.I don't think your playerbase wants any of this. They want to have more fun and not sacrifice or compromise on any of the current fun.There's a reason I came back to this MMO instead of go to one of the new ones. SWG is the only MMO where you can excel beyond other peoples expectations and completely withini the limitations of the current game mechanics.Please bring this subject up at your next Combat Upgrade meeting. Look hard at the ceilings or caps you are bringing in. Think about what you're doing to prevent people from making a significant impact in their galaxy. I'm sure you'll see that it's better not to mass nerf things in the name of fun.Thank you.
Any kind of "ceiling" is relative. The best you anyone can do right now is the current "ceiling."
Hypothetically speaking, if the best T21 anyone can make has 700 max damage and sells for 10 million credits, and after the CU the best possible T21 is 300 max damage... it's still the best anyone can do and will sell for the highest possible amount the economy will bear.
I'm sure the crafters who sold 99% composite armor before it was capped at max 90% sliced are doing just fine. It's all relative. In KOTOR my best lightsaber is maybe 30 max damage, but in the context of that game, it's uber. In the context of this current game, it's less than a CDEF pistol. All relative.
I wouldn't worry too much about the "pride" of the "powergamer crafters," as whatever is the best after the CU will still take an accomplishment to make and will sell accordingly. The statistical numbers attached to each item are meaningless without context, and you're trying to attach the current context to the coming changed equipment.
Message Edited by admiraljz on 01-28-2005 03:14 PM
You hit it exactly.