Chef Archive
Thread: That reminds me: we're asking TH a question next week...
MilkToast wrote:
Yes, I understand the issues and I also understand that my opinion may put me in the minority, but I am not going to staymute like I did during the last crafting change fiasco. Many people where screaming nerf about changes that they didn't even understand. This led tothe rollback of changes thatmay actuallyhave been animprovement to the crafting system. That is, if you considered the ability to craft better items an improvement (which I do).
It was not really rolled back because players didn't want it. The devs posted a reason why this change was being implemented. They wanted to make it easier for new crafters to come into the game and not have the older ones keep having a virtual monopoly. Obviously that isn't completely the case, but it definatly is hard starting out in many professions.
The changes were removed I believe mainly because the change to the system would do exactly the opposite of what the devs wanted to accomplish. The change was an improvement for those that had very good resources, but was a nerf to those that didn't. New players aren't going to have 4 months of old resource spawns.
I also believe that its the devs intention not to create that large of a gap between someone starting out and a long time master. I know this was their position back during the crafting changes, and I kind of doubt this has changed. This is why I'm guessing +14 will not happen. I'm dissapointed by this only in the aspect of the force sensitive skills. Now I see almost no reason to get any of them. I realize the bonuses shouldn't be that great, but more amazings and better assembly I just don't consider that good. When I use up 100-200k resources in every batch of BE food spending a few k on getting a good schematic doesn't matter much. Although I do suspect the bonuses might mean more to other classes.
Numen wrote:
MilkToast wrote:
Yes, I understand the issues and I also understand that my opinion may put me in the minority, but I am not going to staymute like I did during the last crafting change fiasco. Many people where screaming nerf about changes that they didn't even understand. This led tothe rollback of changes thatmay actuallyhave been animprovement to the crafting system. That is, if you considered the ability to craft better items an improvement (which I do).
It was not really rolled back because players didn't want it. The devs posted a reason why this change was being implemented. They wanted to make it easier for new crafters to come into the game and not have the older ones keep having a virtual monopoly. Obviously that isn't completely the case, but it definatly is hard starting out in many professions.
The changes were removed I believe mainly because the change to the system would do exactly the opposite of what the devs wanted to accomplish. The change was an improvement for those that had very good resources, but was a nerf to those that didn't. New players aren't going to have 4 months of old resource spawns.
I also believe that its the devs intention not to create that large of a gap between someone starting out and a long time master. I know this was their position back during the crafting changes, and I kind of doubt this has changed. This is why I'm guessing +14 will not happen. I'm dissapointed by this only in the aspect of the force sensitive skills. Now I see almost no reason to get any of them. I realize the bonuses shouldn't be that great, but more amazings and better assembly I just don't consider that good. When I use up 100-200k resources in every batch of BE food spending a few k on getting a good schematic doesn't matter much. Although I do suspect the bonuses might mean more to other classes.
Message Edited by MilkToast on 06-18-2004 08:47 AM
sciguyCO wrote:
- Put back the +2 FS experimentation points, allow them to stack with tapes, leading to a few 14 point crafters and probably an increase in 12 point crafters - This one is my personal favorite. The percentile difference between 12 points and 14 points is less than 10 points and 12 points. Also that is just 4 FS skills, not a full jedi, so it shouldn't be that difficult to do.
- Put back the +2 FS experimentation points, but don't allow them to stack with tapes. This keeps the max at 12 points, but gives crafters an additional path to get the extra 2 (leading to more 12 point crafters). - This kills the skill tape market for those that work to loot those. Also for those with the skill tapes it is a real turn off for the jedi content, yet if you are doing more than one crafting profession it is really powerful since it works for both. I feel this gets a bit muddy.
- Leave FS experimentation at "improves chances for amazing success" and also add back the "amazing success bumps percentage maximum" feature we had on that one-day revamp. - Yeah, this is better than 16 points and really over powered. Still cool, but those with the jedi powers/skill tapeswill dominate. They don't even need the best resources to beat out the competition. May also be distrubive to the combat balance.
- Leave FS experimentation at "improves chances for amazing success", leave percentage maximums capped solely by resource quality. - 12 points of amazing successes is almost as good as 14 points of great successes. Those with skill tapes and jedi powers will be far ahead of those with just 10 points or even 10 points and jedi powers. This is a bit more leveled than the 14 points though as one can just take 20 attempts at getting a schematic that is similar to those without jedi powers.
CoolDog wrote:
dunno if someone asked here or not but what about fixing the barrels?
Message Edited by CoolDog on 06-17-2004 08:43 PM
At Fan Fest they stated that barrels are not a game breaking issue. They are on the list, the bottom of the list, but they are on it.....
sciguyCO wrote:
[snip]
That's not to say that there aren't options.
- Put back the +2 FS experimentation points, allow them to stack with tapes, leading to a few 14 point crafters and probably an increase in 12 point crafters.
- Put back the +2 FS experimentation points, but don't allow them to stack with tapes. This keeps the max at 12 points, but gives crafters an additional path to get the extra 2 (leading to more 12 point crafters).
- Leave FS experimentation at "improves chances for amazing success" and also add back the "amazing success bumps percentage maximum" feature we had on that one-day revamp.
- Leave FS experimentation at "improves chances for amazing success", leave percentage maximums capped solely by resource quality.
#1 is what was told to us at Fan Fest. #4 appears to be where we're at now. Although I suppose it's possible the "amazing bump" is in the Pub9 code, I haven't actually checked (been too busy playing with my glowstick
). Keldarin and GreenMarine passed on some "secret" info about amazings increasing maxes in a crafting panel, but that does not show up when testing on Live. They could've forgotten that it was taken out with the crafting revamp, forgotten that it wasn't in Live yet (assuming it's in pub9) or just been hungover from partying with the correspondants the night before.
The problem with #4 is that there is zero trust in a system that a player cannot see a direct reflection of results. Getting past the general lack of trust for dev promises in this game, making me average 1,000 tries and figuring out if the bell curve is a little more skewed towards me is a poor solution. FEEDBACK is +2 experimentation points, FEEDBACK is no resource cap. Most people I know don't want to work to gain something that provides zero real-time visible feedback to them.
Fivo Asia