Creature Handler Archive
Thread: After the CU
Page 4 of 4
Implementor
Mon Apr 18, 2005 2:15 am
#40
ObiQuixote wrote:
Looks like there may not be much worth buying after the cu.
aint that the truth. check it
http://swgcraft.com/forum/showthread.php?t=17575
ObiQuixote
Mon Apr 18, 2005 2:33 am
#41
Yup, that post is pretty much right on with the way things are going with the cu ATM. Items have so little potential range in quality and so little effect on combat outcome (PvE at least) that I don't see people paying much for anything. Even the usefulness of SEA's looks extremely gimped.
IMHO if PvP isn't balanced this game a good chance of dieing or at least they are going to need to find a whole new player base that likes the type of game they are making now.
EDIT: Clicky for you
U know what? This isn't the first time I've stickied this post
IMHO if PvP isn't balanced this game a good chance of dieing or at least they are going to need to find a whole new player base that likes the type of game they are making now.
EDIT: Clicky for you
U know what? This isn't the first time I've stickied this post
Message Edited by ObiQuixote on 04-18-2005 02:38 AM
StabMastah
Mon Apr 18, 2005 2:49 pm
#42
I love how they call it a " combat upgrade ". From what I am reading, EVERYTHING and EVERYONE is getting nerfed. I might as well go back to Planetside where I expect development like that.
Like I said in my other thread a few spaces down, I don't see how regualar everyday combat players like myself can be expected to make a living after this goes live. Its hard enough now that mission pay has been gimped.
Like I said in my other thread a few spaces down, I don't see how regualar everyday combat players like myself can be expected to make a living after this goes live. Its hard enough now that mission pay has been gimped.
Lycantha
Tue Apr 19, 2005 6:43 am
#43
I feel post CU that crafting sales will devolve to Wal-Mart retailing.
Most crafted goods in high demand are being pounded into a very narrow range of sameness..nothing unique, nothing different, bland identical consumer goods at every vendor.
The person with 50 harvs or more on server trade lots, running tons of Factories and cranking out the most goods at the cheapest cost will dominate. Cost and availability will be the only determinates of success given that all goods will be carbon copies of each other.
There will be no premium stores, no sought after crafters providing that product with customization, that fine edge, any uniqueness. Thats all gone.
PvP "Balance" means a bland homogienizing of all that they equip or use.
Dedicated crafters that have stockpiled millions of credits worth of now-useless enhancements will take a huge hit.. Because now Wal Mart can supply just as good a product with no enhancements at all.
Its Blue Frog vending. The cheapest Blue Frog will win.
Its very sad that the "Combat" balance had to gut every other aspect of the game.
Most crafted goods in high demand are being pounded into a very narrow range of sameness..nothing unique, nothing different, bland identical consumer goods at every vendor.
The person with 50 harvs or more on server trade lots, running tons of Factories and cranking out the most goods at the cheapest cost will dominate. Cost and availability will be the only determinates of success given that all goods will be carbon copies of each other.
There will be no premium stores, no sought after crafters providing that product with customization, that fine edge, any uniqueness. Thats all gone.
PvP "Balance" means a bland homogienizing of all that they equip or use.
Dedicated crafters that have stockpiled millions of credits worth of now-useless enhancements will take a huge hit.. Because now Wal Mart can supply just as good a product with no enhancements at all.
Its Blue Frog vending. The cheapest Blue Frog will win.
Its very sad that the "Combat" balance had to gut every other aspect of the game.
Implementor
Wed Apr 20, 2005 6:36 pm
#44
exactly
Lycantha wrote:
I feel post CU that crafting sales will devolve to Wal-Mart retailing.
Most crafted goods in high demand are being pounded into a very narrow range of sameness..nothing unique, nothing different, bland identical consumer goods at every vendor.
The person with 50 harvs or more on server trade lots, running tons of Factories and cranking out the most goods at the cheapest cost will dominate. Cost and availability will be the only determinates of success given that all goods will be carbon copies of each other.
There will be no premium stores, no sought after crafters providing that product with customization, that fine edge, any uniqueness. Thats all gone.
PvP "Balance" means a bland homogienizing of all that they equip or use.
Dedicated crafters that have stockpiled millions of credits worth of now-useless enhancements will take a huge hit.. Because now Wal Mart can supply just as good a product with no enhancements at all.
Its Blue Frog vending. The cheapest Blue Frog will win.
Its very sad that the "Combat" balance had to gut every other aspect of the game.
Phonelesscord
Thu Apr 21, 2005 7:35 am
#45
Lycantha, Its more of a Crafting Downgrade than a Combat Upgrade.
Draxias
Thu Apr 21, 2005 11:06 am
#46
As a new player I have to see that I agree that the new players will bring a new economy. I've been playing for a month and I tried not to use buffs (as I read they were lowering its effects), not to spend money on items I can use (but I probably won't be certed for it after CU) and some other thingsjust to get used to CU even before it starts so the change doesn't hit me hard.
Soas for you veterans it can be difficult to assume the CU, think of the ones that will come after the release of the Ep.3 film: they'll never really know how was it before, they'll never know what is making 1 million credits in a few hours, and because they'll never know they won't care about it.
So the economy won't have that big change. Veteran players have amazing amounts of credits so can adaptate to changes in economydespite losing some of their economic power, and as I said newbie players won't care about it because they'll never know other way for it to be.
In general terms, it's as easy as it has been stated before: players will end up setting the prices. New players will set the prices of what the new crafters sell and that is all.
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