Development Cycle Archive
Thread: Publish 7 Feedback: Crafting System Enhancements
Agree,
Keep the changes a bit longer. Let the players (i.e. not just the forum visiters) try the system for at least a week or so.
Add a poll to the SWG launcher and see where it goes from there.
ugh, the more I think about how this is going to be removed, the angrier I get. This ABSOLUTELY SUCKS!!!!!!
Now we all have to go back to a f'd up system where we crit fail more often when we experiment and where the quality of the materials has a very low impact. Why are those who take the time to actually do their craft and RP as a solid Artisan class get punished? This would be the equivalent of giving that kid in "A Christmas Story" his little Red Ranger BB Gun, letting him open and play with it for 15 minutes and then promptly taking it away and saying, "wow, wasn't that fun?".
TH, this really sucks that you all caved in to an albeit very vocal minority. This sets a horrible prescedent. Now we're back to all crafters = the same. GG SOE.
so I missed that one piece Bryan, no reason to get snippy and all high and mighty. Regardless, I think the change is dumb. I am returned to the place where I have no incentive to go look for the quality 800-900 stuff again. I will still, don't get me wrong. But w/o this there isn't a way to differentiate a good crafter from a great crafter.
I read your post and you make some excellent points. But there is a flip side to this. Novice <insert crafter here> shouldn't be able to compete with a Master equivalent. It shouldn't even be close. I wouldn't expect a Novice rifleman to be able to stand up and compete w/ a Master Rifleman either. Yeah, the +20 experimentation tape gives us an advantage and that should be addressed w/ a quest of some sort but now I'm being punished because I have better resources. That's not right.
Again, this was a tease and nothing more. It's like Mardi Gras, you get a flash from a balcony but go home empty handed...er, well, you arrive empty handed. ![]()
It saddens me a lot that it is going away today. Please consider putting it back on next patch.
As for critical failures, I've had a few during my evening of crafting, not much different than usual.
And about the Bespin Port, it doesn't seem to do anything. I still have 10 experimentation points with or without it. I've had good results and bad ones with or without drinking the port. So it doesn't seem to work on me.
Proof of the damage cause by the 1day crafting changes
Super Harvesters:
BER11 medium mineral: http://www.freepgs.com/pawlin/ber11.jpg
BER14 heavy mineral: http://www.freepgs.com/pawlin/ber14.jpg
BER14 Heavy Harvester http://www.imagedump.com/index.cgi?pick=get&tp=51094&poll_id=0&warned=y
Who wouldn't want 7% effcient harvesters?
Firetracker wrote:
Best Blaster Rifle Barrel = 9 min 9 max damage, range +15.
Best Advanced Blaster Rifle Barrel = 11 min 11 max damage, range +10
Bonedome wrote:Allow me to speak for a part of Bio-Engineer crafting:
BE pet crafting is utterly destroyed by this change. If it weren't being rolled back, I'd be dropping BE tomorrow.
Here's why--
The resource quality of DNA samples is determined by the critter sampled. A gnort sample is the equivalent of a resource with numbers in 0-30 range for almost all of our 5 experimental lines. Therefore, it's useless, but that's not a change, it was useless before.
A mutant rancor (the highest "quality" critter we can sample) might have 5 or 6 of 10 attributes in the 700-800 range. Note that our resource quality maxes out at the low 800s, so this means that at the top-end our DNA samples still won't get us the 7% standard success addition. Therefore, our top-end pets will be worse.
But the real problem is in the middle, where a great deal of our sampling and crafting occur. The samples we currently use to make, say, a CL30 critter would have attributes in the 400-500 range meaning we would have terrible problems making medium and low-level critters that were useful at all.
Here's an analogy...
If a weaponsmith could only use resources with a max value of 200 in making CDEFs, 300 in making DLT20a's, 400 in making laser rifles, 500 in making spraysticks, 600 in T21s, and 800 in Disruptor Rifles that would be similar to BE pets. Except, of course, they can get 12 experiment points and only have speed/damage as absolutely necessary to experiment on. BEs max at 10 points and need some balance to their experimentation.
I understand why some people like this change and would like to see it remain in place. I don't feel I have enough info to have an informed opinion on it, except as far as BE pets go.
But for BE pet crafting, it is a complete and utter hose job.
-Lens Larque/Master Bio-Engineer/Eclipse
I really wish the problems could be changed from the BE/AS/WS perspective. Quite frankly I don't see the outrage from other professions at all.