Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
[quote]ENJOYING.. such an evil word around the SWG DEVs..[/quote]
Yes! You get it! I don't understand why we can't ever have any fun! Everything they do requires a burden attached to a good thing which makes the good thing not even worth it anymore!
You guys are saying your doing it to help the economy huh, thats a load of BS and you know it. You guys are gonna ruin the economy, the only smith that gonna make money is the one with prenerf schematics. Any new smith will be hosed since he dont have anything prenerf. Crafting is fine the way it is, you guys are gonna ruin it. Throw these changes far far out the window. How about you fix all the professions and creature/npc AI and the millions of other things that are totally broken or bugged and not working , NOOOO you guys gotta do this and nerf something that is working.
I know a lot of ppl that are quitting because of this change, all my friends, guildmates, if you guys were smart , you coulda released the space expansion already but your too busy working on nerfing good things like this. You guys should really put a poll up and let your customers decide on whether this change will help or not, i guarentee it wont though. Shame you guys gonna ruin what fun i have in this game, i been playing since the start of beta2. I will also be leaving soon since the developers dont listen to their customers and the game in its shape now it should be in beta2.You guys blatentlyLIEto your customers about the jedi system, dont even get me started on that. SWG will die soon, very soon. thanks dev's.
RIP SWG
1. Lesser quality weapons
2. Higher priced weapons
With fewer high quality weapons being produced, there will obviously be a premium charged on the top-end weapons. This to me is going to hinder new crafters from entering the market and also throw the economy even further out of whack. The division between the haves and the have-nots is going to grow even wider.
The change sounds great to me.
The cries you hear are from players that don't want to actually have to do some research and adapt to a new crafting enviroment. An enviroment, which makes complete sense, by the way.
Right now, these people don't have to play around with experimentation, because the current process is so straight-forward and brainless. Find a good resource, stack the points into damage, and you have a winner.......They like it this way, since it's easy. Remember, easy leads to boredom.
I'm looking forward to the new crafting and economic dynamics.
Are you awake? Now it means the same thing. Find a good resources, put 100% into damage (not j ust 80% and think about what would even the item out otherwise with that extra 20%) and put for sale. Don't mind that Master WS down the street that mined the exact same resources, and instead of putting spare points into duration or HAM now put them all into damage/speed bar just like you, with the IDENTICAL gun with the IDENTICAL stats.
Less variety, even more easy. Now you just max out [inert damage/speed or power depending on crafting profession] with all your points. Very challenging. After all, I'd rather have a gun with 1000 durability and 40 - 120 damage instead of 950 durability and 50 - 130 damage. I mean, duh!
you guys wanna help the economy then add a friggin server wide system market chat channel. That would help alot.
but of course the devs must be NEWBS
Message Edited by Virrago on 03-12-2004 03:23 PM
not only that, a master AS will, with this patch, have better chances at getting those rare amazing successes while the novice AS have much less of achance. it is stated that "skill level" of the AS will determine how well their experiments turn out. so not only are the novice armorsmiths deprived of the full use of 10 experimental points, they will have higher chances of failing to boot. This will cause (not that it's not already like this, but a girl can dream, can't she?) grinding toward AS and other crafting professions like we've never seen before.
I still see those novice crafters who are willing to slowly make their way to the top and actually /gasp LEARN their craft while they EARN experience points /moregasp. This new patch will pretty much kill all of that. A novice crafter will have no way of supporting herself and will only incur expenses to become a master. This is what the AS community has been crying out AGAINST! we want our novices to have a piece of the pie too! but you devs obviously don't listen or read or comprehend the english language (as so many of us have put this is less than subtle words).
furthermore, this new system impacts ALL crafting that uses multiple, for a lack of a better description, lines of experimentation. using an armor example, quality (affecting resists), durability (affecting condition, and for composites, oddly, also affects resist to a point
go figure), and that last one that nobody uses cuz it DOES NOTHING (makes you wonder why these inconsistances and bugs /coughTantelPSGShiftingBugcough isn't fixed first beforeyou go around screwing up what's working just fine in the eyes of pretty much all the crafters). The new system pretty much uses up all your points in one line and leaves you none for the second line. meaning, your 10 experimental points is worth less after publish 7 than it is now.
prediction: barrier of entry will be prohibitably high so few new crafters enter the market and cost of good resources will be even more than it is now.