Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
There is a better way of doing this... A better system of armor decay would work to the means you want to produce... More you use the armor the more it gets beat up and the less effective it becomes.
And to get Younger smiths better useage of this would be a better repair system.
Dont treat the symptoms... cure the problem
Well there are a few things at work here:
- broken economy (in part due to the hologrind)
- players too powerful (combat balancing is coming)
- Crafting should be more dependent on the resource and skill of the crafter
You can't really "fix" things when you are making two big changes that impact it (holo grinding and combat balance). I personally didn't like the change because it was presented late, poorly, and not using your own channels (should have been on the In Concept board).
I would love to see changes made that are well thought out and done with the community feedback. I would sugges that after the above two changes are put in place the crafting system be re-evaluated. You can take the pages of feedback you got about this change and pull out the major issues the palyers have - and then start a discussion with us that takes those into account.
Way to cave in ![]()
Does this mean that a lot of the fixes to experimentation are going to be borked as well? Like the fix for massive critical failures? You guys stated that part of the reason for the crafting changes was to fix a lot of things, as you couldn't fix them w/o doing this.
Whats up?
If a master had an advantage at producing say "butter knives" it certainly wouldn't come in the ability of said knife to spread butter. Assuming heavily decorated knives cut the same as a well-crafted plain-looking knife so, arguably master knives would be produced quicker, and his quality would be more consistent (the in-game result would be less critical failures to produce the same high-level knife over and over). There's always the apprentice with real talent that could, by chance, produce the most heavenly of knives on his first try because he's got the gift. So, what am I babbling about?
Why not give a novice a chance at producing a very high quality good, perhaps as good as a "since-beta" master? Make critical failures MUCH MUCH MUCH more common as a newbie, but a person with time and resources should be able to roll the dice over and over again until they get a schematic that competes with a master schematic. In this new system I'm suggesting, most noob crafters do not have the piles of good resources laid up to out-sell the master crafters. Certainly there is a problem with crafters that can dabble and make their own goods, but I think we achieve one of the original goals of making master crafters more consistent through the reduction of critical failures.
This opens certain markets to low-level crafters with the creation of niche markets for the guy who has a stock-piled a couple hundred K of something and got lucky with a schematic one night. To prevent dabbler-abuse you could tie the number of items in a schematic to crafter level so that Master Crafters still create the products in bulk. Regardless of number of schematics produced, all of them are going to require resources that are finite. Hence, Joe-bob's butter knife of spreading is going to be around for a while and then no more will be made unless Joe-bob spends a large amount of time "rolling the dice" to get another amazing success. If a novice schematic could only produce 100 or 10 of these uber knives all of sudden the value to the crafter increases a lot, and therefore the price now competes with the master crafter's.
To tie this to the butter knife, you may have seen the multitude of late night info-mercials for Wonder-uber-super knives. Is the market already flooded with wonderful 200$ kitchen knives that will last until your grandkids need to give them away? Yes. Are their fewer and fewer ads from small start-ups selling knives that may, for a time, work as well as a 200$ knife? No. The path to selling a knife in a buyers' market is in specialization in the vertical market of people who need one knife to do it all and don't care if it's name brand or has matching steak knives. (of course throwing in 6 junk steak knives will sway some buyers) They guy hawking it on late night television is the newbie crafter, the company with 200$ knives in 5 different chains of kitchen stores is the Master Crafter. The customer shopping at the kitchen store is a Master Chef shopping at well-stocked vendor, while the customer purchasing from the infomercial is the one buying from the noob spamming the starport who carries much of his stock in his backpack. Allowing a _chance_ (5%? 1%?) new crafters to craft the few things they can craft at the same level as a master, with decreased crit fails and increased schematic numbers for the master increases cash flow to new crafters while still providing incentive to climb the tree.
Now I'm just worried this took too long to write and everyone's out of the mode to respond with thoughtful comments!