Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
Save your breath people.. if they read your replies there wouldn't be anything to reply to
SAKyroCilliani wrote:
TO: SONY ONLINE ENTERTAINMENT, SW:G DEVELOPMENT TEAM
FROM: KYRO
SUBJECT: DESIGN DECISIONS
YOU ARE QUITE POSSIBLY THE BIGGEST GROUP OF RETARDS WITH ACCESS TO COMPUTERS I HAVE EVER SEEN IN MY LIFE. THE **edit**ING PROBLEM IS NOT YOUR **edit**MOLESTING "ITEMS" BEING TOO GOOD, IT'S THE LACK OF MONEY SINKS, WHICH A CHILD COULD OBVIOUSLY **edit**ING SEE. I WOULD LOVE TO HAVE YOU 100k A YEAR SALARY TO **edit** UP AS MUCH AS YOU MORONS, SO IF YOU HAVE ANY OPENINGS, PLEASE SEND ME A PM.
Normally I would disregard messages like this. But in this case I think it is absolutely accurate.
/wave from afar
sounds like an annoying change thought up with no customer input. also sure to be one that doesnt work properly for months.
oww and yay! more hoarding of pre-nerf things, as if the fact that most people still use pre-nerf scatters and fwg5's wasnt enough to dissuade you.
Letter to the Devs:
Dear Devs, and associated coders,
Your current project, while it had lofty aims, will fail to produce those aims. You have failed. Scrap this idea, and start at Step One.
What you need to do, is to play the game as a starting crafter. And craft. Earn your way to Master, and see what we see.
You are disassociated from the game you claim to be developing. You are Army Generals who have never fired a gun. You are Car Designers who cannot drive. You are Restaurant Owners, who do not cook.
Why do you think, as an excellent example, that Britney Spears' restuarant in NYC failed? It's because she has no friggin' idea what she is doing! She's not a cook, she's never lifted a frying pan in her life. That is you.
Get a character on a real server. Where you ahve to try. Where you ahve to do work to play a game. Start from scratch, put all these projects on hold, and go see what it's like. What is wrong with the player economy?What is really wrong with crafting, with experimentation? Come be involved in it, and THEN come back, and tell US what's wrong with it.
Now, I know that the crafting system is immense. Perhaps something that could be suggested is for a dev to do as a friday feature either a profession, or a line for a profession showing what the intended min and max stats are for the items in those areas. These are questions which have plagued many of the professions since the start of the game, and would definitely give us the insight to know what to expect from our weapons and armor, and allow much more intelligent decisions in which we really want to use. I'm not suggesting that this would be an easy to do thing, thus why I suggest it as a friday feature featuring perhaps 1 tree a month, rotating trees and professions as needed. Just a suggestion.
Dont just talk about it SHOW IT.
Both of my acnts have a nice day
---- http://www.imagedump.com/index.cgi?pick=setandget&tp=48685&poll_id=0&category_id=19&warned=y
What the devs aren't getting (as far as I know), is that the existing crafters will buy their experimentation tapes, get their extra experimentation point or two, and then sell their wares for EVEN HIRER prices.....who hired these brainiacs? Is the sun melting your minds? Whatyou are effectively doing is making the existing richcrafters even RICHER, and making the poor even more poor. The poor starting off crafter will not have the money to buy experimentation tapes, so they can't make things close to the quality of an existing well-off crafter. If you want to fix it, just cap out the experimentation points. That would make sense right? Except none of you talk to each other, so no one talks to the guys thatcreates the SEAs to tell them to get rid of the experimentation loot. Then again, you don't read the comments posted here either, so it is useless for me to even write this....
Unfortunately, by the time I post this it will be page 6 or 7 of a thread I have little doubt will be somewhat disheartening to the devs. I hope you'll still be reading by the time you get to this post.
First of all, I fully support the idea for this change. I like the idea that max'ing a characteristic means leaving something else to be less than ideal, but I do have one problem, which has been raised on numerous threads and not addressed - the pre-patch weapons will be better than the new ones in many many cases.
What I would ask the devs to consider is to 'raise the bar'. Change the schematics of the weapons so that pre-patch weapons are merely high up in the tree (say the top 20%), and not the absolute top. Make it so that I'm not tempted to log in tonight and fill up my entire datapad with schematics so I can continue making the same weapons I've been making so far. Make it so that after the patch, some of my weapons will come out worse, but some will come out better - and the average stays as it is now.
I ask you to consider this as I don't really want to make crate upon crate of weapons simply to keep my business alive. I also don't want to be unable to sell a weapon until everyone else runs out of their pre-patch crates and the 'new economy' finally emerges. I want to be a weaponsmith today, and I want to be a weaponsmith tomorrow, but I don't see how, after all the work I've put in, I should suddenly become worse tomorrow.
Ah, but weapons will be overpowered, people may cry....but why? You're already in the middle of a combat rebalance - if the average damage done at a certain level is currently 500, and raising the bar on weapons increases it to 550, it's just a different figure to balance on - the rebalance is already required.
Perhaps by focussing on the single issue of weapons I'm missing the point, but I think that every crafter out there is probably wondering whether they should be in game making schematics right now, or making a last factory run before months of producing inferior products. Crafters who've only just started must be quaking in their boots worrying about all the pre-patch stuff which will continue to pour out over the coming months. A dry market for months to come won't help anyone.
A 'stealth nerf' of disabling old schematics or crates would be rather unfair to those who've already made them, and is quite frankly not going to be a popular option either.
The best option is to 'raise the bar', and that's what I implore you to do. I know it's not the easiest option for you to take as devs, but if you were proposing this crafting change with the demonstration that on average items would remain the same, but the dedicated crafter will be able to make better whilst the average crafter will simply remain, you likely wouldn't be seeing this level of outcry. You'd still have a long thread, but it'd be of support for the change, not in protest of it.