Development Cycle Archive
Thread: Publish 7 Feedback: Crafting System Enhancements
Master Chef but novice crafter here, so be kind. Like some I crafted yesterday just to test it out. I found that with this change, which as I understand it placed more emphasis on resource quality and less on exp points, when I experimented on V. Brandy -using berry fruit with a 991 PE and fruit with a 944 PE -I got the exact same result (with great successes all the way) as I did the day before for the buff size. But! on the filling aspect (where my resources aren'tas good) I got a different result after the assembly stage (with the same roll of a great success) from the day before. The filling was 52% instead of 51% and where the day before I used one point to get to 50% (great success) I needed 3 points to get to 50% also all great successes. So it would appear that I was not rewarded forthe high end resources but I was penalized for the low end resources. Since I am not a member of the over $100 million club (shoot I'm not a member of the over $5 million club) and cannot buy the way overpriced skill tapes and such to get more exp points this change did indeed, as someone else stated, help make the rich richer and poor go out of business.
Leave it the way it is(as you are) andthank you.
I agree that the new system is boring and makes any uniqueness in products impossible. I vote to revert to the pre-publish 7 crafting system.
Now my real question is, what IS going to happen? Are we reverting back or keeping the new system? I would like a dev to reply to this, because if we are staying with the new system, I would like to begin auctioning off all my resources and planning out my new non-crafting character build.
jasski_vaarl wrote:
The newbie crater will never be able to compete, unless there happens to be a magic spawn of everything they needed that was better then the previous 6 months. Not going to happen...
actaully i am a master and i cant compete now....My steel is like 10 or so points away from getting a 14 BER harvestor...my 950 UT steel needs to be 970...too bad i have like a million units of it...
now basically the 50+ harvestors i made last month are now just junk....all any one is going to want is a 14....sure i can make them but it will be at the whim of the resource spawns..may tommorrow may be next week, maybe 3 months from now
Very glad the crafting system is reverted to the old one. The folks (players) I see arguing for the new system seem to all be ultimately coming from the same vector: Self-interest. The numbers they are quoting seem to be made with hybridized items (sub components made before the change, and so on), and will not reflect items made soup-to-nuts after the patch.
It's a pity that the system was in place for even one day, because it will enable the higher level (skill) smiths to make schematics that will be good for many items, and inflate the prices of those items in the future. I would have thought that to hold the patch for one more day to "unbake" the changes would have been more effective than to do it the way you did it.
Here's an example, from Asheron's Call: A while back there was a money making exploit that slipped through the cracks. Basically, it allowed a high value item to be crafted and hoarded for a month before AC changed again. The commodity in question is only now coming back into line with a reasonable value, 8-12 months later. And this is a thing that burns up with play! Your situation, with this crafting thing in SWG is far, far worse.
It seems to me that placing blame is pointless, and I am not doing so. The important thing for the live team is to figure out how to avoid such situations in the future, so that the economy in the game doesn't take another hit. The process you are using to evaluate customer feedback and data-mine (you guys are doing that, aren't you?) the game HAS to be improved. Thanks for your time.
--Yak
If anyone from the Dev team is still reading this far down......
Regarding critical failures -- I saw a big decrease in the % of critical failures, but an increase in the number of failures and critical failures during the experimentation process. No biggie here, this is to be expected.
Regarding amazing successes -- A little quirky here. Often, getting an amazing success (especially on weapons components) will *prevent* you from achieving the max stat for the component. There must be some duel math going on in the algorithm, and the amazing success isn't "amazing" to all the stats. In fact, the best way to max components is to get a moderate success on the last point on the damage line, the result of which is one more chance to put a point into damage. There is clearly some factor that is working indepentent of the experiment roll successes that is causeing this.
Regarding the real problem -- I don't mind the changes, but I think (for weaponsmith, at least), you have missed the correct target. The problem is that damage/speed are the same stat line, and the other 3 (durability/range/efficiency) are no where near as important to customers. All weaponsmiths always max the damage/speed/wound% line every single time. You could have made a more substantial change by moving the weapon speed into the efficiency line. Make the starting condition of weapons much lower and have condition points more valuable. Same with range. This would provide much better variety--making it harder for someone with 10 points to max damage independent of other changes is not helpful.
Throwing out a question (since the devs are so silent all morning and afternoon):
What would would be so wrong with giving BE/AS/WS another +50 to +100 experimentation thrown in on the way to Master? Seems to me, save from Docs that want everything, this would take care of the short-term and long term problem UNLESS you guys actually want to change resource spawns to make any sense (read different spawns on different planets all the time).
Yes, I do play a Doc too. I like his nice buff packs. I do not think everything needs to be 100% in each line for a Doc to sell buff packs.