Development Cycle Archive

Thread: 19 Answers 5-26-04

Cafa
Thu May 27, 2004 2:34 pm
#144






darkbeak wrote:

Howdy,



RIS armor the equivalent of epic quest armor.



Funniest thing ive ever heard. Epic quest mean the item would have to actually be any good. For the work involved RIS isnt any better than composite. Oh boy it looks different but how does looks make this armor EPIC.


All items in this game are possible the most bland and boring items to ever be called loot. Which i think is why the game carries a 90% yawn factor.



Have a great day,


Chalyck









----> Wait for the Combat Rebalance!


----> Hug your jedi! They're all that matter!


----> Sorry we're all working on JTL, not the game you pay for.


Thought I'd just fill in the gaps for youChalyck before you go through 9 months of frustration like most have.


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Amana
Thu May 27, 2004 2:34 pm
#145






ThunderHeartwrote:

Hey, I don't make up the questions - - you guys do. I only answer them with the best information I have at the time. The answers I give are the best answers I have. If they are repetative, then ask different questions =P (j/k :wink )




Heh heh new to the forums here but sounds like alot of questions got answered. As far as the Bio-engineer thing I have had the invalid pet stats happen to me alteast 4 or 5 out of the 7 creatures I have created. As far as I know it happens when I mess with the HAM and when I put in something for lowered aggression to lower the creatures lvl to make it suitable for the non-ch class. Mostly what I choose is to raise the creature lvl instead of the stats so I can keep its statistics course this will sometimes shoot it out of the non-ch realm . O well atleast I created my cool pet Rex .






______________________________________________________________________
Amana Wolf Master BE/Master Rifleman (server: radiant)
Vendor open!!! 340 -5364 outside Cnet The Armory the misc item vendor.
Selling great weaponry both krayt,spiderfanged,and custom orders.
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Keltorr
Thu May 27, 2004 11:03 pm
#146



Thunderheart wrote:
The reason stomachs don’t clear is so you can’t stack them after death and it’s partially a small death penalty.



(emphasis added) We can't stack foods after death even ifour stomachs cleared oncewe clone. Upon cloning, all foods' effects are canceled anyway, so allowing the stomach to clear isn't going to cause a ton of food stacking...



I have a bad feeling about this nerf


The few...the proud...the Marine-armored

Thunderheart
Fri May 28, 2004 7:51 am
#147






RotorofCorRng wrote:
Okay, you said No.

Why not?

Would the database not benefit from this?





It would actually, but the economy would suffer. Don't think of it in terms of how many items you can make as a player, but rather, how many items all players can make. With only a few thousand playersper server,any player can manufacture enough several thousand items, thus making enough items for eveyone on a server. This creates a situation where the players who are part of the most efficient crafting PA's can saturate a market all by themselves and completely squeeze out most other crafters. If you couple this with that same crafter's ability to get the best possible resources at any given time, it is very easy for a a clever crafter to get the best materials and saturate the market with the best items and make it too difficult for anyone else to try and sell their goods.





Kurt "Thunderheart" Stangl
Community Relations Manager
Drummerboychris
Fri May 28, 2004 7:59 am
#148






Thunderheart wrote:





RotorofCorRng wrote:
Okay, you said No.

Why not?

Would the database not benefit from this?





It would actually, but the economy would suffer. Don't think of it in terms of how many items you can make as a player, but rather, how many items all players can make. With only a few thousand playersper server,any player can manufacture enough several thousand items, thus making enough items for eveyone on a server. This creates a situation where the players who are part of the most efficient crafting PA's can saturate a market all by themselves and completely squeeze out most other crafters. If you couple this with that same crafter's ability to get the best possible resources at any given time, it is very easy for a a clever crafter to get the best materials and saturate the market with the best items and make it too difficult for anyone else to try and sell their goods.








*cough* stry'ker *cough*



][ KIRADON RENNEKE ][
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][ Gotama & KyboRenneke - Eclipse =!=!= Manabi Renneke - Bria ][
][ Blaine Renneke - Naritus =!=!= Govinda Renneke - Ahazi ][
][ Aged Citizen - Lowca =!=!= Sinn vonBeasterhausen - Bloodfin ][
___________________________________________________
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Dapper_Dan
Fri May 28, 2004 7:59 am
#149






Thunderheart wrote:





RotorofCorRng wrote:
Okay, you said No.

Why not?

Would the database not benefit from this?





It would actually, but the economy would suffer. Don't think of it in terms of how many items you can make as a player, but rather, how many items all players can make. With only a few thousand playersper server,any player can manufacture enough several thousand items, thus making enough items for eveyone on a server. This creates a situation where the players who are part of the most efficient crafting PA's can saturate a market all by themselves and completely squeeze out most other crafters. If you couple this with that same crafter's ability to get the best possible resources at any given time, it is very easy for a a clever crafter to get the best materials and saturate the market with the best items and make it too difficult for anyone else to try and sell their goods.










1: If there are only a few thousand players on a server, you should consider consolidating servers, to expand the community per server.



2: This is gonna be a long holiday weekend if there is no TC2. Any word yet?




Signature Here:
Ke3PeR
Fri May 28, 2004 8:05 am
#150






Thunderheart wrote:





RotorofCorRng wrote:
Okay, you said No.

Why not?

Would the database not benefit from this?





It would actually, but the economy would suffer. Don't think of it in terms of how many items you can make as a player, but rather, how many items all players can make. With only a few thousand playersper server,any player can manufacture enough several thousand items, thus making enough items for eveyone on a server. This creates a situation where the players who are part of the most efficient crafting PA's can saturate a market all by themselves and completely squeeze out most other crafters. If you couple this with that same crafter's ability to get the best possible resources at any given time, it is very easy for a a clever crafter to get the best materials and saturate the market with the best items and make it too difficult for anyone else to try and sell their goods.








Come on TH, cant you see? Thats what is happening right now. I know90% pf the people on my server gets thier armor from the 2 or 3 main Armorsmiths that everyone knows... 1 especially, no one else can get an elbow in the marker, as they have the extra 2 experiment points and have many alts to get all the best minerals in super bulk.

Its the same deal for weaponsmiths, I know if anyone asks "What weaponsmith should I goto to get the best and cheapest weapons" I know that there will ALWAYS be 1 name given, and yes, you guessed it, he has the 2 extra experiment points from clothing mods, and now had so much money he doesnt charge high prices.


The econamy is already saturated by these few crafters. It is a fact that if you see anyone wearing composite armor on my server it'll mostprobably of been made by the same armorsmith.


If the devs cant see that, thats the way it is now.. something is wrong.
plonger
Fri May 28, 2004 8:12 am
#151






Thunderheart wrote:





RotorofCorRng wrote:
Okay, you said No.

Why not?

Would the database not benefit from this?





It would actually, but the economy would suffer. Don't think of it in terms of how many items you can make as a player, but rather, how many items all players can make. With only a few thousand playersper server,any player can manufacture enough several thousand items, thus making enough items for eveyone on a server. This creates a situation where the players who are part of the most efficient crafting PA's can saturate a market all by themselves and completely squeeze out most other crafters. If you couple this with that same crafter's ability to get the best possible resources at any given time, it is very easy for a a clever crafter to get the best materials and saturate the market with the best items and make it too difficult for anyone else to try and sell their goods.







I'm not sure what game you are playing, but that is the case now on most servers I would bet. There are a few dedicated players who have multiple accounts who run factory farms to produce some of the best items on the servers. If you decide to be a crafter with just one account, you quickly run into the problem of resource management which limits you more than the guy next door who is running the equivalent of walmart.


As for them flooding the market, I would counter with the fact that most of these mass producers often have higher prices to balance the demand for their product. If they priced low to compete with the newer crafters, they would quickly find that they have a new job that takes hours each day to keep up with demand. Reality is that the small time crafter is going to remain small as long as they make the decision to have just one account, or they decide to pay their friends and guildmates for their slots.


Pootian
Fri May 28, 2004 8:14 am
#152

I agree with TH, Holo grinding crafters will sometimes try to recoup their losses by making a few runs of really cheap items, and this ends up putting a hurt on the more dedicated crafters (espically architects).



"All your base are belong to us!"~ Old Phalanx Proverb
sirsri
Fri May 28, 2004 8:15 am
#153



Thunderheart wrote:


RotorofCorRng wrote:
Okay, you said No.

Why not?

Would the database not benefit from this?

It would actually, but the economy would suffer. Don't think of it in terms of how many items you can make as a player, but rather, how many items all players can make. With only a few thousand playersper server,any player can manufacture enough several thousand items, thus making enough items for eveyone on a server. This creates a situation where the players who are part of the most efficient crafting PA's can saturate a market all by themselves and completely squeeze out most other crafters. If you couple this with that same crafter's ability to get the best possible resources at any given time, it is very easy for a a clever crafter to get the best materials and saturate the market with the best items and make it too difficult for anyone else to try and sell their goods.







See in this you are sadly wrong. There is no difference in terms of gameplay, stockpile sizes don't change who gets to use the resources. What happens is where the stuff is stored, on vendors or in other peoples houses to be sold at a later time, but the effect is the same. The current system only adds clog to the database by having 10 instances of the same item when it could more easily be done as 1 instance of the stack.

You're right that the current system forces upward pressure to the most elite PA's where they have multiple accounts per person, and massive storage space, and people who just use vendors to store everything. In part you've brought up what a number of us have noted since beta, first off there is no reason to use anyone but a master crafter, and secondly there is no reason to use anyone who doesn't have maxed out experimentation because they will always be the best. No one else can compete on any item at any time or they're all the same regardless.



Sri - Valcyn Black Epsilon Imperial Pilot ace.
"Speed is armour" - First Sea Lord, 1st Baron John 'Jackie' Arbuthnot Fisher
SeaRaptor
Fri May 28, 2004 8:16 am
#154

They've made it impossible for us to do anything OTHER than batch runs. Demand for top-quality items is so high, and credits are so availble that virtually anyone can afford anything I make.


One thing I don't like about TH's response is that it doesn't represent the laissez-faire attitude I had come to think was the rule of thumb with the in-game economy. Why punish success? Why slap someone down for working hard to supply crafted goods to players? That's like the federal government levying a special tax just on Wal-Mart because they're so successful.


The issue with storage is simply silly. The devs cannot prevent us from having the storage we need without making drastic changes to the system as it currently stands; all I have to do is do a couple of cross-server lot trades for small houses and I'm fine. Why they seek to put all that extra load on the server and database to try to combatan issue that they percieve as a problem -- a problem that they have no hope of effectively combatting right now-- is something that I simply do not understand.





Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
Taewyn
Fri May 28, 2004 8:32 am
#155

Honestly, I would not press the Issue on the devs.


They already let the 1k schematics go through....They already let 13 BER harvesters go through...These are what allow one or two crafters to control the economy.


Small harvesters were supposed to be experimented from 1-2 BER personels....Mediums from 3-4......Heavies from 5-8. People on TC saw it a compained, so the devs gave them a big experimentation range, which resulted in these rediculous harvesters we see today.


If you really want to help the economy, and the data base...The reduce the range on all harvesters. to the below numbers..



  • Personals 3 BER

  • Mediums 6 BER

  • Heavies 9 BER

Even thats probably too much.....However, the reason smiths can make so many goods, is because they can pull in like 250% more resources per day then the devs ever intended.






Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


PadreBook
Fri May 28, 2004 8:46 am
#156

Yeah, this is what happens when developers don't have a firm grasp of economics and human nature. Let me spell it out for everyone.

1. People will try to get the best stuff they can (in this case resources)
2. People will try to get as much as they can (through harvesting it and/or buying it from contract harvestors).
3. People will find a way to store it (lot swaps, friends in guilds, vendors, not having any decorations/furniture, etc)
4. Some people will be better at that than others (through more play time, being luckier, being smarter, having a larger guild, etc.)
5. A person can only harvest/collect so much of any particular resource (the whole reason behind resource shifts), so there is a practical limitation there.
6. A person with such needs for resources doesn't stop and take breaks from collecting other than to use them, and as such when gets more than the gimpy storage that is alloted they have to spend more useless time getting more storage some how, instead of working on stuff they might like to do for fun.

So what's the point of making us have to have 10 100k stacks again other than to prevent us from having furniture?

Oh yeah, Devs don't surf (nor do they play crafters).

Padre
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