Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
and now the miners who sell there resources for 25 cpu that i couldn't afford will now be charging friggin over 100cpu for the good stuff... guess i drop crafting and go bh like my holo told me
HORRIBLE IDEA!!!
oe of the biggets problems on my server is PRICES. we pay double what most other servers pay for items.
while i agree that there needs to be mor evariety...this is NOT the way to do it...........oh man i cant wait to see prices sky rocket *sigh*
Yes, we are!
RallyFire wrote:
Oh and one more thing I know you guys say you always read and lurk around but just checking... are you guys reading this?
AnXdietywrote:
Have a fun and safe weekend with the other dev's as this seems to be the norm now. Its now normal for you guys to post volitile information on a Friday afternoon, let things get heated up and walk away from it. Thanks for having a "discussion" rather than a statement. Just shows how much the player base's ideas and input actually mean to the core systems of the game.
I assure you that we are not doing a "post-and-run". We will be still be reviewing the comments and questions for a good while this evening, and over the weekend as well. I havecompiled a list of the top concerns from the thread already, and have put it up for discussion and commentto some of the other developers. We will review these and get some comments and feedbackto you all as soon as possible.
Thank you to everyone for all of your comments and suggestions (both good and bad) so far.
Wow... I know all I'm doing is echoing the sentiments of many others, but this is just silly. By making products depend more heavily on the quality of resources used, you do nothing but gaurantee that only the richest, oldest crafters are able to produce goods anyone wants. Only the richest and oldest crafters will be able to afford the best resources. In any given crafting profession there has been one shift of a certain resource that is "the best" that resource has ever been. Those who have this best resource will now have an even greater advantage over those who do not. New crafters will not be able to compete in any sense of the word unless they too can get ahold of this resource, either by having a new better resource come along while they can get it or by paying insane amounts to obtain it from those who have it. All doctors who craft on Intrepid for example know and covet several resources:
Eikoro Dolovite iron (why? because it is a lot better than any other dolovite ever on the server);
Hiawhe dantooine berries (why? because they are much better than any other dantooine berries);
Auwhe Talusian water (why? It's superior to all other Talusina water);
Gaibblow Lokian wild wheat (yes, again the best wheat ever)
The list continues... my point is that those who do not have these resources are unable to make meds as good as those who do. So say you are a relative newcomer to the Doctor profession: (You've been a doc for only 3 months) do you have any of these resources? You might have the iron if you found about about it before it was gone... it didn't last long. So after publish 7, docs who have all the old resources will still be producing say 880 power buffpacks with 3 hour duration. Your new doc will be producing 500 power buffpacks with 2 hour duration.
Now that means to consumers that Doc Old can buff them for say 2200 on each stat (since there is now no variablility in buffs) while Doc New can buff them for 1250 on each stat. Who is going to be selling buffs? The 2200 buff for 3 hours or the 1250 buff for 2 hours?
If you could buy the same type of weapon (gun X) with100-300 speed 4.5 weapon for 25k orone with50-180 at 5.5 for 4k? would you pay 1k? 300? anything at all for the inferior weapon produced by the newer master weaponsmith without the Uber resources? is this going to make it easier for your aspiring 2-2-2-2 weaponsmith making (gun x) with even worse stats... like 30-120 at 6.3 speed? would you even let it sit taking up space in your inventory if someone paid you to have it when you could get such a superior weapon from an old time smith?
This is helping balance crafting how?
Newcomers to a craft are hurt tremendously... unable to produce a product anyone wants without spending tens of millions on resources or waiting months or years for new resources to spawn. An increase in competition, you say? All the old time crafters have the same Uber resources and will continue having identical products, while new crafters products look oven worse in comparison.
This is going to lead to new crafters how?
Sigh.... well, at least i will have more time for other things... warm weather is coming, and it will be good for me to stop wasting hours on this game... lol
* boggle *
I just don't understand how the devs can't see that this "solution" will actually exacerbate the problems they described.
another thought!! you have stated all along you don't want this to be a soloable game you "Like" groups etc etc well now since you have made good resources cost an arm and 2 legs!! we shall all now (if we are crafters and continue to play) be forced into solitude to survey and maintain harvesters!!!
a journey of a thousand miles begins with one step! ..Chinese proverb
We fix whats Not broken and leave brokenunfixed!! .. SOE proverb
Chrysalide wrote:
Yes, we are!
RallyFire wrote:
Oh and one more thing I know you guys say you always read and lurk around but just checking... are you guys reading this?
AnXdietywrote:
Have a fun and safe weekend with the other dev's as this seems to be the norm now. Its now normal for you guys to post volitile information on a Friday afternoon, let things get heated up and walk away from it. Thanks for having a "discussion" rather than a statement. Just shows how much the player base's ideas and input actually mean to the core systems of the game.
I assure you that we are not doing a "post-and-run". We will be still be reviewing the comments and questions for a good while this evening, and over the weekend as well. I havecompiled a list of the top concerns from the thread already, and have put it up for discussion and commentto some of the other developers. We will review these and get some comments and feedbackto you all as soon as possible.
Thank you to everyone for all of your comments and suggestions (both good and bad) so far.
Well I hope you listen to the right people. This whole thing reminds me of a scene from Armageddon. Where the presidet's advisors are telling him to detonate the nuclear weapon on the surface and the NASA scientists says that is a horrible idea, and that the president's advisor got a C in astrophysics.
SOE the fact you even considered implementing this change means you are listening to the C student. Whoever you are listening to clearly doesn't have a clue. It is time to listen to people who know what they are talking about. This change will accomplish none of the purposes you have stated for its goals. In fact it is counterproductive to those goals. It doesn't take a genius to figure this stuff out. Really. It is pretty simple.
You (as in you, SOE) haven't listenend to out concerns. Heck, did anyone even read the threads we posted? You argumentation is as stupid as it was before, and every single argument in this post we have heard before and have proven before why this is bad.
You want that people have to make tough decisions? Well, currently, evceryone maxes out damage/speed on a weapon, and then makes the decision where to put the remaining points. With you new system, everyone will put every point into damage/speed. Now you tell me how this is better?
You want new crafters to get into the market? Well, with your new system, we depends even more on resources. Better resources = better weapons. Only the established smiths or very rich players will have the best resources. Even worse, given equal resources and your new system, there will be NO difference between the products (where as I said above, currently at elast some poeple choose HAM, some choose range, some choose condition). And of course, the ridicoulusly expensive experimentation tapes are only available to the established and rich crafters. Now you tell me how this helps new crafters getting into the market?
You say that "We believe that the introduction of items with a wider variety of attributes". Please show me how this is achieved with the new system. All your new system does is making items even mroe dependant on resources and garuanteeing that only the richest crafters can put 2 points in more than one attribute.
This is the most insulting and unlogical answer you could have come up with. All your lack of resepct and lack of communication and lack of professionalism aside, you are not making any sense.
I'm not sure if you guys just wanted came up with something to make us shut up without even thinking about it, or if you really believe this. Either way, if you push this to live, I'll finally cnacel my accounts.
With the kind of advanced warning the Devs are giving the playerbase and just the rate at which good things decay (people are STILL selling 'pre-patch' FWG5s and when was the patch on those? months ago) I don't see how this change does anything to fix the economy within the next YEAR or so.
-Shi