Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

Zarny
Fri Mar 19, 2004 1:49 am
#170

Its back in, the quality of items from tuesday and wednesday is clearly different and back to the standards of monday.



ZarnKano
Loriena
Fri Mar 19, 2004 3:28 am
#171

Well, I know another saying: "Never play on patch-day"

I pity those who couldn't due to being at work, on holiday or having other real life commitments.

So you are completely wrong in saying "Everyone had a fair chance to craft whatever they wanted." I guess if the number of people you talk about would be above 20% of all SWG players that would be still an overestimation.
Malice3672
Fri Mar 19, 2004 4:05 am
#172

Ya, because .2 raiting on a crafting station, or even 1 BER on a harvester is really a huge deal. Oh no, the scout pistols with 1-3 .01 better stats will rule us all!


Im sorry, the coolest thing that might have come out is the harvesters, and really they are going to be a small issue at most. Reguardless, I think they will add these changes in, maybe with a bit of honey to smooth things over. Really, they need a change like this for mulit tracked items, but first they need to make all the tracks worth using.
UmmonPrime
Fri Mar 19, 2004 7:23 am
#173

Well, except that armor I made with 6% higher base. That will be an issue.



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Getoc
Fri Mar 19, 2004 8:12 am
#174

Leaving the changes in for one day was the worst decision SOE made . What would for example an AS do if these changes grant advantages on the resist .... yeah he would make schematics for the future with this uber armor and a lot of AS did this ...... all others are screwed .


now u can have 80/80/80 kinetic/energy/electric and base of 72-74 on my server .


sorry guys .... somewhere i read something about 'not happy with the economy' ... and what u did by letting shematics be created on this day is good for the economy .... yeah right whatever





Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

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DeQuosaek
Fri Mar 19, 2004 12:32 pm
#175






Loriena wrote:
Well, I know another saying: "Never play on patch-day"

I pity those who couldn't due to being at work, on holiday or having other real life commitments.

So you are completely wrong in saying "Everyone had a fair chance to craft whatever they wanted." I guess if the number of people you talk about would be above 20% of all SWG players that would be still an overestimation.




I guess the Developers better take a poll of all the players to make sure they don't have a vacation coming or have to take the sick cat to the vet or don't feel like playing the day that they are planning to do something in the game.


Everyone had the exact same chance. The servers were online. Whetherpeople chose to play or whether they had other plans was up to them. Your personal circumstances do not mean you didn't have the same opportunity to play as everyone else, it just means you had something that took priority over playing a game.


The game is not everyone's first priority, but if some people want toquit playingthe game because a few people crafted some slightly better items then I say, let them leave. The game would be better off without that kind of player anyway.


There will always be kids that have more time to play and probably better characters then those of us who have more responsibilites, but threatening to leave over this is more immature than most of those kids.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Fried_Yoda
Fri Mar 19, 2004 4:21 pm
#176

seems to me like all the noobs are whining about it. Doesn't it make sense that if you are novice, you SHOULD NOT be at par with the skills of a master? its only logical that you have 500 crit faliures and issues as a noob. Its more realistic. All you hear is people complaining because suddenly the game becomes more realistic. Then they might say, "its the same thing as the complaints for nerfing some uber professions." No, it is not. Nerfing uber profs makes the game fair. Giving you the same abilities as master artisans doesn't. The whole point of the game is to be a representation of actual life in the SW universe. not everyone has it fair, you just have to deal with it. Removing the new crafting engine just shows how when noobs don't get it their way, its bad, and when they do, it doesn't matter what people who have played the game for some time now thing, because they can now grind easier.



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Hardback
Fri Mar 19, 2004 4:54 pm
#177

Its a shame the new system wasn't left in for longer,so people could test it more fully.There was a lot of hysteria prior to the patch but I actually liked the new system and would welcome it back



Tenhut
Master Armoursmith of TAO
Ail
Fri Mar 19, 2004 4:57 pm
#178






Getoc wrote:

Leaving the changes in for one day was the worst decision SOE made . What would for example an AS do if these changes grant advantages on the resist .... yeah he would make schematics for the future with this uber armor and a lot of AS did this ...... all others are screwed .


now u can have 80/80/80 kinetic/energy/electric and base of 72-74 on my server .


sorry guys .... somewhere i read something about 'not happy with the economy' ... and what u did by letting shematics be created on this day is good for the economy .... yeah right whatever







And I read about 1000 post on the boards asking for the crafting changes not to go live because they were a nerf and all would produce inferior quality items...


Maybe you guys should have thought a little more before signing all those petitions....





Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

Pahbi
Sat Mar 20, 2004 10:46 am
#179

For Bio-engineers the new system is horribly horribly *HORRIBLY* broken.


I tried it out on several pets, and the end result were pets that were VASTLY inferior to pets I was making pre-patch.


Not just a little worse, I'm talking about a 75% reduction in quality.



Indene
Sat Mar 20, 2004 12:04 pm
#180



UmmonPrime wrote:

/sigh

I think most of you missed the point of the patch. It was not intended to give better items, it was ment to even out the economy. You people will now take your ber 14 harvestors and sell it for twice that of a ber13. This was intended to make the 13s easier to craft so you could reduce the cost and that in turn reduce the cost on resources.

This is bad because it would actually do the oposite of what it was intended to do. Like i've been saying, the rich will just get richer and the poor will be ignored.






The rich get richer because they are out there working to get richer rather than whining that other people are rich (and they arn't) Same problem in RL.

By way of creditials in this game I came to this world in sept? with nothing but the cloths on my back. The nice man at the starport handed me 250 credits and a holocron book (ctl-h). There were LOTS and LOTS of people already here and very wealthy. I worked hard and am now a Master CH and Master Merchant and quite able to buy what I want as well as need. In this world (unlike some) we *ALL* were given that start. If you find yourself poor perhaps you need to consider your game choices since you came here rather than who was here before you.

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
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Then came the dark times. The NGE
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Pahbi
Sun Mar 21, 2004 2:07 pm
#181

Please do *NOT* bring back the new system until it has been extensively tested for Bio-Engineers.


It was HORRIBLY broken for BE's when I tried it out.

Vinaddar
Sun Mar 21, 2004 3:48 pm
#182

Experimentation Changes: I improved 1 component, made the rest the same, and every final item made from the components was lower than pre-patch, as we saw on Test. This was not welcome and I am glad for us Doctors it was slated for reversion to the old experimentation method.


Crafting Changes: Unless you craft in a research center, the fail rates are still far too high at master, at least for Doctors.


My first post-patch run on the night Pub 7 went live, I gave up after 20 items. The results were:


1 Assembly Crit, 3 Experimentation Crits, 7 Experimentation Fails, 3 Experimentation Good, 3 Experimentation Amazings.


One of the Amazings offset a "Good" success, so the end result was 4 usable products out of 20 products attempted. That equates to a 20% success rate, which IMHO blows. Devs please understand that A) we do not all live in player cities nor do we all want to, and B) ANYTHING below a Great Success is a Failure. The system still isn't treating Master Crafters as it should. Granted, I use an old 14.19 tool and a 43.2xxxxx station--neither of which mean anything to the outcome it seems--but I should get better results.


Vinaddar
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