Development Cycle Archive
Thread: 19 Answers 5-26-04
Actually, the armorsmith/weaponsmith/chef monopoly may not be around for too much longer.
We see from the new Jedi changes that they can invest more skill points and negate the need for experimentation SEAs.
Joe Nobody Armorsmith can in effect make the same qualityarmor as Mr Leet Haxorz Kingpin 12 point Armorsmith Esquire.
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.
This is just another case of the Developers being totally out of touch with the reality of the way the game is played.
The theory of item limits keeping the turn over of materials constant (i.e. high quality materials dont last forever because you can only store so much then you run out) is severely flawed because wealthy players ALREADY have unlimited storage. All they have to do is do a couple of cross-server lot trades.
The problem is the Devs are DENYING THIS FACT and continue to act as though everyone only had 10 lots and the above theory was applicable. ITS NOT!
It is also a falsehood that players can develop a monopoly. I played UO for 7 years that had a real economy. Ive played a dedicated Weaponsmith in SWG for 7 months. I have NEVER seen a monopoly or even the hint of one.
The reason is simple. Due to in game limits, you can only make weapon quality so high before it gets capped. This means that you wont be able to always stay 10 steps ahead of the competition. Eventually, the competition catches up.
There are several well known weaponsmiths on Sunrunner who are considered "the best" (mainly because theyve been around since the beginning and have the best resources and built their reputation early on). My weapons are now after 6 or 7 months of resource gathering are very close in quality to theirs (in the meantime, Ive become very wealthy selling slightly lower quality weapons at a fair price).
The more weapons you sell, the more work you have to do. It is not possible, or even desirable to have a monopoly in the game.
i am totally ok with ris armor being the epic armor and happy that there will be a combat balance and a jedi revamp etc etc.
but I DON'T THINKI WOULD FEEL EPIC, IF MY EPIC ARMOR'S LEGGINGS LOOKS THAT IT HAS A COMPARTMENT IN CASE A SUPER BATTLE DROID MAKES ME **edit** IN MY PANTS
pls design a new set of leggings for the ris or add another epic set
thx
no more admin/hopper rights on harvesters or factories. this virtually eliminates cross server trades, because no one is going to come back week after week to check these things. it generates more income for SOE because lone crafters woul have to buy more accounts to have more than 10 lots, and it reduces the number harvesters in the world reducing the amount of resources that are drawn in.
to dominate a market you either have to A) out pay everyone else for resources, or B) be in a guild where everyone harvs whatever you tell them to.
then, just as you put a 50k cap on 14 day trials, put a 50mil cap on every other account.
HemiKeeroc wrote:
Actually, the armorsmith/weaponsmith/chef monopoly may not be around for too much longer.
We see from the new Jedi changes that they can invest more skill points and negate the need for experimentation SEAs.
Joe Nobody Armorsmith can in effect make the same qualityarmor as Mr Leet Haxorz Kingpin 12 point Armorsmith Esquire.
As with all publishes I will wait till it arrives on live. Still a brand new AS, WS, or chef cannot compete even if they have the 12 points to experiment because they do not have the high qulaity resources that spawned eons ago. They might be able to compete in 6 months when a sufficient amount of new resources have spawned with high quality. In order to give new players a level playing field they would have to increase the amount of higher quality spawns. Maybe just reduce the % as mentioned above to control the amount of that resource.
One solution would be to get rid of experimentation points altogether or give everyone 10 to start with. A novice WS can make the same qualityDH17 carbineas a master depending on resources. The novice just cannot make the T 21. To compensate make the failure rate at novice much higher than at master which would be as close to zero as possible. The old experimentation tree would be the failure reduction tree.
I still think the swappable parts idea on harvesters is better than out right decay of the whole harvesters. It would make much more sense that one part wears out than the whole piece of equipment. It would reduce the cross server harvester sharing and give architects more business. The architect industry is already in recession. Player cities are built, BER 13 harvesters are everywhere, and lights dont turnoff at condition 0 unless you pick it up. I wish they would allow players to place cantinas and clinics without being in a city. andlower the lot requirement. 5 lots for a cantina where one can use a 2 lot house for the same thing is not right.
Just throwing ideas out there to discuss.
Probably already been said, but I remember when max resource container ammount was 250.
100k ain't nothin.
Especially when you once mastered Architect useing thousands of blocks of 250.
But then again I'm not a crafter of any sort now, I just wanted to put that perspective up.
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.
If those stack with SEA tapes (which I expect they will since they are on "force experimentation" skill and thus not affected by the +25 cap on individual experimentation skills) it will have the opposite effect and make crafting impossible for anyone who doesn't have both the +16 FS experimentation and +25 in SEAs for 14 points.
HemiKeeroc wrote:
Actually, the armorsmith/weaponsmith/chef monopoly may not be around for too much longer.
We see from the new Jedi changes that they can invest more skill points and negate the need for experimentation SEAs.
Joe Nobody Armorsmith can in effect make the same qualityarmor as Mr Leet Haxorz Kingpin 12 point Armorsmith Esquire
Keltorr wrote:
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...
he's talking about the stack itself. like when you take two brandies. just because you die doesn't mean your stomach empties. maybe they could work a system where the stomach decreases by 25%-50% in the future, but dont count on it. they are calling this stomach timer a balance, which means they like it even if no one else does. and well all know taht unless they feel 50% of the paying customers are going to drop their accounts, they aren't going to change.
i said it before and i'll say it again. this 19Q thing is the biggest waste of time, and a lame effort at trying to prove the dev team wants to communicate with us. SOE wants your money. they will continue to make all decisions based on keeping you paying them money, not enhancing your experience. proof is they have done NOTHING to draw back the people who left in droves, but instead have pushed the further and further towards oblivion. now they tell us "wait for the combat ervamp". that is code for "huge nerf". armour will be downgraded. all buffs will be downgraded. combat will be made harder for anyone who is not a jedi or does not have any force sensitive skill. JTL is 90% space, 10% other stuff. ground combat for anyone not a jedi is not going to be helped, as they want everyone in space, not on land.
SWG:AED has kind of been like watching your favorite football team struggle. they are constantly behind, and everytime they have a chance to score big, someone drops the ball or just flat misses the kick. the devs work hard, but it is one of those non-gratifying "hards". we see no results like what we are looking for. we see no true progress. and everytime we get something we like, it gets taken away for "balance" reasons. then when people complain they say, "goto test center and help test".
19Q's was a good idea if they decided to actually be open and honest, which they never had any intention of doing. they aren't going to tell us what is in store for the combat balance, because it would ruin the surprise (and they don't want 2 months of our feedback on how lousy it will be). they aren't going to fill us in on GCW revamp ideas, because, again, they don't want 2 months of feedback on how lame it is.
to be fair, there are a good number of people who feel the game is ok. no offense, but this is my first MMO. even i can see the vast short commings of this game, and i LOVE the idea of player driven content. they just marketed to the wrong players, released too early, tried to stop the bleeding too late, and killed any hopes of rejuvination by over-populating the jedi community.
Enjoy SWG while you can. It won't be around much longer...
Your question was not dodged. It was given a straightforward answer. He clearly said, "No, the resource stack size will not be increased." That's not a dodge. That's a definitive answer. If you look through the rest of this thread he even goes further to explain why this answer was given. Instead ofasking himtogo to the architect forum, why don't you try reading this one?
Stargzrrag wrote:
TH-
Would you be kind enough to come to the Architect forum and tell us why our question got dodged?