Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
ockeew
Mon Mar 15, 2004 7:54 pm
#171
Jefferys wrote:
First, a lot of people are against the crafting experimentation changes, then the devs give in and are going to pull it out wednesday.
Now there are several post that people are worried that because we get to have one day with the new crafting changes, that people will make much better items and create schematics of them.
So, if people are worried that better items will be made, why was there so many people against the changes?
It would be nice to have character copy on test so I could test things myself before the Publish went in, but I have been with-holding judgement untill I can craft with the new system. I am glad they are leaving it in for a day.
Just my thoughts,
Alen Vondor
Radiant
Master Artisan, Master DE
hehe I know I'll be crafting a few things tomorrow...
Darkesong
Mon Mar 15, 2004 7:56 pm
#172
Thank you for taking the opinions of the majority of your players into consideration. It is very validating to know that you are listening to us and appreciating our feedback.
Lonkley
Mon Mar 15, 2004 8:02 pm
#173
Thanks for listening.
maybe this change wouldnt be so bad in the future if you added on another 5 experimentation points.
RocketM
Mon Mar 15, 2004 8:04 pm
#174
I'm going to use my 32 million units of hoarded resources to make schematicsfor 100,000 items tomorrow. What is everyone else going to do?
AldrakSWG
Mon Mar 15, 2004 8:04 pm
#175
Great, so now a bunch of whiners have ruined a necessary change to the game. So JustG, what is going to be done to reduce the player power to some semblance of sanity?
Kevy
Mon Mar 15, 2004 8:04 pm
#176
I think in the long run this was a poor decision. So all the kiddies want to keep their 80% comp and 2k HAM buffs so they can kill anything in the game solo? Where's the fun in that? What's the point of this game if it's so easy? Either we need harder stuff to do or crafting needs nerfing.. I hope you all have fun in god mode. Your whining has resulted in the revocation of a perfectly good patch intended to FIX the game!
JCatano
Mon Mar 15, 2004 8:06 pm
#177
Galaxyburst wrote:
JCatano wrote:
Galaxyburst wrote:
2- by making experimentation depending more on resource quality this patch will make it more harder for the little man to compete against the established few with millions of the best resourcesin stock.
Galaxyburst
Harder than.........what?
The only people that sell items are Master Crafters.
The resources weren't "nerfed". Anyone can still get these way-too easy-to-get materials. That point is moot.
Way to easy you say, moot point? Posters have stated they dropped their master simply because the necessary resources haven't been spawning the last months. Someone stated he is already waiting for 5 months for a specific resource so he can compete. Sure, I canimagine if you havemillions of the resources in stock -you have ealier stated you have- that you are pro this patch. But, many of us belief that these resources are hard to get forothers who play casually, weren't lucky or are just newbies. Those who are against this patch care about this game. If SOE and those who are propub 7could have communicated in a constructive way why this patch is good for the overal game experience, I am pretty sure this patch isn't going to be reverted.
Galaxyburst
5 months is a resource shift problem. That is not a crafting problem.
Casually....let's see...Harvesters make this a casual mechanic. I may log in more than the casual player, but I certainly don't play more. I sit around a lot for whatever reason. Also, there are many resource sellers out there. Trade forums, too.....
Implying that anyone who is against the idea being reverted doesn't "care" about the game is ridiculous.
Let me expand on my previous post:
Proposed system
* Master WS Bill invests his experimentation points equally among each line for Scout Blasters using good resources
* Expert WS Ted invests all of his experimentation points into damage for Scout Blasters using exceptional resources
* Ted's Scout has more damage than Bills. The HAM costs and Durability are comparable, because of the exceptional resources
* Ted has a viable business
Current system
* Master WS Bill dumps all of his points into damage for Scout Blasters. He uses the leftover points in Durability, but doesn't care too much about it, since HAM costs and Durability are not affected enough by the crafting process.
* Expert WS Ted doesn't bother making anything for sale, since he isn't a Master. Grind, grind, grind.......
* Ted has no business, until he hits master
Of course, pre-nerf weapons/schematicswould be a problem, but you have to start somewhere or the crafting process will never become more dynamic.
Galaxyburst
Mon Mar 15, 2004 8:15 pm
#181
JCatano wrote:
Galaxyburst wrote:
JCatano wrote:
Galaxyburst wrote:
2- by making experimentation depending more on resource quality this patch will make it more harder for the little man to compete against the established few with millions of the best resourcesin stock.
Galaxyburst
Harder than.........what?
The only people that sell items are Master Crafters.
The resources weren't "nerfed". Anyone can still get these way-too easy-to-get materials. That point is moot.
Way to easy you say, moot point? Posters have stated they dropped their master simply because the necessary resources haven't been spawning the last months. Someone stated he is already waiting for 5 months for a specific resource so he can compete. Sure, I canimagine if you havemillions of the resources in stock -you have ealier stated you have- that you are pro this patch. But, many of us belief that these resources are hard to get forothers who play casually, weren't lucky or are just newbies. Those who are against this patch care about this game. If SOE and those who are propub 7could have communicated in a constructive way why this patch is good for the overal game experience, I am pretty sure this patch isn't going to be reverted.
Galaxyburst
5 months is a resource shift problem. That is not a crafting problem.
Casually....let's see...Harvesters make this a casual mechanic. I may log in more than the casual player, but I certainly don't play more. I sit around a lot for whatever reason. Also, there are many resource sellers out there. Trade forums, too.....
Implying that anyone who is against the idea being reverted doesn't "care" about the game is ridiculous.
Let me expand on my previous post:
Proposed system
* Master WS Bill invests his experimentation points equally among each line for Scout Blasters using good resources
* Expert WS Ted invests all of his experimentation points into damage for Scout Blasters using exceptional resources
* Ted's Scout has more damage than Bills. The HAM costs and Durability are comparable, because of the exceptional resources
* Ted has a viable business
Current system
* Master WS Bill dumps all of his points into damage for Scout Blasters. He uses the leftover points in Durability, but doesn't care too much about it, since HAM costs and Durability are not affected enough by the crafting process.
* Expert WS Ted doesn't bother making anything for sale, since he isn't a Master. Grind, grind, grind.......
* Ted has no business, until he hits master
Of course, pre-nerf weapons/schematicswould be a problem, but you have to start somewhere or the crafting process will never become more dynamic.
1- ok so you say rare resources are easy to get. This is one of the factors that differsbetween thepro andcontra pub 7. This is something very subjectively, seeing the huge thread seems that most find it hard to get the resources-with hyperinflated prices- to compete. Many have stated they drop their master crafter because of that.
2- you stated ; "Implying that anyone who is against the idea being reverted doesn't "care" about the game is ridiculous." Yet you were the first one implying the cons want a "boring craft system".
Galaxyburst
TygerBlueEyes
Mon Mar 15, 2004 8:15 pm
#182
I think there needs to be another **edit** fest by the crafter to get the Devs to take another look at the resource spawning. Waiting 6 months for a rare spawn is way to long, and then when it does spawn its crap. By that time you'll have a good amount of master crafter dropping their profession because they can't make what they want to make.