Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Pahbi
Fri Mar 12, 2004 5:23 pm
#183

This little speech was the biggest bucket of bullcrap misdirection to come out of SOE for at least 2 weeks.


End Result of these changes: They mathmatically changed 10 experiment points to be as effective as 8 experiment points. You basically lose 2 experiment points.


And this is supposed to fix the economy? Improve variety and make it easier for novices to break into the market?


I got some land in Florida I'd like to sell. Great prices.


How many speech writers did it take to come up with that load of hogwash? You should work for an election campaign.


Psycho11
Fri Mar 12, 2004 5:27 pm
#184






Chrysalide wrote:



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.







The list of top concerns would appear to read like this, in order of severity:



1. The idea is being pushed to live


2. The Devs do not listen to the community


3. Crafting is not the source of the economy failure, we do not generate money





-- Psycho
Ko-aIri
Fri Mar 12, 2004 5:29 pm
#185

I've said it before and I'll say it again. All this change does is reward the very rich players right at this moment who buy up all the pre-nerf gear, allowing them to ride on their crates of weapons and armor for months while the rest of the player base toils with new substandard gear.

It rewards whoever has the time and credits to invest in the resource trade as if it were real life; at least right now a casual gamer can make things that are close in stats to a master. Under the new system, only the people that take the time to play the game 8 hours a day as if it were a job will be able to accumulate the high-stat resources to make items approaching the average quality that we have now. High-end weapons like we have on live now will no longer be possible, and the weaponsmith who only plays an hour or two every couple of days will be hurting to make something at above-poor quality.

In other words, you are pulling the rug out from underneath the casual gamer and fully rewarding the powergamer community. This game is NOT a job. It is supposed to be fun. And this crafting change is making it a whole lot more like work and a whole lot less like fun to be a crafting profession.



Ko-a Iri / Aosa Oto / Heston / Si'ro Eti
Twi'lek Creature Handler / Rodian Dark Jedi Knight / Human Bio-Engineer / Ithorian Shipwright
Dark Order Guildleader


Creature Handler Correspondent & Combat Upgrade Alpha Participant
...has been recognized as having an exceptional biography (Ko-a)
...has been recognized as an exceptional soldier in the war (Ko-a, Aosa)

KorinKarada
Fri Mar 12, 2004 5:29 pm
#186

sounds to me like soe is going to nerf crafting to force combat on everyone. GCW..im going to kill you with my 20-90 damage t21 now.



They say "When life gives you lemons, make lemonaide." But what do you do when life gives you crap?
tadpoleStillwater
Fri Mar 12, 2004 5:33 pm
#187


One of the comments in the initial posting, that it is hard for new artisans to get people into their shops when they can't offer anything differentiable from the next guy...


As a relatively new Master Armorsmith, I would disagree with this view. Armor is not in great abundance...when I set up shop, I posted my armor stats on the Forums and within 2 weeks had sold my initial 25 sets of composite for 100K per set. The next batch I ran, I had moved my shop and didn't advertise at all, and sold out in a similar period. I don't have any extra experimentation points. The armor business combined with smugger supplies and Powerups, has made my career, thus far a month and a half, turn over roughly 25 million dollars.


The server this experience is from is Kettemoor, not sure if there are similar stories on other servers. As an artisan just getting the range of current crafting, I do not look forward to having to learn a new crafting system.


I also thought part of the impetus for this change was that people with extra experimentation points were able to use the extra points to make up for lower quality resources...wouldn't an easy fix to this be to do away with experimentation tapes?? I think that would do more to "level the field" than a change to the way crafting works.


Given the way so many changes are made and implemented untested, or having disregarded the feedback from the testing population, I can only anticipate the problems we will face. Are the people making the decision that the economy of the game needs to be fixed even playing the game. Some of these changes seem to be made from a bean counter standpoint rather than a participant standpoint. Like a lawyer making decisions for a high wire artist...that makes as much sense.


Bitterly wishing to continue my current, but shortlived prosperity, but anticipating the worst.


Tadpole






Tadpole Stillwater
Kettemoor - M Armorsmith 12pt, RIS - M Artisan - M Merchant KETTEMOOR Vendor location is on Corellia, just 700 m South of Coronet, WP -123, -5508 in the Factory Direct Mall
Bloodfin - TKM - Pistoleer - Artisan BLOODFIN Vendor at -371, -5540, just 900m south of Coronet. Weapon and Armor Repair Tools(99.6% FR), Melee and Ranged Powerups(1000 credits per crate) and Crafting Tools(+14.67 for 1000 credits).
Chimaera - TKM - Ranger - pimp for MrRandy, the galaxy's favorite Buff-bot...
Syraxen
Fri Mar 12, 2004 5:33 pm
#188

so let me get this straight, you want a broaderrange of crafters, will all different types of item right? some with high HAM cost, some with power or defence. Sounds like just a nerf to me, you say you want to do it for the economy, i dont see how this helps it, your worriedthat the best smiths corner the market? thats still going to happen, they have the best resources, only after pub 7 all that will happen is that they will sell tons of crappy guns instead of tons of good guns. They will still have the monopoly and the enon isnt going to change what so ever.


This is just going to open up a massive new market in ultra expensive pre-nerf gear which as we all speak is more than likiely being stockpiled so high that it lasts a good long while. The econ is not very good because of the way cash income is, not because an armorsmith can make full comp sets with 80% resists and 30ish ham's unsliced.


No, I personally dont believe any of you for a second, i think this is either a lie or you are fooling youselves,what doi think? your trying to nerf buffs, armor and weapons so that the game is harder. Many people want it to be harder but i think this isnt the way to do it, they way to do it is though great work like you've been doing lately such as the geo cave and the forthcomming corvette.


You really have ticked off like so many players with this and i cant believe you cant see that or dont care. Nerfs lead to anger, anger leads to hate, hate leads to people cancelling their accounts I mean i have soe gone crazy? dont you care about money anymore? what happened to the good ole greedy soe that only cares about cash, borrow some staff from EQ already and promote this game as beign something good, spend you time fixing the classes not breaking this that work fine, and yes they do. Go make some new neat ultra hard zones instead.


well thats my rant, cheese to be delivered to the below address kkthx




Syraxen Master Rifleman, Master Swordsman+ Arlania Master Armorsmith, Master Doctor
Intrepid Server
plonger
Fri Mar 12, 2004 5:33 pm
#189

Go read Thunderhearts post on the Friday feature and the armor/buffing reduction is listed as part of the combat rebalance, not a economy fix.
speardancer
Fri Mar 12, 2004 5:35 pm
#190

I just want to take the time to echo the points I agree with....

1) this "fix" will do nothing to fix the economy. Crafters who have the means and desire to stock pre-nerf items will make outrageous amount of creds, and after those items get less common, the "new standard' will take over at the same price.

2) This "fix" works fine for single item experimentation, but items with multiple items to experiment on are left out in the cold. There's no longer that little wiggle room to tweak here and there, it's all or nothing.

3) speaking as an armorsmith only, if you want to see more variation in armor, make the HAM experimenation a viable option, and change or add other viable armors. Composite or Ubese are the armors of choice, all the others are left undesired. Padded is too heavy for the protections it provides, all the others don't offer much to the user. PSG's and Taniel still have shifting stats, and taniel is still missing parts and an advanced segment. RIS is a fu**ing joke, for the effort required to get the components.

Please, take this back to the drawing board one more time, tweak the values on the items where there are more than one line of experimentation. Then try agian, but this is NOT ready to go live as it is.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
MandarrCOG
Fri Mar 12, 2004 5:36 pm
#191

I sense a great disturbance in the Force. It's as if a million people suddenly cried out about a change to the game they're trying to fix, yet are giving no constructive ideas to make it better themselves.


I would propose that they make all the current pre nerf items decay at a faster rate untill they're gone from the game world. Add new lines of experimentation to each crafting profession such as a speed line and damage line for the weapons, etc. Make quests for the experimentation skill tapes that only Masters of their craft can do. Make those same tapes random in their overall benefit to the craft. Have better resources spawn more regularly so others can aquire good materials to use. Make the crystals, pearls and combat type skill tapes spawn more often and not just in the caves, but on random NPC's that could spawn anywhere at any time. Thus eliminating the afk campers in the caves and regular low level npc spots and making the item overall less valuable since most people can find their own. Do away with the apprentice xp from other players and make everyone pay the npc's for their training thus creating a majory money sink. Increase that ammount they must pay for their training.


Pay more for shuttle service and set a cover charge at the cantina. Pay an Imperial tax on each purchase or service for both the buyer and seller according to the price of the item. Charge a luxury tax on items priced over 50k. These of course would really only apply to vendors and the bazzar. Charge more for player owned city features, vehicle repairs, structure maintenance, etc. These are some things I would suggest to help set this econemy back to where it should be.


As I posted earlier I like the coming changes they have planned. Instead of whining about it, either show your support or give some suggestions on what they can do to change it or add to it. May the Force be with all of you.


Betatoxin
Fri Mar 12, 2004 5:40 pm
#192

This change is probably the worst I have seen yet. It places a massive burden the players by making them even more dependent on the cruel resource allocation system. What game designer in their right mind makes a game mechanic that requires real time months or even years to aquire usable resources (or even the resource at all).

The resource system is the most casual gamer (under 25 hours a week) hostile component of SWG and this change makes it worse. If it was not for third part sites like swgcraft.com which maps resources for people it would be even worse, no thanks to SOE.

How I read this is that you are nerfing everyone to 8 skill points for many products, increasing the demand and thus cost of skill tapes, most of which do not work because of bugs further limiting demand and driving up costs, and buffing established players with large resource pools giving them an even greater lead on the competition.

Thanks
Mibecca
Fri Mar 12, 2004 5:41 pm
#193

Come on Devs, how much more proof do you need? The crafters, the ones that spent extensive time playing and crafting objects, KNOW what they are talking about. Have any of the devs actually spent time playing the game? It is incredible the level of denial that the devs are showing with their efforts to shove this so-called change down everyone's throats in the face of strong feedback by the players that clearly have more of a grasp of what the real problems in the game are.
Norseh
Fri Mar 12, 2004 5:43 pm
#194

I would agree that the economy is on poor shape, ie. millionaires set the prices for all. Yet this changewill hardly matter at all. If you really wanted tocorrect the economy you would first have to make the economy single server only (stop the various crosserver trades/lot exchanges), limit storage severly, introduce sales tax (or whatever moneysink) etc... Any ofthese would undoubtedly be unpopular but would have an actual effect, instead of this change that certainly wont accomplish what you think it will do, for the reasons outlined by many crafters in this thread.


If you do intend to press forward on this or variations, you should make sure of one thing. Items crafted after patch should be superior to prepatch. Else, each server will live in its prepatch made items economyfor months to come. You can still get "prenerf" FWG5 guns relatively easy onmany servers, and that change was like 6 months ago.


Lupaerian
Fri Mar 12, 2004 5:44 pm
#195


I am glad that you acknowledge the poor shape of the economy and that you want to do something about it. Unfortunately, I cannot see how this would help in any way. I have been thinking like mad and tried to view it from all possible angles, but I still come to the same conclusion - the conclusion that so many have come to. The fact that it will create a huge prenerf market and that new crafters will have a hard time selling their products. Even worse, these new insane prices ontop of the linegear will promote more duping and selling of money on Ebay. This will cause prices to rise even higher, creating a spiral of economic doom. It will not help the economy - it will just make it worse.


As for crafting itself, nothing will change. This "enhanced" crafting experience will not change the way we use our experimentation points because, as an example, in the case of weaponsit still makes more sense to experiment towards high damage rather than low HAM.It will notchange the way we use resources either. In the vast majority of cases, I am using the best (or 2nd best) resources listed on www.swgcraft.com for my weapons. I recently reached master weaponsmith and it was not that hard for me to gather these resources. It just takes patience and a lot of trips to vendors, browsing the bazaar and trade forums. Sure, I do not have the quantity to mass produce thousands of each and every weapon like the well established weaponsmiths, but I do have enough to keep my vendor stocked. What will change is the fact that the weapons I produce will not come out nearly as good as in the current system on live if we are to believe what the crafters on TC told us. So, same experiemention procedure... same resources... worse result. The promised enhancement turns out to be nothing but a nerf and we all know how people react to that - just look at all the posts.


I assume you love this game and want it to become even better. My suggestion is that you, the developers, take this back to the drawing board and give it some really good thought. It will only make the economy worse and bring more$$$ into the pockets of the credit dupers and Ebayers who will witness their maket expand as more people resort to buying credits in order to outfit their characters with the much sought after prenerf gear. On top of that, you will geta lot of cancelled accounts out of this since a lot of the part time or newly established crafters will simply quit. Out of curiosity, I calculated an estimate based on the number of posts and even using conservative numbers (assuming a lot these threats are just that, threats), it still came to thousands of dollars lost per month. Most people don't even read these forums, or post for that matter... so the effect could be a lot worse when people actually find out.


In short, send it back to the drawing board and work with us, the players, instead of working against us. I could think of a hundred better ways to improve the crafting/economy, but when you are planing to go ahead with this despite all what has been said about it the past few days, I really start to wonder if you are listening at all.



"SOE is altering the deal. Pray they don't alter it any further."
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