Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
Galaxyburst wrote:
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.
I assume these are server specific problems. No resource on Naritus goes for over 6 (most for about 2-4), unless a crafter really wants something quickly and offers it himself/herself. Again, yes....A lot of resource dealers have just about anything you need. Are some materials rare? Of course, and that isn't a bad thing.
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".
No, many of the "cons" saw that items would have a slight drop in stats and freaked out. Look through the threads. Others said pre-nerf items would cause problems, but instead of giving suggestions on how to fix that particular issue, they simply said the proposed system was a stupid idea. So, we still have a crafting system that isn't reaching its potential. The proposed change would have been a nice step.
Galaxyburst
plonger wrote:
The problem with your version is that under the proposed system, Bill won't spread out his points, he will put everyone that he can into damage/speed because thats all anyone wants. Ted will be screwed because he can't match Bill on damage, and his other stats will be just as bad as Bills.
This is where the crux of the problem lies in regards to people nixing a system that could possibly be a great one. Did this crafting change tie in well with the combat revamp? It very well could have. Maybe, HAM costs and Durability were going to affected a lot more in the crafting process. We already know there arecharacter/combat HAM changes coming, so it would only be logical to assume that the systems linked in some way.
Point being, Bill just might spread out his points if all lines were equally effective.
Just make the game balanced and playable even for non master ones. Don't encourage the whiners to whine even more. Stop the 'diablo-like' gaming that goes on and on with grinders. Make the game viable for all, the strong and the weak. How to? Don't revert the changes. Cheers.
Could you (DEVs)tell us, what are you planning now, to make the crafting more interesting?
I wouldlike to see changes, because the items, we can make now, are all the same.
Crafting definetivly needs a change!
JCatano wrote:
Galaxyburst wrote:
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.
I assume these are server specific problems. No resource on Naritus goes for over 6 (most for about 2-4), unless a crafter really wants something quickly and offers it himself/herself. Again, yes....A lot of resource dealers have just about anything you need. Are some materials rare? Of course, and that isn't a bad thing.
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".
No, many of the "cons" saw that items would have a slight drop in stats and freaked out. Look through the threads. Others said pre-nerf items would cause problems, but instead of giving suggestions on how to fix that particular issue, they simply said the proposed system was a stupid idea. So, we still have a crafting system that isn't reaching its potential. The proposed change would have been a nice step.
Galaxyburst
Galaxyburst wrote:
JCatano wrote:
Galaxyburst wrote:
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.
I assume these are server specific problems. No resource on Naritus goes for over 6 (most for about 2-4), unless a crafter really wants something quickly and offers it himself/herself. Again, yes....A lot of resource dealers have just about anything you need. Are some materials rare? Of course, and that isn't a bad thing.
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".
No, many of the "cons" saw that items would have a slight drop in stats and freaked out. Look through the threads. Others said pre-nerf items would cause problems, but instead of giving suggestions on how to fix that particular issue, they simply said the proposed system was a stupid idea. So, we still have a crafting system that isn't reaching its potential. The proposed change would have been a nice step.
Galaxyburst
1- I don't care if rare resources are rare. What I don't want is some people having rare resources in the millions and dominating the market because others cannot compete due to the system. How can the dev convince us that their goal is to level the crafting field, and yet make quality of products (read experiment) more dependent on resource quality. You don't think do you that the new master can affordto buy the resourcesin tonsfor25 to 30 cru ? How can the little man fight the established oneswho havemillions in stock? But then again, you try to convince me that getting rare resources is easy. Again, this is very subjectively (your and my perception isn't neceserrilyof that of others) -but numerous times in the thread people complain that they cannot compete because they lack the rare resources. And now the devwant to make us all more dependent on rare resources ?Seems to me this will make the gap between the haves and have nots greater.
2-Thereis a part who isagainst stat drop of items ( I don't care if items have lower stats), but many in the thread are against the patch of the reasons Ihave given to you.
Galaxyburst
Galaxyburst
1 - Again, fix the actual problem. You just said you don't want these stockpiled resources affecting the new guy (even though, any new player will be affected, because they are new), so fix that problem.
2 - You have given me two reasons, which I keep addressing over and over. Circles.....
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JCatano wrote:
plonger wrote:
The problem with your version is that under the proposed system, Bill won't spread out his points, he will put everyone that he can into damage/speed because thats all anyone wants. Ted will be screwed because he can't match Bill on damage, and his other stats will be just as bad as Bills.
This is where the crux of the problem lies in regards to people nixing a system that could possibly be a great one. Did this crafting change tie in well with the combat revamp? It very well could have. Maybe, HAM costs and Durability were going to affected a lot more in the crafting process. We already know there arecharacter/combat HAM changes coming, so it would only be logical to assume that the systems linked in some way.
Point being, Bill just might spread out his points if all lines were equally effective.
Yeah well, then they should have communicated that to us! It isn't that difficult for a representative to state what you assume. If it's indeed the case it will influence,it will change the opinions of many regarding this patch. What wenow have is just -your-assumption that it may influence.
Galaxyburst
Believe me when I say that I was for the patch, but not at this juncture. If people still are able to charge 50 credits per unit fornice resources and mission payouts stay the same the economy still won't be right. All three things have to be affected. You can't put in something for experimentation while resources still go for so much and missions payout the much they do.
As to whoever said the whiners got what they wanted, I hate being lumped into that category when I stated my reasons as to why I was opposed to this change. If you see fit to generalize then so be it, but keep in mind that I won't sink to your level and do the same.
Thanks to the devs for holding out on the changes. Hopefully you saw the flaw in the new feature that was to be produced, took the insightful ideas that were made in the other thread and use that to come up with something good. I for one will be looking forward to a well thought out fix (read not nerf) that addresses resources, mission payouts and experimentation and finds a balance among the three.
Circles
JCatano wrote:
Galaxyburst wrote:
JCatano wrote:
Galaxyburst wrote:
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.
I assume these are server specific problems. No resource on Naritus goes for over 6 (most for about 2-4), unless a crafter really wants something quickly and offers it himself/herself. Again, yes....A lot of resource dealers have just about anything you need. Are some materials rare? Of course, and that isn't a bad thing.
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".
No, many of the "cons" saw that items would have a slight drop in stats and freaked out. Look through the threads. Others said pre-nerf items would cause problems, but instead of giving suggestions on how to fix that particular issue, they simply said the proposed system was a stupid idea. So, we still have a crafting system that isn't reaching its potential. The proposed change would have been a nice step.
Galaxyburst
1- I don't care if rare resources are rare. What I don't want is some people having rare resources in the millions and dominating the market because others cannot compete due to the system. How can the dev convince us that their goal is to level the crafting field, and yet make quality of products (read experiment) more dependent on resource quality. You don't think do you that the new master can affordto buy the resourcesin tonsfor25 to 30 cru ? How can the little man fight the established oneswho havemillions in stock? But then again, you try to convince me that getting rare resources is easy. Again, this is very subjectively (your and my perception isn't neceserrilyof that of others) -but numerous times in the thread people complain that they cannot compete because they lack the rare resources. And now the devwant to make us all more dependent on rare resources ?Seems to me this will make the gap between the haves and have nots greater.
2-Thereis a part who isagainst stat drop of items ( I don't care if items have lower stats), but many in the thread are against the patch of the reasons Ihave given to you.
Galaxyburst
Galaxyburst
1 - Again, fix the actual problem. You just said you don't want these stockpiled resources affecting the new guy (even though, any new player will be affected, because they are new), so fix that problem.
2 - You have given me two reasons, which I keep addressing over and over. Circles.....
Thank you very much! Both for the decision and the insight into what processes went into making it. It will be good to be able to try the system for a day, so we can all be better informed for the future.