Development Cycle Archive

Thread: Crafting Experimentation Changes... resolution.

JCatano
Mon Mar 15, 2004 8:28 pm
#183






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






JCatano
Mon Mar 15, 2004 8:33 pm
#184






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.


exc
Mon Mar 15, 2004 8:42 pm
#185

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.





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IgescaStorm
Mon Mar 15, 2004 8:43 pm
#186

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!






Account canceled
due to NGE.
Galaxyburst
Mon Mar 15, 2004 8:43 pm
#187






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



------------------------------------
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WIndows XP.
JCatano
Mon Mar 15, 2004 8:50 pm
#188






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.....




TandisWhisper
Mon Mar 15, 2004 8:56 pm
#189

Just a thanks for listening. It will be interesting to see how the change would of worked by making all servers a test center for a day. While I agree that alot of changes are made because of the whiners in the community, this isn't the case. This is the majority of the community agreeing that we don't want to make lesser products. While I'll admit most of us are going off only what we read on TC forums, and not on our own resting, this is all the information we had to go on. I spend alot of time on my character on Radiant, constantly surveying for resources, shuffling factories, experimenting trying to get better schematics, and to start over on TC to be able to get to the point where I can make solid tests on my own, is just more time than I have to spend. The only positive feedback I saw on tc for this change were from the one line crafters. Yes, crits were down, but at the expense of overall product. While this change may of been good in the long run for the overall game, it would of suffered terribly in the next few months while crafter after crafter went back to combat professions or left the game altogether. Hands down, SWG has the best crafting system of an MMORPG to date, which is what makes the game more interesting to alot of us. To the people that suggested those of us who cared about the game should destroy all pre nerf schematics and weapons.... why not go ask Bill Gates to destroy Microsoft so that the younger software developers would have a chance to break in.



Tandis Whisper -- Radiant
Master Ranger/Master Swordsman
Di'Bolari
Master Doctor/Master Bio-Engineer
Star Wars Galaxies: An Empire Nerfed
Galaxyburst
Mon Mar 15, 2004 8:59 pm
#190






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






------------------------------------
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WIndows XP.
Xeranx
Mon Mar 15, 2004 9:02 pm
#191

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.






Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Raii
Mon Mar 15, 2004 9:04 pm
#192

thank you for taking the time to read all of our concerns on the issue at hand, wonderful job



Galaxyburst
Mon Mar 15, 2004 9:05 pm
#193






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.....








Circles Heheh, you say they should fix the problem with the little guy, but the increasingsame problem that this patch will create seems not to worry you inyour previous posts. And again you avoid the core difference, your subjective view of rare resources (which you have in millions). Circles, right?




------------------------------------
Coolermaster ATC Big Tower+Coolermaster case fan, Zalman 300 watt low noise, Asus K8V deluxe motherboard, Corsair 512 MB DDR Ram, AMD 64 3000+ Box, Asus 9600 XT Deluxe, Hitachi 82 Gb 8 mb Sata Drive, Lite-ON CD/DVD Rom, Lite-ON 811A CD/DVD RW+/-
WIndows XP.
Likaeus
Mon Mar 15, 2004 9:05 pm
#194

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.






Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


OnlyMaestro
Mon Mar 15, 2004 9:11 pm
#195

I was actually looking forward to not having armor and weapons so darn good.


Might force people to do real fighting, instead of sitting around in their super-composite...



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

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