Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
Knocky wrote:
Wish you would turn on Character Copy so more people could look your new ideas over before going live.
Not gonna abandon Chilastra to powerlevel on TC
You make it sound as if they could just flip a switch. Why not powerlevel an hour each time you play for four hours on live? I have a master artisan on TC that didn't really take all that long to level. Just make a character and try leveling when you have free time, you don't have to "abandon" your current live character.
Character copy is a LOT more difficult to implement than most people realize.
DirkTheDaring wrote:
Knocky wrote:Wish you would turn on Character Copy so more people could look your new ideas over before going live.
Not gonna abandon Chilastra to powerlevel on TC
You make it sound as if they could just flip a switch. Why not powerlevel an hour each time you play for four hours on live? I have a master artisan on TC that didn't really take all that long to level. Just make a character and try leveling when you have free time, you don't have to "abandon" your current live character.
Character copy is a LOT more difficult to implement than most people realize.
And how would that help to test a crafting change that has to do with the resources you have, not the skill points.
So are you suggestion 2 hours of resource collection on TC for every 8 hours of live?
Resource collection is incredibly time consuming. It is hard enough on one server, you want people to do it on two?
Sorry people most likely have better things to do with their time, and that includes not playing SWG anymore, something which from what I can see is happening more and more.
Rencon wrote:
Chrysalide wrote:
Bio-engineer: Don't know much about the class, can't comment on it, have never done BE crafting.
For BE, there are two stages to clone crafting -- crafting the DNA template then using this to craft a clone. In crafting the DNA template, we have five experimental values to adjust, each of which has a different effect on health, action, mind, armor, resists, special attacks, attack speed, to hit, damage, etc.
For tissues, there's only one item to sample -- effectiveness of the tissue. In other words, there are no choices to be made here.
For pet stims, we have two experimental values -- power and charges. I only ever experiment power, as charges are determined by one of the subcomponents -- the ABEC.
What effect will this have on BE? Probably stims with less power and fewer charges, clones with lower HAM, damage, etc., and tissues with lower bonuses (i.e. a +13 Mask Scent bonus rather than a +15).
The variety of items wont be there because of a change to the crafting system. Actually the problem has nothing to do with crafting at all. You will still see people looking for and running around with the highest damage weapons and the highest protecting armor. No one will look for ease of use, simply because everyone can use buffs which absolutely nullify easy of use. To use an actual example, how many people are using Mabari or Chitin armor? Only those who can't afford Composite. As soon as they have the money they kick 'ease of use' out of the window and go for the high resist stuff. It's only a money thing right now and a change to the crafting system will not change this.
Summary: I like the change because it makes it important to really select the resources, but it wont change the situation of the economy.
If we are tomake our items different, I would suggest that using half of our experimentation points to reduce encumbrance actually reduce the encumbrance by a sizable amount, say 50% or so.
Give us a reason to make armor/weapons different.
Im happy that the devs are thinking about the longevity of this game, instead of the concerns of its patrons.
/mood sarcastic
We should stop commenting on the economic reasons stated in this post. The real reason is in Today's Friday Feature:
TH wrote in regards to the Combat pass:
Your rationale behind the changes is horse dung. This will not fix the econmy it will fubar it even more. In fact combatants are already geting ready for the pub 7 crafting nerf. I have been selling FTs and HARs at 60K each, and i ran out so quickly i had to jack the price up even more to try and slow the orders down. I made 8million credits in less than 4 hours. I have 10 factories working as we speak and the stock being made is already sold. I will have made 40 million by the time all this stock is shifted and I got enough resources to rinse and repeat the same excercise at least another 6 times.
I have got schematics of all my best weapons and components ready to run off crates upon crates of all the good stuff. If any new WS reckons they can compete with this they are crazy, If you as a dev think any new WS can compete with this you need to stop smoking drugs.
Between all the established WS they will corner the markets mafia style and new WS will be reduced to selling inferior goods on the bazar for 6k till they decide to quit WS and probably the game altogether. trust me I got enough Weapons / resources and stock to keep selling for months. I got more storage than fort knox thanks to my guild and I have at my disposal over 60 harvestors and 15 factories which i have admin rights to (again thanks to guild).
I can't wait till my existing weapons get the coverted title of pre-patch as I will make an absolute killing selling them by the crate load.
The reason this encomy is fubared is not because of player crafting tis because of Dev incompetence when they introduced uberly valued loot and holocrons. Why crafters are now being punished due to Devs being retards in the 1st place is beyond me.
The fact of the matter is new WS will get the shaft with this patch they will not stand a chance unless they can afford to buy resources (uber old spawns) from capatalist swines like me and other established smiths at prices in excess of 20-30cpu
im an armorsmith. i do a few custom orders. as far as i can tell, these orders wont meet req'd specs.
true, the game's economy is crap right now, but is this really the answer?
as a master armorsmith, all i can guarantee is that if this patch "nerfs" my armor, i'm going 100% combat. how many others will follow? i suppose we'll see.
/shudders at the thought of no crafters.