Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
JustG wrote:
We are still reading... and thinking about this.
How can you really expect us to believe you are "thinking about this" under the following circumstances:
-- Publish 7 has already started to "trickle out" to us
-- The original post of this thread contained no disclaimers or caveats about the intended change. The post very matter of factly stated what WAS going to happen.
Well - I was wrong and when I'm wrong I admit it.
Thanks again for listening. I look forward to future constructive cooperation on improving the game.
Galaxyburst wrote:
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
I did state this somewhere.....![]()
My assumption is based on the info from dev explanation and posted TC item stats.
The "cons" just don't want stats to drop a bit, or stocked items/resources to be a problem. The former is not a problem, and the latter can be dealt with.
Again, you have to start somewhere, or crafting will not improve.
Here is one explanation I followed and it sounded like a great way to craft, in my opinion:
Chrysalide wrote:
The primary goal of this change is two-fold. We want to take the first steps in rebuilding the economy, and we want to redefine the crafting game within Star Wars Galaxies. By having resource quality play a more significant role in the experimentation process, the focus should be shifting away from trying to make an item with maximum attributes and minimum encumbrance. We would like to encourage players to carefully choose where to spend their experimentation points, especially when using lower quality resources. For example, do you want to craft a faster weapon with higher damage but with heavier special move cost, or do you want a slower, less powerful weapon that is very easy to use? Do you want armor with higher resists and heavier encumbrance, or less protective armor that even the weakest person can use? Or do you want a general purpose item that is not especially strong in any area, but not weak in any area either? And after this, consumers will need to decide what types of equipment will best suit their playing styles.
The current crafting system doesn't even come close to that statement, unfortunately. Using weapons as an example, it's all about damage, so the crafting is straightforward and, yes, boring. Chrysalide's explanation actually sounds interesting and a lot more dymanic.
People dont realize that the people who gain good money crafting worked hard for it any way you cut it...
its either let the rich get richer, let the market thin out OR drag everybody in the game down making crafting almost pointless (cookie cutter objects everywhere - in turn driving all prices down, wont get rid of the inflation of money out there, let me tell you)
If YOU dont want to spend time finding the highest quality resources for your customers and your craft, then too bad...
Jcatano,
I wanna log. I don't have to convince you. You and others who are pro must convince the con majority(who posted) in the other thread.
Galaxyburst
Galaxyburst wrote:
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.....
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?
o.O
Stockpiled resources have nothing to do with thelittle guy.The little guy can still acquire these resources if he/she wants. You act as if these people are stagnate barnicles on a rock. Wewere all the little guy at some point (heck,my character is probably only a medium guy
)and I think the proposal would help the little guy/medium guy/big guyin the long run.
I said 3 times that the rare resources can be server specific. Just because you do not have them, doesn't mean your friendly neighborhood resource dealer doesn't. If your server sells that stuff for 25+ credits per unit, then that's unfortunate. It isn't that way on Naritus.
Oh, my Gorath character is definately a little guy, but has great resources. I've only played him for about 5 hours, but 2 personal harvesters can do wonders.......
I have no idea how I am avoiding the core differences you speak of. I have gone over the resource stock a billion times over.
Fivo Asia
Exactly. Anybody, and I mean anybody, can get these resources with even just personal harvesters. From there, they take the good resources with their personal harvesters, make quality item, sell quality item for good money, take money and reinvest into even more harvesting...
When the game first launched there was a considerable difference between WS and AS goods, and the elite worked hard to get there. Nothing stopping you from doing the same.
In all you infinate wisdon DEVs you would listen to me and imement a VOTING system. A simple POLL on new things that you brew up in your minds would help so that things you work so hard on would NOT NEED TO BE REVERTED. Just simplyput EVERYTHING you come up with on a POLL!!!!!!!
This POLL system could also be used to determin what WE would like you guys to work on!!!!
For example:
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Whats more inportant to you the SWG players:
1: Rebel troopers at FP base targetable to overt rebel players during IMP raids
2: Weak droids having weak wepons
3: Experimentaion on clothes STILL not working (problem sence day 1)
I could probable write this list until the cows come how BUT you get the picure!
Please vote on these from the most important to lease important.
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FOR THE LOVE OF GOD AND THIS GAME IMPLAMENT A FREAKIN POLL SYSTEM!!!!!!!!!!!!!!!!