Development Cycle Archive
Thread: 19 Answers 5-26-04
AudioOrgana wrote:
Stargzrrag wrote:
TH-
Would you be kind enough to come to the Architect forum and tell us why our question got dodged?
Actually, you got one of the clearest answers : No.
While I too was slightly dismayed by the crate question answer, the one about resource stacks was pretty cut and dry.
For those of you who weren't in beta, the stack of resources at 100K may not seem likea lot - but when you realize that initially it was 250/stack (two hundred fifty, like the number between two forty-nine and two fifty-one) 100K seems like a lot (like, 400x more).
100K is more than adequate for resource stacks. However, I agree that something needs to be done about crates. I know TH isn't a crafter, but he needs to understand what it's like to manage so many subcomponents in factories. Before he says anything else about this topic, I would hope he'd polp down some factories, dial himself in an elite crafting profession on TC, and see what it's like. Make a set of Advanced Droid Brains and see how much stuff you have to deal with.
Crates and storage go hand in hand - we are forced to make tons and tons of crates because of the low volume in each one, yet we have to set up spare houses and exploit factory input hoppers just to do regular runs.
From TH's answer about the crates, I believe he just doesn't understand what it's like to be a crafter. If they ever change it back to 100/schematic, playing would just be worthless for most master crafters. Baby sitting a factory and having to refill it every 2-3 hours when doing a large run would drive most of us out of the crafting game for good. Here's hoping that someone on the Dev team actually plays a crafter and understands.
AO
Very disappointed in your centric viewpoint Audio. For someone that usually held everyone's needs in consideration your have no problem instantly dismissing the needs of crafters that have a large variety of resource storage. For me to build 100 heavy mineral harvestors requires 1,600K or grind ore, 910K or grind metal, 154K of the HIGH quality harvestor steel,1 million units of aluminum, and a whole bunch of other misc resources. To this day I sell 200+ harvestors on a good run of any mineral people want. It fundamentally affects architects to limit resource stacking as we have thehighest resource demands to smallest return. I would rather have 100 limit schematics and 1,000K resource stacking than what we have now but you don't see me telling them to do that. Advocacy is for the crafting professions.
Limiting stacks to 100K is no more intelligent than the camp requirements were. Funny management looked at that directly but something that affects the entire populace, if not just crafters as much, is shoved away to the corner and we are basically threatened by SOE to shutup or they will nerf us further.
Fivo Asia
Fivo Asia
LonelyGhost wrote:
I agree with many of the posters on the storage issue. This is an issue that is affecting virtually all crafters, and anyone who wants to decorate their homes AND collect stuff for museums or just to horde. You dont seem to understand that the ones whom you seem to most fear will create a monompoly WILL DO IT ANYWAY through the variety of methods mentioned before. You wil NOT stop such a person! SO in your effort to stop them you are making the GAME less FUN for a whole lot of people...
FOR NOTHING!!
Your efforts are in vain already. You have lost the war before a single shot was fired. You FAILED. So, now it seem logical, and just plain "right" for you to work on getting these storage issue resolved. I will admit, I fear some of the ideas floated in this thread...things like removal of Admin right on harvs, putting the max schematic size back to 100, removing the ability to make a schematic for any non-components.... but I fear them because it will drastically change the way I play, and will mean its not so easy to make 2 million credits a week selling resources. I invest a half a dozen hours a week into my business each week...maybe 12 hours tops, and its easy, rather tedious work. In return, i have all the advantages granted by a fat bank account.
But despite the fact that my earning power will be drastically reduced by these types of changes, I would welcome them. Thisgame is too easy. Its too easy even for a solo player, nevermind the power Guilds. Stop trying to hold back these motivated and dedicated people (as you seem to be trying to do with item caps) and look at how much it hurts the regualr players. Your efforts are wasted, since the motivated and dedicated players will STILL find ways to do what they want to do.....its why we call them motivated and dedicated!
What's so funny to me is all I hear people say is nerf the and nerf that to put more limitations on the game and then whine like children when it happens.
What hurts the gaming community is we fundamentally do not have representation for the crafting community. I see not a single vocal management voice advocating crafters issues whatsoever. I see a semi-causal player in charge of PR and not much else.
If management doesn't think perception is reality then why do they apply the branding to us players? Pondering that? It's because they're fundamentally human too.
Fivo Asia
Thunderheart wrote:
RotorofCorRng wrote:
Okay, you said No.
Why not?
Would the database not benefit from this?
It would actually, but the economy would suffer. Don't think of it in terms of how many items you can make as a player, but rather, how many items all players can make. With only a few thousand playersper server,any player can manufacture enough several thousand items, thus making enough items for eveyone on a server. This creates a situation where the players who are part of the most efficient crafting PA's can saturate a market all by themselves and completely squeeze out most other crafters. If you couple this with that same crafter's ability to get the best possible resources at any given time, it is very easy for a a clever crafter to get the best materials and saturate the market with the best items and make it too difficult for anyone else to try and sell their goods.
I really wanted to start this response notating your answer about the economy again. Both for selfish and unselfish reasons, I believe you keep bringing the economy in as the referee's yellow flag and throwing it up when there is no ready answer. "Why" I believe this is the fact that you continue to equate "success" with being evil. It permiates your every post on these issues. You represent a game where you advocate grouping, guilds and basically massive multiplayer communities being formed and then poo poo people when they succeed at that.
I only have a few things to say........so here it goes
First off....I have been playing this game since Day 2 of it's release.
I have mastered many different professions and have 8 characters on 8 different servers.
yes....I wanted to be a jedi...............(key word was WANTED...not now)
but nothing disappoints me more about this game then this:
FIX THE BROKEN STUFF FIRST,......BEFORE YOU ADD MORE BROKEN STUFF!!!!!
People keep screaming about having nothing to do....no where to explore....blah blah blah......
SOE you can keep players if you just fix the broken stuff. Don't keep adding new content that is also broken and ignoring what is already broken! These 19 answers didn't answer anything! TH...I'm wondering if you shouldn't run for president of the USA with those type of answers!! Focus on fixing all the broken professions and then lets concentrate on JTL. You will attract more players and keep those here if stuff works and then add JTL. Over the past several months, all I read about is Jedi revamp, JTL, DWB, etc,etc.............nothing about fixing .......
I never post anything and read this stuff scratching my head all the time wondering when it's going to happen. I've come to the conclusion after all most a year...........it's not. SOE is only concerned about the almighty dollar........so lets get JTL out there pronto so we can "rob" the rest of people of their hard earned money. I'm just about done with this game.........I've tried to stick it out but I don't think I can. With the last patch 8.2...........I now don't get paid for my missions. I've lost about 200K in mission so far.
Ok.......I'm done. I have only posted a few times.........and this will be the last time I post I'm sure.
Hedek wrote:
....I certainly wouldn't be wrong when saying that NEVER, in the history of all players on all galaxy, since SWG was launched, never has an architectturned a single harvester on duralloy steel because he is afraid he might not have enough to place to store. The thinking goes in this order : he would mine it and THEN figure how he will store it. The only thing that stops an architect from mining duralloy steel is because a) it shifted out b) another resource he needs has popped and needs to free LOTS, not STORAGE SPACE...
Yeah, stop dinking with X-wings and fix the mission payouts, already!
Now, with no Musician buffing interface for Musicians to tell if they really buffed someone or not (no one, save doctors with /diagnose, has any means of knowing if another person's secondary stats are buffed or not), AND mission payouts not working, I'm getting hosed FULLY and THOROUGHLY.
Fix this stuff and stop letting the game/other players rip me off, already! Yeesh.