Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
CrackoDoom wrote:
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.
thats okay we can all just go tk and fistfight all day...wont that be exciting
Rencon wrote:
Chrysalide wrote:
Tailor: You cant experiment anything anyway... yeay
ok this is a LONG thread and i havent taken the time to read every item or idea. however i just left the game after 1/2 playing and 1/2 hour of TOTAL frustration with the crafting process. i experienced 1 crit fail (completely acceptable) and over a dozen various failures during the experimentation phase on 3 different enhance kits. i could never fully experiment one line (effectiveness) to it's max. i got the same failures at the same point in the process with the same % reductions, and for the last 2 points i got the same % increases each time.
one conclusion would be that even when you have ALL the clothing adds, 38% station, etc they do not affect experimentation positively.... are they broken or is this planned in this patch? is this patch not only affecting the choices you have when crafting but the process as well?
if the latter is true then i think there will be a mass exodus away from crafting AND an increase in prices as the crafters that remain will incur HUGE costs justto develop a schematic that WILL be competitive and saleable. this certainly wont enhance the economies of the game.... it will cause the availability of items to lessen, and the prices of resources to climb as we need more and more to perfect our items; with a supply and demand economy many gamers will not have the patience to spend MORE time seeking out the tools crafters make that are integral to enjoying the game.
my 2 cents' worth but this is a paraphrasing of the conversation i had with several crafters tonite.
tri'ahge- proud to be LeBT
- The first thing wich killed the economy AND the game is the HOLOGRINDING.
Ok you are wroking to revamp theFS Slot thing so I won't talk about it. - The second thingis the price of Jedi components.
On this one only the Jedi should be able to extract the components, this would level the issue in 5 minutes. - The third thing is the looting process... in the borgle cave for example
A totally noob can come here camp the whole day and get uber tapes wich he can sells for Millions - The fith thing is the lack of creditsink : there is nothing I mean nothing to spend your credit into when yu are rich.
You could have implemented an uber insurance system with very high fees preventing decays on any insured item.
I'm pretty sure people would have been glad to pay over 100k a week to insure they beloved rare weapon / piece of armor / item from any decay. (And the 1% decay was abad idea) - The sixth thing is the personal vendors implementation : we don't have anymore a look at the whole market as we only browse local markets. Bring back the ability to browse the whole markets / vendors and the economy will level pretty soon. Even implement a filter search function and the market would level way faster. Maybe implement the ability to deliver item directly from one place to another for a fee. Any empty vendors really su**#
- The seventh thing is the low diversity of the crafting process. Level up the effect on armor ham experimentation and weapon ham effect for example. There is no interest for a Weaponsmith to experiment on HAM atm.
Now about the crafting thing,
if you really put this live be sure to first :
- Fix the schematics that calls for a resource which currently does not even carry that characteristic
- Remove the cap on caped resources
- Fix the spawning rate of rare resources and be sure they spaw with good stats
- DESTROY all prenerfed crates of items ; yes you read well
- Refund all crafters in high end resourcesAND powerAND credit needed to build the crates
- Prepare for a riot

Well I can say I understand your whole concept an I see a few thing in this :
- You are levelling the mobs to have higherHAM and higher resists
- You are levelling player items to be lower
- You are levelling DOCS buffs to be lower
- You are levelling combat specials to eat more ham
==> You are making us weaker to force us to group
One other quick thought:
The more you nerf crafting, the more you raise the already unbalanced dependancy on dropped items and 'uberloot'.
That's not the kind of game you guys were trying to make, right?
I remember a Dev Team that said the best items in the game would be crafted.
I don't see how this change helps that.
-Shi
Forgive the lack of new material, but i'm a little tired of writing these reasons out, so i'm just gonna cut-and-copy a couple of my previous statements about why i feel this new crafting system will be bad for the game, both short and long-term. Since none of these issues have been responed to....
somebody elsewrote:
From a game balance standpoint, it's actually a good idea. Game is still too easy and part of that is the power of the items.
Lower the absolute power cap of new items across the board while at the same time making resource quality and experimentation more significant within the new range. The argument that it makes novice crafters unable to compete is a strawman. That argument has been in place before release and doesn't take into account that their is not just one single global market but instead hundreds of little markets spread across the planets. Plenty of room for folk.
The backpack change is probably needed. While there are honest folk who used backpacks for bulk or custom orders, I'm certain human nature has kicked in way too many times and people have been screwed because they didn't know what they were buying. Heck, stupid people sometimes can't handle buying single line items.
People will yelp...but ultimately it's better for the game.
Fwap Munemasa
Master Armorsmith
SOE'sfavorite command
/addignore customer
Here it is in a nutshell. By reducing crafters to one line experimenters, you are NOT making more varied products since the bulk of customers want the same thing. Hi damage/speed weapons, hi resist armor, hi potency med packs and chef food. That is what 90% of the products being made will continue to be, they will just be less effective. If you want to put varience in... then do that. I've never understood why damage and speed are experimented on the same line. A single shot from a weapon with hi speed should do LESS damage than a single shot from a slow weapon.This is just one example and I'm sure there are other ways you can actually vary crafting equipment. Making everyone only be able to max out one line in crafting will only make more people putting out the same product according to the resources they can use.
The ONLY way this is going to allow new crafters to get established is if the crafting community as a whole come together and establish a pricing fix. So that the hi end crafters charge exorbant prices for the hi end products they make, so that the new crafters can make the best they can make (which will be sub par to the hi end stuff) and be able to sell it at a reasonable price to the rest of the general public.
Missions have got to drop in reward and reduce the huge influx of credits. When you can take a single mission that will pay for the new weapon you just bought, that will last you for 3-4 weeks if you take care of it, 10 missions or so will cover a new set of hi kinetic ubese armor.. etc.
My theory is, it is not the economy you are trying to fix, its the entire game that you pushed out before it was ready and made entirely too easy just so you could see the first Jedi immerge in a couple of months from release. Someone said earlier there is no end game. Well, I hope he meant HIGH end game. I fear the END game is alot nearer than you think.... Now you are trying to introduce the hi end game with the additions of dungeons... one at a time. People are crowding the places so bad that you can hardly move. There is no group looting system, since this was supposed to be a 'non-loot' based system, so the ninja looters are running rampant.
People are bored.. point blank. When people can run through and master every single class in the game before it's even a year old.. something is very wrong. Now you have a loot based system, which you said SWG would not be, since hi end composite on Radiant sells for 200k, Dragon pearls sell for 3-5 mil, crafting SEA's sell for 1 mil a point (and soon to be more I bet). AFK campers and looters are everywhere. The only player made items that sell for a million credits thereabouts are those that are made with limited run schematics and looted items.
While I, as do most of us, appreciate your explination of the new crafting system... or rather the reason for it since you did little to explain it, it still comes down to one comment....
We at SOE, even though we have acknowledged your concerns, could care less about what you think. We put out a broken game system to the public before it was ready, and wanted to see Jedi's in the game before we had them ready. To do this, we had to make credits easy to get, hi end equipment readily available, and elite classes that can solo 90% of the game. Now that you have gotten used to this system as a customer, and we have a suitable number of jedi in the game, we are changing everything, like it or not.
Thats like selling someone a Ferrari, letting them drive it for 6 months, then turning it in to a Yugo and expect them to be happy about it.
I'm not sure how this is going to "help" the economy.... basically, my impression is that subpar crafted items will be still be sold for the same priceeven if it's less quality.
Likaeus wrote:
1) I fail to see how this will help the economy to any degree whatsoever. Please elaborate.
One of the dumbest ideas to date. What I really want to know is.. what's next? I'm trying to think of another part of the game that works as well as crafting/experimentation that they can destroy ... drawing a blank here, somebody help... Maybe shuttles only arrive every 20 minutes?
Why not increase the cost of cloning on advanced planets? Or one of 500 ideas that have been posted to fix the economy...
Simply amazing are the lengths that the devolpers of this game are willing to go to totally mutilate it...