Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
Guess I should grind a few more crafting professions this week. Why not? its no challenge and all my stuff will be on par with every other crafter on the server. any wonder ya cant even give away some items? this game just flat out isnt worth what i payed to buy it and darn sure isnt worth 15 bucks a month. Yeah we are getting space expansion. Prolly look like an "Asteroids" game.
Oh wait theres rocks in space. better make make the ships invulnerable to satisfy the whiners.
I find it harder and harder to even log on to this worthless game. I know im not alone. just look at all the abandoned houses in just about every player city. This game hasta be losing money hand over fist for the devs to cave to a few whiners.
I expect to see this game fail completely in under a year from now if ya dont bring some challenge to it.
get a clue too easy isnt fun for anyone except the few crybabys that feel that they should be given the master title with little or no work or risk at all.
Im not gone yet.... but will be real soon.
Flame on whiners.
Do I agree that these changes may have been a better design then our current state?.. Hard to say.. Maybe! Would it have made the game "LESS FUN".. Hell Yes.
I just want to say (since I did complane) THANK YOU! Im glad to see that your main concern here is making additions that will increase the FUN.. Does this mean that your retiring the "NERF BAT" once and for all? I sure hope so...
Experimentation is tough enough at master level with the multitude of different grades of resources that we're for some reason being forced to stockpile. Maybe before you go and change how experimentation works, you can take a look at the database and figure out why you decided to create 100 or so different grades of each resource type. I mean, why waste database space spawning 10 million units of a resource no one in thier right mind will use to create a lowgrade product that they know no one in thier right mind will even buy ?
As a player who doesn't have the time to sit on TC and grind out a master crafter to test these changes, and a person who works all day long and only has a few hours of game time per day during the week. i hope you give us a bit more time then till wednesday morning to test out these experimentation changes.
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Bah, so we are back at the current stupid system where there is no variation in what is being made?
I really liked the changes, and you giving in to the whiners is just to sad!
But than again, who the hell is going to read this on page 11 (?)
whew!
:quickly re-evaluates the resource situation and decides to continue armorsmithing:
Give it three days. Let people see what is what. The mad rush to make something better will prevent honest evaluations.
Fivo Asia
Darn this!
Devs you own me around 226 Krayt tissues now!.
I sold them all before 08:00 PM and 12 PM you let us now there is no nerf!
Sjeez, Couldn't you tell us much earlyer?
Thank you very much!
/sigh
B/C Test this on the live servers first for a few days, See how it goes!
Then remove it if it doesn't work!
I'd like to say I'm happy you came to the decision you did...
Also I think the motivation for the change was a good one. I hope in the future you can come up with a change that will actually result in people making more varied products. A simple straight nerf(like planned) would not succeed in this. Possibly a give+take change could work, where you strengthened experimenting attributes like encumbrance + ham cost, while lessening the effects of effectiveness + damage experimenting. Hopefully sometime in the future you can get the crafting fix right, and we'll see a big varied market of different kinds of weapons, armor and foods(because, what use is experimenting down filling by 1% per point when a food has 50+ filling?? ).