Development Cycle Archive

Thread: Crafting Experimentation Changes... resolution.

Tinlain
Tue Mar 16, 2004 12:50 am
#235

Cowards. Hey why not just make everyone masters? This game is a joke.. it dosnt even resemble a challenge to crafters. With the experimentation change at least it would require work amd reward the people that actually DO research a profession and gather the best items to make their wares.
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.
KardenTyrell
Tue Mar 16, 2004 2:14 am
#236

The experimentation changes were fine...untill you fixed certain resources only being able to reach certain low values, to acceptable ones



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
Riggs9
Tue Mar 16, 2004 2:51 am
#237

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...


Mahabret
Tue Mar 16, 2004 3:02 am
#238

JustG, et al -

Thank you. As you continue in your search for viable options to help balance the player economy, I'd like to suggest that you take a look at some of the suggestions for money sinks posted by Russcal back in August. Most of the money sinks he proposes are things that players will be HAPPY to pay for. Since his original post was in SWG discussion, I can't bump it up to the top, but I've reposted his suggestions to the Game Guides and Core Systems threads - here is the message link:

http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=13524


Best Regards,

Mahabret




I look like a squid, but I taste like chicken
Antilius
Tue Mar 16, 2004 3:12 am
#239


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.
Arez_Olympus
Tue Mar 16, 2004 3:13 am
#240


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 (?)




*
Arez Olympus
*
Brandy: 400 MFW, 40m, 49%, 21 uses only 150K
Vendors in Mall in Dunes of Fury, Tatooine


CrackoDoom
Tue Mar 16, 2004 3:22 am
#241

whew!


:quickly re-evaluates the resource situation and decides to continue armorsmithing:






CrackoDoom

Retired Armorsmith
Fully Stocked Vendors at the Kenosis Mall, Dantooine
Proud Leader of Kenosis Elite Garrison

Cafa
Tue Mar 16, 2004 4:13 am
#242

I really wish the Devs would consider more than one day live.

Give it three days. Let people see what is what. The mad rush to make something better will prevent honest evaluations.

Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Djferio
Tue Mar 16, 2004 4:27 am
#243

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




iOziss Zirzosski

Where ever there is Light Darkness will shine

iiDark Jedi Knightii
Djferio
Tue Mar 16, 2004 4:28 am
#244

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!







iOziss Zirzosski

Where ever there is Light Darkness will shine

iiDark Jedi Knightii
J2xC
Tue Mar 16, 2004 4:46 am
#245

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?? ).





Kyris Iwo - Swordsman extraordinaire
Xabbu Iwo - Retired MBH, Master Chef
smugsmith
Tue Mar 16, 2004 4:55 am
#246

thank you very much






Emil Master Weaponsmith
12 Point Weaponsmith! Master Weaponsmith since October 2003!
Vendor Located @ Rohal Cross Mall
Epameb "King Fish" Gago -- The Proudest Mon Cal of Flurry
Ako'y Pinoy -- Light Jedi Knight MLS Master Healer 4004 Enhancer
Masen
Tue Mar 16, 2004 5:06 am
#247

THANK YOU for listening. Just to be fair though, I intend to make the best combat-capable LE Repair I can on this system. Then when it's reverted, I will do the same with the same materials, and see how the two compare. So if it DOES come up again, I'll know just what sort of effect it will have



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
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