Development Cycle Archive
Thread: Test Center Update Notes Mar 15, 2004
Kantaro wrote:
Will the critical failure changes be changed back too? Or will they stay?
The critical failure changes are staying.
Thanks,
Damn whiney babies win again eh?
Before they even see the results they cry Mama and you devs bend in, crap that is no way to develop a game.
How about we nerf doctor buffs to 1/2 the effect they have now? and lower the crazy high bio-engineered food enhancements? That way us armorsmiths would have to produce efficient ham based armor. As it is now, the only thing that matters is resists, hell with hams. The game is becoming more and more unbalanced in the name of balance. EverQuest revisited I see.
And for those reasons I quit EQ after close to two years. Don't look like SWG will make the first year here.
Kosiam
Well the magnitude of the problemmay not be apparent to you but many melee weapons are based on master artisan components which will all be able to be built at 100% quality for one day. Melee weapons are also based on shock resist only which tends to be good on most of the materials involved in making them, so the melee weapons themselves will also reach 100% quality.
Crafting stations, repair tools, crafting tools, and weapon powerups will all reach 100%.
Some armor segments will be able to be made at 100% and even if the armors themselves aren't better tomorrow, they will be in the future when the new-old-stat segments are used in new-old-new armor.
There's almost no facet of crafting that will not be affected by allowing some items to be made at 100% quality for a day.
It's not in the name of balance, it's in the name of fun. A lot of people take fun to mean 'overpowered'. I prefer challenge, but I'm in the minority. Balance over a long term WILL require that overpowered aspects be reduced in power. If you increase the power of everything to bring it in line with one overpowered aspect, then you either need to increase the challenges of EVERYTHING or kill any semblance of challenge. Careful consideration of weapons and armor, buffs and abilities is less important to many people than simply being able to slap on a suit of 80% everything armor, buff themselves to high heaven, and solo nearly anything in the game.
And then they complain that they're bored. Don't get me wrong, I'm not unhappy that the crafting changes are not going in. I can accept an overall reduction in power if it means more tactical choices (I am speaking as a consumer, not a crafter). But because of the disparity between established crafters and upstarts, I can concede that the system, as it was, probably wasn't a good idea. Sometime in the future, though, it would be nice to see choice mean more than what color to pick.
N3K0 wrote:
I was able to create a +15 Weapon, Droid, Generic Item Crafting Tool and also a BER 5 Mineral Harvester. I wasn't able to reproduce the BER 5, though. But, I saved a schematic. And realized, I only have an equipment factory, no structure factory. DOH!
You might try it anyway.If it is a personal mineral harvester, you might actually be able to use it in an equipment factory since it is under the general tab in your crafting tool.