Development Cycle Archive
Thread: IT 7-3: Crafting System Enhancements
Well after heresay, and then reading this post and another in the weaponsmith forums ive concluded that this part of publish 7 will go down as another horrible unwanted, tried to fix but broke it worse "hurricane" patch.
I think that the existing monopoly big name multikabillionaire weaponsmiths and armorsmiths will become that much richer and It will be much harder for newcoming crafters to make it.The guys who are successfull now and already have hundreds or thousands of millions of dollars are going to stock up on "pre-nerf" items... then when 7 is released charge that much more.... i mean the top of the line composite goes for 750k on my server. with the new changes the new armor wont be ANY WHERE near the quality of prepatch and will be forced to lower prices just to stay afloat. whilest the pre patch stuff will start selling for millions of credits.
How is this helping?
Why the heck are these changes coming?
Crafting is a little confusing... but heck thats fine. These changes are going to make the rich richer and the poor poorer....
im going to start referring to the devs as the government. they handle things just like stoopid politicians...
Why do you continually break what works fine?!?
Thunderheart you asked that this be replied to in this thread.
Last night my town on Bloodfin/Dantoine "Ruatha Hold" created a lot of critical failures. I, as mayor, have it set for Research Center. I had critical failures during creation and during experimentation on quite a consistent basis. This is very unusual with this city speciality. My Architect was seeing the same problems as well. There was a period of one hour between 7pm-8pm that it subsided and we were able to get our good crafting back. But that was the only time between 5pm EST and 11:30EST that I did not see these excessive criticals. Now i understand i will get criticals during combines because the speciality doesnt change that. But during experimentation i should see very few. And i would say i was seeing two to three on every other crafted item. This was on my chef and brhee's architect. Both of which are masters and using only high quality materials.
Why can't we learn what tools were used to generate the 5% critical rule?
Why hasn't any developer answered this question?
Do they use 15.00TE and 45.00FR tools?
Or do they use Newbie 0.00 tools?
How did you generate a 15% critical failure rate?
Did you macro the construction (ui shortcuts)?
DID YOU USE 1000 STAT RESOURCES????
None of this discussion matter if we don't know what goes into the formula. Does anyone else agree?
Thats all fine and good...but the system really works fine the way it is...It sounds to me like we are breaking a system that works just fine...I have been collecting resources since month 2 of the game...How is this going to effect me as a Weaponsmith? I am certainly going to do what others sugggested and stock up on schematics...I have a sinking feeling that our craft is going to suffer a major loss after this publish.
HoxStarclipper wrote:
Thats all fine and good...but the system really works fine the way it is...It sounds to me like we are breaking a system that works just fine...I have been collecting resources since month 2 of the game...How is this going to effect me as a Weaponsmith? I am certainly going to do what others sugggested and stock up on schematics...I have a sinking feeling that our craft is going to suffer a major loss after this publish.
I fear you may be correct.
And the main things that most likely will happen, because its happened before. The prices of Pre-Nerf weapons will go up 2-5 times. And almost effectively putting them out of reach of both newer players to the game and the causal Players.
Plus this is going to inflate the resource markets on all servers, which on some servers was coming back down to a reasonable level. Because if this change goes thru and stats playing a more important part then the prices of those resources with the prized stats are going to end up going to 15cpu and higher. Which in turnwillinflate prices on weapons, armor,wound packs and stim packsetc. higher, and even thecrafters out there who mine their own resources are going to still most likely put a premium price on their products based on the market value of the resources used.
And another thing that could happen is many people will end up dropping their crafting professions, which in turn means less people crafting. Since the demand will stay around the same and possibly go up some from old crafters taking up combat professions.Which meansthe demand will go up and the supply (the number of people actually crafting) goes down, that in turn will also raise prices even further.
So IMHO this change is going almost destroy the economy on most if not all servers. And will make playing difficult for the causal player. And almost impossible for the new player coming into the game for the first time.
So in reality, it would be best if this change could be held off until after the combat revamp, and the crafting system can get the attention it deserves.
If you read the weaponsmith thread on this subject, which was over `17 pages when I looked this morning, Thunderheart suggested to the weaponsmiths that read the forums that this was an opportunity for them to take advantage of the upcoming patch and stock up on pre patch weapons so they could sell them at a premium after the patch when quality weapons could no longer be made. To paraphrase, since we are screwing the crafting community, you should screw the non crafting uninformed community to make up for it.
I've been here since June, so while not as long as some of the beta's, I've been here almost since day one. 3 accounts. If this change goes into effect as its set on test, I'll be taking a break untill WoW comes out. I have gone through nerf after nerf after nerf. Some were warranted.. CH's were too powerful, and as master ch at the time, I wholeheartedly supported that one. But to take a viable, working (for the most part) system and revamp it so that we would have less crits as a master is just insane. I have been crafting for the last few months now and enjoy being able to diversify my product and be able to experiment on different aspects to come up with my own line. When SWG first came out.. the campaign promises made were.... the hi end equipment would be player made and not have to be camped. Well...... technically they are holding to this... except that you now have to camp for the components to make the hi end player made equipment. Yes.. I understand the pure combat class demands a better loot system. The quest rewards definately needed to be fixed and I think for the most part the devs did a great job here. And crafters, if they can't do the quests solo, they can still get some friends to help them with it. But to have hi end resources be a lootable item is making crafted items in essence.. looted items. The true crafting community is in an uproar over the proposed and seemingly upcoming publish 7 crafting changes.
These are in fact the same changes that were going to be implemented a few months back and got such negative feedback, they pulled it.
Welcome to Star Wars Galaxies: An Empire Nerfed
And one more thing...Yec brings up a good point...
Test after test after test shows absolutely no difference when using crafting stations or tools with + modifiers on them...
It's been a year, and you can't figure out how to make these supposedly better stations and tools incorporate into the crafting process in the positive way that their "ratings" would suggest that they should...
Now, you're going to change the entire crafting system and "fix" it.
I look forward to being "fixed" like this I think about as much as my dog would look forward to being fixed - if he knew what it meant...