Development Cycle Archive

Thread: Crafting Experimentation Changes... resolution.

KardenTyrell
Tue Mar 16, 2004 6:42 am
#261

I would have to agree with some suggestions made by other people.....give the crafting changes 3 days to sink in..see how badly it hits the community...or if it actually helps them. Then if responses stay negative....remove it untill youve enhanced the current resources caps.


Dev's, testcenter is a bad place to test big changes like for the crafting system...since theres allot less people being able to test it out. Give people some time on live, the experienced crafters...and the inexperienced...but they all have a large supply of different types of resources to begin with (most of them).



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
gunther22
Tue Mar 16, 2004 6:46 am
#262

I can't believe you folded! I would welcome the changes and was hoping for a change in this game. It seems that it will just be crafting as usual.
LovelyLex
Tue Mar 16, 2004 6:50 am
#263

/cookie JustG



_______________________
Alexzandra
- Retired -
| -DH-

Khayden
Tue Mar 16, 2004 6:55 am
#264

I will be interested to play with the changes for a day. However this was definitely the best decision. Changing crafting like this would have created a Pre-Nerf market that would have completely sucked the life out the market for new items. People were buying crates of weapons in preparation for the nerf and everyone would have become a pre-nerf items broker.


What I would like to see in the future is a crafting change that not only adjusts the numbers and the way experimentation works, but also truely allows the crafter to customize the items. If weapons had more than 1 experimentation line that really mattered then we may have had fun creating our own weapons. Maybe break up the Dmg and Speed into 2 lines. Maybe allow us to customize the look of the weapons a little through experimentation. Allow us to add minor DOT attributes as well as skill modifiers. Then maybe we would see some variety in the kind of weapons being crafted.
nowayasif
Tue Mar 16, 2004 6:57 am
#265

Tell you what. Just for listening to us for a change, I will go out of my way to test your new system for a day, and give it a fair shot.

By the same token, you received hundreds of ideas on how to better accomplish your stated objectives from the people who know how crafting works first hand. Take advantage of that for next time.

Thank you for listening.



Ever hear humbleness is a virtue?



Pann

Shadowfire Armorsmith
Kreedh
Tue Mar 16, 2004 7:00 am
#266

I think your base idea for crafting was a good one, I just don't think you went about it in the right manner. Anytime you try and take something away from someone, you are going to get a backlash. In fact, I remember Holo or Q back in pre-beta days talking about how what they were aiming for was making it so that everything was a bit underpowered so that they could balance by increasing the effectiveness of this group or that rather than by nerfing. Why notapply that kind of a philosophy to this issue? If you want more variablity in crafting; if you want more hard choices for crafters to make, why not add things to the list of attributes that can be experimented on? Why not make every option for experimentation worth putting points into? Yes, I understand that doing something like this is a much harder programming task, but in the end it is the right way to solve this issue. As adeveloper myself, I find thatright wayis almost always the harder way. Don't give in to the temptation todesign around what is easiest, do what is right. Think about the wasted time spent implementing this change you will be backing out. Did making this change the easy way really save any development time? Give crafters a good reason to spread their experimentation points around; give them more choiceson which to spend their experimentation pointsand you will accomplish exactly what you intended, but the change will be seen by the community as you enhancing the crafting professions rather than nerfing them.





Kreedh


RADBlue
Tue Mar 16, 2004 7:02 am
#267

I also like this chance to test out this sys for the day,although I was against it as it sits,I also seen some stuff in posts that I liked about it.This will give me a chance to check it out and see for myself how it works in reality.. errmmm so to speak heh..



Ykkorr: Master Weaponsmith(12 point)/MasterArtisan/Master Merchant/Alliance Ace Pilot/Master Politician-Mayor,Chaos City ,Rori
Auction winnings can go to Krazy Krayt II vendor(South Coronet Mall) located outside Coronet,its on planet map.
DrJekyyl
Tue Mar 16, 2004 7:04 am
#268

Looks like everyones happy lol. I kinda wanted it and didnt want it. i didnt want my crafting the be restriced but can see why this change was considered.



Master Swordsman/Master Rifleman
Ahnch_Ryhou
Tue Mar 16, 2004 7:20 am
#269


Hi JustG,


Hats off to you. And thank you so very, very much for carefully considering the player community input. Most of us were against this crafting experimentation change. It would be more acceptable if we had more abundant 900+ overall quality resources and if better quality experimentation skill tapes were more abundant or at least not hoarded and sold for millions by a few greedy players. Maybe you can reconsider implementing the crafting experimentation (crafting balance) changesin the futureif we also get more frequent high quality resource and skill tape spawns?


In any event, I believe the majority of the player community is happy with the current decision to rollback the experimentation changes to the old way. Once again, this is proof that you, the developers of SOE, are true to your word that you listen to player feedback to keep this online role-playing experience a truly player driven community as you intended in the beginning. So I'm going to save a link to this thread to show to players who 'whine' too often that SOE does indeed listen.





Ahnch Ryhou



Former 12 Point Master Weaponsmith, Rebel Pilot, current Smuggler
Weapons, Structures, Ships, Furniture, Clothes and More - 1st shop on the beach south of Coronet, -427, -5484, Ahazi Server

TechBoss
Tue Mar 16, 2004 7:26 am
#270






Marcalus wrote:

/sigh


Cowards.


You can't design a game by mob rule.


The mob, majority of people, hold the money, thus they must be appeased.


And SWG is still too freakin' easy and unbalanced.


Have you taken on the endgame NPCs or creatures. They are not easy unless you are exploiting the bugs of the game. Krayts on harvesters, double buffing and many other bugs can be used for "easy" kills.


If anything makes me leave (and it is getting closer to that time) it will be the fact that the game just doesn't have challenges.


Go out and find some of the above endgame critters/NPCs to engage.


No, sitting on my butt and grinding synthsteak to master chef is not a challenge.


What do you mean? Grinding holos in not challenging or crafting or what? If it's holo grinding, what do you expect. The whole system was created to get peoples money, not be fun. If it's crafting, you need to pick up another crafting profession that can have high end additives, like krayt stuff or something of that nature. Then you can have a challenge of trying to get those components. You can also try to get skill tapes and other items that boost your profession. A certian amount of crafting bordem comes from the player.




I am glad they are dropping this NERF. I am so tired of being nerfed and wish they would start fixing the bugs and other outstanding issues before breaking stuff that is working. I am still very suspicious that the hot fix will encounter, "unforseen problems that cannot be rectified."




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Article57
Tue Mar 16, 2004 7:26 am
#271

so is this gonna be the new design model for the SoE dev team?


everytime you feel you need to makegame changes in the name of balance and a handful of people whine and threten to quit you're gonna back out and evoke the "it just wasnt fun" mantra?


pitiful.








Jahaka Quom, Ahazi Mon Cal [Master Smuggler / Novice Gunfighter / Teras Kasi Novice]

Anora Borealis, Scylla Human [Novice Bounty Hunter / Novice Carbineer / Novice Ranger / Novice Sharpshooter / Novice Creature Handler]

May the Nerf be with you.
Rizzaka
Tue Mar 16, 2004 7:30 am
#272

I'm dissapointed G. This is your game, you guys should do as you see fit, these changes would have made a variety of weapons instead of how it is now which is the only thing a crafter can offer vs competition at master level is price... i'm very dissapointed indeed. Though the community pays your salary (per say) you should not have given into them. Honestly this just shows to me that the direction of this game may not be right for me.






Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

Likaeus
Tue Mar 16, 2004 7:34 am
#273






SpaceGolfer wrote:

This makes me want to puke!


I for one was looking forward to the changes in the crafting system and I am not in an "uber guild" nor am I even a MWS!


I admit I'm guilty too for keeping my mouth shut thinking that the Dev's won't cave-in the the whiners so I didn't bother saying anything either but damn! Don't bash the whiners when NOBODY bothered saying anything!



First you say "don't bash" then you blanket label everyone who was against the change as "whiners". With elocutionary skills like that, the side in favor of the change is probably lucky you remained silent.




Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


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