Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

EdOWar
Fri Mar 12, 2004 11:16 pm
#274

Well, I'm throwing in my 2-creds even though I doubt SOE will ever read this:


I found this "explanation" of the crafting experimentation changes to be less than compelling. I felt like I was reading a political speech, full of meaningless jargon and double-speak.What I got from it was"we are going to do it, even if 90% of you disagree, so get used to it".


I'm a weaponsmith, and as such I can tell you that I almost always max out damage first, because this is whatmy customer base wants. This isn't the result ofa monopoly by established crafters, nor is it a result of master crafters using the best resources to always make the best products. Nor is this the result of a 'broken' economy. In fact, quite the opposite, this shows that the economy is working fairly well, at least from a crafting perspective (duping and buying credits on E-bayare another issue entirely).


Weaponsmithsmax out the damage first-and-foremostbecause it's what our customers want, andwe listen to our customer base (unlike SOE apparently). If we didn't do it, we'd be out of business.


I made a few specialty weapons that traded maxed-out damage for higher accuracy or higher wounds. These are a high-accuracy D-18 with +100 to Ideal Range (110 max damage instead of the usual 129), a Power Hammer with -5/-8/-5 accuracy modsand 428 max damageinstead of the usual -28/-28/-28 with 470 max damage, and a high wound republic blaster using an advanced scope experimented for wounds, resulting in relatively high HAM costs for the pistol.


Guess what? They hardly sell at all. Why is that do you think? Maybe because players don't want all these fancy weapons with varied accuracy and HAM costs. 99% of the player base wants weapons with maxed out damage, everything else is secondary.


The only way you can possibly fix the economy now is to do a complete server wipe, then implement these changes. Of course, if you did that, I'm guessing that most people would simply quit the game.


Slim Vargo, Corbantis


Sooty
Fri Mar 12, 2004 11:17 pm
#275






JustG wrote:

Howdy...


Thanks for the feedback thus far.


I would ask that you try to keep the emotional responses out of it... that has no effect other than to make us skip that post. I really appreciate the rational replies.


We are still reading... and thinking about this.


- g





The one thing I would ask you, and all the devs reading this thread to remember, is that most people that are quite willing to go ahead with the proposed system, and even think it will be good in the long run, are not going to be posting here - in very large part because of the abusive and insulting posts made by some of its opponents against both the devs and others that have supported this idea, here and in profession specific forums.


Less than 10% of players read these forums on a semi-regular basis and will not have been stocking up for the change (btw, you may want to curb old THs enthusiasm for handing out bits of 'advise' like that). With the change already made to the mobs and NPCs it is patently obvious that PCs are significantly more powerful in PvE than they should be. Elite professions take a matter of a couple of days to master using current weapons, meds, buffsand armor. The fact that some people have stockpiled to mitigate the effect of this change on them personally should have no bearing whatsoever on the decision to implement the change. Either mobs and NPCs all need to be taken up in difficulty again, or players need to be made weaker - and slowly weaning them into less powerful, all-effective versions of the gear they are using now seems to me to be a far more sensible solution than simply raising the bar again.

Taewyn
Fri Mar 12, 2004 11:23 pm
#276

There are some massive points here.....


One being that your making it *alot* harder for new crafters to break into the economy...Simply be creating a pre-nerf market *and* by creating a rift in the crafters that have already been able to gather rare/unavailable resources....


Colat Iron for example, now this spawned on tarq with 997 OQ *once* about a month after the game went live.....Since then the highest spawn has been 700....Any crafter with the 997 is going to put out a suit of comp that is 2-4% higher resists and 40-50 lower encum....Now that rift is huge but with this change it will become even bigger....


Also, the way crafting works makes it frankly dumb to dump your points into *anything* but the main stat for what your crafting.....I will again take armor for example...


One experimentation point can raise the resists 3% (huge), however that same point can only lower the encum of a suit by 1-14 (on average and thats out of a 600 enumb total suit).....Frankly the other lines are just *not* good enough to waste experiment points in....


Now knowing these two facts


1.) Resources can vary greatly depending on the age of the smith and their ability to gather them quickly......And these resources are even more important then before (which was already very important)


2.) Only one line is very usefull in any given crafting situation......


We can conclude that *everyone* will make the *same* exact type of armor.....Especially top-end smiths, who will all be using the same resources and will *all* be dumping the points into the same line.....


As for the economy.......The problem is two fold....


HAM experimentation right now meens nothing because of how buffs work.......With buffs it does not matter what the HAM costs are because they will negate them.....Which of course adds to the only-one-line is important thinking....


Also, the over inflation of the economy from the the huge amount of credit exploits that existed in the start of the game......One great fix would be to add heat to the GCW and put alot of money sinks into the GCW ....(*Cough* like factionally controled resource mines that people could fight over for super-resources*cough*)





Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


EnzoQ
Fri Mar 12, 2004 11:28 pm
#277

I agree with many other people here in that crafting was one of the things that seemed "fine" (in comparison to other things). You guys effed up here. Big time. You "fixed" experimentation. So what? Half of the experimentation in certain professions doesn't even do anything. In Architect, the ONLY experimentation that actually has an effect on the finished product is Efficiency and even THAT doesn't work unless it's on a harvester. If you're making anything in Architect that's not a harvester, you can go ahead and skip experimentation because IT DOESN'T MATTER WHATSOEVER. In Droid Engineer, experimenting on durability in anything (just like in Architect) doesn't affect the end product AT ALL (this might be changed with the next patch, I haven't had time to grind DE on testcenter to find out). I'm sure there are many other versions of broken experimentation in other professions, but I haven't had the time (or the credits) to grind all of those either, and frankly, if crafting is going to be nerfed this much and beginning crafters are going to be screwed this much, (I also agree with the "rich getting richer" theory that's running around here too... I play SWG because it doesn't resemble reality ) I now see the two major systems of this game (crafting and combat) both broken. Verging on shattered. Good job on getting your priorities straight... Here's a rough diagram of the crafting system as I see it (and how it portains to what I'm saying):


I. Crafting

A. Experimentation (as a whole wasn't a problem, a.k.a. worked just fine for the time being)

i. Professions that use experimentation and work fine

ii. Professions that use experimentation but it doesn't work right/has little effect in some categories

a. Droid Engineer

iii. Professions that barely use experimentation because it is broken/doesn't have any effect in almost all categories

a. Architect

B. Assembly

i. Critical fails are too common (supposedly fixed/modified, was an actualproblemproblem)

ii. Rest of the system (which we aren't familiar with, which probablymeans it is working fine)


The purple is what you fixed that was a critical problem (no pun intended), blue is what you fixed but didn't need to BECAUSE IT WASN'T CAUSING A PROBLEM TO BEGIN WITH, and red is what needed to be fixed but didn't. To me, it makes sense that you don't try to "fix" something (experimentation)in which the components (broken professions) are the real problem. What you did when you didn't fix the components was further break these components by changing what already barely works in them to a system that is going to be even less effective.


/me quits crafting altogether



-----------------------------

WHOAREYOU
RebelKnight
Fri Mar 12, 2004 11:44 pm
#278






JustG wrote:

Howdy...


Thanks for the feedback thus far.


I would ask that you try to keep the emotional responses out of it... that has no effect other than to make us skip that post. I really appreciate the rational replies.


We are still reading... and thinking about this.


- g






How do you expect us to respond? We have been tell you guys this over and over and over and over and over and over and over for months and months. It becomes emotional because we have told you so many times and now we realize no one ever heard it.


Your ideas are nice in theory, the problem is they aren't practical. It is obvious none of you actually play the game like the rest of us do.


You don't realize that no one buys weapons that aren't maxed in damage/speed. I've tried making weapons that had most of the points in HAM bars. NO ONE BOUGHT THEM. They sat on my vendors for months.


There were 2 problems:

1) The damage/speed sucked. Because that is what people want, the were a huge turn off.

2) Experimentation on HAM does pretty much nothing. It is about 1 point of HAM per experimentation used. If the gun I am using has hams of 70/70/70and I experiment it down to 60/60/60 at the cost of 75-100 damage points and 1 or 2 seconds of speed, it just isn't worth it.



I suggest you assign someone to actually play a REAL weaponsmith with REAL resources that we have at our disposal. Try it out for yourselfs and see that what you are talking about is just impractical.

I ask you, how can so many of us be wrong???? Your vague, pulling something out of thin air excuses just don't have enough substance to convince us otherwise.

MydnyghtDaywalker
Fri Mar 12, 2004 11:44 pm
#279





KrothParYskin wrote:

This will save you people soooo much time concerning this subject.


Dont argue anymore. The Devs Don't listen to player's concerns.


Just do what i do.........Grab the economy size lube.........bend over............and take it like everyone else does.


They haven't listened to people before this and they aren't about to start now.






I think that's an unfair assesment. The Devs have shown that they can and will listen, even recently. IE, the never-implemented backpack on vendor nerf.


I just hope our arguments are persuasive enough for them to see our side of things.



Wyldfire Daywalker
Tuanga
Fri Mar 12, 2004 11:52 pm
#280

They could come out and say they aren't putting this nerf in now, but the damage is done, I am still quitting. Just the fact that they thought this needed to be implemented shows that they have no clue about the current game, how can the develop for the future? Also reading the patch 8 preview, it sounds like a beta update to me. I mean honestly, most all the things listed there are things that should have been ironed out in a beta or alpah process, not 9 months into live.



-----------------------------------
Tuanga - Bloodfin
12 point Master Armorsmith --- Crafter of Fine RIS Armor

Accounts cancelled 8/1/2004
Eldrikk
Sat Mar 13, 2004 12:10 am
#281

Fine if you wanna fix the broken economy the best way to do it would be to install npc dealers that sell equipment thats not as good quality as a player can make but at a reasonable price. This would act as a benchmark for new crafters to place thier items prices at. Also one reason why the economy is so screwed up atm is that easily 50% of the crafters in the game quit offering thier services to pursue the hologrind as soon as that happened the ones still in business had no problems about raising prices. Also alot of those that are still in business are jacking the consumers so that they can fund thier Jedi character and stock up on pearls.


If you get rid of the hologrinding for Jedi, put npc vendors in the game and raise the condition cap on sabers so that Jedi dont have to replace them as often then you will see the economy go back to a decent level where it should be.





BH Loot drops vendor located at -729 1508 Dantooine.
smolotov
Sat Mar 13, 2004 12:49 am
#282

I am BH, I need the best weapons and armor available. The Nerf to end all Nerfs is upon me and your reason is the economy. Huh? I already horde weapons from the last nerf and find it impossible to replace them(FWG5 for example) without spending millions on weapons that used to cost 10k. This is a problem with the economy that needs fixed. Problems such as this hurt the economy and the players that don't have millions of credits to spend on a decent scatter pistol. When there are SO many other problems in the game that need immediate attention, you throw this at me. Can I please have my missions fixed? Can I please not have my marks show up inside trees(when they do showup). Can the Senior titles for my profession be fixed at least? Can my bike/pet not randomly dissapear during the middle of a skirmish? Why does 4 boxes of BH carbine make you an investigator and 4 boxes of investigation does not? If every player listed the 1 major thing, only 1 thing, that they needed fixed to make the game work for them, it would never, ever be "make weapons and armor less effective". Who got yelled at in a staff meeting and used the Games economy as the reason for their failure? This reeks of Corporate"strategy" and it has No place in a Game. This is about amusement, not difficulty. Do you hate us? Is this punishement? What did we do besides pay for your homes, cars andsupport your families while we desperatly try to find amusement for a few hours. I am all for letting crafters have more flexability with the items they create, but why does such a high price have to be paid for it?
MooF_Juggernaught
Sat Mar 13, 2004 12:54 am
#283

well i have to say that, I have never seen a company ACTIVELY try to slit its own throat. I'm not sure you guys understand the major repercussions this kind of nerf WILL have. If this has anything to do with invalidor exploiteditems, delete them, decay them, whatever. But to considerably hinder and assualt the crafting professions is just wrong.


I have been a master BE for 6+ months now and feel we need more points to spend rather than less. And seeing as how most of this uber stuff is made with crafters with skill tapes, id say remove the frequency of those from the game world as well.


If you really want to help the economy so bad, give something to the lower crafters to make that the masters cant, let them have items that are needed as well, so they can get into the economy and supply goods that are needed, instead of giving the masters everything.




Antarian Rangers
Jedi PadawanMoof Juggernaught
R.I.S. Certified 12pt ArmorsmithT'zeal Juggernaught
Juggernaught F.S.C. - ProprietorWendol Juggernaught
Server: Bloodfin Vendor: Juggernaught F. S. C. - Skyfar, Naboo
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Shian_Tavkin
Sat Mar 13, 2004 12:55 am
#284






Eldrikk wrote:

Fine if you wanna fix the broken economy the best way to do it would be to install npc dealers that sell equipment thats not as good quality as a player can make but at a reasonable price. This would act as a benchmark for new crafters to place thier items prices at. Also one reason why the economy is so screwed up atm is that easily 50% of the crafters in the game quit offering thier services to pursue the hologrind as soon as that happened the ones still in business had no problems about raising prices. Also alot of those that are still in business are jacking the consumers so that they can fund thier Jedi character and stock up on pearls.


If you get rid of the hologrinding for Jedi, put npc vendors in the game and raise the condition cap on sabers so that Jedi dont have to replace them as often then you will see the economy go back to a decent level where it should be.







CORRECT


Hologrinding is why we are all in this mess. I cannot count how many great crafters are no longer there because of the implimentation of the Holo


I cannot agree however that the solution is NPC sellers, I believe the economy will return to normal once the facile method of 'getting to Jedi' is removed. Dont even suggest that the 'quests' should result in an NPC saying 'ahh you are worthy, now go and master x profession'


We are now suffering because the development of Jedi was poorly done..so leave us alone, change the Jedi method, and in 6 months all will be well.


So simple, yet so obscure to Developers.


Sorry, this whole thing makes me angry







Shian -- Master Droid Engineer/ Master Artisan
Chrysalide
Sat Mar 13, 2004 1:44 am
#285



Greetings everyone,

We are very aware that with the introduction of the modifications to the experimentation system in Publish Seven, quite a few questions have arisen and understandably so. The foremost and majority of these are curious as to why this change was implemented. We will do our best here to respond to your concerns, and to explain our reasoning behind moving forward with this change.

The driving force behind a change to a fundamental system of this magnitude is the current state of the game economy. To put not too fine a point on it, the game economy is in poor shape. There are a few factors that contribute to the detrimental condition of the economy, and we are reviewing and assessing them all. Of these factors, one of the most significant is the ability for many crafters to easily maximize the attributes of items and equipment through experimentation.

Our main concern centered around the fact that with most master crafters all making the best equipment possible, there is very little variety on the market. It seemed to us that there were almost no hard decisions to be made during the experimentation process by the crafter, and none to be made by the consumer when purchasing these items. When a majority of the equipment on the server is top of the line, there is very little reason for customers to seek out new sellers, and new vendors find it difficult to break into the business.

The primary goal of this change is two-fold. We want to take the first steps in rebuilding the economy, and we want to redefine the crafting game within Star Wars Galaxies. By having resource quality play a more significant role in the experimentation process, the focus should be shifting away from trying to make an item with maximum attributes and minimum encumbrance. We would like to encourage players to carefully choose where to spend their experimentation points, especially when using lower quality resources. For example, do you want to craft a faster weapon with higher damage but with heavier special move cost, or do you want a slower, less powerful weapon that is very easy to use? Do you want armor with higher resists and heavier encumbrance, or less protective armor that even the weakest person can use? Or do you want a general purpose item that is not especially strong in any area, but not weak in any area either? And after this, consumers will need to decide what types of equipment will best suit their playing styles.

We believe that the introduction of items with a wider variety of attributes will be a step leading to the leveling of the playing field between crafters. And hopefully, this will lead to an increase in competition between crafters. Keep in mind that with this change comes a paradigm shift of sorts. We are aware that in most cases, items that will be crafted after Publish Seven will not have attributes as high as items created pre-publish. But still, I have seen some cases in which the heavier dependence on resource quality in this publish has resulted in items with higher attributes than are currently on Live.

One valid concern that has been raised with regards to this issue is that there are certain resources that are required for higher-end draft schematics that have capped qualities. For example, a certain item that has a dependency on conductivity might require Plumbum Iron as a resource component. The trouble with this being that ferrous metals, and specifically iron, will most always have poor conductivity (and realistically so). The perceived result of this is that any experimentation line that depends on conductivity can never be raised to an acceptable level. It is important to note that we are and have been aware of draft schematics like this. In such cases, we have artificially inflated the maximum values in the draft schematic for attributes that depend on the capped resources, so that the end result is in line with the expected values.

That may be a little confusing to follow so I will try to explain a little better with an example. Very simply, say that you have a weapon, and we want the maximum damage for that weapon to be no less than 50, and no greater than 100. Say that experimentation for maximum damage depends on conductivity, and the schematic requires iron and aluminum. For the sake of argument, let's say that the iron conductivity is capped at 10% of resource maximum, and aluminum conductivity is capped at 90% of resource maximum. When these two resources are used in crafting the item, the maximum conductivity possible is averaged out to be 50%. With this in mind, we have set the range of values for max damage on this weapon to be 50 to 200. The result of this is that with the maximum conductivity possible with these hypothetical capped resources (50%) the maximum damage that can be achieved with this weapon is what we wanted it to be (200 x 50% = 100). These artificially inflated values are not new in Publish Seven; these have been around since the launch of the game. In short, it is a valid concern, but it is one that we have always been aware of, and took steps to address in the original implementation.

In reviewing the threads on this forum regarding this new change, I have seen a lot of intelligent testing and discussion going on. More than a few people have mentioned that "if it isn't broken, we shouldn't fix it". The point as we see it though is that the current system is broken, and does need to be fixed. We feel that this is a change needed for the long-term health and enjoyment of the game, and we wanted to provide and frank and honest explanation of our reasons behind its implementation.

As always, we welcome and will happily address your comments and questions.

Most sincerely,



Jeff "Chrysalide" Carpenter
SWG Lead Systems Designer

Rolassk
Sat Mar 13, 2004 1:53 am
#286

First thought:

How is going from a system where you can 'play' around a little bit with your experimentation points during experimentation (i.e. 7 in this bar, 2 there, 1 here) considered broken?

And going to:

All points must be used to fill out one experimentation bar, disallowing any 'playing' around unless you don't want to continue crafting the same high power weapons, armoreffectiveness or anything that can be experimented on really, is considered fixed?


This just boggles my mind to no end. You can consider my accounts cancelled after April 14th if this continues to live



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