Development Cycle Archive

Thread: Crafting Experimentation Changes... resolution.

Neilla
Tue Mar 16, 2004 7:41 am
#274



Article57 wrote:

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

everytime you feel you need to make game 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.







I counted 35 pages of responses, overwhelmingly negative, to the 'explanation' of the change. Hardly a handfull. I'm glad this is being backed out; the huge numbers of pre-nerf items would have fundamentally changed the dynamics of the economy. If the devs had done this in such a way that the quality if weapons and armor would stay about even or slightly increase then it would have been a good thing and people would have been happy. But, in a game where everyone reaches the cap as quickly as SWG, you can't nerf people or skills without really, really alienating people.

Basically, by creating a game that you win after three weeks, they've painted themselves into a corner.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
Sarly
Tue Mar 16, 2004 7:51 am
#275

I'm happy that they are not going ahead with the nerf!


I also think any chef that was for this change does not understand it very well, play with it today and you we will how much it would have crippled us.






Sarly Shaloo
Master Chef Extraordinaire
Owner of The Burning Rose Cantina
Citizen Of Mos Nova

ThalenCynelles
Tue Mar 16, 2004 7:52 am
#276


Dev Team,


Shame on you for lacking the courage to stand your ground before the boisterous voices of the few and the overly vocal; the powergamers that have been killing Galaxies since Beta 3 was opened to them. To FFXI, WoW, or wherever with them, their $14.95 a month, and their hundreds of millions (billions?) of farmed credits which are the reason the economy's destroyed in the first place.


Remember, even with the most liberal of numbers, only 10% of a program's users ever post to the forums.


::in a boisterous voice, since it's the only thing Devs seam to hear:: LEAVETHE CHANGES IN AND LET THE POWERGAMERS OUT!!!



Ubers may begin their flames here, as if I give a carrion spat's tailfeather about what they have to say...





____Thalen_________________________________________
ANGEL KILLER INDUSTRIES
Caution, Live Crafters!
UmmonPrime
Tue Mar 16, 2004 8:06 am
#277

Where the hell were all you supporters when they announced this? Tonight I will decide if this patch was going to be good or bad for me.


I'm guessing we let something good for crafting slip by. Was looking forward to the extra amazing results with my uber resources.





Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Angelyne
Tue Mar 16, 2004 8:26 am
#278

another "cry baby" victory


wtg guys, you are killing the whole game by your whines. i'm sorry for you devs, but if you don't get the balls to apply the necessary changes to the game , u can considerate SWG will be the next MMO greatest wreckage after AC2.


Andurilh
Tue Mar 16, 2004 8:33 am
#279

I really could have cared less whether the change took place or not even tho I'm about to master Doctor for my own use and guilds needs not a holo grind. It's the reasoning behind it. here are many other ways to get money to get into the hands of people other than the uber smiths. Whey not just dump the holo grinds to begin with. People making a small investment in buffs and then running to dantooine to master TKA in a few days power missioning Pikets at 9k a mission have so much money to put into the economy it's not funny. They run to buy the uber amour and send numerous tells to those of us who really didn't care about he upcoming change to buy a bunch of this, buy a bunch of that before you can't anymore. I'll lend you money blah blah blah.


Give the entertainers more control on who they heal. Go to coronet any given night and look thru the 40-50 entertainers there. All but 5-10 are holo grinders who could care less if they get tipped. Very little money passes between characters in a lot of cases. Then entertainer professions need to be made real professions and not a temporary macro grind. When someone clicks on their radial dial to watch and listen give the entertainer an option to let them heal. Force the people to tip or pay, make them move money. They might be the only profession that cannot control others using them. I realized you can do a refuse on people but typing that for everybody that comes in is silly. Get the people to pay for their healing unless the entertainer specifically allows them to do it for free and you've created another "real" profession and have money moving.


By losing that silly merchant grind you, in one swipe, validate every vendor on the planet. That way I know if I go to a vendor it won't be some joker with an empty vendor getting me to pay 1 credit to open their vendor. I'd go back to checking vendors I passed by. People may be uber but there is always someone who makes something a little better in one stat or another.


Like I said earlier in this post I was sitting on the fence with the changes but I think other things could be done that would have a far greater result than nerfing the crafting. My wife is a budding armorsmith and could care less about the uber people. She flies around with her personal harvesters looking for the best possible resources, buys crates of synthetic cloth from our favorite tailor, experiments to make the best stuff she can and sell it at a resonable price. Then sits back and gets excited when the email goes off with news of a sale no matter how much the money is. Fix the real problems first.
SNUBON
Tue Mar 16, 2004 8:42 am
#280

I am dissapointed that the changes are being reverted. I too, believe these changes were necessary to fix the crafting system. I was looking forward to the challenge and potential opportunity of making better quality items.


I'm halfway through armorsmith and I did not agree that new crafters would be forced out by this stockpiling pre-patch items, etc. It's already difficult today to make a dent in the market when you have crafters making crates and crates of items with maxed stats across the board. What fun is that?


A small but very vocal minority created this rollback.....a change that in my opinion would have helped the economy in the long run .. bleh
Wyrsea
Tue Mar 16, 2004 8:59 am
#281

Sorry to hear that the changes aren't going to stay. I was hoping to finally see something other than high end stuff on every dang vendor for prices that are only set to compete with their neighbors at 100% markup. Sometimes, actually often, many people need something a bit less than high end but then I don't enjoy spending four hours running from planet to planet just trying to find vendors that 'might' carry something a bit different.


I will admit, it's nice to see the developers taking a look at the general feedback and acting on it. That, in itself, makes the tedious task of looking for items a bit better.


--Cardo

TechBoss
Tue Mar 16, 2004 9:02 am
#282

This is how it goes.


People in favor of the initial post will not post against it.


People who disagree with the post will post and state their reasons why they don't like the post.


In favor posts will generally be shorter than the decenting posts. Therefore it could appear that a lot of people are in disagreement, due to several posts on one page, when in fact they are not due to more people being on different pages.


down with nerfing.



-----------------------------------------------------------------
"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.
Neilla
Tue Mar 16, 2004 9:05 am
#283

I think that the major problem is that the developers don't understand the game as well as they think they do or as well as the players do. I spend 20 hours a week crafting, and have done so for 8 months at this point. I probably understand the dynamics of the marketplace better than the devs do, despite my lack of access to statistical data.

For example, Chrysalide wrote:

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.


Chrysalide is fundamentally wrong about what's going on in the economy.

No real trade-offs First, the main reason products tend to wind up the same is not because its too easy to reach the max, its because there really ISNT a meaningful tradeoff in the schematics. With weapons, for example, DOT is everything. Nobody is going to buy a weapon with inferior DOT. Nobody. So of COURSE weaponsmiths max out DOT and end up at the same place. Once they've done this, they tweak other attributes with the remaining skill points and create a degree of variance. The nerf would not have changed the imperative to max out DOT, but rather it would mean that a WS had to use ALL of his experimentation points to max it out. Variation would decrease, not increase. There ARE meaningful tradeoffs in armor and - guess what - armorsmiths DO make different kinds of armor: several distinct kinds of ultra-heavy armor you can only wear if you're buffed, plus several distinct kinds of lightweight armor that, with a good slice, you can wear without buffs.

The gating factor is resources + Skill Tapes.Chrysalide is also fundamentally wrong about why it is difficult to become established as a crafter. The first reason is, in fact, the necessity of obtaining high quality/rare resources. Making crafting more dependent on resources makes it harder for noobs to break into the marketplace. In addition, this patch would have placed a HUGE premium on skill tapes. There is no way a weaponsmith or armorsmith could compete, under these changes, without +20 worth of tapes (steet cost 10-20 million).

Logistics is everythingThe major issue is that the marketplace favors crafters or consirtiums of crafters who can keep a full range of products stocked. If you can keep a vendor stocked with top-quality Composite or Ubese armor people will beat a path to your door... and empty out your vendors overnight. This is because nobody has the time to check out a succession of empty vendors scattered across an entire planet. The crafters who win in the marketplace are those who can consistently keep their vendors well stocked with top-quality products so that people KNOW they will find the products they seek.

You can't nerf durable goods. For goods like armor and weapons that have a long lifetime, you can't nerf them or you change a crafting-based economy into a legacy-based economy which is dominated by trading for items that are no longer available. Eventually they work their way out of the system, but this takes a LONG time. For example, in preparation for the nerf, I bought 11 suits of armor and 50 weapons. I probably won't buy weapons or armor for a year or so... so just by threatening the nerf you've damaged the economy.

You can't nerf a static game The final factor is one that the people revamping combat need to really digest: In a game where everyone is static and noboy gets better at anything after a few weeks, you can't nerf people. Nobody wants to play a game where progress is more backwards than forward.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
ThalenCynelles
Tue Mar 16, 2004 9:06 am
#284

I suppose it's just as well that the Dev Team wouldn't stand up to the powergamers and are backing out the crafting changes. It wasn't going to work anyway since they were actually being encouraged by Thunderheart to make as much as they could beforehand. The powergamers were scrambling to make schematics, and have enough resources to make items with those schematics to last them wellinto the New Jedi Order story arcs.


Leaving those of us that actually trust and support the Dev Team even further behind. Devs, you CANNOT catch up to these people in a manner that is going to be perceived as fair. Leave this change in, and do what you have to do in the future ::cough CAP INCOMES cough::. You have my support.


Why didn't I speak out before? Because I thought the Dev Team was made of stronger stuff and would not have to make a statement. Right now they look more like spineless jellyfish, kowtowing to the will of the vocal minority.


Tomorrow I hope to see a post from JustG saying "Um, hehe, sorry guys, but the crafting change is going to be a bit harder to get out than we thought. Might take a few more days. We'll let you know..."



____Thalen_________________________________________
ANGEL KILLER INDUSTRIES
Caution, Live Crafters!
_Kevlar_
Tue Mar 16, 2004 9:16 am
#285

(sigh) Just imagine how much development and programming time went into this one item that will not be used.
Ail
Tue Mar 16, 2004 9:29 am
#286






ProteusLeafdew wrote:
and now letting the changes go thru for a day u ruin the economy again by allowing people to make a few uber items that can't be reproduced like higher ber harvesters, armor parts , crafting tools and stations, and weapons that people will likley charge crazy prices for






I thought this patch was a nerf by your own guys arguments.


A nerf doesn't allow you to make better stuff, does it ?


Or could all those people against the patch have been wrong ?


You can't have your cake and eat it....




Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

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