Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
Thanks for clearing some things up, especially regarding how the stats on some craftable items seemed to be capped.
My major concern is about the per-nerf market. Are you going to make it so skematics created before the rebalance/nerf obsolete? Otherwise you'll probably not see your changes taking affect for a long long time, not to mention new people wanting to break into the market will basically have little chance since they will have no pre-nerf skematics.
Thank you for your informational post, it is much appreciated.
Chrysalide wrote:
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.
Wish you would turn on Character Copy so more people could look your new ideas over before going live.
Not gonna abandon Chilastra to powerlevel on TC
Thanks for the reply but what about us doctors that are concerned about what this experimentation change will do to buff packs. I know with the rarity of any decent spawn of resource (take Class 4 liq petro fuel for example, we waited weeks fora decent spawn and we got a overall quality of 7 spawn) It is already difficult enough to get an 800 power pack (enhance D) This change is all but gonna insure that we never get an 800 pack.
I probably would be for this change if we were to get decent to great spawns. I am not saying we should get a rock solid spawn everytime, but OQ of 7 is just outrageous, and then having to wait a month or more for any decent resources to spawn in is even more horrid. Can you just for one sec imagine the new docs that can't find any resources to make those items. I know I sure can't afford 60cpu for the resources for the adv components that some resource vendor are selling them for.
This change is gonna affect alot of different people and alot of different systems of the game. I hope that you and the rest of the dev team have discussed making the resource spawns better to ease our (the crafters) pain of this change.
/agree with Smonkey
As a Master BE, I have yet to make 2 creatures that are identical. There are so many variables, in DNA quality, DNA qualities that its impossible (I guess thats why we dont have a "creature" factory to churn out pets)
The system we're using seems to be what the devs want...loads of variety...and yet as I read it, this change will stop us using this system.??
To get the variety, you have to be free to spread your points around...to get the template the customer ordered.
If I've misunderstoof this change (and lets face it..it wouldn't be difficult), I apologise.
If not...please consider the effects on my profession when you think about general "crafting". Our system is very different (and totally undocumented)...Could we ask for feedback on whether BEs have been considered when planning this change?
Chrysalide wrote:
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.
RaeCon wrote:
Chrysalide wrote:In reviewing the threads....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.The point, as we the players see it, is that WE pay the bills, and strongly oppose the changes your forcing.
-Willem (Temptest)
We don't pay the bills. We pay SOE so that we can play their game. SOE then uses that money to pay their bills.
The company you work for (or your parents) pays you. Do they have a say in where you live, what kinda of car you drive or anything else in your private life?
Some arguments are old and misguided ( "Timesinks are a way to keep people around longer so SOE makes more money." is my other favorite).
MydnyghtDaywalker wrote:
Sooty wrote:
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.
The problem is that your suggestion of lowering PCs power runs totally coutner to the way an MMO needs to be run in order to survive. Players, especially the achiever types MMOs tend to attract, like to see their characters get better with time, not substantially worse. What motivation does any combat toonwho's mastered their profession(s)have to engage in PvE after this nerf, knowing that what they have now is, for the forseeable future, the best they will ever have? It produces the very strange situation where the best thing a combat character can do.. is nothing.
Agreed.