Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Aerius
Sat Mar 13, 2004 1:54 am
#287

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.








Aerius - DS
DS Armory: Home of 39/67 Stun Armor and 20k 48% Stun PSGs / -500, -4123 Senia, Naboo
Now buying Premium rated Crystals/Pearls - contact me ingame

Monoxide187
Sat Mar 13, 2004 1:54 am
#288

why do people still post "first!"


-sigh


Anywho, I was upset about the changes, Chrysalide, but with your explanation, I can't say that I disagree with the changes anymore.



Iece Kero
Plzurpilot
Sat Mar 13, 2004 1:57 am
#289

I like the change thanks for the explanations







Nostradamus Smyth, Former Mayor: Vodo-Siosk Dantooine
Master Droid Engineer | Master Politician | Master Artisan | Master Architect


ghola_flurry
Sat Mar 13, 2004 1:58 am
#290

One of the side effects I see of this action is that experimentation tapes are now all that much more valuable. As a Master Weaponsmith that does a large amount of business selling well made weapons at fair prices, I have as yet refused to submit to this current craze of buying skill tapes. On my server a +1 Weapon Crafting Experimentation tape can go for a million dollars. To me, thats an unjustifiable price as I would be forced to raise the prices of my weapons to cover it and keep my factories and harvesters working. Yes, if this is the way its going to be, then I'm going to have to show some adaptability and try to alter my business practices. You said it's harder for new people to break into the business and it's possible that you just made it harder since many crafters with deep pockets will be buying up experimentation tapes to cover the changes. I was wondering how this effect would be counteracted by the given changes.

Thank you for your informational post, it is much appreciated.



-----
-Ghola Talax :: Master Weaponsmith, Master Doctor - Minister of Business Affairs for Talon Morte
-Bishamonten Talax :: Proud Member of C-III and Citizen of Talon Morte( Formerly Triconica )
-Menelaus :: Commando on TestCenter1
Hedek
Sat Mar 13, 2004 1:59 am
#291






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.






I'm glad you read that comment, yet you didn't convince me. While this might be a *good*change in the long run I still STRONGLY doubt it is required now, again I feel you have just wasted developement time (which you said yourself was very precious and heavily scheduled) for something that is NOT critical. And just so you know, in the current system, quality of resources does count, maybe not as much as you'd want but it still it does already count. On my server there are good weapons sellers and bad weapon sellers. Good armor shops and bad armor shops. There is competition, but indeed there is little place for crafters doing not very good items while the best ones are overloaded with orders. But then this is just fair imo : a 3 month established crafter shouldn't be threatened by a new comer even though this is against the "fun idea" of a game and the feature of SWG of easily swtiching professions, but then we're back to the all time question : how much of reality should we put in a game ? and how much should we ignore to insure fun ?
mikalar
Sat Mar 13, 2004 1:59 am
#292

I am by no means an expert in crafting as I have done very little. I just stared a second character (account) that I plan to make him into an Armorsmith so that my guild can have access to armor, make money (cha-ching), and I enjoyed the crafting experience in my holo walk. My main concern about this change is my ability to compete as you stated that was one reason for the change - to provide a more even playing ground. I fear that existing smiths will (and I would do the same) stock pile resouces, schematics, and finished products while the player base will do some of the same leaving me in the cold for some time to come. If as a noob smith I may be unable to sell because my product is inferior to what is on the market I may be forced to close shop befre it opens. My 2 cents.


Oh and thanks for a good gaming experience - been here since beta and plan on staying for as long as my wife lets me!




(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Mikalar Lightstar - Jedi Padawan, 9 Ace Pilot [CANCELLED]
Interred -363, 1618 on Naboo
Mik'lar - Master Smuggler, MBH, Freelance Ace Pilot [CANCELLED]
Ushev Siba - 12pt Master Armorsmith - RIS Certified [CANCELLED]
Geavo Lightstar - Combat Medic, Pistoleer [CANCELLED]

Knocky
Sat Mar 13, 2004 1:59 am
#293

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


WookieIsshe
Sat Mar 13, 2004 1:59 am
#294

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.






_____________________________________________________________

Master TKA
DarkJediLady
Sat Mar 13, 2004 2:03 am
#295


I agree wholeheartedly with Smonkey. I too would like to know how this affects the Bio Engineer crafters who depend on multi-line experimentation to hand craft each pet due to the variations in DNA strands we collect. Only being allowed one line of experimentation would cripple the already complicated pet crafting process since each and every pet is already unique and has to be experimented on based on the resulting stats in a DNA template.



~~~~~
Karynda Shadowtide - Master Creature Handler, Chilastra
Blueblooded
Sat Mar 13, 2004 2:17 am
#296

/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?











Always remember . "a pig with lipstick is still a pig"
Whrlwnd13
Sat Mar 13, 2004 2:21 am
#297






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.





How will this help the economy? How will this make it easier for novice crafters?


Only the uber crafers that have stockpiled tons of the highest quality resources (of every type) won't be hurt (immediately) by this. This will hurt the economy as (quality & prenerf) crafted goods will become more expensive, quality resources will become more expensive and everything else will follow.


I've been working my way up the weaponsmith tree but, I will be dropping it if the results of the changes are anywhere near what has been suggested. How can a novice crafter survive?Do you think someone is actually going to buy a weapon with less damage because it has lower HAM costs when using specials???


Givena choice between highHAM costs and protection would someone actually use armor with less protection because it has betterHAM costs? No they'll buy the good armor and only wear it when they're buffed (oh wait that's getting nerfed too).


What you are actually doing by implementing these changes is making it harder for the novice crafting community. Elite crafters that can afford skill mod tapes will continue to craft quality products. Novice crafters who can't afford the skill tapes will not be able to compete, even with the best resources.


I feel that the real reason for these changes is that the Devs wanted an easy way to lower the damage of weapons, lower the protection of armor. This is the easiest way to accomplish that goal. The changes will nerf the entire game, not to mention making the economy worse.






Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
saintchuck
Sat Mar 13, 2004 2:36 am
#298



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).



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
johncarter
Sat Mar 13, 2004 2:44 am
#299






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.




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