Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Gray03
Sat Mar 13, 2004 4:23 am
#313

This has probably been said - but there are two main issues with this:


First off, the so called "choices" you expect crafters to make are in reality non-existant. Due to the game mechanics there is basically no balance between the stats. On a weapon, I want damage - period - speed, range mods and HAM costs are secondary as they can be compensated for in other ways. On armor I want resists - encumbrance can be worked around with food/buffs. On meds I want effectiveness - I'd rather have a 20/500 stim than a 40/350 any day. It will be the same for every crafting profession - all of the "top" will put all their points into the same categories on the same items and basically be selling the exact same product, which is what you claim to be trying to avoid.


Secondly, instead of allowing for any variation among crafters this will simply mean that those without significant numbers of +skill tapes shouldn't even bother trying to compete in a market. As it stands now, if I buy a weapon from a "mere" master weaponsmith its not going to be much different from one made by a master smith with +30 in experimentation tapes.(because the WS will max the most important stat, the guy with + tapes will do the same then dump points into HAM or accuracy).after this change it will be a much more significant differance - the "normal" master will struggle to max even one stat line, while the guy with uber tape-itis will max a line and maybe have a few points for another.
sony-is-a-thief
Sat Mar 13, 2004 4:58 am
#314

I have been a consumer more than a crafter and I don't agree with this at all. This doesn't chage the econemy at all the reason new crafter have a hard time is because good resources are never around and the best crafters have been stockpiling them for months. The only way to fix this is to make good/rare resources spawn more frequently adn leave teh crafting system alone, I see many top of the line crafter adn they all make different stuff, specializing in crafting taht are different and unique to them not better or worse its more of a matter of opinion. If you have all the best resources you make the best stuff end of story. I don't see that changing with your fix.


FFOA
Sat Mar 13, 2004 5:17 am
#315

I am not going to write a long article i am just going to say that if you put this in your going to F the game up and many people will either quit or drop crafting. i am a master armorsmith soon master tailor and master artisan with some merchant. Do you really want to be like earth@beyond online which i was part of for a year not including 2nd stage beta.

They F the game up like your doing and i and many many friends did aslo. That game is POS now cause of the changes they made. remeber this We own you you dont own us. You make money from us. We are the customers its not a good idea to piss the customers off. If it wernt for Us you wouldnt have A F job remeber that.
caddelite
Sat Mar 13, 2004 5:18 am
#316

Thank you, you can review my write up for solving SOE's alledged database problems here, I posted the same thing in the Weaponsmith, Armorsmith and Core Systems forums with complete support from nearly every reply thus far:


http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=38250


http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=38494





RyeunDharow wrote:




Best post EVER....









Precision Industries -5400 3434 Theed Naboo, 900m South of Theed Starport
+12 Experimentation Weapons & Composite Armor
One of the longest operating Weaponsmith's on Radiant
40% Stun 67% Base Composite Armor NERFED!
80% Blast 73% Energy & Kinetic Armor NERFED!
for custom orders, please email Precision in-game
BristaAB
Sat Mar 13, 2004 5:22 am
#317

I agree that it's for the long term good of the game


One of the main arguments against this change is that it makes it hard for new people to enter the market competitively


That's a good thing. The fact that anyone can skill up a crafter pretty fast and compete with the best means we have too many crafters and goods chase money. If we have less crafters then money will start to chase goods, there will be an economy that's actually interesting





[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
Pthdora
Sat Mar 13, 2004 5:28 am
#318

This is what I see.... 1. Devs-" WE want to change it cause WE think its broken"2. Players-"are YOU friggin HIGH, we like it the way it is!" 3. Masters(armor, weapon, docs, arch)-"WTH! you making us an even better market!" 4.EVERYONE- What the hell are you thinking devs! why change the system we thing is nice! What I see is theDevs not listining to the players, the players screaming about this change...even more that when theyve nerfed everyhting in the past, rarely do I see this kinda outcome, and the devs ignore it? I know for a fact that my millions(yes millions) of saved up resources at HIGH quality will be worth 10-50x what they are now if this change goes into effect, granted ill be very rich, but what the hecks the point of having lotsa money and nothing to buy? This change will not I repeat will not help the game economy in any way, and will make it very, very, very hard or a new player, that doesent have millions of credits to invest in ber 10-13 harvesters and fusions to even enter the market. The smiths that are on top, will go further on top, the low end guys will go out of buisness, and no one will like it...Also this isnt to the Devs, this is to the ppl that pay them to screw up OUR game even further....keep letting them screw up the game and there will be no more game wich means no more money coming in, which means ull have to fire them)and in some cases thank god) and youll prolly lose ur job for allowing the game with so much potential to flop over dead duer to the fact that you wouldnt stand up and say "ARE YOU HIGH, THEY LIKE IT"



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Crinton
Sat Mar 13, 2004 5:29 am
#319

I have a master armorsmith on Bloodfin and it takes at least 9 of my 10 points to maximize one experimentation line. I don't see how it would be possible to craft "an item with maximum attributes and minimum encumbrance" under the current system. There are already hard choices to make in armorsmithing, but those choices are made in the layers and segment portion of the crafting.


The biggest flaw I see with this change is that no one cares about encumbrance/HAM costs now. No one goes out anywhere they'd need armor or specials spamming without buffs anyway. The vast majority of players, who only look at the damage/speed of a weapon or the resists of armor, will still only look at the effectiveness and not the ease of use.


New smiths will not be more able to sell their wares. They will in fact be much less able to sell anything. It's already very hard to sell anything before you get to master. This will make those master experimentation points even more invaluable. It will even make it harder for new masters to sell anything. Older masters will have stocked up on "pre-nerf" items. Even after all the "pre-nerf" items are gone (which could take many months), the older masters will have been gathering and stockpiling the best resources for longer than the new master.And let's not forget the ones with SEAs to make them "12 point smiths" who will really be the only onesanyone will want to buy from after this hits live.



Aucku's Armor
A Fair Trade Alliance Vendor
(250, -3210) Tor Vella, Corellia, Bloodfin
Your PvE Protection Place
Pthdora
Sat Mar 13, 2004 5:38 am
#320

Oh yeah one thing I forgot, why are devs spending time changing something that no one though was broken, besides the unsual NERF whiners that are ever present, and not spending time fixing the broken parts and proffesions of this game? I mean come on, Carbineer still sucks(last I head at least), youve managed to kill CHes so bad NOONE playes them unless its hologrinding(lets not go there) and drops it 5 sec after master, and oh wait lets take a peak the imp crackdown(ya u screwed that one up horribly) So answer me this TH, are you talking to devs on the stuff that we say needs fixing, u know the ppl that actually play the game? Or what, I mean come the heck on here, even ur ppl on test server are telling you, this change is bad...



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
XxMaddSeazyn
Sat Mar 13, 2004 5:45 am
#321

This is an awful, awful nerf. Simple as.


I have two accounts, one is a BH/Squad Leader, one is an Artisan/Weaponsmith. Now, I've just started Weaponsmith, and it's a loooong grind, and all the clicking gets very tiresome. It appears to me, that Weaponsmith is much harder to master than Armorsmith (Which I also plan to do) and for the people who took the trouble to get there, all they get is this. A "fix" that is really a "nerf" focused towards the GCW. I feel that, effectively, the Devs want players to have some sort of weakness within the weapons, because they dont like Riflemen taking out ten or so StormTroopers hiding in the bushes, or a Commando going on a killing spree. Someone else commented that this "fix" does not come under economy, but under combat balancing (I think that's it's name) - another point that the Devs comments are not entirely true.


In my (and I say my) experience with SOE, they believe that only they know whats best for these games. I'm almost convinced the Offical SOE motto is "We'll nerf what we like, because people will keep playing anyway". Well, I think after this one, there's going to be a lot of cancellations. It'll be interesting to see how many people have quit a week from it going live though. I might have missed it, but I'm shocked there hasn't been more of an outcry over the Republic Blaster becoming a Pistoleer weapon.





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

The reason the Old Republic lost faith in the Jedi is because they watched Episode II
Perilous
Sat Mar 13, 2004 6:07 am
#322

These changes, as proposed, are terrible. There's no other word for it.

I will leave the details and explanations to the other posters who have expressed themselves so eloquently here, and stated the reasons as to why these changes are as terrible as they are, because I agree with the many well thought out and clearly explained posts that go into technical detail on experimentation here, and there's no need to elaborate or add to them, or to repeat things that have already been said. I will add my cry of dissent to the others, and step back to see what happens. As an architect, I am not as badly impacted by these changes as people like weapon and armoursmiths...but as a player and a fellow crafter, I am just as outraged and dismayed, and I have to stand with my fellow crafters.

It seems to be SOP of late for the devs to introduce an incredibly badly thought out plan of action (vendor caps at 150, nerfing the ability to trade or purchase from a vendor any bags with contents), incense the player base, cause a 10 alarm firestorm of outrage, and then hastily backpedal and yank the plan for redevelopment. What an incredible waste of time and resources that are already spread so thin amongst the overworked team!

While I respect the dev team and appreciate the good changes that have been wrought lately and fully acknowledge the incredible amount of work they are faced with, I am forced to wonder more than ever before if they really know the game at all anymore. Proposed changes such as this one indicate to me nothing more than an overworked bunch of guys who have totally lost sight and understanding of the end product. Anyone who is a crafter...anyone...would be able to take a look at these experimentation changes and instantly realize what a terrible, crippling plan this is. For the dev team to even consider these changes to be acceptable in concept is mind boggling to me...they should have been laughed down when shouted across the table at the concept meeting. To announce them as proposed changes to the player base is simply beyond my comprehension. I can't even wrap my mind around it.

To me, this makes clear that despite the fact that this game is supposed to be based on crafting and have an entirely player-run economy, the dev team has utterly no concept of what it is to be an SWG crafter, what the crafting game is like, and how monstrously harsh changes like these are to the crafting community.

I agree that the economy is borked. Unfortunately, these changes, as proposed, will do nothing but make more problems than ever before. I'm very sad to see this happening, and increasingly. It is difficult to remain optimistic when such a lack of understanding and foresight is evident on the part of the mechanics of the game. I have faith in the devs...they've come through in the past, and many times over...but to keep making these kinds of awful proposals smacks to me of someone who is simply unable to learn from past mistakes and so is doomed to keep repeating them. That's an ominous sign, as well as being dangerously close to the textbook definition of insanity.

However, I will grant that one must be insane to be a developer on this level...so maybe that's actually not a bad thing after all.

Thanks, as always, for the opportunity to provide feedback. I'd love to see this plan for experimentation changes put back into development and completely reworked. I'm hoping that this is what's going to happen as a result of the large amount of player feedback.

May the Force be with you.



Perilous
Master Architect T Master Merchant T Master Kvetcher
The Perilous Freakashack East: Just outside CDeli City, Naboo at 1200, 6100
An Age Is Not Dark Because There Is No Light, But Because People Refuse To See It


Jekkra
Sat Mar 13, 2004 6:12 am
#323

On second note...I DO like thechange thatthe further you get inthe"tech" tree, the less crit failures..and more great/amazing success, this was something we asked for.


Not spending all 10 points to raise something that has a starting stat of %10 due to gate/junk resourses.


Wish there was a way to keepthenew success rateand dump the rest.





Jekkra "Da Carpet"
Master Throw Rug.
Master Poophead
Master Chicken
WulfFeir
Sat Mar 13, 2004 6:16 am
#324

I am not a major poster, but this has made me sit and wonder what the devs really are thinking. How will this help the economy of SWG? You will see prices of already existing qualities of products skyrocketing, resources (an already catchy subject) will be at a premium and if you need a specific resource for a weapon or armor or other crafting item, the bonus you can add to try to make the quality of your item given your crappy materials due to the latest shift will suck. This will cause many crafters to have to resort to creating mediocre products for all of us to buy and then have to pay out exorbinate amounts of credits for the "good" resources. This drives up the price of the products made with those resources to the point where it becomes pointless to make them because no one but the "richest" will purchase them. Hence you will have large numbers of players running around with mediocre products, weapons and such, and this could cause one group to dominate the entire scene...the rich. Where before someone could start of a crafting profession and begin to make decent items, thus making cash to break into the market, you will see all the major crafters who have established empires flourishing while the little guy sits there looking aghast at his products thinking "if only I could afford this ore..." Experimentation the way it was allowed some sort of balance between the little guy and the big guy. Still though this seems kinda like life, where the big, entrenched corporations always dominate the little guy. Still though, nothing beats a homemade mom and pop shop hamburger over the one from McDonalds, yet it seems the devs want to take away the ability of the mom and pop to make their own recipe. Crafters, good luck in the coming days.
Jekkra
Sat Mar 13, 2004 6:16 am
#325

/applaud Perilous


Very well put!





Jekkra "Da Carpet"
Master Throw Rug.
Master Poophead
Master Chicken
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