Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
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.
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....
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
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.
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.
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.