Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Mokhet
Sat Mar 13, 2004 6:17 am
#326

Hello,
since day 1 i have 1 biginterrogations about the crafting system. How can a novice create a thing that can be competitive to the produce of a master. The answer is easy and simple. It's impossible.


I've make a few test on TC with a novice artisan 2-0-0-1 and the problem of novice stuff *absolutly* not competitive is still there.


So now I wonder if a total crafting revampshould be implemented. Basically, here is the idea


at novice lvl u get :



  • XXX novice schematics

  • 10 experimentation point

each time u buy a new skill, u can either choose a skilltree that :



  • decrease the crafting assembly/experimentation risk

  • decrease the total of resources needed for schematics

  • increase the probability of heroic crafting success (something new that can involve random luck to help the crafter use the resources in the best way, separate from the risk of critical fail/success. An heroic success should be something like 0% at novice and 5% at master)

  • bring the ability to create factory schematics with more total (100, 250, 500, 1000 max schematics factory)

  • reduce the time of crafting

As u can see, in my idea the new schematics are not bring by buying a new skill. So u all wonder how the hell we can get shemactics Basically, u get a new schematicwhen u have crafted XXX times the previous schematic.


Let's say u are crafting a survival knife, if u want the sword schematics, u have to craft 100 survival knives. Then u open ur sword schematics and got to craft 150 swords to open the curved sword schematic, etc.


I know there's a *lot* of tweaks to this basic idea, but i think it could help everyone to be a real unique crafter in the galaxy and that will (imo) allow novice crafters to be a little more competitive to masters than they are actually


Mokhet

QuiJonOz
Sat Mar 13, 2004 6:34 am
#327

A few comments:


1) This really doesn't affect the economy as a whole. It may affect some movement of credits from player to player, but it has no impact on the flow of credits into or out of the economy. If you really want to "fix" the economy, that is where you need to look. And players won't like it, as they will perceive it as a nerf if you reduce mission payouts or raise expenses. If you haven't already, look into the number of credits coming into, going out of, and remaining in circulation on a given server.


2) All Master Crafters are the same. Every Master Weaponsmith is the same, every Master Armorsmith is the same, etc. There should be some sort of specialization, where once you reach Master you could choose 1 (and only 1) specialization. So for example, if I want a Pistol, I know I should shop with Bovan, because he makes better Pistols than most WS, but if I want a rifle, I should go see Stryker. Or base it on the item attribute... ie., Laforge can experiemnt encumbrance to 110%, while Drlyji can experiment resistance to 110%. In this idea, they both have the same number of experimentation points, so balance is maintained, but if my weakling architect wants some composite he can wear, he'll go to Laforge.





No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Lodacai
Sat Mar 13, 2004 6:35 am
#328

I can't speak for the other crafting professions, but I know for a fact that armorsmiths and armor customers will go for HIGH RESIST ONLY, every single time. Since resist is "where it's at", the armorsmiths that got the +25 experimentation skill tapes in the first 2 weeks of the game will still be kings of the craft.


The armor customer will simply use buffs, food and spice to equip the armor.


With the main stats all buffed to over 2 to 3K or more,the effect of specials on HAM is greatly reduced, regardless of armor encumbrances. They'll still be able to hammer on the specials key (with even less concern underthe new cool-down/rapid-recovery HAM system going in) and recover any depleted HAM between fights with the 3 buffedHAM Recoverysubstats.


Lodacai


aka Photari, Master Armorsmith on Lowca



Jedi_Redemption
Sat Mar 13, 2004 6:39 am
#329



I'm somewhat reminded of a post that was made a couple of months back about Astromech statistics in which the player base was killing things that they shouldn't have been able to kill alone. Thunderheart himself looked at it and said that there was a problem and that he was going to have to do something in the future to return the difficulty to the game. Weapons work above what they are supposed to and armor resists the damage better than intended. Solo-players {such as myself} are able to get out and kill things that were designed to be killed by groups of four or better. I wish I could find the name of the board-member who posted the following statement in which we are seeing:


"Oh no...TH said "...have to change that"...we're all screwed..."


See...the player base "did" ask for this to happen with the effectiveness of the weapons and the armor, because soloists are out destroying the toughest creatures and mobs in the game without the help of others by using the armor and weapons that we have now. Can we really expect that the new crafters are going to make a bunch of money in the upcoming weeks with lower end weapons? Well, that really depends on what is available at the time. I would rather spend 80000 credits on a set of decently made Composite Armor instead of 5000000 credits on supreme armor that is currently being run by every armorsmith this side of the Server Boundary.


Why? Because in the long run, that 5m credit suit of armor is going to look real good on my wall considering that the types of creatures that I like to hunt hit hard and the chest-plate is the first thing to go. Any combat character out there will give you the line of armor that will be first to run out and the first new piece as part of any set. Currently, I spent 250k on a set of heavy composite armor and have been through 4 chest-plates in about 3 weeks since the orginal suit. Yes, yes...you can complain that you won't be able to make this "supreme" armor anymore, but are you worried more about your pocket-books being nerfed, or the fact that now you have to actually compete and see what really works for the upcoming player base.


Everyone is getting hit with the bat...and I knew...KNEW that this was going to happen in the near future. When people are out killing Nightsisters and taking no damage because of the buffs they have, the weapons they use and the armor that they wear {don't give me crap Wookies...you may not have armor, but you can still use the weapons} then there is definately a time for a change. Will the shell-shock of all of this eventually wear off? Yes...and some of the people who have cried that they will cancel their subscriptions will find themselves still playing the game, just not as an Armorsmith, Weaponsmith or any other crafter profession.


Those of you that leave on your respective servers? Well...that's your business and I can't tell you that you're right, wrong, or upside down, but if you go ahead and hit the bricks, then you open the door for a new and aspiring crafter to take your place. That crafter who does take your place will learn to deal with the changes and hopefully, won't try to jack the prices up on the newer armor that is going to be created in the next few weeks. I spent over an hour looking through each of the posts here and I've seen about 4 positive responses along with the 150 negatives. It was bound to happen.


In one way, you all see that the crafting professions are about to be destroyed and the world is coming to an end. The way that some of us combat professions look at it is that now we actually have to go and hunt our quarry with a little more caution because the armor isn't going to be as good and the weapons aren't going to be as powerful. And in the end, I'll have more fun blasting a Nightsister and taking on the Sand People, having to worry whether or not my toon is going to get smoked in the process instead of hitting a hotkey and sitting there for a minute.



-D'Metri Zain-
-={Dark Jedi - 186 Badges}=-
-={Jedi Helper}=

Xconxors
Sat Mar 13, 2004 6:52 am
#330



12 point smiths? Your forgetting something folks.... With resource quality more important than ever, it's unlikely that a bar will even allow 12 points to fit.


I've spent the last month and a fortunecollecting tapes in my effort to produce the best meds possible (yes-I enjoy the pursuit of perfection). If I cant use my hard won points to seperate me from the pack, what am I killing myself for? Excellence? Hardly!


Guess I gotta find another game after the patch. Pity... I liked this one.





Dadas
MasterDoc / Pistoleer / Architect
"Please Don't Shoot The Doctor"

Leaving the game soon, Resources and More. Just South of Coronet at -150 -5530
Atteke
Sat Mar 13, 2004 6:58 am
#331


Just G the only thing i've crafted is traps and camps for Master Scout so i really don't know how bad these changes are but could you put them in publish 8 instead? at the moment we need armor to do anything in the game so any kind of nerf is not going to go down well with us but after reading the Patch notes for Publish 8 and seeing that the HAM, Weapon andProfesstion changes are going in, it makes sence to let us test how much these crafting changes effect usunder the new system which may not seem like a nerf then because an extra month with the current system is not going to kill anybody (is it? ).



Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

Karquile
Sat Mar 13, 2004 7:14 am
#332

Gary -


I understand why you prefer to read 'rational' responses instead of 'emotional' ones.


But remember, people's decision to stay in the game - and their enjoyment of it while they do - is based on emotional response.


If you do something which you can intellectually defend but which everybody hates, it's a Pyrrhic victory.

Broom
Sat Mar 13, 2004 7:28 am
#333

The general insanity of the developers for this game is mind-boggling. I have been a crafter in this game since the day I started playing it in December 2003, and THERE ARE NO MONOPOLIES. There are people who understand how the numbers for experimentationwork, and people who don't. I became Master Architect the hard way, without any guild support, and I was DOING OK. The only thing that made my life miserable as a crafter were the resource prices, which went through the roof when the holo's you guys gave everyone turned everyone into a holo grinder. The system is changing now, and the resource prices are slowly going back to normal. And now you come up with this idiotic idea, which is certain to once again unbalance the entire economy for months to come.


For crying out loud, fix the REAL bugs in the system, like items disappearing from your inventory. The crafting system was actually working!





- R.I.P. SWG April 27, 2005
JustG
Sat Mar 13, 2004 7:30 am
#334

Thanks for the responses. I do understand it is an emotional issue.


Still reading... still thinking...


- g
rogi
Sat Mar 13, 2004 7:35 am
#335






JustG wrote:

Thanks for the responses. I do understand it is an emotional issue.


Still reading... still thinking...


- g






dont do it please
Mosdl
Sat Mar 13, 2004 7:36 am
#336

Please delay these changes and make weapons crafted under this new system have some sort of advantage over "older" weapons.



---
Mosdl
Master Shipwright, Master Artisan on Ahazi

Tatooine: Mos Oasis, Tatooine (4810 4062)
Bestine: -5233 3256 (900 meters outside of Theed)
Khayden
Sat Mar 13, 2004 7:42 am
#337

I think the way this is being handled is one of the things that concerns me most. At this moment there arethousands of crafters grinding out thousands of items in preparation of the nerf.


There are two things that can happen here. These crafters will be happy because the post-publish items will be inferior in quality and they are now sitting on a gold mine, while the people who didn't stockpile items are left out in the cold with nothing to sell for the next few months (and please don't underestimate how many items a person can stock away). Or the exact opposite may happen. The post publish items are superior in the important stats (Stats everyone will look for regardless of any change) and the people who just spent the last 2 wekks stocking thousands of items just wasted their time and resources.


Either way people are going to be upset and dissapointed. TH compared this to "speculating" in the RL economy and this is true, however, in real life I have to keep doing what I'm doing because if I don't I starve and lose my home. In SWG I make weapons to have fun, if I stop having fun there's nothing to keep me in the game.


These items will continue to float through the economy in the coming months. New crafters will have nothing to do. Old crafters will be bored because they've already crafted thousands of items and there's nothing left for them to do but sell these items slowly to the public.


If these changes really do need to be made then I suggest the development take a step back and reconsider how these changes are deployed. Give your customers more information so they can better understand how the changes will effect them. Make these changes crystal clear so we know what to expect. Create certanties instead of uncertanties. But above all remember that any change you make should result in MORE fun for the audience, not Less fun.
Daros
Sat Mar 13, 2004 7:47 am
#338

Also, it might be nice to delay this, at least until the combat pass goes through. You folks said yourselves that the combat pass is going to kick us in the face, make things very unbalanced for a while (wether people are underpowered or overpowered), and in general be difficult... you don't think this will make things more difficult?


Also, the comment about all vendors having the same stock kinda made me scratch my head. I ran around to about 30 vendors last night, all in different cities (heck.. on different planets, between Corellia, Naboo, and Lok). Every pike I saw on the different vendors was different, and I ended up buying a 102-315 3.0 -5, -5, -5 vibrolance... by the way, the -5s were something I had -never- seen before. So I guess there -is- some variety out there, huh?


You're not hurting people who are asking for it in anyway. You're hurting the entire community with this change. Noob artisans with little to no experimentation points will be unable to sell their crafting, thereby encouraging the boring grind. Experienced artisans are going to be putting out lower quality equipment than people are used to, and are going to be dealing with complaints. Any way you look at it, this is a -major- change to the game, and should not go through right now, especially with the combat pass looming.


My thoughtsgo out to the artisans out there, who have far more patience than I. I can't even stand building my own tents, but they enjoy what they do... and are having it fundamentally changed without any real cause. Good luck guys.





---------------
Reynna Shadowfire - Lowca
Master Pikeman, Master Brawler, Master Scout, Novice TK, Novice Medic

"Do the people who threaten to quit really think some FotM dotmonkey who tried to buy his way to uberness is going to be missed? Nobody cares if you quit." -annelid0
Page 26 of 59