Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
"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."
There is a weaponsmith on my server who I talk to every so often. He is attempting to hologrind while keeing Wepaonsmith (as I am doing with BE). His biggest complaint about the hologrind is that it has totaly screwed up the economy (the implication is that he was fine with the economy before the big Holo-push). People pay WAY too much for resourfces and do not sell their end products.
Things you will notice - while I grinded all the Entertainer professions I had two tiusses that I wanted to put into clothing - I was able to find two tailors in over a week (and unfortunatly couldn't meet up with them).
Once the Holo grind is over the economy should return to where it was before - that is the time to determine if the economy really is broken or not. You are trying to fix something with an unknown variable that you will be removing in the near future... not a good way to do things. Perhaps, if you can do it, you should see what the state of the economy was in November and compare it to now - if it is very different (which you should find that it is) then making this change for the sake of the economy is probably not a good idea.
Let the holo grind stop and the economy return to normal. Put the topic for crafting changesd on the In Concept board. Find some ways to have items under the new scheme have advantages over the old scheme so that people who stockpile do not have the ability to screw up the economy with their old wares.
JustG wrote:
Thanks for the responses. I do understand it is an emotional issue.
Still reading... still thinking...
- g
please note that this changes will do NO good to any economy on any servers, it is not going to improve crafting or adds in variety, none at all. what you can consider is to increase the quality and spawming rate of resources. this in turn will allow new crafter a good chance to compete with the rich and reputable crafters.
please please do reconsider this change, every single player here is against it. and this shows something about this crafting changes you dev are implementing.
please do hear out the community. we are the ones thats playing AND paying.
thanks for the hard work on improving this game i do hope you will keep it up! ![]()
I didn't read all the replies on this, but I just wanted to pop in and state my opinion on this.
I used to be an armorsmith, and loved it till I got to master. I sold tons and tons of bone, Mabari, and Ubese armor. (Every piece I made up till master almost) It took me at least 3 months to master. But after master I started hating the profession. The specific resources I had to find were mind blowing. I spent a million credits on day one of master just to get the resources I needed, and then my results were poor. After that came the never ending quest to try to get better and better resources to try to someday reach the level of the people who had ground the profession while I was playing the profession, and had stockpiled all the good resources over the months. Knowing full welleven when I got them, the chances of being the best were not to be because I would never be able to get the skill tapes.
The issue to me was never about the money. It became a major timesink trying to keep up with it all. And the people around me had no concept of what I had to deal with. I kept getting harassed all the time, "Why can't you make 90% armor like so and so", "Why can't you sell a whole suit for 300k"Meanwhile the lack of resources available and the difficulty of finding good malleability, shock, and overall really turned me off to the whole crafting thing. After doing this several months the realative simplicity of the combat classes really appealed to me. I decided I wanted to play a game, and not have a second job, lol.
This system might be really awesome to someone who thrives on visiting every planet every day to check out which new resources appear, and loves throwing down a bunch of harvesters to stockpile it, and continously tries to get better and better materials over months and months.
I think the end result will be the people who already have the resources will become even better and it will be harder for new people to compete with those who are already there. I think it will have the opposite effect of what you are looking for. Less and less people are going to want to be crafters, and the economy will suffer.
Less people will want to be crafters. The people who want to play a crafter and can't deal with the tedium will quit the game. People will be frustrated because they can't get their weapons, armor, spice, etc, etc, and they will quit the game. Already the streets of Coronet are becoming less and less laggy due to lack of people. Eventually people like me who actually like the game will leave because we're tired of making a set of friends only to see your whole friends listdisappear aftera month. And the devs will be sitting their scratching their heads wondering where they went wrong.
But that's just my opinion.
Yes, this will increase product diversification...but it will also greatly increase the "prenerf" market. We're sitll seeing "prenerf " Krayt FWG5s and Scatter Pistols on our server trickling down...
The prenerf market will be huge for months...that will wreak even more havoc on the economies....