Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
Glad they added up the number of people that said they would quit if this goes through.
My guess is that they already have a subscriber churn that is resulting in a net loss of paying customers (churn = number of new subscribers vs number of people quiting). Add in this nerf and the number of people that would quit because of it, and finally they realised how much this craft nerf would hurt their bottom line.
Don't delude yourselfs for one moment that they changed their mindsbecause they actually care what the players want. It was the potential $$ loss that forced them to rethink this. If they actually cared about the players they would have kept the people working on the space expansion, and had them help fix all the bugs and broken professions after launch instead of putting them on what they hope is another way to get $$ out of your wallet.
The combat change may be unpopular as well, but everyone will be on a level playing field. This change actually would have tilted crafting more to the side of 12 point crafters, and those who can afford the best of the best resources. Also with so much pre-nerf stuff in the game, people without pre-nerf items would have been hosed.
When they change the basic combat system, everyone will have to play by the same rules. If they reduce dmg on FWG5s by 10%, it will be across the board to every weapon, no prenerf stuff.....
Yes we will be pissed, but I think we can live with it more.
JustG, put a link to this thread in your .sig - and point to it the next time one of us says, "SOE never listens to players".
Bravo!
Audio