Development Cycle Archive

Thread: Crafting Experimentation Changes... resolution.

DeltaXi65
Mon Mar 15, 2004 4:07 pm
#27

I am glad to see this change - primarily because I hope that it will restore some faith in the Devs in the eyes of the players.


Good work on this JustG - you guys did the right thing.


B



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Felonous
Mon Mar 15, 2004 4:07 pm
#28

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.





Eason Slyhand
F Master Weaponsmith E
Hooded Nomads @ -1060x120 Mos Nevah, Tatooine
We travel the world, both near and far. We are a hardy bunch of friendly adventurers. Woe to them that fight against us. Peace to those who ally with us. From the depths of our hearts, our creed rings true...
"MIGHT for RIGHT"

Mkappus
Mon Mar 15, 2004 4:08 pm
#29

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.





Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Jredbrook
Mon Mar 15, 2004 4:08 pm
#30






Phazorn wrote:
hip hip..... HORRAY!






shut up
taximan
Mon Mar 15, 2004 4:09 pm
#31

yeee haww
Ail
Mon Mar 15, 2004 4:09 pm
#32

/cry


the whiners won...






Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

Quinnt13
Mon Mar 15, 2004 4:10 pm
#33

Hazaa to the Devs!!!



Quinnt
Captain of the Orca

"Ten thousand dollars for me by myself. For that you get the head, the tail, the whole damned thing."
Drakforge
Mon Mar 15, 2004 4:11 pm
#34

Bah also take note that those that read the forum are less then 10% of the whole game. I think this change would have been good. Extreamly upset that this change didnt go thru because a few people said no.. the CH change went thru even witht he whole community in an up roar.. I hope this desicion isnt final and the change is left in game (even if it means something takes priority over the hotfix and it takes a few months to get it removed ..hint hint.)



Been there... Done that..
*Kauri*Interpid*Test Center*
Sumorex
Mon Mar 15, 2004 4:11 pm
#35

/cheer


Two times the crafting nerf-beast has been defeated!



Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
irott
Mon Mar 15, 2004 4:12 pm
#36

What about all the good things that came out of the experimentation change?

Will my 100% experimented schematics revert?


Im gonna make as many as I can and store them before the hotfix.

And I would suggest allartisans do the same.



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

AudioOrgana
Mon Mar 15, 2004 4:12 pm
#37

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


Silvadeus
Mon Mar 15, 2004 4:12 pm
#38

/cheer

/jump

who hoooo



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Iswi's Armor
Located in the MegaMall in the Legendary City of Ghost Located on Dantooine
We have in stock! Imperial PSG's, Advanced Composite, Full Suits of Armor
Stun Helmets, and various armor pieces! Come Check it out!!!
Iswi's Advanced Composite Armor Now In Stock!!!!!! FOR SOME KILLER PRICES ON ARMOR!!!!!

Silvadeus (Starsider)- Currently 2-1-3-4 BH, 4-3-3-1 CH, and Master Novice
Large Supporter of the Bounty Hunter/Jedi Conspiracy since 5/17
Voltok
Mon Mar 15, 2004 4:15 pm
#39

Honestly.. If you really want to fix the economy in a hurry...


1) Remove hologrinding. You guys dropped the ball giving everyone free holocrons, it just led to a massive amount of people to drop their present class to grind jedi, which dropped the selection of quality crafters. It also drove up the price of equipment as people desperate to grind jedi forked over massive amounts of cash to get what they needed NOW.. (Don't punish crafters for your own mistakes)


2) By removing permadeath from Jedi (both in the slot being deleted and even just in being resent back to novice upon the 3rd death) you made it so everyone wanted to be a jedi and had no real fear of the risks. Putting in the BH droids that can track jedis is a good step, but put back in the death returning them to novice. It makes it so that a jedi who reachs a high level truly earned it, and removes all the wanna-be jedi who figure since there's no major risk to go for it.


I imagine if you were to do both of those the economy would begin to recover quite quickly. And, if you want more people to test these "ideas" in advance, put in the ability to transfer a character to Test Center for every server. Sure, I'm tempted to go and try out all the new ideas, but like many other people I don't have the time to regrind my character there, nor do I like the fact that I lose the ability to casually chat with the members of my PA in Guildchat while I am there. So at least give us one of those two things


And then, maybe, you'll find that these great ideas on paper don't apply to the real world. Mind you, if your own developers (not saying you don't do this, but one does get the impression they don't) spent some real time playing the game along with the rest of us on a regular old server, they'd begin to notice what the real problems are with the game, what the real concerns of the players are, and the bugs that truly do irritate us, and then we can all save alot of time fighting with you about an update that really should never have made it past the post-it-note stage..




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