Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
- The item has no experimentation, or
- You are a master in the craft.
One of the arguments was always 'Ok, this uses X Iron, which never has conductivity above 100, and accounts for 90% of the schematic, thus the weapons such ass. Why not change it to copper?'. The answer is that the weapon doesn't suck ass, it's in line with what they wanted (which is really spooky with how craptastic the numbers are on some of these, at least until publish 8). That internal to the schematic and invisible to us is a x90 modification (or some arbitrary number based on the average stat of the resource compared to the numbers they intended to get out of us) on the slots, so if you changed it to something with better numbers you'd totally throw the numbers out of whack in a big way.
Which makes me wonder why it was done in the FIRST place, since it adds needless levels of complication (instead of having a unified crafting system with predictable results, invisible modifiers were placed situationally making global changes IMPOSSIBLE since they'd have to find and retune each individual schematic... so they never make changes).
But it does make some sense now, in a backhanded way. I sincerely hope the revisions to weapon stats would make a body want an advanced weapon over a 'lowly' laser carbine, say, without utterly wrecking our ability to fight and survive in the game.
We believe that the introduction of items with a wider variety of attributes will be a step leading to the leveling of
[end quote]
Arrya wrote:
I'd just like to reiterate the following post again in case it was missed. While I agree with what the devs say they are trying to accomplish, I believe these changes will just make things worse.
Vercin_getorix wrote:I thought long and hard about posting a response. I do not think I will be heard in the cacophony of replies. In the end, here I am. I figured the best way to approach this is to go line by line:"To put not too fine a point on it, the game economy is in poor shape."This doesn't mean anything. I realize that you went on to ellaborate somewhat, but you did not strike home. What would be helpful is if you put your concerns in language that has meaning. "poor shape" means lots of different things to lots of different people. The result is that the statement becomes meaningless.My temptation is to espouse ecomonic philosophy that will roll off of everyones back. I will spare you. What would help me is to frame your discussion in economic terms. That is, if you view the failed economy in terms of unemployment, hyperinflation, stagnation, etc. Once you frame the discussion, then we can rationally talk about it."Our main concern centered around the fact that with most master crafters all making the best equipment possible"Your expectation SHOULD be that crafters make the best equipment possible. That being said, I could not disagree with you more. Most master crafters make garbage. Every server I have anything to do with has its elite crafers, and they rank in the 1 to 2 dozen. Typically, I see about 3-4 elite Weaponsmiths per server at any given time.Your problem -may- be that 4 Master Weaponsmiths can easily meet the demand of weapons on a server. This is a different problem than you are adressing."there is very little variety on the market"Perhaps. But the question is if this is because of the system, or because of the market. Based on my personal first hand experience as a weaponsmith, it is because of the market. Ask any Weaponsmith. 90% of the customers only look at Damage and Speed. Nothing else matters to them. Adding complexity to the product will not change this. If you change the combat system to depend on something more that speed and damage, this could change."new vendors find it difficult to break into the business"This is as is should be. It is unreasonable to think you will start a retail sales business, and immeditately be competetive with Walmart. This just doesn't happen. It takes time and a lot of hard work to make a successful business. You can lay this at the feet of the current crafting system if you wish, but it is misplaced. Establish manufacturers will always have an edge in a mature market. Only innovators have an edge on the establishment, and I do not see how your new system allows for true innovation."We want to take the first steps in rebuilding the economy."Despite the rhetoric of the current US Presidential campaigns, governments cannot rebuild economies. Only the consumers can. You might not think of yourself as such, but you are a de facto Oligarchy in this game."By having resource quality play a more significant role in the experimentation process"Not to rub it in, but you first say you want to help the new crafters, yet you change the system to the advantage of those that already have the best resources, ie. the established crafters."especially when using lower quality resources"On balance, lower quality materials will always make lower quality merchandise. All things being equal, consumers will usually purchase higher quality goods and services if they can afford it. Convience is the big exception to this rule, but I digress."consumers will need to decide what types of equipment will best suit their playing styles"You nailed it, and didn't even know it. There is little diversity in the market place, because there is little diversity in playing styles. Now we can wax philisophical about why this is. We can discuss "chicken and egg" problems of game design. But, we are not doing that. That would help us understand your changes."We believe that the introduction..."This may be nitpicking, but please please please stop using language that reflect insecurity in your decisions, like "we hope", "we would like", and "we think". You are in control. You make the decisions. If you seem uncertain about the current course of action, then you are generating fear and trepidation in the player base. Much of the rancor in this dicussion is fueled by your unsure language. You may not be sure about your course of action, but don't tell us.Lastly JustG wrote: "I would ask that you try to keep the emotional responses out of it... that has no effect other than to make us skip that post."People are emotional because they care. To openly say that you dismiss peoples feelings outright serves to really freaking tick people off. You cannot with a wave of your hand invalidate peoples feelings. People have feelings for a reason.I said this before, and I really want you to listen. Your are the de facto governement in this system. There are few greater mistakes politicians can make than to discount peoples feelings. They will punish you mercilessly for doing it. The developement team may not be elected, but players can certainly vote with their credit cards.Just in summary, I strongly urge the team to not move on this change. You have a problem you are trying to solve. That problem has not been clearly defined. No metrics have been put forth to illustrate the problem. You have not convinced large portions of the player base that there is a problem, most notably the successful master crafters and the people that have been playing the longest, ie. your most loyal and most influential players. You have not put forth any evidence that the your changes will actually work to fix the problem as you see it. All the discussion of effects is rife with speculation.So, in finish, you are taking a HUGE risk in going forward with these changes. Are you prepared to move forward with this, against the will of the people, on a hunch?
TroThorns wrote:
Gamespy. They said that swg had leveled at around 100k subscribers.
JCatano wrote:
Just for kicks and a little, well....we'll get to that after your next post:
Where did this "less than 100k" come from?
MMORPGs are all about change. This is not something new. Thoughts of Armageddon isn't new, either.
Anyway, you gave me nothing to refute, because the change hasn't even gone live, yet. Everyone is screaming at something that isn't there at this time.
Feel free to try and come to a conclusionabout somethingwhich hasn't been implemented.
OMG hahaha all I can say.
Wynn or whomever made that post belowis right. He will make hundreds of scem's as many as his resourses allow and the new crafter is toast. He most likely has enough resoures to last months with out making another scematic. I know on my server there are a few smiths who are thinking the same as Wynn. Are you going to nerf the scematic's folks make before patch. I would hope so if this crafter patch is for game balance. <Sorry gang> But fare is fare.
I am a new MA and have a good product finally and a growing client base.I just made my first 2.5 mill.and I dont see your point in making changes. I am on Sunrunner and we have a couple uber MA's who charge huge amounts of money for there product and do well. I fear no compition from them since like any good smith will always harvest the finest resources and have just as good as armor as they. Maybe not now but soon !! If this patch means my armor is gunna be crap I hate to say it but I might as well be a MD/MTK like evryone else. Or move on to a new game coming soon to a theater near you. X2 accounts.
If your thoughts are the new guy having a chance in the market place I believe everyone should have 1 vendor able to be on planetary map for all to find. And maybe just revamp the bazaar/vendor system so folks can see all Items for sale on planet !! Then tarvel and buy rather travel to a empty vendor.
I have to say again. I have made alot of cash and I am a new smith. SoI do not seeyour point to the crafting nerf. Seems balanced to me. I just don't get it. Maybe someone can tell me what that thread means =)
Also I just pulled 300 pieces of 80% kinetic armor off vendor till after patch so I can charge 1 million cr for a pair of failed experiment crappy comp gloves.
Show me the money.
Gunzablazen MBHand La'Toole MA/MArt/MCH
Sunrunner
For what it's worth -- its at...
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=33034
I hope it is of some help.
I'm just curious, are the persons who designed the craft system in the first place the same that are making these changes or are they working on the Space Expansion now ?
Or is the Space expansion not using a separate team ?
I always felt crafting (along with graphics) were the 2 most successful things in SWG. Whereas combat and especially balance between professions are the worst. And it always seemed logical to me that you'd address combat before even bothering with crafting or even doctor buffs before combat...
So I started to wonder, trying to figure out what was your twisted logic :and I think I found an answer, old crafters will either stock up a lot of items before the patch. Once this done they'll be bored and feel like they have nothing else to do and will end up dropping their crafting profession. This will result in helping young crafters who will have lost their older competitors, providing the trend took was long enough for the pre-patch stocks to be sold out so that these new crafters can sell anything again.
Anyway those who don't cancel will adapt, accept and end up forgetting how it was before. I doubt SOE would withdraw this change now that I have finished developing it, now thatthey have already wasted their time on, not to mention it would furthermore make them look ridiculous "we plan to do something and end up not doing it because players said they don't like it". Just like you "tweaked" the Imperial Crackdown (wow what a nice name) down to something so unnoticeable : I still can't believe you spent at least a whole publish cycle to develop it. Pathetic.