Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

TennerRavenstar
Sun Mar 14, 2004 12:16 am
#456






NovaSpice wrote:





Skedoozy wrote:

Wow... you guys must be republicans if this is how you think you will fix the economy.


A. Rich Crafters will makes TONS of current weapons and sell them for ENORMOUS PRICES.. The rich get richer..


B. New Crafters will not have a snowballs chance in Arizona to make it. It was hard before, this makes it nearly impossible for them.


C. Crafters who can afford(Read: Rich beyond any players dreams) will be buying up skill tapes with + to experimeantion that are already OVERPRICED and will now be even MORE OVERPRICED. And the Crafters that can afford (READ: Rich getting richer)to buy these will be the only ones crafting things that people will buy.


Your reasoning for wanting to change the system is valid.. your changes howerver are going to have the reverse effect that you are looking for.





Ah, a flaming liberal maggot. How cute. Class warfare is such a communist idea--can't you liberals accept that no one buys your "rich get richer and trample over the poor" bull**edit**? If the rich receive tax cuts just like the middle and lower class, then they will invest, thereby boosting the economy and causing the ever famous "trickle down theory." In essence, if the rich get richer, so do the rest of us.


Liberals piss me off.









Tsk tsk NovaSpice.. calling someone else a "maggot" for having a different political opinion than yourself.. how classy.


While I'mtempted to write some lengthy flame about yourunderstanding of real life economics, i'll leave it be since its off topic. Instead, I would however love to hear how your trickle down effect will prevent exactly what Skedoozy predicts from happening? How will the wealth for those with access to "pre-nerf" equipment, skill tapes and better resources "trickle down" to the new crafters that enter an un-even competitive situation?




Mazoch - ImperialSpy
"I cry NOW. Death, like a familiar, hears; and look, has made a man of dust of a man of flesh. This sorcery I do. Being damned, I am amused to see the centre of love diffused and the wave of love travel into vacancy. How easy it is to make a ghost." - Keith Duglas; How to Kill

YenishRavenstar- Work in progress
Shian_Tavkin
Sun Mar 14, 2004 12:44 am
#457

PRE-NERF Stocking up


Just a note to people....up till now the Pre-nerf item was just about always a safe bet to stock up on.


With the Pub7 changes to DE, the Probot has been Retroactively nerfed (even deeds), so that means that anything and everything is now open to be retroactively nerfed.


Not a whine or a moan, just so everyone knows, they can and will retroactively nerf what they want to..it is no longer a sacred thing that things made before a crafting nerf will be safe.


Just, as I say, for your added information.





Shian -- Master Droid Engineer/ Master Artisan
Dsabre
Sun Mar 14, 2004 12:48 am
#458

21 pages atm...and most against the proposed changes as is planned....should be enough for anyone to see that implementing this change as is would be a bad idea.

if the sole intent of this change is to encourage diversity in crafted items, this change will not accomplish anything.

the problem is not resources not having enough of an impact, the problem is experimenting in certain ways is no where near as effective as experimenting in the same ways as everybody else.

for example (I'm a chef, so I'll use food as an example):

putting 1 point into something like brandy will reduce the filling below 50 in general...either 49 or 48, and sometimes if your resources are good enough, you don't even need the 1 point to do that...

problem isn't that resource doesn't have enough of an effect, problem is that as long as you can take 2 brandy...it doesn't matter that you have a filling of 47 as opposed to 48 or 49...it just isn't enough of a beneif to justify spending the points.


I'm sure that this is true for other things like armor...I've read some of the armorsmith posts, and experimenting in ham costs for some pieces like helmets might be reasonable...but for other pieces like biceps, gloves, etc...spending one of 10 (or even 12) points to reduce ham costs by 1-3 points...completely not worth it.


put simply this experimentation change along will do nothing to change how things are now...people will still only make armor in a certain way, weapons will all still be basically cookie cutter copies, etc.

the true answer would be to make experimenting worth it in every line...nothing short of this will make a more diversified product market.

take food for example...if 1 point of experimenting could reduce filling by...oh say 5 instead of 1 or 2...there would be a fair number of chefs that would indeed seriously consider making low filling (sacrificing charges and power) brandy.

or for armorsmiths, and WS...if ham costs, accuracy, etc could be increased by more meaningful amounts...there might indeed be a more diverse selection of weapons and armor...(polearms and powerhammers with +accuracy instead of -'s...or low mind ham cost rifles...)

the new system isn't completely without merit, having the max value increase with an amazing success provides more incentive and reward to crafters who have spent the time and effort to seek out anything and everything to help them make the best product possible.

but it also has its downfalls...there are some items that will get a lot more powerful because they only have 1 line to experiment...or because everyone only experiments 1 line to its max, and rarely has more than 1 point leftover spent in some arbitrary line (or omitted to save factory time).
HandCrafted
Sun Mar 14, 2004 12:50 am
#459

I am an Expert Gunsmith (WS 0404) I want to be Master. I have never sold any of the weapons I have made. How does the dev team feel about that? Demand for experimentation tapes is very high and supply is very low, thus the 1-2+ million credit prices for them. How am I going to get the 20-40 million credits together?


You say that making it more difficult to max out an attribute of an item is going to help me break into the market? This is going to help me make the money to get the skill tapes? I have 7 experiment points and a master with skill tapes has 5 additional experiment points for a total of 12 experiment points, that’s 71.4% more experimentation points than I have. Changing the value of what each experimentation point does will not change the fact that he has 71.4% more than me.


The rarity of experimentation tapes is part of the problem. The rate that skill tapes drop as loot needs to come up to met the demand. If I were able to get the +25 experimentation stat (with skill tapes) and add that to my Expert +75 to experimentation that would give me 10 experimentation points to his 12. Now that wouldeven the playing field a bit!


I make pistols. (I make them for me, no one buys them plz see above.) I make DH17 pistols. I don’t make D18 pistols. Why? The damage is to low. There should not be pistol schematic levels. The reasoning that sense a DH17 pistol is higher in the skill tree than a D18 means that it should be better was a game design mistake. IMHO there should be at least 8 pistols, one for each damage type, Kinetic, Energy,… I agree with you that variety of choices will help the economy. Don’t nerf the “High end” schematics and create a ‘pre-nerf’ market. Bring the “Low end” schematics up. Making all items have a place and time for there use.


HandCrafted

Schildawg
Sun Mar 14, 2004 12:59 am
#460

As much as I disagree with this proposed change, I can offer a suggestion to the devs that would make this more acceptable to me.


First of all remove the ability to use harvestors from the normal person. Then add a miner profession, with certs on the different harvestors. Add in skills to combine certain chemicals with certain metals to be able to produce ANY type of resource in the game at any time. Then addrefineries to be able totarget a stat to improve by melting down and reducing quantity to improve quality.


A scenario could go like this: An armorsmith needs high quality colat iron. He contacts a miner and places an order for 10k of it. Minergoes out and finds the highest concentration of iron available. Drops a medium harvestoron it (the highest he is certified for). But this iron he found is not Colat Iron. So he pulls out his schematic for Colat Iron and checks to see what type of chemical is needed. So he drops a harvestor for some chemical as well. A few days later he has a stack of 100k of iron and 85k of chemical. He crafts a schematic, and drops it into his factory. 10 hours later he has a stack of 100k Colat Iron.


But the armorsmith has given him the condition that the Colat Iron must have at least 950 in Shock, 950 in Overall, and 750 in malleability. (This armorsmith is trying to make a suit of composite for a wedding present for his new bride) So the miner takes a look at the stats and sees that the item has 500 Shock, 700 Overall, and 300 malleability. So he goes and puts it in his refinery, and set the desired attributes by sliding attribute bars,and there is a display that shows how long the process will take, and how much will be output from the process. In this case it takes3 days, and it is burned down to 10k. When he has his stack of Colat Iron, the miner calculates the cost of making the iron was roughly around 300k, so he sells the stack of Colat Iron to the armorsmith for 600k.


This will have several results:


1. It will add a new, fun profession to play.


2. This will limit the massive amounts of resources flooding the markets.


3.It will make any resource available to crafters who really care about their craft. So if you happen to master armorsmith at a time when PolysteelCopper is not availablein the resource shift, you can still obtain some.


4. This will allow theentry level crafter to be able to obtain high quality resources withouthaving to have mined every quality spawn since release.This will even the playing fielda great deal for entry into a crafting profession.


5. This will add numerous money sinks into the game.The cost of running several harvestors to combine together to make a single resource obviously costs more than a single harvestor. And the higher the resource quality of the refinery, obviosly the longer it take (more money sink) and the less results. What you get is 10kof resources thatmoney sank 300k out of the game. Instead of the15k credits money sink to get the same amount when you happen to get the right spawn.


6.There is nolimit to how good a product can bemade. The previous poster who claimed he had millions of the best resources could smelt away his huge stockpile of goods to producestats of 1000 on every attribute, to make the "perfect" armor. Instead of cranking out 1000's of great armor, he could produce 20 sets of the "perfect armor (tm)"


7. These changes would actually make your proposal make a little bit more sense.


Schildawg

ElrohirSoR
Sun Mar 14, 2004 1:02 am
#461

Istill dont get how this will fix the game economy. Weaponsmith will always experiment on damage/speed line, armorsmith will always experiment on effectiveness, and doctors will always max out healing. The only thing this change will serves to do is reduce the effectiveness of many products especially the ones made from specific capped resources and make the crafters that's beenin the business for month gathering good resources even richer. I for one feel that using the economy is a poor excuse to use for nerfing crafting in general. If the dev feel that products are too strong in general and would like to limit high end products to only a few crafters that's been at it for month, then just get out and say so.



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
Travis75
Sun Mar 14, 2004 1:03 am
#462

Thanks. You address my concerns.
JCatano
Sun Mar 14, 2004 1:05 am
#463






Kiashia wrote:





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.






Most games improve as they go, adding new content and quests that will help make players a little stronger and gain and edge, unique items, good quest rewards. Its all about living in a world where there is always room toimprove. Thats what this game fails at.





In a skill-based game you will cap quickly. They stated long ago that it was their goal to allow players to hit the cap in a reasonable amount of time. SWG isn't like DAoC, EQ, etc. where the only drive is to advance, advance, advance and get, get, get. I like the idea of this type of drive being nixed out of my gameplay, personally.


On your "nerf" note....


They have explained why things are toned down instead of powered up. It is more efficient for them to balance downward, because the entire PvE code doesn't have to be revamped and constantly upgraded in power each time you raise the wrath of a profession.


Kiashia
Sun Mar 14, 2004 1:15 am
#464






JCatano wrote:



In a skill-based game you will cap quickly. They stated long ago that it was their goal to allow players to hit the cap in a reasonable amount of time. SWG isn't like DAoC, EQ, etc. where the only drive is to advance, advance, advance and get, get, get. I like the idea of this type of drive being nixed out of my gameplay, personally.


On your "nerf" note....


They have explained why things are toned down instead of powered up. It is more efficient for them to balance downward, because the entire PvE code doesn't have to be revamped and constantly upgraded in power each time you raise the wrath of a profession.






LOL more efficiant? They spent 8 months ballancing down... whens it going to stop? When no one is left tocomplain about it?




Kiashia [90 Elder Jedi, 90 Spy, 90 Medic, 90 Bounty hunter, 90 Commando] The crystal is the heart of the blade. The heart is the crystal of the Jedi. The Jedi is the crystal of the Force. The Force is the blade of the heart.

nnn((((((((((nnnn]9X9ggggggggggggggggggggg)


Kazrath
Sun Mar 14, 2004 1:17 am
#465

And more accounts become canceled. This change should cause a 20% decrease in accounts. Another patch like this and we will have another Planetside... Awesome start. Bad development decisions. Decisions against the wishes of the community. Barren playerbase



Great how these things happen.



I guess I will be saving my $60 a month soon.


WOW thats a good idea...


JCatano
Sun Mar 14, 2004 1:21 am
#466






Kiashia wrote:





JCatano wrote:



In a skill-based game you will cap quickly. They stated long ago that it was their goal to allow players to hit the cap in a reasonable amount of time. SWG isn't like DAoC, EQ, etc. where the only drive is to advance, advance, advance and get, get, get. I like the idea of this type of drive being nixed out of my gameplay, personally.


On your "nerf" note....


They have explained why things are toned down instead of powered up. It is more efficient for them to balance downward, because the entire PvE code doesn't have to be revamped and constantly upgraded in power each time you raise the wrath of a profession.






LOL more efficiant? They spent 8 months ballancing down... whens it going to stop? When no one is left tocomplain about it?






Have any facts about why it isn't more efficient in regards to coding? It's seem very logical to me, especially when the devs have already explained why.

JCatano
Sun Mar 14, 2004 1:22 am
#467






Kazrath wrote:

And more accounts become canceled. This change should cause a 20% decrease in accounts.WOW thats a good idea...







73% of statistics are made up on the spot.




novakaine
Sun Mar 14, 2004 1:31 am
#468

Please don't do this. My alt is novice weaponsmith. If you go ahead and do this, I dont see the point of continuing that path. I will never be able to get my foot in the door.



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