Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

caddelite
Sun Mar 14, 2004 4:34 am
#482

Releasing emotions is a good thing, a healthy thing. Holding them in, st not a good thing, it's unhealthy.


You created this situation, without consulting with the player base, with making changes to the crafting and experimentation system which are not needed. The only fixes that were needed were Critical Failures, Moderate Successes and Amazing Successes.


You got a lot of nerve asking the playing community to hold back on expressing themselves. You deserve every ill comment you're getting. If you can't swallow it, get a new job.





JustG wrote:

Howdy...


Thanks for the feedback thus far.


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. I really appreciate the rational replies.


We are still reading... and thinking about this.


- g









Precision Industries -5400 3434 Theed Naboo, 900m South of Theed Starport
+12 Experimentation Weapons & Composite Armor
One of the longest operating Weaponsmith's on Radiant
40% Stun 67% Base Composite Armor NERFED!
80% Blast 73% Energy & Kinetic Armor NERFED!
for custom orders, please email Precision in-game
Nuu
Sun Mar 14, 2004 4:35 am
#483

To the DEVs and JustG.


Against the wishes of the majority of the people who have voiced their opinions WHICH YOU'VE ASKED FOR, I say GO FOR IT. Its notlike the community's opinions matters anyway. Watching the fallout is probably more 'FUN' than the game itself. hahaha.




GabrielCreed
Sun Mar 14, 2004 4:37 am
#484

since everyone has stated and restated my opinions already in this thread, ill try to keep this brief.


i just made master armorsmith a week ago, and after reading about and contemplating how the new change is going to affect the economy ive become even more depressed and i think im going to drop it for a non-crafting profession.


your first, horrifying discovery when your hard work finally pays off and you get that master armorsmith title is that YOU CANNOT MAKE COMPOSITE. have fun finding *any* beyrllius copper, kiirium steel, colat iron or any of the other named ingredients with stats higher than 250 OQ/SR - if you can find them at all. my dreams of crafting armor evaporated when i realised i can barely make decent ubese, or even chitin. i still have not made a single piece of composite.


with the new changes, resource quality becomes even more of a factor - lower quality resources yield even poorer results - and my already crappy armor becomes even crappier. armorsmiths who have been hoarding materials by the hundreds of thousands, or millions, when they spawned in the last 8 months ignore me when i ask them if they will sell me a few thousand of their resources, or quote rediculous prices like 100cpu. there are people with combat characters who havent even mastered marksman yet that have more money in the bank than i do - by simply tagging along on group voritor hunter missions they can make a few hundred thousand credits a day. ive spent all my money on resources to get to master, and a pitifully small stash of resources from which to make my substandard armor. any new money i manage to make by selling on the bazaar or my vendor immediately gets spent on resources.


this change is supposed to help newbie crafters? how so? my inferior resources, 2 less skill points, and lack of mass-produced prenerf armor and schematics will be the end of me. a current veteran smith, who has stacks of choice resources in the millions, can simply crank out dozens pre-nerf schematics and not be negatively affected by the new changes at all. in fact, like everyone has stated a hundred times already in this thread, the rich will only get richer and the poor will get poorer. i have a whopping +1 experimentation tape. at this rate, perhaps in anotheryear of toiling at this ill have enough to buy the other 9-19 points i need to compete, as well as having collected theresources i need to make a competitive suit of comp. on second thought, ill have quit long before then. i dont know how much more of this constant nerfing i can take. andi thought UO was bad.


i actually looked forward to becoming a master armorsmith... spent a small fortune and worked very hard to get here. thanks a lot for destroying my hopes for this profession.
tehedin
Sun Mar 14, 2004 4:39 am
#485

I don't understand how you guys understand the crafting system. I have a lowbie weaponsmith 0/1/0/0 and I make a decent living selling my weapons on the bazaar. I'm by far not the smartest guy around but I do know how to make decent weapons by gathering good materials and still sell them for a fair price while making a profit. Please don't make assumptions because the last thing we need right now is another nerf market.



Plopt's EvilHam Weapons
-5495 3415 Naboo (Just south of Theed)
EH Resource Dump
5860 -1200 Corellia (ouside of Dark City)
I hate base spammers. Click here if you do too
Article57
Sun Mar 14, 2004 5:05 am
#486

GD!!! if you whiners win again im gonna scream!!!


GAHHHHHHHHHHHH!!!!!!!!!





Jahaka Quom, Ahazi Mon Cal [Master Smuggler / Novice Gunfighter / Teras Kasi Novice]

Anora Borealis, Scylla Human [Novice Bounty Hunter / Novice Carbineer / Novice Ranger / Novice Sharpshooter / Novice Creature Handler]

May the Nerf be with you.
GabrielCreed
Sun Mar 14, 2004 5:09 am
#487






Article57 wrote:

GD!!! if you whiners win again im gonna scream!!!


GAHHHHHHHHHHHH!!!!!!!!!



Jahaka Quom, Ahazi Mon Cal [Novice Ranger / Rogue / Teras Kasi Novice / Novice Pistoleer]

Anora Borealis, Scylla Human [Novice Bounty Hunter / Novice Carbineer / Novice Ranger / Novice Sharpshooter / Novice Creature Handler]

May the Nerf be with you.





i dont see any crafting professions in your list there.
Redguard
Sun Mar 14, 2004 5:11 am
#488

BlueMorgoth posted:






On one particular point that would make a huge different to weapons - separate speed and damage experimentation. Why would a WS bother to spend points on anything else because they are making a huge difference to the final performance through a single experimentation line - they dramatically effect the DPS output. Break speed and damage into two separate lines of experimentation and now users will have to decide whether they want rapid fire, low damage or slow fire, high damage weapons.




As an up and comming weaponsmith I see your point here. I for one could never figure out why speed of the weapons was affected by damage experimentation. It appeared that efficiency would have been more appropriate.




Given the choice between style over substance. I'll take a sandwich.
Apolo13
Sun Mar 14, 2004 5:29 am
#489

best thing you can do is just delete the all SWG game , and start a fresh new one . call it SWG 2 . its a bit boring keep feeling like a gynea pig on some crazy dev experiences .
Micco30
Sun Mar 14, 2004 5:42 am
#490

Wow, is there a lot of information being thrown around about what is happening here! My problem is that many of the posters haven't even tried the changes yet, so the information and opinions presented really cloud my understanding of the actual concerns.In my effort to attempt to understand a lot of the issuesinvolved, I have combed the boards trying to find hard data and information related to theACTUAL changes that are occurring, not what everyone thinks"might" happen. Speculation on potential results does me no good, especially as I start up the Weaponsmith tree. I need facts.


For others who are as confused about the potential results as I am, please check out the following thread on the Test Center Forum.


http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=66617&page=2


On this thread, pay particular attention to the posts by St. Gabe and also the well thought out and detailed replies from several players. The first page, in my opinion, isjust more ranting from both sides of the house.



Also, check out the Weaponsmith and Armorsmith forums to find detailed discussions of the results to those resource dependent professions.


Is this change good? Is it bad? Is it way too early to actually tell? You be the judge.



Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
Zilod
Sun Mar 14, 2004 6:01 am
#491

just to add my opinion



I'm most a hologrinder and mastered armorsmith a week ago, as i like to play a bit with various professions i spent millions in resources and now i'm making some really good compo armors.


This change probably will not impact my buisiness as i will surrender as sonn and my factory will run until i finish my resources so mine could be a not interested point of vew of a novice master armorsmith.



my knowledge is about compo so here my poinion about it's crafting


i think that this 'change' will make armor creation a lot less creative old AS with bes resources and additional points will simply make armors too good compared to other AS, if now i'm making 80kin compo with decent ham cost after the patch i will no more able to do it and my compo will be really heavy, a old AS with just better resources probably can make one with 100 less enc, add 2 more research points and it's compo will be 300 less enc than mine.


as a customer what armor you will purchase?


another example, now i can make 80kin 74energy compos, after the publish this will be no more possible, probably i will be able to make 75kin and less than 70 energy, anoldmaster will still be able to hit 80/75 with even less ham cost due to better resources


as a customer i think i will purchase the one with higher protection and lesser ham



with current system is still possible to work on armors to get good results even if the resources are not the best of the galaxy... the points left after experimenting on the main stat are usefull to fix the 'flaws' of the armors due to not perfect resources and craft competitive stuff.


After the change this will beno more possible, every 10point armorsmith will get armors stats based on resources regardless of knowledge and creativity put in it....all compos will be just like the standard one.... x resources -x protection (and in my opinon... less creativity and things that a player can put in a thing = less funn)


armorsmith will also become the new miner profession, will be no more the guy who work metal with skill but the guy who survey every planet hoping to find a good spot of res to craft decent armors.



aaaa about survey probably after the publish the resource price will rise a lot so old as with tons of resources stored will be also able to sell armors at much lower price than a new AS.



sorry for bad english and the general confusion

Artysan
Sun Mar 14, 2004 6:20 am
#492

This point may have been made before. I confess I started skimming at some point in this long, long thread. But I did not see anyone say quite this.


There was a thread not long ago on my server forum asking "How do I get some money in this game?" The overwhelming majority of answers did NOT say "Become a Master Weaponsmith" or "Become a Master Armorsmith." The consensus answer was "Mine and sell resources."


The scarcity of quality resources, the time sink and initial investment involved in locating and harvesting them and the difficulty of locating resource sellers with the items you need for sale are the main things holding back new crafters. Your proposed changes are only going to exacerbate this problem.


Are there a handful of master crafters on my server, Tempest, that are multimillionaires? You bet. And they deserve it, for having had the patience to experiment, explore and discover all the information that we come-latelys can find out just by surfing the net, for hanging in there when no one on the server could afford to pay them the prices their products should have commanded because not enough money was in circulation yet, and for sticking around long enough, despite the temptations of hologrinding, to develop a reputation and client base.


I'm a newly minted Master Armorsmith/Master Tailor. I sell product by pricing things a bit lower than the established masters, by being willing to drop my plans to do a special order for someone who sends me a tell,and also becausemany people will buy from a new Master to help them get established.In addition, more than one established Masterhas helped me out withreferrals of customers, with answers to questions and with generous donations of resources. I doNOT see these people trying to establish a monopoly. There is more than enough business to go around and they actively encourage new people coming into the field.


Despite your explanation, I do not understandthe reasons for this change. My only guess is that you, as often seems to be the case, are listening to a few very vocal whiners who are impatient because they can't replace establishedMasters overnight. We all know these people in game. They want instant gratification without paying any dues and they are usually folks whose attitude and personality makes others disinclined to help them. Nevermind that your "solution"isgoing to make the"problem" you're trying to address worse, rather than better, as many have pointed out.


Pleaselisten to thedozens (maybe even hundreds) of established crafters posting in this thread. Keep in mind that they are a small but representative percentage of the crafters in the game. You are going to lose crafters and you are going to lose customers. Over the last month, especially as a result of the disappearing building bug which you have yet to recognize and which has cost many peoplehuge amounts of resources and equipment, I have watched some of the most veteranand best liked players I know leave the game.


I'm sticking aroundfor now, but I'm keeping my eye out on new games with an eye to finding someplace to go.


Wynsum (the crafter), Tazzia (the warrior), Amythyst (the entertainer)

(yes, three accounts)

Likaeus
Sun Mar 14, 2004 6:27 am
#493






Eryk wrote:





Schildawg wrote:

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.






Schildawg - why are you not working for SOE? Incredible, simply incredible ideas on how to implement change the RIGHT way.





An intriguing idea. However, this gives a huge advantage to those with multiple accounts. The end effect would probably unbalance the economy even more than it is already. A crafter with a miner on another account would only pay costs for the resources while selling resources at an inflated price to the market. Those without a miner in their pocket would be paying alot higher costs for their resources, thus charging higher prices for their wares, thus be out of a competitive pricing schema for their wares as compared to others, thus out of business. It would create an even bigger monopoly system than what currently exists. I would also imagine that it would make it even harder for entry level crafters to compete due to them not being able to afford better quality resources. It creates a choke point where there shouldn't be one.




Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


Lieshi
Sun Mar 14, 2004 6:58 am
#494

This is a terrible, awful change that makes me reconsider renewing my subscription.
Page 38 of 59