Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
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
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.
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.
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
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 ![]()
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.
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.