Development Cycle Archive
Thread: September 30th Update
Yea I don't find it amusing when a post is made in dev forums asking what we think of the schematic from 1000 to 100 changes.. and 80+% of the posts say it sux .. then without anymore notice.. schematics limited to 100 hits the patch notes without even a reply or explantion.
I'm not impressed at all .. Making the game more tedious won't slow down player developement.
We're already capped out. It just makes people leave.
could there be a possibility of more mission-types? what about smugglers? could there be terminals where smugglers got missions like delivery missions except at the end they sliced the mans weapons? i don't know, but there should be something for every profession that makes that profession unique...not the same mindless 'go kill this thing because we nobodies say so'. Also, if there is one thing I care about the most it is the lack of vehicles/mounts/enhanced movement in this game. When doing missions, at least half my time is spent getting to and from the mission, and those are basic destroy missions. Also, it may be just me, but it seems the rebels are getting cheated with their lack of unique stuff. Yay, a rebel blaster...Yay a 'rebel helmet'.....Yay a rodian or twilek man in a completely mundane unoriginal outift for a trooper.....Oh look, there goes a man in stormtrooper armor with an At-St. I haven't even played with half the professions in the game and it still seems like there are some more important things than player towns(which don't get me wrong, are cool, but still....we wouldn't need to have official 'player towns' if we had vehicles, would we? i think we can all use waypoints by now) But don't hate me, this is meant for constructive criticism, not meaningless bashing.
Player cittys are worthless without shuttle ports, the only way to encourage people to build away from cittys is to have transportation there.
not having shuttle ports avalable to properly sized cittys is like releacing mounts but making them go slower than simply running.
We are already used to lots of bugs and we learned to play with them...and WE DONT NEED PLAYER CITIES urgently...
PLS FIX THE PROFESSIONS LIKE SMUGGLER and all those other poor guys...THATS WHAT WE HAVE TO PLAY AND DEAL WITH, not player cities...
Noone cares if we live in player cities atm or in the towns we already made by ourselves...
BUT IT DOESNT MAKE FUN TO PLAY A BROKEN PROFESSION
Thx in advance
What's not including in the Testing Center notes, but has been discovered and talked about (with virtually no Dev acknowledgemet) are the dual stealth nerfs to crafting.
Stealth Nerf #1: Schematics being reset from1000 to only 100. Doesn't sound like much, but it means it is no longer possible to create a usable schematic for a Medium House (as an example). 100 structure modules -10 to make the schematic, allows you to make 9 walls - 5 to make the schematic leaves you with 4 walls, 1 short of being able to make anything. I'm not saying that
1,000 was actually used very often, or a middle ground (say 500, or at least 250) wouldn't be more appropriate, but the reduction to 100, as I said, makes something NOT factory craftable due to multiple identical subcomponents being needed. It also means that ven if you always accept your first attempt at making a schematic (something any Master Crafter worth their salt doesn't do), you now lose 10 times as much materail to schematic manufacture (1% instead of 0.1%) as pre-patch. Apparantly, pre-patch schematics are still usable, just no new ones can be made over 100 uses.
Steal Nerf #2: Harvesters are being reported as (a) taking twice as much maintenance, (b) having a spec rate of 50% of pre-patch levels, and (c) hopper sizes reduced to aproximately 11% of pre-patch levels. The resulting combination means that harvesters on high (90%+) concentration will run out of hopper space in less than 24 hours. This change, unlike the various T-21 nerfs, HAS affected all pre-patch harvesters!
What's the net result likely to be? An EXTREME resource shortage, with it's accompanying sky rocketting prices for resources. Plus 10 times more of those now MUCH more valuable resources will be lost to schematics. Final pricing is going to jump DRAMATICALLY once these go live.
But will that take any money out of the market? Not really. It's just going to move it around among a much smaller group of players. Those crafters currently sitting on large amounts of cash & resources or belonging to strong guilds will survive, the rest will be forced out of the marketplace. (And the reduction of competition will only further fuel higher item prices!)
As the number of crafters settle out, those resource gatherers not disgusted by their totally nerfed 1+ million credit investment in fleets of heavy harvesters will now be servicing a much smaller market. As crafters drop out, resource prices will drop somewhat, but still much higher than current levels.
Those players with the cash to buy the weapons/armor/etc will pay because they have no choices. Thus the money moves from those best able to use/exploit the mission system for monetary gain, to the crafters, to the resource gatherers, and back to the crafters again. However, a HUGE percentage of current players will be effectively locked out of this cycle, including all new players. These players will rapidly lose any competitve chance in PVP against the more well to do players/guilds.
And for what? The only benefit I can see is significantly reduced database load if these changes cause numerous players to quit. I know I, and all my RL friends, won't be renewing past this month if these changes go live as they're currently implimented on TC. We simply don't have the huge stockpiles of resources or cash to survive the transition, thus taking away our reason to be part of the game.