Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
AldrakSWG wrote:
Vinaddar wrote:
crafters and people who actually use crafted items to see what this change will do to the crafters.
I shudder to think what Chefs, Bio Engeineers and Medics will face.
If you think this is what we, the crafters asked for, I can tell you it is NOT.
Vinaddar
Ya know, I think this is one of those cases where the devs should have labeled this a "bug fix" and not solicited input on it. Who says crafters asked for this? Who says we should have squat to say about it?
To answer your question, Thunderheart said that we asked for this change. What we actually did ask for was the reduction--or outright removal--of Critical Failures, not the reduction in the quality of every crafted item we ever make.
At the moment certain servers have prices that are wildly out of control , by this i mean pearls, crystals, holocrons, weapons, armor - which once sold for a minute amount compared to what they do now. There is far too much money circulatingon the well established servers and i play on one of the "new" servers and i can already see its heading the same way, although things arn't as bad yet. So in light of this i am glad the devs have taken notice that this needs to stop or you will create 2 classes of player much like the north and south divide in england. What i am saying is your actions may be for the right reasons but are they the best ones you could take.
I'm not complaining about the new crafting system but you should have really sat back and looked at how it would affect every crafting profession the only way i see this working is that the resources that spawn are significantly better then what they are. Obviously new stuff will be cheaper as people will not pay 450k say for a set of armor with 56% kinetic, 43% elec 34% base when they are used to armor being in the 80% region. I know that the devs have been looking at this in the long run so say 5 months down the line when the last piece of composite armor pre patch is selling for 4 million the economy will alot more stable, prices will be alot lower as the older stuff will be out of circulation. However its the short blow of this patch that i'm worried about cause it may well turn alot of people away from crafting in the worst case the game ..........just my2 quids worth.
Gimperial666 wrote:
Ok Devs please empty your pockets...
AHA! CRACK AND OTHER PARAPHENEILIA!!! I KNEW IT! Your all hopped up on crack!!
This issue is closely related to the drop of skill mods being controlled by a few KNOWN and PROVEN Third-party macro using AFK looters in the borgle caves.
Rich get richer, and buy from known cheaters.
RbT
At the risk of being the direct target of so much emotion I'd like to offer my counter point of view.
I am a weaponsmith on the Sunrunner server and am probably the largest one (in pure sales) by far that exists. I have been doing this since last July when the server came online.
Before that I played EQ avidly for 4 years.
I've seen so many changes/nerfs/etc come down the pipeline from Verant/SOE its not funny.
This change I agree with. I agree with this crafting change whether it makes the final product inferior or not. Anything which helps broaden the gap and make resource attributes count more is a good thing. Sure its easy for me to say I've been collecting since last July and have all the good resources... but... Do I not deserve to have better weapons? Surely you must agree that someone who has worked day-in and day-out to collect/produce weapons for almost 9 months deserves better rewards than the average spontaneous new-smith giving it a go.
I hope sony does what it think is right with their long term vision. I hope any post that has the words "I will quit... or any silly threats like that" is immediately disregarded as emotional blather.
JustG count this as a vote in the please do this category, and realize there *is* a large number who agree with me/this who, unfortunately are more silent than the vocal few.
That's alot of pages about this!
Thank you everyone for the responses. We will be talking about this tomorrow.
- g
Aaaaaaaaaaaaaaaaaarghhhhhhh I have reread this thread.
Most of the veteran master crafters are against this publish, most of the new crafters are against this publish and most of the hunters are against this publish.
Several of the posters have clearly an economic degree and have put in very intelligent ways why they are against this publish. As numerous times already mentioned in this thread, there are so many other simple solutions to level out the crafting field:
1-increase the spawn of rare resources so that newcraftershave the possibilitytocompeteon quality with the veteran master crafters. Have you read about that guy who has already waited for more than 5 months for a certain resource so he can compete? More competition=lower prices. Heck if you turnthe rare resources into common ones, people won't be hoarding andthat will save spacein your precious database.
2- increase the drops of skill tapes; see above.
3- make a miner class (and perhaps farmers)which can turn low grade resources into high end resources; see above.
Please think wisely,
Galaxyburst
Thriend wrote:
...Anything which helps broaden the gap and make resource attributes count more is a good thing...
Repost from Naritus forum:
Matchstick said:
I've made so many posts on this subject my brain is starting to leak out of my head.
Essentially it's the same song that Sandoz is singing.
Bottom line... the content in this game is too easy. One of the primary factors in that is the ability to easily manufacture very high end goods in HUGE quantities. When everyone has the best stuff... what's the point of it all? Crafting has no meaning anymore really for most professions. It's not challenging or exciting. I've made about almost 3 dozen full suits of 63-65% base armor with 20% stun in my spare time. That's just goofing off with armorsmith. With the slices everyone in my guild has full effective sliced armor over with stun protection which with buffs makes you damn near invincible. And since I'm a master doc... guess how often any of my chars run around without buffs?
And it was cake. Why should I, who was just sort of piddling with armorsmith, be able to make products in the realm of what you make?
People are pissed off because it's a natural reaction when they make something that was easy harder. But in the long run... having the game be more challenging will be to everyone's benefit. We'll all enjoy it more. And having resource quality play an even larger role in crafting will really make crafting more interesting to me. People complain because some resources are gated in their stats... or that sometimes you get just TERRIBLE spawns... or that some things rarely spawn if ever.... to which I say... DUH! That's life. Not everything is going to be handed to you. It's supposed to be a challenge.
Anyway... I don't even care anymore. I'm tired of crusading around on this topic and defending what to me is an excellent step in the right direction. People are short sighted and only see things to their personal benefit... then they go make a post the next day about how boring the game is and how there's no content. Whatever. Anyone that wants to quit... quit. You'll be back... they always come back. Cuz we get to fly spaceships soon. ![]()
Exactly.
please dont ruin the crafting system.
Dont rearrange the assembly line because you dont like the product, change the raw materials. If you think an adjustment is necessary, then do something about resources commonly having high properties.
I *repeat* please do not ruin the crafting system. focus on the things that need fixing; like droids and jedi.
JustG wrote:
That's alot of pages about this!
Thank you everyone for the responses. We will be talking about this tomorrow.
- g