Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Likaeus
Sun Mar 14, 2004 8:47 pm
#573






AldrakSWG wrote:

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?


Everything player related in this game needs to be nerfed. Other than that portion of the playerbase that likes being God, the rest of us know we're vastly overpowered relative to both the environment and each other.


So what's the team to do?





Well, I think you have part of it right. It should have remained an internal change, unannounced in the pre-Publish release notes. Instead, not only did the Dev/CS teams mess up once or twice, they compounded it at least three times in dealing with the players about the change.


1) They announced it in the pre-Publish release notes. It drew little interest at first as the wording was convoluted and the actual implications weren't clear.


2)Crafters finally got the gist of what was entailed and began to /flail .


3) Crafters were told this was "what we had asked for". That smokescreen lasted less than a day.


4) Crafters were advised that the "smart" thing to do would be to start stocking up on their goods before this went live.


5) Several high profile posts were deleted. None were abusive. All were well reasoned opposition in a courteous tone.


6) Long delay in responding to the growing frenzy.


7) A promised "explanation" was delayed two days past its promised delivery, fueling the fires even more.


8) When the explanation did appear, it made no sense whatsoever in the context of the change.


9) More dissenting posts disappeared.


10) Too late to stem the widespread panic this whole mess engendered (not the players' fault), we finally get an assurance that the team might be listening.



I think players might have understood if the changes had just appeared after the patch and have it described as a tuning issue to balance the game. Instead, we've been sold a bill of goods twice in terms of a rationale for the whole thing. Honesty goes a long wayin developing a trusting relationship. Now it's a PR nightmare. Are the players to blame for this? Absolutely not. Someone mentioned earlier in the thread about an early Dev statement that it was easier to code if you initially overpower the players then tune (nerf) them down. Unfortunately ease of coding doesn't mesh well with a player's mind set. In every MMORPG out there, playershave not taken kindly to having their powers reduced. Since games are a product, it might behoove designers to not take the easy route initially and avoid situations like this. Besides, what has actually overpowered the current crop of players? Could it be better medical buffs? Could it be good spices? Could it be the newly introduced foods and drinks? Dropped stat enhancers (of all types)? All things added or modified upwards after release for the most part. Through lack of foresight and testing they've unbalanced their own game with post-release changes. The players have only used the tools given them. Its no surprise that players get upset when something positive is handed to them and then are dealt a bunch of misguided and conflicting reasons as to why it needs to be taken away.





Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


JCatano
Sun Mar 14, 2004 8:51 pm
#574






Cordellbacination wrote:


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 suggested this a few months ago. Exceptional resources are incredibly easy to get. As of now, I don't even bother with any material that is below 900 in the stat I am looking for. It's sad when a 725'ish resource is considered grinding material. Making those 800-1000 statresources very rare and hard to find (small pocket-areas for once, please?) would offer a very dynamic crafting and economic enviroment. High quality items would actually be cherished instead of purchased by the crates.

KylaEri
Sun Mar 14, 2004 8:57 pm
#575

The experimentation change is obviously a way to a). control the economy and b). stop the creation of uber weapons.


That's how i see it, and i don't have a problem with it. Established crafters are not going to go broke with this change. newbies will have some difficulty making quality weapons though, thus affecting there income.


Thornstar
Sun Mar 14, 2004 9:01 pm
#576

hmm cant edit my posts in this section of the forum, anyway on a serious note.


I have read over these changes 3 times and it is way too confusing. Why cant the stats be directly related to the exact quality of resources? If it is then im sorry but its too confusing to see how.

Its all good and well having a topic explaining how it works, but we are not all rocket scientists. I dont want to rack my brain every time i look at resources for stats.

Yes it needs to be looked at, yes it needs to be changed from the current system. but dont make it too complicated.

I think right now the problem is, the experimenting is not specific enough, resulting in the same weapon/armor stats for a varying range of resource stats. People will pay an extra 5-10k for stats with an extra 10-20 damage or 1 or 2% resist, why cant it be compacted higher up the stats. So atlease novice weapons are usable.

Novice weapons should have a relativly low HAM cost, but as novice weaponsmiths experiment in damage, that ham cost should go UP. Therefor master weaponsmiths can counter that cost by experimenting in in the HAM line to put those HAM costs down again. This would make novice weapons useful for beginners as they could have a weapon with good enough damage to kill easy mobs, but the HAM costs would be too much for them to be effective aginst high end mobs or in PvP.

It woudl effectivly be the same in armorsmith. All armor starts with low encumbriance and low resist, as they experiment in resist, the encumbriance goes up, masters will have extra points to spend to put that enc back down. But this also means that novice armorsmiths products will be good for new players as they would have a low enough enc, but the resists wouldnt be effective against high end mobs.


an example for the quality of resources.

Low quality will mean as a weaponsmith experiments in damage/speed, the range modifiers and HAM costs will go up quite alot. Good resources will mean as weaponsmiths experiment in damage/speed, the range modifiers and HAM costs will only go up a little, plus masters will have the opportunity to spend more points in lowering that HAM and range costs. the stats will also contribute to the highest possible weapon stats.
RonninOtnemem
Sun Mar 14, 2004 9:03 pm
#577






JustG wrote:

That's alot of pages about this!


Thank you everyone for the responses. We will be talking about this tomorrow.


- g








There are a lot of pages for a reason, G



**********************************************************
Cloudrak == Master WookiEE

CrazEE == Novice Ewok
Galaxyburst
Sun Mar 14, 2004 9:06 pm
#578






JCatano wrote:



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.








I played UO since feb. 1998 and have followed the development of this game since 1999. I quit UO in 2002 and just recently have I find the time to play this game. I don't care if I have to grind for 8 months to a year to reach master smith (as in UO) simply because I plan to play this game for years. But as in UO I want fair competition, andnot as it is now in SWG that several (so called veterans) can dominate a whole server and think they have the rights because they were lucky to play the game4 monthsearlier than others. That poor bloke who reached master but couldn't compete for months now simply because the resource didn't spawn is a sad example: bloody hell this is a game, it should have somefun!By making the economic system (read experimentation) more dependent on resource quality will just make the gap greater and greater with those who have it in millions and those who haven't. But honestly personally I don't care simply because temporarily (for approx 2 months)I have the time to be "hardcore". At this moment I can play this game 5 to 15 hours per day and I can survive. But left and right I see friends and others who are casual gamers have an hard time trying to survive. Some posters already have written they dropped their master crafter because they cannot compete (due to the lack of resources).


Galaxyburst



------------------------------------
Coolermaster ATC Big Tower+Coolermaster case fan, Zalman 300 watt low noise, Asus K8V deluxe motherboard, Corsair 512 MB DDR Ram, AMD 64 3000+ Box, Asus 9600 XT Deluxe, Hitachi 82 Gb 8 mb Sata Drive, Lite-ON CD/DVD Rom, Lite-ON 811A CD/DVD RW+/-
WIndows XP.
EvilHairy
Sun Mar 14, 2004 9:33 pm
#579






JustG wrote:

That's alot of pages about this!


Thank you everyone for the responses. We will be talking about this tomorrow.


- g








I just like to say one thing. The ONLY way this crafting nerf would ever work is if at the SAME time you coded so that all resorues had the same chance of spawning 900 stats.



Jorgan Bradwisch
~ Master Weapon Smith/ Artisan/ Architect ~

~ Dark Star Syndicate Trade Corp. ~
"I only have one rule, it is: Dont break the first rule."

AntiXryst
Sun Mar 14, 2004 9:38 pm
#580

Will this affect Jedi crafting quality sabers?




Quantix | Leevlo
Jedi Vindicator | Flying Rodian
==================================
I'm no leader. I do what I have to do,
Sometimes people come with me.


JarenJade
Sun Mar 14, 2004 9:41 pm
#581

One can only guess, but from the sounds of it, it may. I'm not sure how jedi craft, and if they use experimtation points. If they do, then it will affect them. To reiterate, I'm very against this change.



Iscariot Salsarian
Bounty Hunter, NeXuS
Jedi: corrupt, arrogant; their light must be extinguished
jefmes
Sun Mar 14, 2004 9:41 pm
#582







Gunsablazen wrote:

Still can't get off my speeder without getting launched 100 meters, not mention the auto store feature, and you have been focusing time on adjusting something that actually works ?????








1. Come to a full stop first, then you usually won't get thrown forward.


2. Auto-store or not, next patch we'll be able to pull things without camps, correct? Well, either publish 7 or 8, and then it won't be a big deal, right?


So, no reason to complain here while there is serious discussion going on. Thanks!





Rodo Doneeta (jefmes)
TCO - Smuggler - Chilastra
Owner of: Rodo's Automatons, Tsarin, Talus
Saving a respec to go home to Droid Engineering...

...when it's more useful!
Quinnt13
Sun Mar 14, 2004 9:42 pm
#583


I responded in this thread 24 pages ago, so I'm not going to dwell on what's been said in the 24 pages since...suffice to say, there are a ton of great viewpoints, and I daresay that many of us have a more extensive business/economic background than the SOE dev team would. But I have to say in partial defense of the dev team, creating an economy, whether real or virtual, is an extremely difficult thing to do. It depends on so many factors, that one cannot possibly predict how it will work. This game attempted to do something that was mostly heretofor unheard of...create an economy based totally on the players. Everything that is used in this game (and I say "used" because loot drops frankly suck) is created by players. Everything. With a player base of over 100k (or whatever the number is now), it is to be expected that things won't work in some areas. Creating a "perfect" economy isn't possible. Nor should it be...perfect competition does not exist in the real world, but I won't digress into more economic theory.


I think the basic message here is that while the economy may be broken, it is not because the crafting system is broken. The root of the cause is the inflow of money into the game greatly exceeds the outflow. Consider the US Federal government as an example: Money comes in to the economy when needed, via Federal Reserve Banks, and leaves the economy (in theory) from taxes paid to the government. Now, it's obviously not really this simple, but you get the idea...the basic John Q. Taxpayer has a nice money sink in his own wallet, in the form of taxes, food, housing, etc. We don't have that in this game, save for a weak maintenance requirement that anyone can meet by running 2 missions once a week. And that's if you choose to own a house...which you don't actually need unless you want it. One poster said he had enough resources and schematics stockpiled to make full suits of armor for something like 2 years...and that he could sell them collectively for over 1 BILLION (with a "B") credits over that time. You will be creating a more monopolistic economy, and that benefits nobody except the monopoly.


I said it 24 pages ago: the crafting systemin this game is a work of art. Please don't change it just for the sake of change, or because you think it's causing the rampant economic inflation in the game, because it isn't. Hundreds of posts on this subject have explained what the true problems are...the combined experience of all these players must be in the hundreds of thousands of hours at this point. You lose nothing by at least delaying this change for a month. At the very least, it gives all of us time to have a roundtable discussion as to how to really fix the problem.




Quinnt
Captain of the Orca

"Ten thousand dollars for me by myself. For that you get the head, the tail, the whole damned thing."
Voltok
Sun Mar 14, 2004 9:47 pm
#584

My two sense.. I'm not a crafter, I'm a PvPer.. So when I heard about this "patch" I went and bought spares and spares for my spares of my armor, the food I use, the buff packs my doc uses, the weapons I use so that for the foreseeable future I won't need to buy any of the new items.


Not particularily sure how this will help the economy, since I have no doubt most every other PvP or PvE character with money will do exactly what I did, which basically means the economy will be dead for a few months...


The people that will be buying the new items are the less rich players and newer players, who will then go and try PvP against those of us with money who stocked up, and they will be likely be slaughtered left, right and center..


Their armor will be inferior, they'll probably be buffed by inferior packs, they'll be using weapons with much less accuracy, damage or speed, with the higher ham costs on their armor and weapons and the lower quality buff packs they'll die sooner in a fight, and the food they can use to enhance their minds will be of lower quality.


So all this will do is give the rich players a brutally nasty edge over the poor players and new players...


So, to conclude: Economy takes a hit, all poor players and new players get to deal with pre-nerf Acklay stun batons, Krayt Ion Rifles and Genoshian Blasters ripping into their lower quality armor while they return fire with peashooters..


Food for thought G...






-----------------------------------------------------------------------------
IMP Vondain...
IMP Voltok: Co-leader thingy...
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BER14 Harvester: $125000, Fusion Power for the harvester $2 per cpu
Watching Nimhnoid slowly take over entire planets with his harvesters - Priceless
darknacht
Sun Mar 14, 2004 9:47 pm
#585

Do you think that any of those who say these changes are good follow that position because they are noble and altruistic? That they call for this hardening to cleanse the game and make it balanced and better because they know what is best for us all? Do you think they will destroy their stockpiles of resources, schematics, and crates of superior products to start with everyone in a new playing field? That they have no selfish motives whatsoever in this deception? Look closely.


In the not too distant future, we will log in to find we are playing the ultimately balanced game that results in such a driven frenzy....we will be playing checkers. TH's illustration of a checker in describing a recent proposal to the droid community is ironic, for it seems that this is what this game will become when all the life is squeezed from it.

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