Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
I just finished schemtics for 370 suits of Kinetic 80, Electricity 70, Base 62, Ham 515/435/515 composite.
If patch goes threw I will be a billionaire....... but i still think patch craft is bad.
Well there is alots of points that need to be pointed out and that there all connected in a way.
Ok the problem is that not to many new crafters are getting any business, because all the high lvl crafters are selling all the goods that ppl want. Look at any other MMORPG out there and you will find that they have the same problem, no one wants the low lvl crafted items and everyone wants to have the best bang for their buck.So the devs want to restrict the higher lvl ppl to give the new playersa chance. Well there is alot to say on this.
1. Most of the players now are high lvl and and buying the goods. And that ppl can skill their character quickly, so low lvl equipment is just useless. So the problem of low lvl goods will not be bought. The thing to do is to make it so low lvl players have more customers. so lets find ways to get them more in the open. Lets continue with...
2. Most professions have certifications in effect to help regulate what weapons and cretain items in the game so ppl dont use a much to powerful items in the game. When ppl use a weapon they are not certified with, the weapon breaks or blows up. This helps for weaponsmith a bit if tweeked right to help regulate buyers of goods especialy new crafter, but i didnt see one for armor. Armor might need the same certification to play a role of how skilled do you have to be to wear the gear. remember, armor wears down faster than a weapon and anyone can wear any type of armor. Low lvl players should not be able to wear full composit armor. Armor is like a weapon, the more power full you get, the stronger you will be to wear certain armor. Certifiy the armor.
3. What ever happened to to the rule that high lvl crafter will have to rely on low lvl crafter for certain parts. Did this go away? Well if its still there, its not very noticed. You might want to make cretain things very needed that lower lvl crafters can make that high lvl crafters need, and make sure that at one point that the high lvl crafter know that they have lost that low lvl skill.
4. Well messing with the current resources might be a little ruff, but probable needs tweeking, but i think resources on the crafters end needs to be adjusted for the higher lvl gear. Up the amout of resources needed. If there hard to find out in the wild, well make them a little tuffer to craft. Yes the price might go up on the items, but that might make it to having ppl make a few more choices on what they might want to buy or from whom.
What the devs are proposing might be good in their eyes, but i dont think they looked at all the other things that could help make a change. I have listed some things above that might help or work with what they are planing to help smooth things out. But i really think there is a better way of getting ppl to buy from low lvl crafters the to mess up the expermenting process of items.
Another thing for low lvl crafters, make it that they are the only ones to be able to make repair kits or paint kits, later when they get to higher lvls they leave this skill for their apprentice to make so they can make better things. Point is there is alot of small things that can be made to be an accessory for the higher lvl goods that the low lvl crafters can sell that can make them credits. For low lvl armorsmiths, they can make armor paint/dye kits for ppl to change the color of there armor. For low lvl archetects, paint kits for bikes and houses(i want to see different colored houses). There is alot of things that can be seperated that the lower lvl crafter can make that can be restricted from the higher lvl crafters so ppl will shop around.
To some, what i said above might be a little hash, but it will open up more things in the future for all. Give some of the things to the lower lvl crafter, but also make things for the higher lvl crater, but at the same time look at the professions to see if they are able to use those certain items as well. Right now there is alot of items that are specificly for certain professions. but there could be alot more to chose from.
I'm very sure that you forgot tons of small stuff, like changeing some ressource values and it will take you ages to fix it, because it usually takes aeons before you acknowlege the many "small" problems people have or before you find the manhours to get it done.
What new crafters need is a higher spawn rate of the rare ressources and a better disperison of the goods they can make over the skilltree and for gods sake put the experimentation points in different boxes and not just one tree.
OOOO YAY ANOTHER NERF
I swear when will you people at SOE learn that nerfing is not the way towork a game
And as I have said in other places before, I cant wait for WoW because when it comes out, I'm dropping my accounts here.
Thank you SOE and have a nice day!
Naquiel wrote:
Well there is alots of points that need to be pointed out and that there all connected in a way.
Ok the problem is that not to many new crafters are getting any business, because all the high lvl crafters are selling all the goods that ppl want. Look at any other MMORPG out there and you will find that they have the same problem, no one wants the low lvl crafted items and everyone wants to have the best bang for their buck.So the devs want to restrict the higher lvl ppl to give the new playersa chance. Well there is alot to say on this.
1. Most of the players now are high lvl and and buying the goods. And that ppl can skill their character quickly, so low lvl equipment is just useless. So the problem of low lvl goods will not be bought. The thing to do is to make it so low lvl players have more customers. so lets find ways to get them more in the open. Lets continue with...
2. Most professions have certifications in effect to help regulate what weapons and cretain items in the game so ppl dont use a much to powerful items in the game. When ppl use a weapon they are not certified with, the weapon breaks or blows up. This helps for weaponsmith a bit if tweeked right to help regulate buyers of goods especialy new crafter, but i didnt see one for armor. Armor might need the same certification to play a role of how skilled do you have to be to wear the gear. remember, armor wears down faster than a weapon and anyone can wear any type of armor. Low lvl players should not be able to wear full composit armor. Armor is like a weapon, the more power full you get, the stronger you will be to wear certain armor. Certifiy the armor. Have it that the lower lvl crafter makes the lower lvl armor, and the higher lvl crafter canmake the higher lvl gear. So by certifing armor that ppl wear will let them know who to go to. So some business will go to the right lvl crafter.
3. What ever happened to to the rule that high lvl crafter will have to rely on low lvl crafter for certain parts. Did this go away? Well if its still there, its not very noticed. You might want to make cretain things very needed that lower lvl crafters can make that high lvl crafters need, and make sure that at one point that the high lvl crafter know that they have lost that low lvl skill. Kind of like you have 2 sets of skills when you start off, in the begining beginner crafters have good crafting points in making little trinkets easy consumables to sell (paint/repair kits/etc), but the higher they go up the crafting tree, they will loose skill points in the easy consumable points but gain in sturdy goods skill points (like for houses/vehicales/etc).
4. Well messing with the current resources might be a little ruff, but probable needs tweeking, but i think resources on the crafters end needs to be adjusted for the higher lvl gear. Up the amout of resources needed. If there hard to find out in the wild, well make them a little tuffer to craft. Yes the price might go up on the items, but that might make it to having ppl make a few more choices on what they might want to buy or from whom. But i would like to see that tuffer armor be tuffer also. The tuffer the armor the better the difference should be seen.
What the devs are proposing might be good in their eyes, but i dont think they looked at all the other things that could help make a change. I have listed some things above that might help or work with what they are planing to help smooth things out. But i really think there is a better way of getting ppl to buy from low lvl crafters the to mess up the expermenting process of items.
Another thing for low lvl crafters, make it that they are the only ones to be able to make repair kits or paint kits, later when they get to higher lvls they leave this skill for their apprentice to make so they can make better things. Point is there is alot of small things that can be made to be an accessory for the higher lvl goods that the low lvl crafters can sell that can make them credits. For low lvl armorsmiths, they can make armor paint/dye kits for ppl to change the color of there armor. For low lvl archetects, paint kits for bikes and houses(i want to see different colored houses). There is alot of things that can be seperated that the lower lvl crafter can make that can be restricted from the higher lvl crafters so ppl will shop around. The more small things you can give them to make, the better to help them out, but just enough to get them started down the road. Remember, we just want to get the lowerlvl crafter going and not to take over the high lvl crafter businesses.
To some, what i said above might be a little harsh, but it will open up more things in the future for all. Give some of the things to the lower lvl crafter, but also make things for the higher lvl crater, but at the same time look at the professions to see if they are able to use those certain items as well. Right now there is alot of items that are specificly for certain professions. but there could be alot more to chose from.
I don't think making HAM costs higher (if that is the result of this patch) is a good idea. I know star wars isnt supposed to be about armor, but IMO,every suit of armor should be wearable by every player. Maybe its so heavy that they fight like an invalid, but it should still be wearable. (Maybe the HAM costs could be made percentages of total stats, rather than absolute numbers?) Try this: Armor has a HAM basefactor of some number, which is dependant on the resources used to make it and the experimentation spent on HAM. This base factor is then multiplied by the average percentage resist that the armor imparts. So for Composite, the multiplier might vary from .75 to 1.00, and the resistances could go from 50% to 80%. Then a suit of 80% composite resist would have HAM encumbrances between .75*80 and 1.0*80. Just an idea.
My suggestions and comments:
Reduce doctor buffs! For combat characters, the game shouldnt be about waiting around for a doctor so you can go kill everything unde the sun.
For my combat character- Hehas a hard time making money. Unless he takes up crafitng, all he can do is run missions, which is really boring. What's he supposed to do?
For my crafting character- He can make money when he has resources, but he has a hard time getting resources. They're too expensive to buy, because if I had the money to buy resources, I'd just by the harvesters. I know its eassy to get the resource after you get the harvesters, but getting decent harvesters isn't easy.
Heck even imperial bank tax would work (would fit in with the oppressive nature of our beloved empire).... or intergalactic travel commision increase.... Or make armor STATS decay over time with the percentage of durability... durability at 80% armor stats drop 20% averaged and rounded among available stats or somthing....
This would have a better effect... and armor would decay and become less effective over time...
There is a better way of doing this and dont take my sugestons too seriously...
its funny... if the devs dont listen to this one..and i am seeing a RESOUNDING NO
It will trully prove that they dont care what we think..speacually on big matters like this....
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.
Of course this post is completely recognizes this overall crafting/combat nerf for what it is.
Unlikewhat the devs have been doing. Future poloticans indeed.
What did they tout it as first? something we wanted?
Then there is theinsult that is the first post of this thread. Totally devoid of logic.
I believe theoffical change is listed as something to the effect of. Critical Experimentation rates fixed. lmfao.
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.
How will these changes fix this problem? How will this make crafting challenging and exciting? All it will do is lower the quality of 90% of items in the game. Once again people who support this change have little logic to include, unlike a lot of posts against it.
People are pissed off because it's a natural reaction when they make something that was easy harder.
People are short sighted and only see things to their personal benefit...
I think that's the devs theory. A gross underestimation of their player base. Not everyone wants uber 100% base resistanceheavy armor with no HAM costs. Some, and I think most, can see the big picture. I can't see how this is a good change even from the other side of the fence. The little joy I recieved out of this game was building up my character to take on huge/powerfull creatures, I don't think I would still be here if it had never been an option. Thats why it wouldn't even be a valid long term solution imo. Thiscrafting/combat nerf ignores PvE solo players, which I think are a large part of their customer base. Any combat nerf is a move towards frocing people to group to take on larger creatures. Something I rarely do and don't enjoy near as much as soloing.
Anyone that wants to quit... quit. You'll be back... they always come back. Cuz we get to fly spaceships soon. ![]()
Wow the devs should hire this guy, what propoganda lol. Sadly their bag of tricks will run out. Ifhe thinks tons of people haven't left and never returned, well, not everyone is blinded bya Star Wars theme. If they always come back it sure was odd of the devs to offer a free month(was it a month?) to any customer that would return. BTW nice move towards your faithful customer SOE.
Do I need to remind people that people were leaving this game IN DROVES before the jedi wereintroduced(good timing?). A much hyped, and criticaly flawed system. People are starting to realize this, and once again leaving. I hope they havesome reallygood tricks after the expansion. I'm done if they go through with this. I won't be back.To tell you the truth I'm probably leaving even if they don't, though my departure will be delayed. Theres still a few things I look forward to doing. If the crafting nerf is near as bad as the figures have shown, those few things will be gone.
This is supposed to put everyone on a more level playing field? What a joke - the rich, with lots of lot space, will hoard components and resources, while the smaller artisans will suffer even more....
Bad idea. Bad. Very bad.
Seena