Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Micco30
Mon Mar 15, 2004 1:06 am
#625

OK, this is the kind of stuff I'm interested in




Vinaddar wrote:

The changes, as they are now on Test,will result in a few things happening:


1) Crafters will focus every point of experimentation into 1 line. Currently we can spend some on a second line on many items, this will be a thing of the past.


It has been stated that crafters will "focus" on a single experimentation line. Understood. Will that allow items to theoretically have an INCREASE in effectiveness under that line, assuming all other factors remain the same?


2) HAM costs will go up on crafted items


Understood. this would be a tradeoff related to using all experimentation points in one line. What is the approximate increase in HAM costs and how does this affect overall value? HAM costs can be offset by buffs and stat migration as I have seen numerous times with the current composite armor sets.


3) Condition will go down on crafted items


Again, understood as a tradeoff related to using all experimentation points in one line. How is the decrease in condition a negative effect if we want to create turnover of our merchandise? Does condition affect any other items on a product and how is this normally factored in by the buyer? As far as I can tell, condition is usually the LAST item that the buyer looks at, and instead focus on Resists and HAM.


4) The best crafted items post patch will be less than they are now from the same materials (800-850ish Enhance packs post-patch versus 920-950ish now, as an example).


I know I'm being a pain...but how? I've read reports from TC that indicate that just the opposite is occurring. The enhance packs and most other Doc and CM meds do not appear to have the amounts or frequency of "capped" or "gated" resource stats like Weaponsmith.


5)Us old-timers will dominate the market making life even harder on the newer crafters. You are contributing to the monopolies that already exist. Why? Because prices on decent to top quality items will skyrocket thus making the rich richer and resource hoarding will be worse than ever.


This is a HUGE concern for me. If i'm going to have to fight twice as hard, I want to make sure I go into the fray with some kind of advantage. At this point, it would appear that quality resources are my key in competiion with other crafters. But again, I'm confused by other statements that indicate that effectiveness may actually increase under the new system. What happens in that case? Is it all back to square one?


6) The Economy will not be improved, it will simply have a greater separation between the haves and have nots.


I guess it depends on what you mean by "improving" the economy? If you are looking to create money sinks, this looks like a sure fire way to do it. If you are talking about the disparity in money between classes and even within classes, I don't see that anything will fix that. I know in RL these same issues exist and we haven't found a good way to deal with them....well, Communism aside, but that has it's own problems


We were right when we said you were breaking CH, we were right when we said your initial idea for the Imperail Crackdown was too much, and we are right about this. This community has some of the most thoughtful and intuitive posters I have ever read on a game board, we should value their opinions not just as your customers but as the experienced MMO gamers many are.


Vinaddar






Thanks very much Vinaddar for this. I hope I can get some good information related to this issue.




Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
Vinaddar
Mon Mar 15, 2004 1:17 am
#626

There is a message by Mmaas that shows quite well how these changes impact Armorsmiths:





Mmaas wrote:


Okay, did some math, and got some numbers. I think that this will be a little bit of a wakeup call to the folks who aren't looking into this TOO deeply thus far.


An armorsmith is crafting composite and wants to have high kinetic layers, and decent base stats. Currently, they can bump the special kinetic resist using6-7 points to get it to an acceptable level, then spend the rest on HAM, to make it more wearable.


With the new system, to get the kinetic to the same level willl require not 7-8 points, but 9-10 points. This leaves no extra points to reduce the HAM on the armor. Okay, not a huge issue you think. Next part of the armor, making the segment. Once again, pushing up the "quality" bar of the armor, raising resists, then reducing the HAM cost once again. To get good resists, you will once again need to spend your entire pool to get the armor resists up - even if the final figure says 50%. 10 Experimentation points to hit a 50% quality on the armor. Once again no leftover points to take off the HAM cost.


Finally, with the segments made, the smith uses the segments to make the final armor section. All points once again go to reaching that target mark of 80% kinetic, and decent base. No points left over to spend on reducing HAM costs.


Beinga Master Armorsmith, I can tell you just what the stats are now, and what they will be with the new changes.


The last batch of armor I made taking down stats and notes looks like this:


HIGH RESIST KINETIC GLOVES:


Current System: Base Resists: 60% Kinetic 80% HAM 67.63.70


With the new system it would look like this:


New System: Base Resists 60% Kinetic 80% HAM 116.112.119


Okay, how about LOW HAM GLOVES?


Current System: Base Resists 51% Kinetic 67% HAM 44.42.46


With the new crafting system it would look like this:


New System: Base Resists 21% Kinetic 37% HAM 44.42.46


This isn't a joke. These stats aren't plucked out of the air. This is hard solid experimented items.


Do the math, if the schematic requires resources that max out at 40% of the "total quality" you will now have tp spend 10 points to get it to that 40%!! Not 4-5 that you currently can do, and use the remainder on other things, like accuracy for weaponsmiths, HAM or Resists for Armorsmiths, Uses or Filling for Chefs, Charges or Potential for medics. Selusa, you know me, and know my work. I don't muck about, and I take crafting seriously. There are many weapons and items that require rare named resources, to go off the top of my head, I can think of the following weapons:


Scatter Pistol - required Doonium Iron, terrible conductivity, capped, will not be fixed. There goes the weapon that was already nerfed. BH's will just love their new guns at mediocre damage, and 700 condition right out of a crate, and with terrible accuracy and HAM costs to boot.


Rocket Launchers - require Iron, once again very low conductivity, current smiths are bumping damage up to what they can, and using remaining points to attempt to fix the ghastly HAM costs on these.


Vibro Knucklers - require copper, and desh copper high in SR. While the final item can use Polysteel Copper for a decent SR stat, Desh copper has a cap at around 400 it appears. Currently I make good damage and speed knucklers (2.2 speed, 37-145 damage with +21 accuracies across the board) The new system will allow the same damage, and the accuracies will go right down to base value so the final outcome for the knuckler would be 2.2 speed, 37-145 damage, +0 accuracies accross all three ranges.


FWG5 Pistol - requires 30 of 36 resources to be ferrous, and 15 to be iron. Drop the accuracy or condition right down on these once more.


Launcher Pistols - Require 88 of 98 resources to be either iron (66 units) or ferrous (22 units). See note above for FWG5.


Republic Blaster (or Modified Republic Blaster) - Using Plumbum Iron, a horrid resources for condutivity. Drop accuracy, and condition down to have the same damage output. Brand new Republisc Blasters should have around 800 condition now, and base accuracies.


E11 Rifle, Jawa Rifle, T-21 Rifle all will suffer in HAM costs, Condition or accuracy. All require rare irons capped low in stats required.


Featherweight FWG5 - requires Axidiite Iron, a resources that appears to be capped at 200 conductivity. Currently these get to about 40% damage/speed of the schematic potential, and remaining points are used in condition and HAM costs. Kiss those extra's bye...


You wanted stats? There you go. I hope this wakes up some of the other 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
mawgspawn
Mon Mar 15, 2004 1:20 am
#627



In response to Micco (post below) I will say a few things. First off no, I did not personally experiment on the changes on test center. The armorsmith corrospondent, Jaato Walls did, and he did so thouroughly, and reported his results on the armorsmith Forum. I suggest everyone read these results, as they are excellently presented and give a very clear idea of what the crafting changes mean to armorsmiths in particular, and all crafters in general.


Second, I am not a hoarder. In no way would I consider myself a hoarder. I have never placed more than 8 harvesters down at any one time, i do not use other peoples lots, engage in cross server lot trades, nor do I pay for extra accounts for extra lots to harvest with. I simply harvest the good resources that I need when they come out like there is no tomorow becasue I SIMPLY HAVE NO IDEA WHEN THEY WILL SPAWN AGAIN. After I made master, I had to wait 2 months for a needed resource to spawn so I could make composite armor at all. 2 months of being a master stuck making Ubese. It wasnt fun haveing everybdy under the sun complain to me that I couldnt make composite yet. So I dont want to be in that situation again. Now, thankfully, I am in a situation where I have a million plus (give or take) of each needed resource to make 80% kinetic composite. No it is not the best armor ever, y any means. But it is the best I can make and sells like wildfire. Partly becasue I do not overcharge. Adunne, another armorsmith on Naboo On Bria, sells similar stat aromor for 45 to 50k a PIECE. I sell it for 30k. nearly half as much. That is my business model. He has his and from everything I hear he is doing quite well for himslef.

Yes I plan to charge a million for this after the change goes into effect, not becasue I am a greedy person or am trying to take advantage of people. But becasue of theeconomic rule of supply and demand. Thewre will be others selling similar armor for 10 million. That would be gouging in my opinion. 1 million is not. If people are willing to pay, then im wiling to charge it, without going over the top.


There is no way, based on the proposed changes thast what I make after the change will be in ANY way better than what I can make now. Extensive testing on the Test center by Jaato Walls and others have conclusively shown this.


Using the exact same resources, before the nerf I can get right now 80% kinetic and 60% everythig else. if I made my schematics AFTER the nerf, i would MAYBE get 75-80% kinetic resistances with 45% everything else and HAMof SEVERAL HUNDRED higher than what I can make now.


I hope this answers your questions.


And not a flame of you but do read, if you havemt already, many of the other posts in this thread, MANY people have posted here what will happen to their products after the change/nerf. But seriously check out the armorsmith forum For Jaato's test. Good stuff.


Thank you.



________________________________________________________


Whrlwnd13 wrote:

The below post is from a Master Armorsmith, explaining his plans to combat the crafting NERF.


Devs have said that one of the reasons that they're making the changes is so that begginners breaking into the field have better chances. I'm sure most Elite Weaponsmiths have the same plan (and I don't blame them I'd do the same if i were in thier position).


So explain to me, a WS in training (soon to be master if I don't drop it due to the changes). How exactly does the NERF help mecompete with the Masters that have been established since day 0???


How does my "choosing" to make weapons with better HAM costs (lol) help me compete??


Do you really think anyone will buy my weapons??? No they'll save their credits and buy from Masters that have the schematics and the resources to make weapons with high damage.


Hell, I'd probably be better off not doing WS and saving my credits so that I can buy some of their weapons.





mawgspawn wrote:

Here is a non emotional response to why the crafting nerf will not fix the economy.


I have 1 million + units of each of requierd resources to make advanced composite segments, and 1million plus of the resources needed to make sweet sweet kinetic layers that in the final product will make me a triple layered suit of advanced composite with 80% kinetic damage and 60% everything else. I got schematics out the ying yang. And the resources to use them.


Rough calculations work out to I can make 1000+ suits of 80% kinetic composite.


Once these changes go into effect, i will sell them at 500k to 1million each. they will sell. THey sell at 300k a suit NOW. I sell 20 suits a day when I stock up on it on my vendor.


I have then 1,000,000,000 (thats ONE BILLION) credits worth of schematics already made up, just waiting for this change to go into effect.


Ill be selling only 10 suits a week. JUST SO I CAN KEEP THE GOOD STUFF IN THE CIRCULATING ECONOMY FOR THE NEXT 100 WEEKS. Nearly 2 years.


Your options to stop this are as follows:


Delete my "horded" resources by accusing me of duping them (when all it takes is10 days on a 90% spot with 8 heavy mineral harvesters of the best quality) as you have done with several other people I know


Retro nerf all premade schematics, which would turn thunderheart not into a liar but into a provider of crappy advice when he told us, TOLD US, that the smart crafter would stock up on schematics now.


You havent nerfed the prenerf fwg5. SO option 2 aint happening. probably.


just thought id let you know what MY plans are. ANd I KNOW that i am probably only one of a thousand masters on Bria who are planning on doing the EXACT SAME THING.








This is the kind of stuff that is getting me totally confused and kinda PO'd, honestly. Here, we have a post from a Master Armorsmith talking about hoarding and selling. Problem is, I see nothing in there where he has tested any of the proposed changes or done any kind of research on what the final effects might be on his designs? What, for the sake of discussion, would he do if AFTER the nerf, the resulting resists were better? There is SOOO much emotion on the topic, I can't separate the wheat from the chaff when trying to understand the change. From all the information I see coming out of Test, this is not the end all of the Crafting Era for SWG. Is it the greatest nerf to roll out since sliced bread?From what I read, that would be NO. To everyone who is posting here, PLEASE help me understand the ACTUAL effects of the change on the items I create. Thank you!





Mawg Marmont

My Charachter was Destroyed by NGE.

Wondering why I ever believed anything I was told on these boards.
mawgspawn
Mon Mar 15, 2004 1:21 am
#628

for some reasoin i cannot edit the message.


Micco's post is the one in green.





Mawg Marmont

My Charachter was Destroyed by NGE.

Wondering why I ever believed anything I was told on these boards.
Vinaddar
Mon Mar 15, 2004 1:26 am
#629

As Mmaas demonstrated, the items will not be better even if you focus every point into 1 experimentation line. At best, they will be equal in that single line but no better. What the change will do is eliminate any difference in how we chose to craft our items. Nobody will make a low ham item over a high resist or high damage item because you just won't get any business making such items as nobody will buy it. Devs say they want us to make tough choices, but this ties our hands to having no choices.


New crafters will need to bankroll their crafting class with missions or other revenue becuase the existing masters will simply blow them away in both quality and quantity for a long time to come.


But, once Beta 7 (or whatever we are at now) is done, it could be different.


Vinaddar
mawgspawn
Mon Mar 15, 2004 1:47 am
#630

ALso in replay to 2 of Micco30's questions about vindars post (not that I am attempting to speak for vindar)


1.We will have to put every point ino one line of experimentation to get the SAME results we are getting now in that line with fewer points spent now. Every test result I have seen from test center, from the various corrospondents and other individuals shows this. It will not result in better results within that line.


2. I have not heard about the med pack tests you are refering to. In fact i have read several medical threads that state just the oppisite, with numbers that seem to back the asseertions up. Sorry to say I do not have links to these therads, but there were 2 in the Core systems page and 1 or 2 in the Master Doc, CM page.



ALso, My original post was simply to point out that the dev's idea that there will not be pre-nerf items in the economy after a copuple months is incorrect. ALso to point out that, as many others have said, the disparity between starting crafters and older masters will only become even greater. Especially becasue the resource market (nearly destroyed by the hologind effect (different conversation i know but relevent to this all the same)) as it now stands will only reinforce the inability of new poor crafters to get the quality resources which will be the only thing that allows you to differentiate your product from any other.


I mean whats the point fo getting triple layered composite armor with LOW ham stats if the results are worse than decent chitin or Ubese, which is much much lighter anyway? There will never again be an armorsmith who tries to fill the low encumberance need for armor, as it will be a pointless venture. This will only create an even greater need for doctor buffs of the strongest type and drugs in order to SIMPLY engage in combat at all on any kind of equal footing.


And it will make the really good quality items event hat more expensive becasue they will be so much rarer. And the resources that are needed that are any good will now go through the roof in price. I pay 10 to 20 credits a unit (when I have to buy) for crap colat iron or bronzium iron now. I know people who have had to pay 50 credits a unit. And thats before the change. This change will only take the extremes of our economy and strach them further apart, by a large margin.







Mawg Marmont

My Charachter was Destroyed by NGE.

Wondering why I ever believed anything I was told on these boards.
Micco30
Mon Mar 15, 2004 1:50 am
#631






Vinaddar wrote:

There is a message by Mmaas that shows quite well how these changes impact Armorsmiths:


Hmmm, thanks Vinaddar, but this is exactly what is leading to my confusion. This exact same post was torn to shreds in the TC forum and there were several people that disagree with the results this person got and even his current base stats. I'mnot saying it's right or wrong, since I'm not an armorsmith, it is just getting to be be so confusing to try and pull the details from these posts. When and if you get the chance, can you read through some of the TC stuff and maybe you can see why i'm getting allmessed up? Thanks for replying and trying to help me out.







Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
-Asmodeus-
Mon Mar 15, 2004 2:02 am
#632

Hello,


I already posted once way back near the beginning. I noticed TH posted in another thread "You will all be reviewing the appropriate Crafting Thread first thing Monday and going from there."


I just wanted to add a few things.


I have been browsing and following this thread just to see how many others felt like I did, and as you can see it's quite alot. I then started to think I wonder how many people have actually found this thread, or simply didn't respond because what they wanted tosay had already been said, or like many, don't bother to post much. I was wondering if I might make a suggestion. Why nottake a vote on it, here in the forums, and announce it in the launcher or ingame email? let it run all day monday (pretty sure we are all gonna be making schematics like crazy) and maybe that way you'll get a better picture of what thecommunitythinks.


I remember seeing and voting on a lot of things in the past so i'm sure you know what i mean.


Back to the topic at hand.


I soo much wish it would be possible to sufficently "test" this new crafting change and make a better call on how it will effect crafting. Problem is, with making armor, first you need to craft the Layer Schem, factory produce, make a segment schem from crate, factory produce. then you can make the armor as you need identical segments for everything but the gloves. You call it test center, but honestly you can't really test anything unless you give it to us (like pets and bikes). I'm sorry but i play 6-10 hours every day, and thats all on Starsider. I don't have time to put in another 6-10 hours a day on TC to even come close to having a comparable character. let alone the resources I have harvested or purchased. Or the Equipment I've crafted or purchased, like skill tapes, etc. I believe The main problem with people so overlyagainst this change are, like myself, have not really been able to Test it with what we have.


From the way you have "beat around bush" explained it, it sounds as though this is going to be a hugh game altering change, and it's really going to make the game alot harder, more exspensive, more time consuming, less fun, more grind.


The driving force behind a change to a fundamental system of this magnitude is the current state of the game economy. To put not too fine a point on it, the game economy is in poor shape. There are a few factors that contribute to the detrimental condition of the economy, and we are reviewing and assessing them all. Of these factors, one of the most significant is the ability for many crafters to easily maximize the attributes of items and equipment through experimentation.


- I worked hard to be Master Artisan, and Master Armorsmith. I am a MASTER of my Craft.When I make Composite Armor from start to finish there are 3 experimentation sessions. I have stated I have 900-950 ma/oq/sr/ut of all the materials that are not "Gated" and I have yet to Ever experiment a maximum attribute Armor layer, Armor segment, or Piece of Armor. From what I understand, with this new change you are implimenting, once i get an amazing success increase on 7 points, I will then be able to easily Maximize that attribute of items and equipment through experimentation.

If you want, log in a CSR with Master AS at my house. I'll add you to admin and give access to my resources. I would want you to actually practice making armor for a whole day. all the while i'll run you through the process with advice and comments. I would like you to see first hand that what you are saying about maximizing is just not true.


Our main concern centered around the fact that with most master crafters all making the best equipment possible, there is very little variety on the market. It seemed to us that there were almost no hard decisions to be made during the experimentation process by the crafter, and none to be made by the consumer when purchasing these items. When a majority of the equipment on the server is top of the line, there is very little reason for customers to seek out new sellers, and new vendors find it difficult to break into the business.

- I can only speak for Armorsmiths and Artisans. the lack of varitey is due to the broken armor "stat shifting bug" and the other personal armors being non viable. they have special protections that no one wants or needs like blast or restraint, or stat shift on you whenever you take a shuttle or cross a server boundary, and therefore become obsolete. Once customers find this out you think they still want that set of armor or PSG? So you have Ubese and Composite. no varitey for armorsmiths or consumers whatsoever. there are no Hard dedecisions to be made because of this. Since Ubese can be worn unbuffed with no expeimentation to Encumberance, why would anyone in thier right mind want you to put points there? Since you have to buff to have anylevel of decent secondaryHAM stats while wearing composite anyways, why waste any points on Encumberance? If you made more types of armor craftable, and 100% COMPLETEY CUSTOMIZABLE so we could decide the special protection, or what is the base effectivness, and fix the "Stat Shift bug" you would see alot more varity.

-As an artisan i also have a very limited selection of basic items that require only 1 attribute to be of quiality, usually the same one, which after 8 months of resource spawns there is no reason we shouldn't be making the "best" items possible.For example,I can make 3 bikes, people only ever buy swoops, they never buy another one because they can pay to repair it. I can make many various types of powerups, people only buy maxdmg/mindmg. The reason for no varity is we all have the same schematics and the same resources, and can only experiment on the same attributes. There is nothing else to experiment on other than what you gives us, in which we all have the same 10 points (12 if your lucky). If you gave us more varity of items, or changedwhich attributes effects which experimentation attribute, or allowed for other attributes to be experimented on, I'm sure you would see a greater varity of these items in game.

- As for a new player breaking into the buisness, I have only been playing this Charater for 2 months. I have been a master artisan/ master armosmith, since 3 weeks into this 2 months. I did have a little help from my guild with a little cash and a small house, the rest i did on my own. I have had absolutely no problem making and selling Armor or artisan wares, and in fact cannot seem to keep up with the player demand alot of the time. I run 8 BER-13 harvs, a BER-16 Fusion, 5 wearable factories and 2 Item factories 24/7 in order to just keep a hold on my sales. If you call this hard for a new player to break into the buisness then i can only shake my head in disbelief. I have cleared 10 million in sales easliy in a month of "new player" buisness.


The primary goal of this change is two-fold. We want to take the first steps in rebuilding the economy, and we want to redefine the crafting game within Star Wars Galaxies. By having resource quality play a more significant role in the experimentation process, the focus should be shifting away from trying to make an item with maximum attributes and minimum encumbrance. We would like to encourage players to carefully choose where to spend their experimentation points, especially when using lower quality resources. For example, do you want to craft a faster weapon with higher damage but with heavier special move cost, or do you want a slower, less powerful weapon that is very easy to use? Do you want armor with higher resists and heavier encumbrance, or less protective armor that even the weakest person can use? Or do you want a general purpose item that is not especially strong in any area, but not weak in any area either? And after this, consumers will need to decide what types of equipment will best suit their playing styles.


- Is it just me or does it seem like your onlyconcerned about armor and weapons here? To my Knowledge we can already craft the items exactly as you have askedin the questions in the above paragraph. The thing is, Nobody wants to use them. I have played as a master smuggler / master commando for 6 months prior to starting this character, and all i ever bought was max damage/speed weapons, and max protection armor. I mean really, your going out hunting tonight, your gonna get a buff for your 3 hour hunt. with a buff you can wear the heaviest armor un-sliced, so what kind of armor would you use? With a buff the special attack cost of weapons regen as fast as you shoot on 90% of them so what kind of gun would you use? Consumers have already decided what types of equipment best suits thier needs. this is largely due to fact of little varity in the types of weapons and armor that can be made. Like I said in my above response, people only buy 2 kinds of armor. It's all they want period.

- I already very carefully choose where to put my points on lesser quality resources. The thing is, when you've made a few thousand practice attemps at something you pretty much have figured out the best way to put those points in any given situation so this really takes out any careful consideration on my part. When the customer comes to me and says "how much for a full set of High Kinetic, Advance Composite with a minimum 60% base, black in color?" what desicions do you think we should be making here? He know's what he wants. I know how to make it, what more should we be pondering on? I can't make any other armor that has the protection that ADV Comp has, so why would anyone want to buy it? because people don't buy armor for shopping on the Bazzar, they buy it for protection.


We believe that the introduction of items with a wider variety of attributes will be a step leading to the leveling of the playing field between crafters. And hopefully, this will lead to an increase in competition between crafters. Keep in mind that with this change comes a paradigm shift of sorts. We are aware that in most cases, items that will be crafted after Publish Seven will not have attributes as high as items created pre-publish. But still, I have seen some cases in which the heavier dependence on resource quality in this publish has resulted in items with higher attributes than are currently on Live.

- Right now the playing field is very level. we can all make the same items. they all have the same outcome. the only difference is i harvested 300k of the best said resource 2 months ago and a new player did not. I had to wait it out a month and work my way up before i could compete with the other Masters. I assumed this was because i was a Novice and they are Masters. With this new change, a new player that dosen't have any good resources can't make anything good enough that other players will actually buy it. I will still sell all my artisan wares (99.999%) at the same low price. I feel sorry for the new player that wasn't here for the OQ1000 or the CD1000 or the UT1000 spawns. Unless these resources spawn this good again, this new master artisan will never be able to compete with me. The poor guy with have to do lame survey missions until he saves up enough to buy some of these resources, which because of this patch, the price will now sell for double or more. The new player will be frustrated and discouraged at this and will either quit the game or go combat class. This will foreseeably create a Veteran Crafter Monopoly to some extent. Because no matter what you change, people only want to buy the very best, it costs more, butlets you live longer, have more fun, and get what you want done faster. This change is only really going tohurt the new player. And not just the crafter


So far we have talked about weapons and armor. but I'm really concerned for the other crafting proffessions. This is going to really change the whole game, anything that takes organic's to craft will take a big hit because the low stats that are all too common will play a much bigger role now, this will make healing, buffing, and food consumption a totally different ballgame. People are still gonna only want the "best" protection/damage/speed/quality items, but they will be heavier/more Ham cost/less condition/shorter effect duration,and will wear out faster, needing replacement. this patch will also make current prices skyrocket for the "best" stuff and so players are going tohave to payand more often..... Dosen't seem very fair to me.


I could ramble on but I think I've given you some fair points to consider.


Good Luck,


Asmo




IntoTheGarbage
Mon Mar 15, 2004 2:05 am
#633


Hmm, didn’t check in for a few days and look at what I missed…


From JustG’s last post it is not clear if he is going ever going to see this post. I feel like a voice in the wilderness here, but I will try this idea one more time.


If you truly want the economy to function in this game, you must give the ability (presumably to Master Merchants) to remotely access every vendor in the galaxy. At the same time give them an easy way to sell their goods to all players. This would allow them to buy from every player, and sell to every player.


The ability to access all vendors should come at the master level. (possibly through a droid) The best way to allow them to, in turn, market these goods, is to give them an accessible, recognizable location. The best way to do this is to create a new municipal building. A merchant’s bazaar. Each contains a certain number of tents or stalls, which only a merchant can rent.


This is good for crafters, it would make it easy for them to sell their goods, an unadvertised vendor in their basement would be sufficient to market to the merchants. Furthermore, they can sell components to merchants, and buy needed components from them as well, a hitherto unused market.


Since all the goods would then filter through a small number of players before filtering out to the population, it will centralize the sales and allow players to compare and understand the subtle variations in crafted items are coming into the game.


It is good for the combat players, no more searching through empty vendors. These vendors will be easy to find and they will generally well stocked given the vast supply available to the Merchants.


Nevertheless, since player merchants don’t have the same incentives to keep there store stocked at all times that real merchants have, some additional incentives may be necessary. One possibility is to create an inverse sales tax, that is charge merchants for have empty or inactive vendors at these bazaars. Another way is to introduce a small sales tax, payable to the city. Then it up to the politicians to ensure that they only rent out to active merchants.


Finally, it is good for every one because it would finally create a means for prices to normalize. By giving players access to all the goods at once, they will finally be able to comparison shop in a meaningful way and set price standards.





___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
DS-181-INTP
Mon Mar 15, 2004 2:15 am
#634

Yes IntoTheGarbageChuteFlyboy!


"By giving players access to all the goods at once, they will finally be able to comparison shop in a meaningful way and set price standards."


Yes comparsion shoping without adding down time walking all over the galaxy will be a win win.


DS


dragoaskani
Mon Mar 15, 2004 2:18 am
#635

.........just for the record I think the new system is going to suck...and I am one of the newer accounts...god maybe I should go back to FFXI and its 1,000,000 player base....at least Squarenix knows how to get and keep customers.*starts to hate his friends for talking him into trying this piece of Crap called SW:G*
DarkenJal
Mon Mar 15, 2004 2:20 am
#636



JustG wrote:

That's alot of pages about this!

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

- g







dev1: did you see all the pages that were in that post!!

dev2: yeah, i did. there were a lot.

dev1: well, get it out there!! can't have them waiting for it!!

dev2: yeah, they look really excited about it!!
LeisureLee
Mon Mar 15, 2004 2:30 am
#637

The DEV's are obviously ignoring their users. Most people do not want this. You are trying to put too much emphasis on realism in a GAME. Why don't you spend your time on things people want, like more playability and a broader array of items that can be made? For example, how boring is it to be able to make only three plants for your home? You can only see so many desk lamps before they're not even worth making for being so common? And 4 vehicles? What fun... I can count more than three times that number in the opening scene of episode 1. Why don't you focus your precious time on things like the space expansion, or putting out nifty little places such as the Geonosian Lab that actually work properly? Why must you waste your time and our money by constantly screwing up the game system? Every time I read about another release coming out, there's at least one nerf on creature handlers. Every time a hot fix comes out, you've crippled something else. The geonosian cave is not for the faint of heart, and yet when you finish the end boss, you no longer have a very good chance of getting anything. I've gone in that cave some 30 times, made it to the end 3 times, and got nothing for it. It's no longer an interest for people because there is no reward for their efforts.


I think the money being spent on changes such as this is a complete waste. It's job security for desperate programmers that are scared to lose their jobs if they don't have something to show the boss. I seriously doubt the DEV's have read any of the concerns, complaints, or comments of anyone in this forum. More likely, some minimum-wage grunt goes through the forums and only answers questions they're authorized to reply to, and only with authorized responses. Changes such as this, and most of the "improvements" of release 5-7, are striking examples of how far the DEV's are from being interested in creating a game to accurately depict George Lukas' star wars galaxy, and are more interested in lining their own pockets at the expense of the people that play this game.
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