Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

Aqu111
Tue Mar 16, 2004 4:40 pm
#53








DeQuosaek wrote:


Because there were 30+ pages of uninformed people who never tested it saying they didn't like it.







just tried making some new medical components as a master doctor, the resources arent top notch (lokian wild wheat and tat fiberplast) same maximum % as before patch, and with 3 Amazing sucesses i managed (but only just) to max out 1!! line of experimentation, yes thats right 5 boxes on the bar took 10 experimentation points to fill throught 3 amazing sucesses.


This makes the component i just crafted absolutly useless, before this patch i could have used some points in the second experimentation line to help improve the product but now i cant, all i can say is thankgod this is being removed.


Currently nothing ican craft has come out better then i could craft it pre-patch using identical resources







Faeythe- TDV - Farstar-European







Current Masteries





Master Medic - Master Doctor - Master Hologrinder






Ex-Masteries




Master Artisan - Master Brawler - Master Armoursmith - Master Dancer - Master Combatmedic
Master Pikeman - Master

Pistoleer - Master TKA






Masanto
Tue Mar 16, 2004 4:40 pm
#54

Actually I'm a 10point master and am making weapons that are much better than the pre-patch ones. That being said, Itchybacca's point still stands. My 10 point weapons won't compare well to his. Now, do I want to keep the patch? Sure, I just made a ber5 personal harvestor, a dh-17 with an unsliced speed of around 1.3, and the best laser rifle of my life. BUT...


Is this bad for crafting or not? I already have about 500k of orders for today's stuff, I'll do fine. But there are legitmate concerns out there. Have vs Have Not'ting will get worse. And what about looted resources.


Heck, I don't know. I was against it, but now see much better weapons comming out of it. I'm good if it stays or goes and feel moderately sheepish about complaining.





"no bugs were harmed in the making of this release"
Eliss
Tue Mar 16, 2004 4:40 pm
#55

The crafting changes while they yield more damage for weapons where the smith has great 960+ resources in the stats that matter, it is NOT a solution that I would like to see permanent.


Have you noticed that combines with Amazing successes are WORSE than combines with all Greats? I'm sure you haven't because I've been spending the past 3 hours testing my pre-patch schemas vs post-patch schemas.


Have you noticed that the ONLY people who REALLY like these changes are the +12 point crafters? the +10 guy won't stand a chance in heck. I'm a +11 smith and Can see the difference between +10 and +11.. nevermind what that means for someone with +12.


Have you noticed that your schems that have gated resources i.e. conductivity requirement, but requires Iron... are worse post Patch? My Blaster Rifle Barrels pre-patch were 9 min, 9 max... my post-patch barrels with same resources are only 7 min, 7 max.


It seems that most of the whiners were right after all.


Two Thumbs DOWN to these changes.



Eliss Breen
Master Weaponsmith +24 Assembly/+24 Experimentation - Lowca, Naboo, Serenity
Vendors for 5 Master Weaponsmiths located in the Serenity Merchant square @ 2915 -5444
Every Pistol, Carbine, and Rifle is stocked.. Over 1000 Items in the tent.

If you want you can drop off auction wins on my "Weapons by Eliss - Sliced" vendor.
Big_Swifty
Tue Mar 16, 2004 4:44 pm
#56

I experimented by making a few itemstoday and all I got were great successes - no moderates, no crit fails. It was infuriating before, so I am pleased with this change.

I am also *soooo* happy the experimentation system is changing back tomorrow. For Armorsmiths (not a single-line experimentation crafting profession) this change really hurt. Further, it widened the gap between 12 and 10 point crafters - another thing that bothers the heck out of me. Good job on listening to the feedback and making this change.

Meanwhile, every 12 point armorsmith and weaponsmith out there is loading up on schematics today, putting a big hurt on us 10 pointers. Also, every single line experimentation crafting profession is doing the same, putting a big hurt on future Architects, Doctors and the like. I hope that the schematics made today will not work tomorrow, else the in-game economy will worsen - even if it is slightly.

Keep up the good work. Next in line: every combat profession (you guys have bit off an awful lot - good luck chewing and swallowing)



ØþeasCommander, In Her Royal Highness' Secret ServiceTempest's oldest surviving Armorsmith no longer
+32 Armor Experimentation, +20 Force Experimentation, +20 Force Assembly, RIS Certified, etc.
Universal Exports Armor: Riverlands, Corellia **CLOSED**

- I support going back in time to 1967 You can too
Crazyboarder
Tue Mar 16, 2004 4:46 pm
#57

My very first assembly was a fail, so far I can see why it is going to be reverted.



__________________________________________________________
Colonel, Stony Joe. / ( FS) Master Swordsman / Master Brawler/ 4-3-0-4 TK /
Menial Mortar. Master Doctor, Master Weapon Smith Slave to Stony Joe.
__________________________________________________________
Big_Swifty
Tue Mar 16, 2004 4:49 pm
#58






Boatsheets wrote:

Yeah, but the newbie crafters can charge newbie prices for the newbies to buy.


The master crafters will still make better, more powerful products but they also charge high prices for them.







If only it worked that way. What if a master crafter with 12 points did not charge higher prices? There would be no Newbie crafters, and this one crafter would own the market. This is what monopolies can do.


You can't get 12 experimentation points charging *newbie* prices, when masters can charge the same price and make a fortune via quantity.




ØþeasCommander, In Her Royal Highness' Secret ServiceTempest's oldest surviving Armorsmith no longer
+32 Armor Experimentation, +20 Force Experimentation, +20 Force Assembly, RIS Certified, etc.
Universal Exports Armor: Riverlands, Corellia **CLOSED**

- I support going back in time to 1967 You can too
Dispenser
Tue Mar 16, 2004 4:49 pm
#59

I much prefer the NEW system over the old. Everyone in PA does as well
willowbend
Tue Mar 16, 2004 4:52 pm
#60

Rip it out as planned...it seems benign for single exp...but if you do any combination of experimentation, it starts to decline in acceptability.


This needs to be worked on and tested more...the overall concept is still viable, but this may contain some poison pills we haven't seen yet.


AsInVader
Tue Mar 16, 2004 4:53 pm
#61

i liked the old way better ive been crafting the new droid parts and found that i cannot experiment as much as i could before



"Its Scary when a bag of eyes wears a mask" - Tom Green
Aqu111
Tue Mar 16, 2004 4:54 pm
#62

Im incredibly happy that you have listened to the players and are removing the changes to the experimentation system







Faeythe- TDV - Farstar-European







Current Masteries





Master Medic - Master Doctor - Master Hologrinder






Ex-Masteries




Master Artisan - Master Brawler - Master Armoursmith - Master Dancer - Master Combatmedic
Master Pikeman - Master

Pistoleer - Master TKA






Gaiden133
Tue Mar 16, 2004 4:55 pm
#63

Well like clearly everyone has stated, This new crafting change affects the normal players the most. The ones who don't have the extra +1 or +2 Exp Points will get hit hard as they can not max out on things they used to be able to, the highers ups obviously can. But Although that the +12 will be comfortable with these changes, the fact of the matter is the majority of people don't own +10 to +20 points in experimentation, those will be the rather higher up crafters with already millions in their hands which makes it easier to get all these skill tapes which sell at outrageous prices. I tested it out, and as of right now, the breach between Me and the other master docs despite I may have better resources then they do with better OQ/PE/DR, they still have the advantage over me as far as maxxing out on their buffs/stims/woundpacks. Hopefully you'll give us time to work with the new changes and possibly a revert tomorrow will let us able to compare the things made today and tomorrow and then we can give you an even better feedback?




[Gaiden]
[Rebel Colonel]
[-Rifleman at heart forever-]

Cyndane00
Tue Mar 16, 2004 4:57 pm
#64

I agree with smonkey. I won't craft anything today. Everyone today is wanting Banthas and cupas L10 of course. And using low level animals I can barely experiment to create a level 5. Of course the HAM and dam are extremely low. Some stats were starting at 0% and even with 3 or 4 great successes I finally can bring it up to 1%(of course these leaves little pts to even bring up anything else). I cannot max out any of the stats with my 10 exp pts, it is crazy. Some people haven't cared about the dam and ham as they only want a mount. But it is pretty ridiculous. Using some of the same simlar samples I have used before to make a lvl 20-25 creatures, I can only experiment to get a levl 12 or so now. I personally don't like the changes.



Cyndane/Mi'erin
Scylla
Kindbeer
Tue Mar 16, 2004 5:09 pm
#65

All I have to say is what a bunch of crap. Months of complaining to get it changed and it only took 1 day to get it changed back. Right on. What a bunch of crap.



Thurek Bane
John' Stamos
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