Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
- Holo drops : giving a holo to each player was a smart move. it dropped price to reasonable level.
- Hologrinding : removing the holo grinding in patch8 isvery good
- Jedi items drops rate : force crystals and krayt pearls insane prices!
- Skill tapes drops : Rori Borgle bat cave spaw time each 30 min, farmed with afk looters
- No money sink : 1% decay bad idea, nothing better since...
- Uber mobs farming : krayt dragon for tissues, for example, no way to prevent anyone to farm them.
- Empty merchants : they prevent player to visit a merchant they don't know being afraid to tavel for nothing
- Bazaar visibility : before player owned merchants, everyone had aview at each sold item and was obliged to level his/her price, not true anymore.
- Harvester extraction rates : 10 BER Medium and 13 BER Heavy, wayl too high extraction rates
- Lack of interesting Experimentation diversity : only one ortwo interesting lines in each products, made all items same.
- "Pre-nerf" items existance : without removing them when modifying the schematics made asecond marked
- Holo drops : no need already done
- Hologrinding : can't wait patch 8, go ahead!
- Jedi items drops rate : let only Jedi loot / build them, increase the drop rate.
- Skill tapes drops :give the high end teh drops and increase the drop rate. Fix or remove the non working tapes
- No money sink : uber week insurance 50-100k per item to prevent all decay even on weapons
- Uber mobs farming : 1 hour timer on a whole group members to prevent relooting the same kind of mob, make each mob drop one item (or one serial)for each char in the group
- Empty merchants : create a merchant folder in datapad where we can stock a merchant "wp / info" sent by a merchant, see below...
- Bazaar visibility : let the bazaar browse ALL items on all vendors, need to implement a better sorting and maybe a search function. When we log on a Bazaar terminal we couldDIRECTLY acces to the merchant inventory for all vendors we have in datapad.
- Harvester extraction rates : 10 BER Medium and 13 BER Heavy, way too high extraction rates, it seems it is too late, lowering the extraction rates would be seen as a nerf, unless the extraction cost is reduces wich seems irrealisitic
- Lack of interesting Experimentation diversity : Huge work on this one, redo all schematics for better experimentation effects, add new experimentation lines, fix all non working schematics, well good luck

- "Pre-nerf" items existance : I don't want to be the one to tell remove / delete all "pre-nerfed" items, oh well...
Hmm, it seems I forgot to add :
What sould kill the economy with the new system :
- all pre-nerfed crafted items : in crates stockpiled in houses, factories, vendors, in multiples accounts
- all pre-nerfed schematics : over 100 schematics per char counting droid schematic storage
- all stockpiled high end resources
Suggestions
- don't implement this patch : smileywink:
if you do you'll have to :
- delete all "pre-nerfed" schematics
- delete or "nerf" all "pre-nerfed" crates like you did on the FWG5
- well find a new job because youWILL have a riot

InsaneDms wrote:
I've got a fairly neutral perspective on this change, so here are my opinions.
Yes, the player crafteditems are too powerful in this game. I agree that the patch will adjust this so choices need to be made in purchasing and crafting.
I don't agree that this patch will "level the playing field" for crafters. After this patch, any 10 point master or even a 12 point master without a good stock of materials and schematics, is doomed to being a 2nd tier crafter.
If you really want to level the playing field, resource spawns also need to be tweaked to give better resources more oftenso newer crafters can compete.
Excatly. I'm a fairly new doc on Intrepid and I sell meds on the bazaar. There are docs on Intrepid capable of making 440/40 stim B's with 12 experimentation points (that they got by spending millions on skill tapes) and have literally millions of units of the best resources to ever spawn in our servers history. They are capable of utilizing shared lots and running upwards of 30 factories and harvesters. I don't begrudge them their success though because they work hard for what they have accomplished however I also know that with my limited play schedule and my limited resources I can't compete directly with them on any level.
However, even though I can't compete directly with them, I can still make a decent product that sells well. This crafting change will not level any playing field it will just widen the gap between those docs and myself. They may still be able to make a 400 power stim B but there will be no way I'll be able to come close to that since I can barely break 400 now using the best resources available to me.
I base the pricing of my meds on a per unit basis coming up with a price based on the meds power. If this change goes through my bottom line will be affected since my earning potential will be reduced because I won't feel comfortable charging an inflated price for a stim pak.
I welcome this change! As for those people that are threatening to cancel their accounts, **edit** em. There will be more that will join and stay now that the economy will be forced to stabalize.
Graysaber wrote:
I welcome this change! As for those people that are threatening to cancel their accounts, **edit** em. There will be more that will join and stay now that the economy will be forced to stabalize.
How can this patch stabilize the economy? Please elaborate.
Galaxyburst
Graysaber wrote:
I welcome this change! As for those people that are threatening to cancel their accounts, **edit** em. There will be more that will join and stay now that the economy will be forced to stabalize.
i would like to see stats and new accounts. when i say new accounts, i am talking about new people not people getting 2nd and 3rd accounts.
Megatroid wrote:
99.999% of posters here have exactly no none nilidea what the changes will mean, specifically, to their crafting profession.Unless you're on TCand have various resources to test these changes, I suggestreserving judgement untilwe can play around w/ experimentation on live...
Yeah well, or it's bad communication by SOE. You cannot say; "wait till it's live then have an opinion, andquithaving an opinion now basedon messages put by official SOE representatives".
Please enlighten me and others:
1- that this patch won't create a new pre-nerf market and destroys the economy.
2- that by making experimentation points more dependent on resource quality will make the economy more competitive, that the little guy whodoesn't have the best resources in themillions can better compete. That this patch will suit the purpose of the Dev Team "to level the crafting field".
Galaxyburst
Megatroid wrote:
99.999% of posters here have exactly no none nilidea what the changes will mean, specifically, to their crafting profession.Unless you're on TCand have various resources to test these changes, I suggestreserving judgement untilwe can play around w/ experimentation on live. If it fixes crit fail rates and more adequately includes resource quality and skill level in the assembly and experimentation, I'm going to be jumping up and down cheeringin my hot pants.
well it time they make the /up command work so people can start testing it.
and wow 30 pages already lol and they stilll didnt get the clue ![]()
I wonder if it will work how chef experimentations works now. With the food change they made it basically even though you experiment like crazy it has very little effect on the final product.
Ex food with 40 filling experimented on with 10 points might go down to 30.
Reldun wrote:
This reply is for Arnwald.
I agree with a lot of the points you made. But I don't think the 10 and 13 BER harvs are the problem. I think having the abilty to lot trade across servers is the problem. Some players on my server have 100-300 permanent harvestors out mining day and night... I think you should have to have say survey 4 to use heavy harvs, and thre needs to be a minimum login time just as with the change to player city residents, maybe even shorter. If the ownder of the harvs doesn't log in within 2 weeks then the harvs go bye bye. These lot traded harvestor farms are completely out of control. Individuals are controlling 300+ heavy harvs at a time.
that wont help i think they will just login once in the 2 weeksremove admin rights on harvesters so if you place them you only can use them