Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

Voltok
Mon Mar 15, 2004 11:03 am
#703

Just one thing I had to say here, after seeing more posts.. People are saying many of us on here are just bitching and threatening to quit..


I'm just saying that, from my past experience with pre-nerf T21s, pre-nerf FWG5s, etc that I have a very bad feeling about this patch achieving what they think it will do.


Just think of me as the observer on the Titanic. I have no intention of abandoning ship, but I can sure as hell tell that the iceberg dead ahead isn't gonna be a good thing



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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
Brnr
Mon Mar 15, 2004 11:16 am
#704

Im a master doc and I made a couple stims yesterday on the Eclipse server. I did have good doc resources because I have been a master doc since about a week or two after launch. I made 4 stims and 3 out of 4 had critical failures, I am using a 41 crafting station and I am in a research town with +15% experimentation success.

If that is a broken system then someone is going crazy. These tweaks, if the results are as indicated, will make the market worse for all of us. I dont craft that many items, i only sell on the bazaar, but I think this is an overall bad change for the market. One thing that needs to be done to straighten out the market is to stop people from being able to hoarde loot items, like what is happening in the geonosian cave. Maybe one day people will figure out that a few people inflate the market for many of us, and most of those people are parts of huge guilds who camp loot spots every day.

I can see that crafting is not the answer to the economy problems, imo and it is a long shot, upping the concentration of resources and their quality would even out the economy. Flood the market with good resources and the economy will deflate alot and items will come back in line with what you want to see. No need to change the crafting system, just up a few variables for resources and the economy will get better.

Elegant solutions dont work very well all the time, simple ones usually work much better especially when dealing with something that is this complex and something that effects every single player.

Please dont put the changes into effect.

Thanks,

Brnr



Brnr
Master Doctor
Master Rifleman
Sub_Bottomgun
Mon Mar 15, 2004 11:22 am
#705

I understand why they are changing the system to make the economy better. With uber weapons, armor, buffs, food almost anyone can take down uber mobs and having crafters making the best stuff it makes their (devs) job harder. With a medium size Arch business, I will not be able to compete with large corps that can get tons of the best minerals and have large amounts of money to buy skill tapes to get 12 exp points instead of my 10 points. On my server +1 exp tapes go for 1 million to start.

Why not change how skill points are given?

Of course when making a harvester you will put all of your points into max BER, because that is what sells. Most of my clients dont care about storage, because default its 100k, so why whould I put points into something that does not matter?

I believe that this patch will make the rich get richer and the squash the medium to small guy or the new crafter that has to buy resources (5 cpu or higher) or run around .surveing all day and placing harvesters.

I believe that the state of the economy is so bad due to holo grinding, credit duping, resource duping, buying credits on Ebay and pearls. Take a look on the trade boards. It used to be holos for a mill or more now its pearls. You can go onto Ebay and buy 1 million credits for $20 or buy a Jedi account for $1000. I thought SOE was going to stop this?

Why does it seem to me that eveytime I find something I enjoy doing on SWG that it gets nurfed? These changes should have been implemented from the start.

This patch is going to do more damage to economy short term until all of Pre-Nurf stuff (inflated prices) gets out of the market. The long run will make rich more money and the others struggle for existance.



Sub Bottomgun (submariners do it deeper)
Master Sword and TKA
Mastered Scout, Marksman, Carb, Smug, CH, Arch and DE

The dark side of the force is a pathway to many abilities some consider to be...sploitz...
willowbend
Mon Mar 15, 2004 11:22 am
#706

I am for the crafting change if the following things are done:


1. The cross server lot sharing scheme is dealt with.


2. Horded items and resources are negated.


3. More experimental tapes are dropped to level the field.


4. Small amounts of HQ resource are available via very narrowly defined areas so individuals can compete via personal harvs only.


5. That you will never again allow such a volatile change go from the concept phase to production without major discussion.


Zathuras
Mon Mar 15, 2004 11:25 am
#707

I'll probably get bad marks for this but here are my thoughts:

If you make the changes to experimentation which you seem to want to make you should also do the following:

1.) Kill the credit sales on ebay
2.) Remove all crafted equipment in the game and replace them with downgraded equipment (what we can reasonably expect to get after the patch.)
3.) Remove all skill tapes.
4.) Get rid of all the holocrons in circulation.

You probably also need to find a way to nerf everyones credits, since the rich are still to filthy rich.

Then you might get your economy back where you want it. Of course, you probably wont have many players left either. Tough decisions eh?

You could also impose Imperial taxes on all players, based on percentage. If you have money in a bank its taxed.

BTW, why can't people loot the cash off your corpse? Seems like that would make sense to me. Not items, just cash. Makes you wanna use the bank more

Otherwise, I think making the experimentation changes is a bad idea. If you dont have the guts to do 1-4 above, then dont mess with the crafting experimentation.



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Ewach
Mon Mar 15, 2004 11:34 am
#708






-Jebu- wrote:

I hate to say this but I am FOR a certain degree of change with the system for the long term (>12 months) stability of the economy. It will be hell for about 3 months with pre patch equipment but it will slowly become a thing of the past. You might lose a few customers on this one and I guess it depends on how strong you want to be in your decision. If you have had a team of people analysing the economy of the servers and worked out the best possible strategies for long term goals then you should implement them. Be strong SOE and do what you believe is the best given all the available information at your fingertips.




Jebu - I visited Ragnarok for the first time this weekend. You have quite a large selection of vendors in your mall and merchant tents there.


You also have a good concentration of Master level crafter's. Are they stockpiling weapons and schematics for this change? Do you, and your fellow TPE members, intend to purchase and use "legacy" items until they run out?


This change is only going to create a bigger "haves" and "have nots" and it will be much longer than 3 months before the pre-patch items are gone.


I'm not saying that this crafting change is bad - just the way it is going to be implemented.


The only FAIR and reasonable way to implement such a drastic change would be to do like they did with overpowered pets - make armor and weapons not work until they are downgraded. At least then everyone would be on an equal footing.





SWG Lexicon: "Every Player" Means "Except Crafters"



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Travixius
Mon Mar 15, 2004 11:55 am
#709

Way I see it, let them do what they want. I have lost all faith in this game and as soon as my subscription dies I am gone with both of my accounts


WOW here is come!!!





....An Idea is infectious, so everyone is going to have one....
Travixius
Mon Mar 15, 2004 11:57 am
#710

LOL in case your not aware, Ebay and the selling of credits has been around forever. It didn't start with SWG. It has been going since EQ and UO. They will never be able to stop it, so why even bring it up?



....An Idea is infectious, so everyone is going to have one....
JimTanis
Mon Mar 15, 2004 12:04 pm
#711

I am a master weaponsmith on Scylla. It is unclear to me how these changes will actually impact me right now as I don't have a character on test center and reports are conflicting. I will add some observations:


1) Experimentation skill tapes are probably too rare and command crazy prices of about 1 million per point (10 million to get one experimentation point). I have all the tapes I need...but wow the prices are crazy...the tapes are too rare.


2) I enjoy the fact that smiths can differentiate themselves through diligent efforts collecting rare resources and learning all they can abou their craft. I'm not sure that this change will enhance this or not? Savy smiths can even focus on a few weapon types to please their customers. Keep this ability strong and vibrant in the game! Resource shifts and rare resources that don't spawn often, and varried qualites keep things interesting.


3) In making weapons, the number one important area for experimentaiton seems to be damage/speed. Until those are maxed, it is a waste to put them into any other attribute. The changes per experimentaiton point to the other attributes are very minor. This is especially true for HAM and Range. One would never create a schematic without maxing out the damage/speed bars. Why spend experimentation 2 points to reduce HAM by 2 to 4 when you could reduce the speed by .3 and add 20 damage? Perhaps some changes to allow special DOT type of attacks or adding other skills to the gun (freeze monster for 10 seconds, knock down, slow monster, etc.) could be added via special components or experiementation.


4) Changes that make it such that I have to wait for a random roll of an amazing success to make a good item seem useless. I will just have to waste more time making schematics waiting for the roll of a random number. This is dull and becomes a waste of valuable time. It will become like making powerups....just a matter of dull time waiting for the right random combination of items to come up. No skill here....no fun here....just time wasted. I can't impact the results...I just have to wait...grind...hope...zzzzzzzz.


5) If one must be strongly subject to the random rolls of quality, then give us ways to *greatly* improve our odds of great and amazing successes. Perhaps some form of skill tape (more readily avialble via a quest or something...not another 10 million dollar loot item). Give us food and spices to enhance our craft (there are some now).Havecrafting stations and tools that when well made make a real improvement in our skills (I don't know that I've ever seen proof that better quality tools and crafting stations make any difference in the process). Create an environment where a dilligent smith can use high quality tools, food and spices, special clothing from a quest, etc., smith level (bonus as master etc.) to create an environment where great and amazing successes are the norm and fails and average success are rare. These changes should be easily apparent to the smith such that they can see the bonuses and understand their impact. Perhaps a fun quest could exist to get lights and tools to improve your chances. These types of items should be in enough supply though such that a new crazy market for 10 million dollar items in NOT created. These items should be obtainable by all smiths.In the real world atrue master of a craft can take many steps to control the outcome of his craft. Let us do that in game.


JimmTanis Master Weaponsmith
stevenc413
Mon Mar 15, 2004 12:07 pm
#712






Voltok wrote:

Just one thing I had to say here, after seeing more posts.. People are saying many of us on here are just bitching and threatening to quit..


I'm just saying that, from my past experience with pre-nerf T21s, pre-nerf FWG5s, etc that I have a very bad feeling about this patch achieving what they think it will do.


Just think of me as the observer on the Titanic. I have no intention of abandoning ship, but I can sure as hell tell that the iceberg dead ahead isn't gonna be a good thing




I keep reading tons of reasons to not go ahead with this change. Yet we have heard nothing back from the devs rather then repeat what people have said I'll just quote somone who has said exactly the thing that I feel!

Kane_Firestalker
Mon Mar 15, 2004 12:34 pm
#713

I saw alot of posts in this thread about experimentation point tapes and their availability. You can get these tapes as easily as the people selling them. Its not hard at all, just get an AFK macro program and head over to the Borgle Bat Cave in your POI onRori. It must be ok, because the same people are selling tapes week after week after week.


*sarcasm off*


How about fixing this cave and banning people doing this?




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Gunsablazen
Mon Mar 15, 2004 12:39 pm
#714

My last post on this subject. Thunderheart and Chrys you all have a tough decision head I do not envy you in the least atm.


3/15: 32PAGES mostly against. If you are going ahead with this then so be it, but for the EQUALITY of the game you must nurf ALL pre-patched items for this to work, so NO ONE has an advantage over anyone. Sorry to the UBER smiths but you all have to realize fare is fare and thats what this patch is trying to do is level the playing field a tad or fix economy, what ever.


Far as economy goes, no one is to blame but HOLO grinders.


Simple fix put perma death back in dont make it so hard for Jedi to level and give everyone a Jedi. Problem solved. And make BH's the gnarly class they should be according to George Lucas. I know you see where I am going with this.


I know this game is still in diapers and I really really enjoy the idea's that have made this game what it is. If we gunna be nurfed, nurf it ALL.


As Gunzablazen would say at a time like this Surf don't Nurf =D !!


Keep up the good work and do listen to us as I know you do.



Respectfully Gunzablazen MBHand La'Toole MAsmith/MArtisan/MCH and a lill Scout =)




JCatano
Mon Mar 15, 2004 12:41 pm
#715






Likaeus wrote:





JCatano wrote:



That's why it needs to be given a chance. Most of us don't even know what is going to happen, and the ones that have tried it on the TC don't have any real experience with the system in regards to substantial time using it. Making a weapon here and an armor there on the TC for a weekwith no real customers/interaction isn't going to tell anyone much.

And, yes.....


This forum is only a sliver of the playerbase, and the vast majority are just the unhappy players that need a place to vent every day or two. Satisified players don't come here too often.







How did your player on Test Center find the changes? Did your character find the quality of items reduced to any degree? Oh wait, it appears you don't have a master craftsman on Test Center either. So, your pro-stance on this change is based on what information? What hard facts can you cite on the issue? Hmmm, none at all? Well, since you say the changes must be good even though you have zero experience with them .... I guess you've swayed me with such irrefutable logic. Perhaps there was a reason they discontinued character copying to Test Center. I know I would have tested it thoroughly if I could have copied my character over. I sure am not going to spend the time leveling up a character to master on Test and play the live side version as well. It wouldn't matter though. You seem to have discarded any information that has appeared from Test Center players as inadequate anyway.


I think if you look at the size of threads that have opposed other changes, you will find that this issue seems to have generated interest of an extraordinary degree. This, and other threads on the issue, are filled with not only forum veterans, but also quite a few infrequent and first time posters. It might be a more accurate indicator of the actual playerbase sentiments on the matter than you realize. I have yet to find one crafter on my server in favor of this. I have talked to many about the coming change. Some weren't even aware there was a change coming. After doing their own investigation, I'd invariably get a tell later about how it seemed like a bad idea. If you feel so strongly about how this is a change for the better, why haven't you riled up this vast silent majority to rise up against the extremists who dare to storm the gates of Heaven? Surely you could have rallied up somesupport by now to put down the unwashed masses and send them packing. Let them eat cake!










You obviously glossed over all of my posts. I just said that most of us don't even know how it works. All I'vestated is that from the info I have seen (from crafted TC items to Dev explanations), it sounds like a great idea to me.Also, I don't think the TC isa true test of systems that are long term fixes. I shouldn't have to explain why,because it's very obvious. The TC is basically a bug-smasher.


On another note, I know a number of crafters that don't care either way about the changes.


To the person that said crafter correspondents are against the idea.....


They wanted that position in order to voice the opinion of the unhappy players that are here on these forums. They were most likely not happy with some things themselves.
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