Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

TeeBee
Tue Mar 16, 2004 5:11 pm
#66

Well this 1 day change has the potential to kill my weaponsmith career full stop, 12 point crafters are loving it, 10 point crafters like myself are dead in the water. I'll quote my post from the WS boards


"As I posted elsewhere 10pt smiths like myself are now well and truely stiffed, the 12 pointers are making schematics as fast as they can (a 12pt WS friend sent me a tell saying he had 50 ABPH schematics and was making more as we spoke). Once they reverse the changes it will take months for the schematics being made today to filter through the system and even if you should get that +2 in the meantime you still cant compete because the changes will have been reversed. "


Yep this one day 'test run' has let the guys with skill tapes make huge runs of weapons/sub-assemblies using the new system. And now even if somebody was to give me +20 in tapes tomorrow I still wont be able to make the same as then.


In one swoop you have killed what remained of the fragile economys and rewarded all those afk macro looters at the bottom of the bat cave. I'm not going to say i'll give up or drop my craft but the temptation is hard not to resist, I have been online now for 4 hours and done nothing, I just cant bring myself to carry on, I just hope I feel better tomorrow.............



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Deidre_DE
Tue Mar 16, 2004 5:18 pm
#67

Dear SWG Devs,


One day you must learn to stick to your guns. Find a vision. Develop a vision. Release a vision. The posters on theseboards representa small percentage of your customers. A small percentage of these posters are on your Test server.


R2D2 is not a combat droid by ANY stretch of the imagination. Nor are any of his astromech cousins. That's why they are called astromech, and not combat droids. So, drop the pretense; you guys took your marbles and went home when the tiny fraction of this community got up in arms about your vision for combat droids. This "invasion" feels like punishment.


Outside of this, I think you have crafted a wonderful game.


Deidre


Aynaza
Tue Mar 16, 2004 5:22 pm
#68

Sat down and chatted with my weaponsmith and armorsmith friends after I got home... I would have to agree with initial opinions and retract my earlier keep it for a week statement. Send this one to the trash basket and try again.


Critical failures in their opinion were never that big if an issue before anyways... unless you're making a guild hall and a half a million resources suddenly poof on you... their biggest issue was the "Moderate Success" that reduces the quality of the weapon. Fix that and you've made more than a few crafters very happy.


Marcella D'Vega - Still in the Naritus Cluster but retracting her earlier statement of support -
Taewyn
Tue Mar 16, 2004 5:29 pm
#69


If HAM experimentation meant something, then I'd say thats a valid opinion. But HAM experimentation means nothing.


Read carefully devs, the source of 90% of your combat problems are within this thread....


HAM and more importantly sub-stats were supposed to play a huge part in this game, yet most of the "Elite" smiths here do not care that thier HAM costs/Encumberances went through the roof on this change (On a whole while their one line was better the over-all product was poorer).


Now, what you have to ask yourself is "why"...Why do these smiths enjoy putting out such a one-dimensional product....Why can players choose to use pruducts with outragous HAM values.


The answer is simple and its been and underlying problem since the start of this game.....Doctor buffs are *way* to powerful, especially with stat migration to the mind pool sub-stats. These buffs can literraly multiply by a factor of 5 your base stats (especially if they have been migrated to mind)...Which of course knocks out HAM costs and any worries about encumb.


This change plays right into the "broken" combat system....And will actually make things *worse*...Right now with this change I can make some super-heavy composite suits with 72% base resists. Those resists are much higher then I could get previously but the suit is also much much heavier....But thats ok, because none of my cutsomers worry about weight, simply because everyone runs around with these monster buffs.


These changes are *horrible*, they play directly into a broken combat system and compound the current problem....If you want to make crafting more diverse again (please god do) then make HAM mean something again.....And give us a bigger effect on experimenting HAM changes.


BTW...Why not just change the buff formula too....


Base power*Med rating (1.1 for max droids or 1.0 for hospital)*Woundtreatment/100....Then you would get buffs between 800-1250 for most docs, wala armor would be heavy again, and HAM costs on guns would actually mean something...No more tank mages.




Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


ZhiYoMin
Tue Mar 16, 2004 5:30 pm
#70


As I mentioned in the resolution post, giving people 24 hours to stockpile weaponsand schematics during what is called a "trial" period is simply ridiculous.


Either leave the change in or take out anything that was crafted today!


I realize that this opinion may not be popular, but c'mon this is just silly now. You are just further punishing thenew smiths whodon't have extra experimentation points and stockpiled resources like us Masters. Talk about insult to injury. I feel for you new guys.


Siekierah



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Xaul_Xan
Tue Mar 16, 2004 5:35 pm
#71

I think the crafting changes should be kept this way for awhile at least, so that everyone in live can try them out. My experiences as a master doctor craftinghave been positive today. It seems that with the new crafting system I can experiment something to more power and not waste experiment points on attributes I don't care about as much.
Animi
Tue Mar 16, 2004 5:40 pm
#72

My final opinion on this:



  1. Great change for single line crafters (artisans, weaponsmiths, etc.)

  2. Horrible change for multi-line crafters (chefs, BEs, armorsmiths, etc.)

If you could balance it a little more so that 10 point, multi-line crafters also see some benefit, or potential benefit, then it'd be a great system. perhaps the solution is to leave it in place and just tweak it a little more?






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Vigeant
Tue Mar 16, 2004 5:45 pm
#73

after testing myself and reading over the boards it seems:


with 10 pts people get products a little less good then before.


with 12 pts people get products a little more good than before.


All people that actually tried the system like it or are neutral i don't read the hate we had few days ago (before people actually tried the changes).


I and alot of people want this new system to stay as is.


Give it a second chance and/or lets vote for that system: actually thats a real subject that people should vote on AFTER they tried both systems.





Vigeant
Master Armorsmith
Nerfed Jedi Master
SWG Beta Paying still cancelled.
Taewyn
Tue Mar 16, 2004 5:51 pm
#74

Vigeant how are your HAM encumberances on your armor?

Vig is a perfect example of somone who *only* uses one line of experimentation to complete his armor.....And his armor is a perfect example of a broken system...I am sure it is all well over 1200/1200/1200 encumberance (insane)....With 73% base resists (way too high).


Take this patch back....Not because it makes things worse but because it breaks even more already broken combat *and* it takes any depth crafting had out...




Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


KnightHawk420
Tue Mar 16, 2004 5:53 pm
#75






Gaenjin wrote:








Thunderheart wrote:


What are your experiences with this new crafting enhancement?



From Announcements Forum:


As part of Publish 7, the team included a change to Crafting Experimentation. Based on customer feedback, we are going to remove the experimentation changes. These were already part of today’s publish and will be present in the game until Wednesday March 17th. At that time, the crafting experimentation changes will be removed with a hotfix.







Just exactly WHY is the change being pulled?? I'm glad to hear that you are removing the patch based on customer feedback, which I'm reading here is... positive...???There's an exploit in this isn't there? Some imbalance that you guys missed because you don't have Char Copy for Test Center yet and can't get more than 2 people to waste time leveling a throw-away character andguinea pignew changes without compensation... I'm not seeing the negativecustomer feedback you speak of.







Your looking in the wrong thread.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
KnightHawk420
Tue Mar 16, 2004 6:02 pm
#76






Xaul_Xan wrote:

I think the crafting changes should be kept this way for awhile at least, so that everyone in live can try them out. My experiences as a master doctor craftinghave been positive today. It seems that with the new crafting system I can experiment something to more power and not waste experiment points on attributes I don't care about as much.






Testing in "Live" should not be occuring. If it's gonna be kept a week might as well stay this way.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Berious
Tue Mar 16, 2004 6:08 pm
#77

Love every aspect of this patch I've come across so far except the experimentation changes. As a master doc (10 exp points) I just couldn't get results equal to what I was getting before and they seemed much more unpredictable. Buff sets that were all great successes (same resources & components of course) would come out with quite variable powers and durations, with quite a drop in both vs last night. It felt like a big nerf to be honest. Getting rid of the massive buffing randomisation was great by the way.

Thumbs up on listening to the player base.



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HighGround
Tue Mar 16, 2004 6:10 pm
#78

I personally do not like the new change. I use 10 pts to get the same results 9 pts got me yesterday with the same resources. This change is going to put a huge demand on skill tapes which will lead to more camping which will lead to higher prices on items made by masters with 12 pts.
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