Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
Kershakk wrote:
GoCanes wrote:
If we craft with high quality resources (like in my testing on TC) and end up with superior results compared to what we normally get and make schematics, the schematics will not be reverted with the hotfix will they?
With due respect I think this is unfair thinking. We're lucky we got what we wanted; it would be highly dishonourable to take advantage of it.
Somewhere on the Bloodfintrade:
Holding an auction for a 26 BER Fusion generator
minimum bid is 4 mil
buyout is 20 mil
successive bids at 1 mil minimum
15 minute snipe rule
auction ends tuesday night at 11 pm
good luck
Unfair or not, I will try to make as much as possible tomorrow ![]()
Kershakk wrote:
GoCanes wrote:
If we craft with high quality resources (like in my testing on TC) and end up with superior results compared to what we normally get and make schematics, the schematics will not be reverted with the hotfix will they?
With due respect I think this is unfair thinking. We're lucky we got what we wanted; it would be highly dishonourable to take advantage of it.
While I am glad this change to crafting experimentation won't be staying, I DO believe that a change to crafting and experimentation IS needed.
Our galaxies economies are in ruin, and this started on day 1 of live with the players doing the grind to get to masters. This ruination has been perpetuated by the Devs, with the hologrind as #1 fault, then uber rare jedi required loot (crystals and pearls), andmany other"fixes" down the line. It is a mess.
And Yes, crafted items are cookie-cutter! And this is also partially our fault and partially the Devs fault. What do I mean? So many parts of this game are so tightly interconnected that a beneficial change to one part can lead to a cascading failure on another part. I.E. Players wanted better tanking abilities, among many changes and additions the devs fiddled with Buffs, foods just got changed for the better, and spices (still no experimentation
),these make encumberances and HAM costs of Weapons/Armour irrelevant (completely), Encumberance/HAM cost irrelevancy results in Players buying SOLELY for the highest Resists, Highest Damage/Lowest speed, this results in every crafter producing just what the market demands, just like every other crafter out there. (Now I'm not saying the food and buff changes are bad, absolutely not, they are great and the respective professions deserve their points, I'm just pointing out the interconnected-ness of every single tiny system within this game and the butterfly effect that results from changes)
Something DOES have to change. And on that the Devs and the whole (WHOLE) swg community, crafter, grinders, combatants, need to have a damn good think about what can be done.
Phew that was more than I expected to write... but to start the ideas off how about this, one changeto help bring the variation and ACTUAL THOUGHT into crafting and the purchasing of weapons.
Currently Max/Min Damage and Speed are tied together in the same experimentation line, but Damage and Speed are the two KEY points of a weapon that weaponsmiths AND customers are looking for (HAM cost is irrelevant as I already stated and ranged is ignored by the vast majority). How about splitting those out?? By splitting Damage and Speed, you add a choice! The crafter can craft a slow weapon with high damage or a fast weapon with lower damage. And then the purchaser has to also make a choice over what they want. It's only a small suggestion, but it is a start.
my .02cr ![]()
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