Development Cycle Archive

Thread: Crafting Experimentation Changes... resolution.

Rescuu
Mon Mar 15, 2004 4:46 pm
#79

Thanks for putting the ear to us Devs, great work.



Itoh Efesra
*Insert Snappy sig of your choice here*
RebelKnight
Mon Mar 15, 2004 4:47 pm
#80

/bow


Thank you for listening to our concerns.


Good luck with the publish!
Phetro
Mon Mar 15, 2004 4:48 pm
#81

Excellent--a true resolution! You have shown that the development team DOES listen to its player base on issues like this after all, and I salute you all for your efforts. Thank you for keeping the game fun instead of nerfing it!!!



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"Those of you who benefit others are merely average, and deserve no praise. Those of you who benefit others, and do so for no reward whatsoever, and do so regardless of cost to yourselves...you are the ones that are worthy."
Harmoniza
Mon Mar 15, 2004 4:49 pm
#82

Thank you! Thank you!

You have restored my faith in SWG and SOE.


Harmoniza

Master Weaponsmith, Master Tailor

Flurry
BelgorBloodfin
Mon Mar 15, 2004 4:50 pm
#83






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








Greetings Belgor

Bloodfin - Tatooine - Anchorhead
-Master Architect-
-Master Artisan-
Khayden
Mon Mar 15, 2004 4:54 pm
#84

Thanks so much for listening to us. Well done guys!
jgr
Mon Mar 15, 2004 4:55 pm
#85

Phew.



~ Karma ~
Ail
Mon Mar 15, 2004 4:55 pm
#86






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.





Far from all of us wanted this to be removed. I know I didn't and I wasn't the only one....

So if turns out I can produce better stuff with the new patch and ram it down the throat of all those that were against the patch, I sure will do it.....




Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

ExDarthStorm
Mon Mar 15, 2004 4:56 pm
#87

glad you changed your minds..


but i'm used to you guys and your ability to mess up a good thing..


so i'll hold my cheers till after the un-nerf goes in...





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X Tolkania X

Obsidian Dagger Squadron
Wookiees can be Imperials to!!

Kal_Serrak
Mon Mar 15, 2004 4:56 pm
#88

So I guess its just tomorrow that crafters have a chance to exceed the normal crafting statistic limits on schematics? I don't see that as much of a great thing, if you catch my meaning.




Kal'Serrak Sarrenak --- Trandoshan Hunter & Scourge of Kashyyyk
o Master Smugger (Naritus) - RESIGNED & SURRENDERED IN PROTEST
(October 2003 - October 2005)

Remember:
Help Control the Jedi Population - Have your Jedi Spayed or Neutered

BBKingNZ
Mon Mar 15, 2004 4:58 pm
#89



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






Darth Bobo
Fanatical Follower of the Cult of Jeezbus

Thror
Mon Mar 15, 2004 4:59 pm
#90

Thanks for not going through with this change. It may be warranted in some modified form but I for one would like to see the combat balance changes before trying a rehash of this crafting nerf. It may not be necessary after combat classes are brought in line with the devs vision. It's better to nerf the players than the equipment if only because there's no possibility of a pre-nerf character market. =P



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Brownring
Mon Mar 15, 2004 5:01 pm
#91

Wise choice, thanks for listening





Brownring Russler
~ Weaponsmith, Artisan & Merchant ~
Facemeat INC { Bestine -1280 -4820 | Coronet: /way 840 -4130 }
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