Development Cycle Archive
Thread: Publish 7 Feedback: Crafting System Enhancements
Dozer2 wrote:
I think the changes are great. i was making WUKS and AUKS and get 100% on experimentation easy.
Well seeing as the quality of the Slicing tools has NO affect WHATSOEVER on slices, thats basically kinda pointless.
As for the crafting nerf - an Armorsmith/Weaponsmith in my PA did some crafting and she was using high quality materials she's been using for a while. At first she thought it was going to be ok...but then she noticed that it really was worse than before. The %'s of the weaponry wasn't as good - and armor was even worse.
So yeah...I'd have to say the great majority of crafters I know (which are a good dozen) were not impressed with this nerf.
wait and see...
Allow me to speak for a part of Bio-Engineer crafting:
BE pet crafting is utterly destroyed by this change. If it weren't being rolled back, I'd be dropping BE tomorrow.
Here's why--
The resource quality of DNA samples is determined by the critter sampled. A gnort sample is the equivalent of a resource with numbers in 0-30 range for almost all of our 5 experimental lines. Therefore, it's useless, but that's not a change, it was useless before.
A mutant rancor (the highest "quality" critter we can sample) might have 5 or 6 of 10 attributes in the 700-800 range. Note that our resource quality maxes out at the low 800s, so this means that at the top-end our DNA samples still won't get us the 7% standard success addition. Therefore, our top-end pets will be worse.
But the real problem is in the middle, where a great deal of our sampling and crafting occur. The samples we currently use to make, say, a CL30 critter would have attributes in the 400-500 range meaning we would have terrible problems making medium and low-level critters that were useful at all.
Here's an analogy...
If a weaponsmith could only use resources with a max value of 200 in making CDEFs, 300 in making DLT20a's, 400 in making laser rifles, 500 in making spraysticks, 600 in T21s, and 800 in Disruptor Rifles that would be similar to BE pets. Except, of course, they can get 12 experiment points and only have speed/damage as absolutely necessary to experiment on. BEs max at 10 points and need some balance to their experimentation.
I understand why some people like this change and would like to see it remain in place. I don't feel I have enough info to have an informed opinion on it, except as far as BE pets go.
But for BE pet crafting, it is a complete and utter hose job.
-Lens Larque/Master Bio-Engineer/Eclipse
The hotfix seems to have been applied during the restart (4AM GMT). The experimentation changes are not active anymore. I have just checked that the results of experimentation are now just normal.
Publish 7 Before hotfix: advanced power handler 23-46/-0.46 (93%)
Publish 7 After hotfix: advanced power handler 20-40/-0.40 (80%)
it was fun to test on live servers those changes.
Just tried some Master Artisan and Master DE stuff...
Keep the changes please...
It rewards the masters and those who take the time to get good resources. Nothing wrong with that.
Fix the system with regards to some of the resources..but dont get rid of what seems to be a good system which rewards those who work at it. Make a stand.
BTW I have been a master artisan and master DE for about a week.
Elite_Jedi wrote:
I just got this confirmed on architect board (I couldn't believe it at first). This is silly sad, silly sad, silly sad. Mainly because I will have very limited pay time before tomorrow morning in which to make schematics.
UmmonPrime wrote:
/sigh
I think most of you missed the point of the patch. It was not intended to give better items, it was ment to even out the economy. You people will now take your ber 14 harvestors and sell it for twice that of a ber13. This was intended to make the 13s easier to craftso you could reduce the cost and that in turn reduce the cost on resources.
This is bad because it would actually do the oposite of what it was intended to do. Like i've been saying, the rich will just get richer and the poor will be ignored.
i have had postives and negatives
the POSITIVE is that my experimentation is where it should be....ever since i upgraded crafting tools and stations my experimentation has been terrible...i got far too many goods and CFs
i also did some experimentations...
I had no problem hitting 100% ore mining units at ber 7. using the same materials last night it only got to like 94-96% .
Now on harvetsors and pumps, i got worse results. Last night those easily went between 90-93%. using the same materials today they maxed out at 88%.
I played around with the experimentation changes, but mainly just with droid stuff. I can tell a difference, but not a big one.
The feelings I'm getting from others posting here is that a lot of people are mixed, but perhaps more people like the new change.
I'm not sure what you're going to do. A poll might be the best route... but don't run it until you've had this new patch system up for at least a few days, if not a week. Let people really get a feel for it. Granted, that might upset a lot of people who are waiting for things to go "back to normal". But it also might let those people try it more and discover that they can live with it.
To me, the idea that you have to have the +2 experimentation points to make the best stuff is a nerf, and feels like you are taking away something that I like. As a master architect, I want to make the best stuff. The only category for architects that this would apply to would be harvestors (oh, and craft stations of course
). Now... to date, I have been able to produce BER 13 harvestors very consistently, and I make good money from them.
But if BER 14 harvestors are suddenly possible, but only by those with +20 architect experimentation, then I know for a fact that my sales will rapidly dwindle, and my prices will HAVE to be lowered considerably. There are a lot of established architects with skill tapes already. Me? I don't enjoy hunting around for rare drops. That was what I played Everquest for. I DO enjoy using my lots efficiently, and mining the good resources when they are up, and spending a lot of time monitoring various planets and spawns to get the stuff that will let me make the best harvestors.
On another note... all my crafting tools were made with 999 conductivity copper. They are rated at 14.97. I am so tempted to log in and craft a whole new set so I can hit 15. I know if I wait, and the patch reverts this change, then I'll miss my shot. But I just don't feel like it. So this temporary patch on crafting is going to cause quite a ripple of upset, I imagine... people will complain that they missed their chance to "make the best for a day". Well, that may be true. But overall, I think I am still against this change, and feel we should go back to the old crafting system that was working well and enjoyed by most.