Development Cycle Archive

Thread: Understanding the Crafting Experimentation Changes

AnXdiety
Fri Mar 12, 2004 3:29 pm
#105

Have a fun and safe weekend with the other dev's as this seems to be the norm now. Its now normal for you guys to post volitile information on a Friday afternoon, let things get heated up and walk away from it. Thanks for having a "discussion" rather than a statement. Just shows how much the player base's ideas and input actually mean to the core systems of the game.

I would make other statements retorting the initial post but there is nothing already stated within this thread that i would not be repeating.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

Cloudgatherer
Fri Mar 12, 2004 3:29 pm
#106



Chrysalide wrote:
Our main concern centered around the fact that with most master crafters all making the best equipment possible, there is very little variety on the market. It seemed to us that there were almost no hard decisions to be made during the experimentation process by the crafter, and none to be made by the consumer when purchasing these items. When a majority of the equipment on the server is top of the line, there is very little reason for customers to seek out new sellers, and new vendors find it difficult to break into the business.



Please explain how the new experimentation system addresses this concern. I have not seen any developer posts backing up the changed experimentation system as it relates to the above quoted concern.

As far as I can tell, the experimentation system will change, but the above quote will still be true. Master crafters will still have access to the same spawns of resources and experiment on them in similar fashions. Hence there will still be the homogony in product selection.

So, in short:
- The developers have asserted the above quote as the main concern, yet I am not convinced this is actually a problem. Could you please support your assertion that this is indeed a problem.
- The developers are changing the experimentation to address the quoted concern, yet I am not convinced it will address this developer percieved problem. Could you please support your assessment that your solution addresses the problem.
- Have you considered any of the 'fun factors' for your end users? Does this change make crafting more enjoyable? Less enjoyable? What user-centered processes have you used for this change? (Yes, I'm a software developer, and you should be using UCD)

Hopefully, I can get an intelligent response to these questions.




Cloudgatherer & Thrin Gatherer of Tempest
Thrin's Power and Miscellany
Crimson Valley, Naboo: 7427 -6412

WTB: Premium Crystals
DudeDarth
Fri Mar 12, 2004 3:29 pm
#107

I think that your resoning is flawed. In regards to weapons people only look at one line generally, Speed-Damage. That is what 95% of shoppers look for. By lumping both stats in one experimentation line, you have in fact forced us to what you didnt want to happen, we will all turn out roughly similar weapons.


The requirement on resources also impedes new smiths as many of us have been doing this since day one, I still use Rakeris on Starsider, look when that last appeared. How can they compete?


I disagree whole heartedly that this fix will "fix" the economy. You should first align guns that smiths can make with the users skill trees. As it stands combat people can use a weapon long before a novice smith can craft it. Try fixing that and also making the different weapons better first.


This change will force many crafters to quit. That is a loss of dollars in SOE's pocket.



Itav Nala
TKM/Rifleman/Smuggler

Tead O'ir
Vendor outside Theed -3968 3647
Master Weaponsmith/Artisan/Merchant
ideas
Fri Mar 12, 2004 3:31 pm
#108

I thank you for offering the explanation. It helps me to understand the reason for the changes, and what these will mean to me.


However, for your overall stated purposes: Better economy and increased variety of crafted items, you are doing exactly the wrong things.


Let's first of all agree that increased variety of crafted items probably will help the economy somehow. I can believe that. Different customers seek different things, and most crafters will have a hard time catering to all the goals.


So, how to achieve greater crafting variety?


Your assesment is that making experimentation more dependant upon material quality will introduce variety. I disagree. First of all: Every crafter on a server has (theoretically) access to the same resources. Certainly the rich masters have the ability to get the best resources. But in a purely hypothetical world, you have to assume that everyone in the same market has the same resources. Therefore, resources do not introduce variety.


Second, you claim that harder experimentation makes for "hard choices" when choosing how to optimize gear. Unfortunately, this is not often the case either.Let's assume, for sake of argument, that customers want a variety of features -- some wantarmor with highresists, others want armor with low HAM cost. Under the current/old crafting system, a crafter withgood materialsuses probably 7-10 experimentation points tomaximize one feature to 90% or better. That leavesup to5 points (for a 12-exp crafter)to put into the other categories. We achieve variety based on how the crafter allocates these secondary qualities.


Under the new crafting system, it seems that it will take all 10 points to maximize any quality, no matter what resources are used. This guarantees two things: (1) There will be less variety because there are fewer points left over after maximizing the "popular" single category. (2) Anyone who is not a Master of the craft will not be able to make competetive products at all. Their points are worth even less now, and they will never be able to maximize even a single property.



Finally, you explained that product stats have been tuned to account for the quality caps of resources that go into them. This is very useful information but I think sets yourselves (and players) up for disappointment. Let's remove for a moment the actual stats of the gun, and just focus on the % rating that the crafter sees. It sounds like you expect 50% to be considered "superb quality" in some products, yet for others 50% is "average quality". The crafter has no way of knowing that you intended 50% to mean different things in different products. All a crafter really wants to do is get 99% in everything they can make. The inability to do so disappoints them and causes them frustration.


But for your developers this nightmare requires making assumptions about the materials available, and the ingenuity of players -- assumptions that will someday fail you. If you set up a system in which every category could reasonably go up to 100%, you would be able to ABSOLUTELY predict the high-end damage on a weapon, rather than fudging it. Furthermore, your players would always know good quality from mediocre, because the numbers they know (0% - 100%) mean the same thing for every item.



I accept that this system is coming around, and I appreciate understanding it a bit better, but just realize that this system will not improve variety nor the economy as you are hoping. As others have already stated, it will simply create a greater divide between the rich mega-Masters and the struggling up-and-comers. This divide will increase the cost of the high-end goods that are about to become even harder to make than before.



My recommendation is that the next time you want to make a change like this, that you come to your forums BEFORE making your own assumptions about how to fix it(and definitely before designing & coding them), present your goals (better craft variety and economy) to the community, and ask for ideas from us. You have thousands of creative and eager minds at your disposal here, and explaining your thoughts to us is far less effective than gathering our ideas and picking out the best ones.







So, let me get this straight: To advance my character, I have to give up my current abilities?

Flurry: Ikeya Ibye (Master Droid Engineer, Master Artisan, Master Merchant)

IKEYA Grand Mall - Naboo, Moenia - Waypoint 5000 -4000



JCatano
Fri Mar 12, 2004 3:35 pm
#109

The change sounds great to me.


The cries you hear are from players that don't want to actually have to do some research and adapt to a new crafting enviroment. An enviroment, which makes complete sense, by the way.


Right now, these people don't have to play around with experimentation, because the current process is so straight-forward and brainless. Find a good resource, stack the points into damage, and you have a winner.......They like it this way, since it's easy. Remember, easy leads to boredom.


I'm looking forward to the new crafting and economic dynamics.



Granicuss
Fri Mar 12, 2004 3:35 pm
#110

This is sad, just plain sad. If your stated goals are true why not simply start takin in player input on how to fix what you claim to fix. But instead u are swinging the nerf bat away and in the end what you claim to be fixing simply will not be fixed instead you will be making things worse. Have you not had enough people just up and quit this game already to not get player input before making such a drastic change like this.



"Oh yea if i were a jedi, it would just be a matter of time for my fall to the darkside."

The fact that I can spell words in spanish correctly and not in english, and english is my first language should tell you how flawed and ilogical the english language is. That or I'm Retarted and your picking on a retarted do you feel better now.
atimes
Fri Mar 12, 2004 3:36 pm
#111






AldrakSWG wrote:





atimes wrote:


You don't get it do you?





Actually I do, I'm a Master Doc. I agree with whoever above posted that to make the top quality goods it should take months of harvesting the best resources as they spawn. I agree with whoever said that no new master armorsmith should be spitting out 85% comp from the get go with no effort at all.


What do I envision happening? Suddenly, only those few who have stockpiled all the 1000 stat resources from day 1 and have 12 exp points are going to be selling 90% comp armor, 980 pt enhance packs with 37 charges, 800 damage pistols or what have you. Just a few. Everybody else is going to making and selling 60% comp armor, 780 pt enhance packs with 27 charges, etc. So the elite items are going to be 20, 30, 40 times as expensive as they are now. The currently mediocre items are going to become the norm for the server to use, giving more business to the general crafting population and not just the 3 or 4 best crafters on the server. This helps to stratify the marketplace, reduce the overall power of players (who are all grossly overpowered, btw), and give the new crafter the ability to make items that will sell.


So yes, averageitem quality is going to GO DOWN. This has been stated, restated, and then made into a whole post again. Items that are at today's level of power will still exist but should see their costs inflate drastically.


I get it because I've been paying attention and not whining because Bob is going to be selling perfectenhance D's at 200k a stim and I'll be selling mylesser but affordableenhance D's at 20k.








I totally see your point and I agree with your assements. What I'm saying and what the majority of the playerbase believes will happen is that the guy with the uber resources and 12 points will be the only guy doing business.


My sole point in all of this is the devs say a driving force for doing this is to get rid of monopolies and I'm saying there are no monopolies

Georb79
Fri Mar 12, 2004 3:37 pm
#112

Someone who deals with every aspect of quality of a item to make the best. I find the best materials. I assemble the item it gets done and I put it for sale.

See here is my problem as I see it


What happensif this new system is broken? You ask whatwould bebroken? How about certain resources stats being needed and the resource not having those stats? Will the schematic to craft be updated with the current resource stats?


How about critical fails it hurts chefs alot yes I know but we arent the hit the hardest because most of our items are in bulk amounts, and can just recreate another schematic, but what about the tailor who just got his hands on some rare items what then? A master now critical failing on assembly would kill him. My brother flipped out yesterday because he was crafting a new med apron with med mods with extremely rare resources. How can you justify not having a working bar in the assembly crafting table, telling you your chances of critical failing? We are not mind readers, but you still insist on having us work with a system that we have no idea what is going to happen next.


You say just let things work themselves out. I am asking you to post the limits of the crafting assembly and experimentions. For example how high will a amazing success go up too now, how low will a critical failure go? What is the % of failing on assembly of this fantastic schematic with rare BE mods going to be? Should I take the chance and create something like this? This is something that you have taken away from us the crafters and decided that even a master has to assemble items blindfolded. This shouldn't be the case. Their should be some kind of bar next to the assembly stage telling us whether outside factors are going to affect creation, whether they should seek another tailor with assembly mods or seek a chef who can create a food to increase chances of assembly and success.


We are mad because this system wasn't asked how it should work it didn't really include the people who accually craft and enjoy the game. It was just devolped and handed to us and we were told the economy is messed up soo the first people we are going to affect is the people who accually make the things in this game, Crafters. Why didnt you lower the mission pay outs to 1000 credits? Why do you attack my way of playing the game? I pay around 500k a week in harvestor maintanance in this game and you take away my ability to support my industry?


This new system will weed out the people who dont accually take time and try to find the resources, but what happens the the new crafters entering the game. What do they do if they only have crap resources avalible to them, and dont have enough money to buy the good resources? Do they lose the ability to enjoy the crafting experiance, or do they just drop being a crafter and pick up a weapon,and last but not least do they just leave the game because the system doesn't support the new starting out crafters? If your going to do this why dont you lower the maintanace on the harvestors? Because good resources dont spawn every time we have to wait and check and update every 3 days to see if what we can use has spawned.


I am at work and have to leave but this doesnt complete my thought I do have other reservations. When I get home I will add to complete my reservations about this new system being brought in with out any support or problems being hammered out with the currrent crafters in the game.


Georb




Georb
Master Chef
Tarquinas
The Tradersguild -2171 -6220 Tatooine
www.Tradersguild.net
atimes
Fri Mar 12, 2004 3:39 pm
#113






TheLateAnakinSolo wrote:

INSANITY!


First off, I seem to recall one single thing that I heard a time ago...



"The Best Items should be able to be crafted at this stage in the game."


HELLO!!?? This is the exact same! To put it simply, Items will NEVER have the quality that they have now. Just answer this... 7 or 8 months after release, and you don't want the best stuff around? You are nerfing EVERY profession in the game!

For example...

Bothans can't use composite armor right now because they don't have stat pools that high. If they slice it, and buy the best stuff they MIGHT be able to fit into a full set. After patch. NOTHING!

Weapons with high ham costs... Just reinforces the combat spam stuff.


Why do you nerf everything good in the game? Ever think that crafting is good right now? Ever think that players like it???? Ever think that we can't level without the best stuff in the game being usable to us?







Yes I also am wondering how some species will be able to wear a full set of composite after the change unbuffed. As a Twi'lek I can BARELY fit a full set of composite on unbuffed now.


Racist devs always catering to those dang blasted humans. . . .

ThePuck
Fri Mar 12, 2004 3:39 pm
#114

The "This is for the economy" reason is just doublespeak. Being able to craft high quality items has nothing to do with the fact that billions of credits are dumped into the overall "player money pool" every day and there is next to nothing to pull that money out because everything you buy is player-run.


Also, this post is rife with obvious SOE-based censorship, with all the excellent responses being rated into invisibility nearly instantly.


I await my instant "1" rating from SOE's awesome forum flunkies so that nobody sees this either.



Togashi | GoonSquad
Master BioEngineer
IgescaStorm
Fri Mar 12, 2004 3:39 pm
#115

I agree, that experimentation should be more complex and the results should be more different, but i don't understand, why should be a weapon's damage (or anything else) capped?


Nobody will use a CDEF pistol (as nobody use them now either), because the possible stats are capped.


Wouldn't be more interesting, if i could make a CDEF pistol the most powerful weapon in the game?


There would be more different weapons in the game and not everybody would run around with a flamethrower, just because it is the best weapon.


I would be happy if there would be more costumization and enchancing possibilities and a CDEF pistol could be as good as a Flamethrower, if the weaponsmith is a very good one...


I think generally, you are (the DEVs) somehow devoted to caps...






Account canceled
due to NGE.
ExDarthStorm
Fri Mar 12, 2004 3:40 pm
#116



Stupidity... ina nut-shell


Just think, I was starting to enjoy crafting.. have a master armor smith, master chef, master artisan..


ENJOYING.. such an evil word around the SWG DEVs..


I was so close to canceling my THREE accounts a few months ago when everything was going to hell, nerf this nerf that.. swinging the nerf bat every witch way.. like you guys were blind folded and seeing how many times you could hit it before it all fell out.


This is complete, yes COMPLETE retardation..


You guys really do not play this game do you? Just sit back and think of completely insane ideas that you THINK in your programmer's heads will work correctly, you guys really don't care that we pay every single month to play this game,most of us with 2 accounts, some with3-4 accounts

You beg us for information, saying that you can't make the game better without our help, but do you EVER listen to us? Oh.. wait, yeah you did on the whole vehicle painting thing.. WOOP.. one outa 5000 isn't setting a good record..


This is complete stupidity, if you make this change.. count ontwo of my accounts saying bye bye, and the 3rd one on hold.


I'll go play a REAL game like KoTOR.. at least those DEV's got it right...


Kettemoor,

Tolkania

Timp

Tamirk


PS: Animi is right on.. great post



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X Tolkania X

Obsidian Dagger Squadron
Wookiees can be Imperials to!!

AzramX
Fri Mar 12, 2004 3:40 pm
#117

This game sickens me more and more.. I get so tired of this crap.. Every stupid change in this game revolves around some imaginary economy. IT IS A GAME let the people enjoy it. The economy in this game can not foldit is impossible and shall I tell your clueless self why it cant? because its a damn game. There will be no great depression there will be no people standing in the unemployment lines. This is not a financial institution. And frankly I have never seen so many bumbling blind developers in my life. This not THE SIMS. the more difficult you make it on people and the more you make it mundane like real life then the less people will play it. You guys want this game to fail I can just see it. And it shall fail. I have an utter lack of respect for and heartfull dislike of the Dev team. Majority of the community did not want this, still do not want this and you come here and post this crap which pretty much spits in their faces and says you will be getting this change anyway. People stated they didnt feel it was broke and you stated you thought it was. This will nerf all crafted Items and you still do not have the balls to tell people that.. It forces people to choose either one attribute of a crafted item or another. or to combine and make one neutral crappy item. (MARK MY WORDS) you did not fix it, because let me tell you what the community will do.. they will find which attribute suits them well and then you will have every crafter putting points into damage or which attribute they use the most. And you will have every item the exact same again. Brilliant isnt it. Hey guys Im developing a game it will be out soon, its called "Get a life" where the purpose of the game is to wake up go to school.. and as you progress in xp more and more you eventually get a job and which time you have to buy a house and start paying bills and on the weekend you can go kill some creatures but only if you have worked enough to buy that brand new 200/200/200 min45 max100 slingshot from the store. and sorry to say but since so much time went into developing this new game I will be forced to charge everyone who plays it a $45.00 a month fee. Oh and when you go to sleep the server will be reset and ready for a new day of mundane life grinding. Oh and you now have a degree cube(holocron) it tells you to be a lawyer. only 45 more life professions to go and you will unlock the Garbage man profession. But dont worry me and my crack team of developers are here to make your miserable mundane playing experience just as thoughtless as real life, we will be monitoring your everday routine and be warned for stealing and cursing we have the right to ban you from real life. If we decide your profession as a buss driver is too easy we shall give that profession a revamp and make you have to juggle while driving all the while if you drop below 55 you take damage, every time you pass out your car keys decay 30% and you will have to purchase a new set if you want to get into your house and not to mention since this game revolves around real life economy we just had to cut your pay because the street sweeper guy cried nerf and claimed you were making too much money. Shipping date is around June of 2005. One way or another you will be playing this game. Oh wait you are..
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