Development Cycle Archive
Thread: Crafting Experimentation Changes... resolution.
CLab2021 wrote:Danm, just bought an S load of weapons to stock up on my "pre-nerf" LVA's and such...double danm...
I was thinking the same thing.. my PA hall looks like an armory atm..
Can we get a credit refund??
M0G4N wrote:
ImaSolJa wrote:
/cheers
As far as the post goes only the experimentation changes are not going in so I guess we will see the reduced critical failure rates (which is also good).
can we please got some confirmation on this subject, thanks alot
go devs go!!
Rogue_5 wrote:
Kantaro wrote:
Will the critical failure changes be changed back too? Or will they stay?
The critical failure changes are staying.
Thanks,
Well JustG Ty so much for this hard decision, you made my day ![]()
The good point is all crafters will be able to toya bit in live with real resources and crafting skills.
Youlistened to us on the :
- 1% decay
- Camps needing to pull droids and vehicules
- Crafting revamp
- There are many many unanswered questions awayting your team...
Correspondant issues top of them
I'm glad once again the the DEVS had the wisdom, and also listened to the community to keep this bad change from happening.
But I'm not jumping for joy yet either.
I remember a architect/harvestor experimentation change that was not supposed to go live, and be fixed immediately with a "hotfix" that never came........
I remember a 75% pvp dmg reduction too........
You have been known to "force nerf" before all the while lying to us about what you were doing. Then later to pass it off with a smug remark. Why should I suddenly start believing you now???
I have crafted, but I'm not a crafter now. I read thru the posts that explained the new crafting system. It did seem harder to make high end items, but I did think it would be a goood thing over time for the community. Since I wasn't a full time crafter and a lot of the full-timers didn't seem to like the new system I didn't voice my thoughts. I doubt it would did anything. Just seemjd to be a wasted post. I'm posting now towards the Devs and I guess the community with this thought. Instead of takeing out the new system on wednesday. How about waiting a few days so that the live community can see how it really effects their end product. Maybe after a few days they can see the real outcome and maybe they could come up with some new ideas for improving the system. Sometimes change isn't always bad in the long run and a few good idea may come from this expermint. Just something to think about. ![]()
Honestly, this method of communication is a fiasco....!
I can't believe a 'Real World' company like SOE can employ such poor tactics with it's player-base. Do you treat your stock-holders like this...? I hope not......!
You are continually putting the 'Cart-Before-The-Horse' and achieveing nothing....
For example: -
- You internally decide that the crafting system is 'Broken' withlimited or nodiscussion from those of us that are actually using the system.
- You announce a set of changes to a fundemental core game system, (Crafting) with little or no input from the player-base. If you are talking with your Correspondents for Crafting, then they are doing a poor job talking to us..! There can only be 4-5 crafting correspondents that represent many 1000's of players, they do not necessarily speak for the majority.
- When theplayer base finally get to see the detail of theproposed change they react negativelybecause it does not meet the stated objective behind the change to improve the player economy, for those involved in crafting.
- You then pull the changes, and effectively achieve nothing.
Heres how I would do it in my version of the real world: -
- Announce to the player-base that the economy is 'Broken' where it relates to Crafting & Experimentation, and ask for feedback on this in the appropriate forums.
- As part of this exercise, ask Correspondents to rank the top 10ideas for improvement of crafting experimentation for each forum.
- Evaluate the top 10 idea's from each group, and propose a number of changesthat reflectthe idea's put forward by the players themselves.
- Make the changes in the TC and go through 1 or 2 cycles for further feedback from player-base on how to improve them.
- Lock down the scope of the changes, and announce the implementation strategy.
- Implement the the changes as part of your ongoing policy of publishes.
The above process allows some level of feedback and 'buy-in' from the player base to upcoming changes. If we are treated like respected individuals and asked for our input into 'OUR' game, then I think you will be surprised by the reaction to having some sort of "inclusion".
You will never please all the people all the time, so stop trying.You will continue to fail your subscribing player-base if you do not allow for adequate communication, by which I mean 2-way open communication.
I think I can safely say that "YES", improvements to the crafting system that facilitate an expansion of the possible quality variations would be welcomed by the majority.
Let's get to that point together......
By the same token, you received hundreds of ideas on how to better accomplish your stated objectives from the people who know how crafting works first hand. Take advantage of that for next time.
Thank you for listening.
Great job to the loudmouthed complainers out there, I hope you continue to enjoyour unfinished crafting system. ![]()
To the dev team - I know you guys believe this needs to be done to help balance out the crafting system and to make EVERY part of it matter. My advice...trickle it out a piece at a time until we have all the changes in game and maybe then the rest of the populace will realize the intent of the changes.
Ah well...like I've said, moving on to other topics now.