Merchant Archive
Thread: what publish is the planned merchant nerf going in?
With the crafting nerf coming publish seven, and then a merchant nerf coming later...
It's like the devs want to see all the crafters drop their professions or something
It already went in. I lost 70K worth of item. Didint even get a warning message telling me my vendor was full. It just accepted my items as normal, but they are not on the vendor since only 100 Items are allowed
DEVS YOU NEED TO FIX THIS
The_Real_Che wrote:
It already went in. I lost 70K worth of item. Didint even get a warning message telling me my vendor was full. It just accepted my items as normal, but they are not on the vendor since only 100 Items are allowed
DEVS YOU NEED TO FIX THIS
There have been no changes to the vendors recently that should have that effect. Please report that to the CSR's if you have lost items.
The changes to the vendors will be at least publish 8 since they aren't on TC right now with the Publish 7 changes and we haven't gotten an official word on what the changes are going to be yet.
as to the Crafting changes. Ehh..I'm not sure it is a nerf but it does have an effect especially on items that have more than one experimentation area.
as a WS, I can say that damage / attack speed will not be effected, but all the little "side" bonuses that were *really* the difference between weapons will all be nullified. Range mods, HAM decreases, and durability increases will become a thing of the past.
I heard it's even worse for Armorsmiths
Can we be certain (i.e., explicit declaration by the devs) that the vendor nerf *won't* occur in Patch 7? That it won't be a last-minute stealth nerf or something?
SueDenim wrote:
Could someone explain, as if talking to a very small child, what about the crafting changes makes it a nerf? I'm not disputing the idea, but I think I just don't understand the issues.
Can we be certain (i.e., explicit declaration by the devs) that the vendor nerf *won't* occur in Patch 7? That it won't be a last-minute stealth nerf or something?
DocSavag wrote:
The_Real_Che wrote:
It already went in. I lost 70K worth of item. Didint even get a warning message telling me my vendor was full. It just accepted my items as normal, but they are not on the vendor since only 100 Items are allowed
DEVS YOU NEED TO FIX THIS
There have been no changes to the vendors recently that should have that effect. Please report that to the CSR's if you have lost items.
The changes to the vendors will be at least publish 8 since they aren't on TC right now with the Publish 7 changes and we haven't gotten an official word on what the changes are going to be yet.
as to the Crafting changes. Ehh..I'm not sure it is a nerf but it does have an effect especially on items that have more than one experimentation area.
DocSavag wrote:
SueDenim wrote:
Could someone explain, as if talking to a very small child, what about the crafting changes makes it a nerf? I'm not disputing the idea, but I think I just don't understand the issues.
Can we be certain (i.e., explicit declaration by the devs) that the vendor nerf *won't* occur in Patch 7? That it won't be a last-minute stealth nerf or something?
Sue really..they can't make a change like that very stealthily the TC community would discover it in about 2 minutes, but I do have a statement from Thunderhart that makes me certain that it isn't coming in publish 7.
As to the crafting thing. It isn't really a nerf. It acutally makes using good resources worthwhile. What they did was tie the results of experimentation to the resource quality instead of all experimentation being tied to a static percentage increase. So now if you have better materials your initial assembly is affected but so is each experiment after that. So before you got a 7% increase in the attribute for ever great success, now that increase is variable based on the resources.
The problem with this is there are many schematics where crafters have to make up for bad resources with experimentation. This will be more difficult now because you will use more points to get to where you were before...limiting the number of experimentation points you have to apply to other attributes. The real solution is fixing the resource tables so that those resources aren't always so terrible. But that probably worries the devs because things like weapons are powerful enough already and they don't want to make them too powerful and upset the balance.
Umm.... You know, using good resources has always been "worthwhile", there's that max percentage you can experiment to.
This crafting nerf is going to do this:
Currently, experimentation on a "Great Success" gives 7%, no matter what (unless you have had a moderate success, but that derails the entire experimentation process for the item). What weaponsmiths do is, after getting the damage up as high as they can, they dump the rest of the points into accuracy, durability, or HAM.
With the new system, the % gain of a great success will depend on the resource quality. So, lets say (if they keep 7% what you get with 100% resources) you use "half perfect" resources. That's now around 3.5% per experimentation. You will use all your points to fill up damage (as a weaponsmith), and won't be able to spread the rest of the points. Each experimentation point will become *far* less effective, also.
Why this is a problem: Resource quality is often gated. For example,Plumbum Iron with CO over 100 is rare, and will *NEVER* get about 150. Republic Blasters use Plumbum Iron. So, the *BEST* you can hope for is 100 CO / 1000 OQ (I've got 1000 OQ, with low double digit CO plumbum). Now, the rest of the resources offset this a bit, but I believe the max experimentation is around... 70% or so (I forget off the top of my head) due to the gated plumbum. Normally, this would mean a couple extra points for accuracy, or durability, or HAM costs. Not anymore.
Armorsmiths take a MUCH bigger hit.
So, what the devs are doing is creating an *ENTIRE* new world of "prenerf" items. Basically, EVERYTHING from before publish seven will instantly become "prenerf", and it's value will jump (especially armor).
What this will do is FARTHER enrichen older crafters ("Hey, why buy that new Weaponsmith's Republic Blaster, when mine has better range mods / lower HAM! It's only 100,000 credits more"), and, because there is more money coming in than leaving the economy, cash is not a problem for anyone pretty much (you think you have money problems, plop a couple harvesters down for a week and sell the resources, go to the new Genosian Cave and sell your loot, kill a few Krayts until you get a Krayt pearl and sell that). So, why buy from the new weaponsmith who doesn't have old prenerf stuff leftover when you can afford and easily acquire the old stuff?
Basically, what it boils down to : Anything with only one bar to experiment on (or two bars, but no one touches the second bar), will not notice a difference. Anything with multiple bars will take a *HUGE* hit (which is why Armorsmiths will be given the ultimate prenerf market)
DocSavag wrote:
The_Real_Che wrote:
It already went in. I lost 70K worth of item. Didint even get a warning message telling me my vendor was full. It just accepted my items as normal, but they are not on the vendor since only 100 Items are allowed
DEVS YOU NEED TO FIX THIS
There have been no changes to the vendors recently that should have that effect. Please report that to the CSR's if you have lost items.
The changes to the vendors will be at least publish 8 since they aren't on TC right now with the Publish 7 changes and we haven't gotten an official word on what the changes are going to be yet.
as to the Crafting changes. Ehh..I'm not sure it is a nerf but it does have an effect especially on items that have more than one experimentation area.
I have also lost lots of items from the storerooms of various vendors, and I'll be reporting this to the CSR's. It happened overnight about 1 week ago ... anyone else have this?
Xieflow wrote:
Umm.... You know, using good resources has always been "worthwhile", there's that max percentage you can experiment to.
The percieved shortcoming of the pervious system was that the more experimentation points you got the less important the resources became. This isn't universally true of course and the gated resources indeed are huge in this new system.