Merchant Archive

Thread: The real reason for the Nerf?

swgrpg
Tue Aug 10, 2004 7:38 pm
#1


I hate to even say this, but do you think it's possible the Devs have a completly different motive for doing this?


It's going to definitely screw the "Bill Gates" players who have developed monopolies, and I know for a fact, some of the "uber" crafter types sell credits on Ebay.


Maybe they are attmpting to nerf people who use SWG, as thier own "Ebay cottage" industry, more than anything.


That is most certainly who it will affect the most.


It's certainly going to level the playing field,the players most affected will be the "uber" crafter, the rest will probably hardlyeven notice.


Also, maybe they feel that there is an overabundance of uber goods in the game, and rather then nerf things into oblivion (Like Armor) , thay can just cut down availability, and the way to cut them down, is to hit the root source.


Sorry, but I don't put anything past these Devsanymore.
BULLROACH
Tue Aug 10, 2004 7:45 pm
#2





swgrpg wrote:


I hate to even say this, but do you think it's possible the Devs have a completly different motive for doing this?


It's going to definitely screw the "Bill Gates" players who have developed monopolies, and I know for a fact, some of the "uber" crafter types sell credits on Ebay.


Maybe they are attmpting to nerf people who use SWG, as thier own "Ebay cottage" industry, more than anything.


That is most certainly who it will affect the most.


It's certainly going to level the playing field,the players most affected will be the "uber" crafter, the rest will probably hardlyeven notice.


Also, maybe they feel that there is an overabundance of uber goods in the game, and rather then nerf things into oblivion (Like Armor) , thay can just cut down availability, and the way to cut them down, is to hit the root source.


Sorry, but I don't put anything past these Devsanymore.








That is so wonderful to here!!!! I know that they are still very upset about the backlash against the proposed changes to the crafting and experimentation system. Remember that? I know that several very sneaky and underhanded things have been “introduced” into the game to get a “balance” between higher end goods and lower end goods. It is a plausible thought you have going here.

Message Edited by BULLROACH on 08-10-2004 07:49 PM



"See what is not what appears to be."
HalasterTheBlack
Tue Aug 10, 2004 7:48 pm
#3

If that's their goal, their plan is *still* ill-conceived.


Why?


Because you reduce the supply like that and only the incredibly wealthy (those who became so BEFORE the nerf because nobody will after) will be able to afford those uber items.


You'll have a whole host of newbs coming into the game with JTL who will be completely pWn3d (in the ground game) by the old-schoolers, because the newbs have zero money and the old-schoolers have all the best armor and weapons and foods and buffs and such.




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Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Demitar
Tue Aug 10, 2004 7:57 pm
#4

I am not an 'uber' crafter, nor am i a king of loot and money, i mostly keep about 1-2mil credits, and grind most of it out because i just am not lucky in pulling in good loot drops from anything.... The thing i dont like about this pub is that I placed down 4 vendors to sell my items on then dropped merchant... as from what i understand the amount of vendors/items will be dropped considerable, and now i will have to reattain and keep these useless skill points instead of putting them into something more valuable
thegreyman
Tue Aug 10, 2004 9:02 pm
#5


There are only two possible reasons for the merchant nerf:


1. Database issues.


SOE is either too cheap, lazy or incompetent to maintain a piece of technology that a first year college student can manage.


2. The Second account.


If you like PvE, PvP and crafting items, it will be impossible to play the game to your satisfaction. Devoting 49 skill points for 6 vendors to hold 660 items, plus an additional 77 skill points to master an elite crafting profession leaves 124 skill points that you can use to build a character with which you will actually PLAY this game. That is enough to master one elite combat profession with32 skill points left over to do with as you will.


Everyone who knows how to pvp knows you cannot pvp with only one elite combat profession and expect to win. Everyone who knows how to pve knows that with only one elite combat profession, gameplay gets stale, boring and repetative. And you can forget about a hybrid profession like commando or a profession that requires mastery ofa starting profession, such as doctor.


The bottom line is that you cannot enjoy the game as a whole if you have to devote the skill points to gain the ability to hire vendors to hold 660 items.


Pure combat players may think they will not be affected by these changes...yes they can have a well rounded pve/pvp toon, but they do not participate in the crafting/merchant side of the game. What these players will find are vendors that do not have a large selection to choose from and they will ultimately have to spend much more time searching through vendors to find what they are shopping for. The player economy will implode.


The existing merchant system does not affect gameplay, so why do they declare the vendor cap an oncoming reality?


IMHO the real reason for these changes are a little bit of #1 (due to the expected influx of new JTL players), and a lot of #2...this is, after all, a busness, and the honchos at SOE may be feelingpressure from their corporate mastersas SONY stock closed today at $33.15US, down considerably from a five year highof $158.50US.



A final word of advice to the executives at SOE: Balance. Things in this game are broken and must be addressed. The combat balance, Dathomir, and GCW, for example are major issues that must be addressed.Assigning priority is the key.


Nerfing Merchant and revamping Image Designer (stat migration, et all) have as much of a beneficial effect on game play as changing the color of the login screen.



First they came for the Jedi and I did not speak out because I was not a Jedi.
Then they came for the Bounty Hunters and I did not speak out because I was not a Bounty Hunter.
Then they came for the crafters and I did not speak out because I was not a crafter.
Then they came for me and there was no one left to speak out for me.

Gotti_Is_Back
Tue Aug 10, 2004 9:12 pm
#6

thegreyman:


I like your style dude. Everything you said was very insigtful. And despite that I am in favor of the nerf. I agree with everything you have said.


Thank you



Sara

- I support keeping & balancing the current combat system You can too
thegreyman
Wed Aug 11, 2004 6:54 am
#7




First they came for the Jedi and I did not speak out because I was not a Jedi.
Then they came for the Bounty Hunters and I did not speak out because I was not a Bounty Hunter.
Then they came for the crafters and I did not speak out because I was not a crafter.
Then they came for me and there was no one left to speak out for me.

ZallusNuranxis
Wed Aug 11, 2004 7:30 am
#8

Demitar wrote:

I am not an 'uber' crafter, nor am i a king of loot and money, i mostly keep about 1-2mil credits, and grind most of it out because i just am not lucky in pulling in good loot drops from anything.... The thing i dont like about this pub is that I placed down 4 vendors to sell my items on then dropped merchant... as from what i understand the amount of vendors/items will be dropped considerable, and now i will have to reattain and keep these useless skill points instead of putting them into something more valuable




They give you vendors. How is that useless? I dropped Pistoleer, can I keep the special moves? NO. Then why should you keep the vendors? It was never inteneded for the vendors to stay after you drop the skills, the DEVs are just fixing something that has been broke for quite a while

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