Shipwright Archive

Thread: The People Have Spoken... (poll results)

styx66
Tue Nov 23, 2004 2:08 am
#1


And they arepretty welldivided, it seems. Here We Go!




  1. I would like to see increased factory support. No increased factory support by a 56% Majority.
    84 YES, 133 NO, 20 Undecided

  2. I would like to see Shipwright trainers in Player Cities. Add Shiprwight Trainers to Player Cities by a 56% Majority.
    133 YES, 70 NO, 34 Undecided

  3. I would like to be able to convert Shipwright XP into Force Crafting XP. Convertable Shipwright XP by a 66.2% Majority.
    157 YES, 43 NO, 37 Undecided

  4. I would like to see increased returns from experimenting. We want increased experimental returns by an 84.4% Majority.
    200 YES, 23 NO, 14 Undecided

  5. I believe resource quality does not have enough effect on item stats. Resource quality needs to be more critical by a 58.6% Majority.
    139 YES, 73 NO, 25 Undecided

  6. Mark V masses are too high. They are high by a 56% Majority.
    133 YES,59 NO, 45 Undecided

  7. Droid Interfaces/Flight Computers:


    • I would like to see Flight Computers moved to Shipwright. No thanks!42% Say no.
      50 YES, 99 NO, 88 Undecided

    • OR

    • I would like to see Droid Interfaces moved to Droid Engineer. Even split basically. 35% Yes, 34% No.
      83 YES, 81 NO, 73 Undecided

  8. Player City Ship Access:


    • I would like to see a Player City starport. Might be nice, 41% yes, 33% No.
      98 YES, 79 NO, 60 Undecided

    • I would like to see a Player City starship terminal. We want one of these by a 67% Majority.
      159 YES, 52 NO, 26 Undecided

  9. I think decay is:


    • Too high. 15%

    • Just right. 50.6% Majority.

    • Too low. 19%

    • Undecided. 15%






So, there ya have it. A couple comments.


We have 'passed' a few items. Now we need to come up with a good list of ideas to impliment them. Specifically, #4, #5, and #6.


#4. Do we want this across the board, or are there specific areas (say, YPR on engines or VSVA on weapons?)


#5. Does this apply to all items, or exclude a few (say, chassis, missiles, etc)


#6. Just crafted? Loot as well? This was a narrow margin of victory but perhaps we can look in to ways of implimenting this without a blanket mass drop on Mark V components. Perhaps, as I've seen mentioned many times, more gain from mass experimentation on them, or more benefit to mark V mass lowering subcomponents...


#9b. What is the precise functionality we would like to see out of a player city starship terminal? Travel abilites or just ship configuration abilities? If we pushed for a more intuitive and useful shipwright sale interface (similar to ID), would this negate the need for this terminal?


Also, there was some question as to why i put in #7. I put it in there just because I feel like these are backwards. Sure you can argue either way butI thought it would be an interesting question.


Lastly, but not leastly...


I'm really sorry this took me so long... Enjoy!

Message Edited by styx66 on 11-23-2004 01:10 AM

pervel
Tue Nov 23, 2004 2:21 am
#2


44% want more factory support. Don't think that issue is dead!


Another issue. I think it may have been too early for a vote on decay. People are first now beginning to realize how decay works in practice. Especially this seems to be true for armor decay. I personally regret my vote on this issue as I think armor simply decays too much.

Message Edited by pervel on 11-23-2004 10:23 AM

Niacia
Tue Nov 23, 2004 3:15 am
#4


pervel wrote:
44% want more factory support. Don't think that issue is dead!
Another issue. I think it may have been too early for a vote on decay. People are first now beginning to realize how decay works in practice. Especially this seems to be true for armor decay. I personally regret my vote on this issue as I think armor simply decays too much.

Message Edited by pervel on 11-23-2004 10:23 AM




Not true. According to the poll, 35% of the voters want more factory support, 8% are undecided and 54% are opposed to it.

Edit:
If we ignore the undiceded votes, this becomes 40% in favour and 60% against.

While this is not an unanimous vote, this is a clear message. However, this does not mean, we cannot vote again in a few month time. Although I am still very much opposed to factory support .

Regards

Niacia

Message Edited by Niacia on 11-23-2004 11:20 AM

Niacia
Tue Nov 23, 2004 3:38 am
#5


styx66 wrote:
Now we need to come up with a good list of ideas to impliment them. Specifically, #4, #5, and #6.

#4. Do we want this across the board, or are there specific areas (say, YPR on engines or VSVA on weapons?)

#5. Does this apply to all items, or exclude a few (say, chassis, missiles, etc)

#6. Just crafted? Loot as well? This was a narrow margin of victory but perhaps we can look in to ways of implimenting this without a blanket mass drop on Mark V components. Perhaps, as I've seen mentioned many times, more gain from mass experimentation on them, or more benefit to mark V mass lowering subcomponents...

#9b. What is the precise functionality we would like to see out of a player city starship terminal? Travel abilites or just ship configuration abilities? If we pushed for a more intuitive and useful shipwright sale interface (similar to ID), would this negate the need for this terminal?

Message Edited by styx66 on 11-23-2004 01:10 AM




My ideas:

Regarding #4:
One thing I like about SW, is that the difference between novice and master shipwright is not that huge. This gives a novice something to sell (Especially true for chassis). So I would propose to increase the level of experimentation return with tier level. For novice level item, keep it the way it is, for master level items give experimentation a boost. This makes SW as a crafting profession somewhat more accessable, even for people who have not stockpiled huge amounts of resources. (And yes, I am MSW by now ).

Regarding #5:
I would like to exclude chassis from this. It is hard enough to get resources for a master ship right now. If resource quality had any great impact, this would be hell.

Regarding #9b:
For me a better sales interface would help a lot. And it would negate my need for such a terminal (at least, if it does not allow travel). On the otehr hand, the terminal might be needed for the sales interface. Done right this could be quite cool .

Regards

Niacia

Message Edited by Niacia on 11-23-2004 01:08 PM

bozotheclowno
Tue Nov 23, 2004 4:25 am
#6



Niacia wrote:

pervel wrote:
44% want more factory support. Don't think that issue is dead!
Another issue. I think it may have been too early for a vote on decay. People are first now beginning to realize how decay works in practice. Especially this seems to be true for armor decay. I personally regret my vote on this issue as I think armor simply decays too much.

Message Edited by pervel on 11-23-2004 10:23 AM




Not true. According to the poll, 35% of the voters want more factory support, 8% are undecided and 54% are opposed to it.

Edit:
If we ignore the undiceded votes, this becomes 40% in favour and 60% against.

While this is not an unanimous vote, this is a clear message. However, this does not mean, we cannot vote again in a few month time. Although I am still very much opposed to factory support .

Regards

Niacia

Message Edited by Niacia on 11-23-2004 11:20 AM





And if you ignore the retards that have no real reason to not add better factory support... then its 100% for 0% against more factory support...



bozothe clown/Obtinize Dull (SST)
SST Leader etc/Whatever I feel like.

Sirro StarScythe (SST) DJK
Eivag slayer. Come get some sweett!ts.
HMMurdock2K
Tue Nov 23, 2004 4:30 am
#7


#4. Do we want this across the board, or are there specific areas (say, YPR on engines or VSVA on weapons?)


For this I'd say on things like like the upgrades, since you need special resrouces for them, its only fair to get some very good returns on them via expermenting.


#5. Does this apply to all items, or exclude a few (say, chassis, missiles, etc)


I'd exclude this to all chassis. In more shipsystem itemsit should have more bearing as the level goes up, eg: Mark I, no difference, Mark III, so-so and Mark V quite a difference, and so on.


#6. Just crafted? Loot as well? This was a narrow margin of victory but perhaps we can look in to ways of implimenting this without a blanket mass drop on Mark V components. Perhaps, as I've seen mentioned many times, more gain from mass experimentation on them, or more benefit to mark V mass lowering subcomponents...


Yes, I'd go along with more gain from mass experimentation on them, or more benefit to mark V mass lowering subcomponents.


#9b. What is the precise functionality we would like to see out of a player city starship terminal? Travel abilites or just ship configuration abilities? If we pushed for a more intuitive and useful shipwright sale interface (similar to ID), would this negate the need for this terminal?


I'd say the very least that should be implemented is ship config for player city terminals. Prehaps we should allow player config terminals to travel from shuttleport to shuttleport on a planet? Provided they have a ticket for where they wish to go. This would reduce shuttle waiting times while not destroying the galatic travel commission's economy.




"Twice the pride, double the fall." - Count Dooku
SOE: "Wanna buy ToOW?
Obi-Wan: "You don't want to sell me ToOW."
SOE: "I don't wanna sell ya ToOW."
Obi-Wan: "You want to go home and re-think your game."
SOE: "I want to go home and re-think my game."

Drop off point 4756, 5099 just outside Restuss, Rori.
BioBlender
Tue Nov 23, 2004 4:39 am
#8








My ideas:

Regarding #4:
One thing I like about SW, is that the difference between novice and master shipwright is not that huge. This gives a novice something to sell (Especially true for chassis). So I would propose to increase the level of experimentation return with tier level. For novice level item, keep it the way it is, for master level items give experimentation a boost. This makes SW as a crafting profession somewhat more accessable, even for people who have not stockpiled huge amounts of resources. (And yes, I am MSW by now ).

Regarding #5:
I would like to exclude chassis from this. It is hard enough to get resources for a master ship right now. If resource quality had any great impact, this would be hell.


Regarding #6:
For me a better sales interface would help a lot. And it would negate my need for such a terminal (at least, if it does not allow travel). On the otehr hand, the terminal might be needed for the sales interface. Done right this could be quite cool .

Regards

Niacia




I definatly agree the resource requirements are way to high to have this be verry affected. Could you imagine how much crafters would charge for a full green, Amazing experiment chassis. Everything else can fall under the same rulez as all other crafted items. I persionaly would like to see an extra enhancement slot apper on some of amazing assemblies. I would love to put a Max dmg and Speed enhancment on a Experimental ION cannon. Or if we could add a recharg enhance and a mass reduce enhance on a Shield. Make it verry random and Rare. Just a thought.

Message Edited by BioBlender on 11-23-2004 06:41 AM



Server:Sunrunner Player City:Libertas, Naboo
O'Kef Starcruzer
Master Shipwright/Artisin/ Some TK
I am always happy to help as long as you are not a griefer
Bermag
Tue Nov 23, 2004 5:37 am
#9

On 4). Of course this depends how you experiment. If you maximize one stat then resource stats is still important since you will be limited by resource cap. however it will also mean that you will have less points to spend elsewhere.


This is actually dangerous territory to touch. The crafting change (was it pub 6 or 7?) that lived for one day actually did this. Now great success increase experimental success with I think 7% / point. I think that the crafting change made a great success to be something like resource stats/1000 x 7% but it did also allow higher caps.


What was wrong with that change was that you had to spend more points to max out one line experimentation but you had less point to spend elsewhere. it also made having 12 points a lot more improtant than it is today and that is one thing that people have strong opinions about. However, the crafting change was not the disasters that many people thought it would be (I made T21s with 20 higher max dam)


On some items secondary stats was much lower than before since you had fewer point to spend on them.


But the principle that good resources give you increased stats is good. But it need to be better balanced so you can achieve the same result using decent resources but a bit better than today if you use very good resources.


Problem is that it is not an easy fix to do since it would need a lot of testing to get the results correct. But maybe that is something which will be part of combat upgrade. If they touch everythign else they might just as well change crafting.




---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Willbaby
Tue Nov 23, 2004 5:50 am
#10

i hate to say it, but due to the large amount of great loot that their is on all servers now, for 4) id increase it across the board, only way we can compete .
and 5 , id say res qual should matter more on everything, missiles included.
6, looted part mass seems fine , sure their is some heavy ones out there , but also loads of light ones too, loot should still be as random as ever, cant see how they messed up so much with it, the balance of good/great/better than crafted loot on the ground game is great




Alita'GSA
12pt Master(Very Bored) Weaponsmith.
[Alita']s Weapons - Imperial Outpost Talus @ Wp[-1960 2170]
SLK
Tue Nov 23, 2004 6:21 am
#11



bozotheclowno wrote:


Niacia wrote:

pervel wrote:
44% want more factory support. Don't think that issue is dead!
Another issue. I think it may have been too early for a vote on decay. People are first now beginning to realize how decay works in practice. Especially this seems to be true for armor decay. I personally regret my vote on this issue as I think armor simply decays too much.

Message Edited by pervel on 11-23-2004 10:23 AM




Not true. According to the poll, 35% of the voters want more factory support, 8% are undecided and 54% are opposed to it.

Edit:
If we ignore the undiceded votes, this becomes 40% in favour and 60% against.

While this is not an unanimous vote, this is a clear message. However, this does not mean, we cannot vote again in a few month time. Although I am still very much opposed to factory support .

Regards

Niacia

Message Edited by Niacia on 11-23-2004 11:20 AM





And if you ignore the retards that have no real reason to not add better factory support... then its 100% for 0% against more factory support...




Goes both ways, if we ignore the people that want to turn sw into the other crafting professions, we get 100%.

One of the main reason not to have factory support is to allow competition and give profit / time spent.



Ashik Zheren
eVo
*Dropoff Vendor @-450 -5800 Talus*
EnFERn0
Tue Nov 23, 2004 7:02 am
#12

The average ship requires 12-15 components each.

On your way to master you require 2-3 ships. And once you get Master, many gets 2 more ships.


With decay, the the average Pilot will require atleast 100 parts. Thats alot of crafting to do by hand.

I have no chance at all to keep my venders properly stocked. I won't spend all my time in SWG crafting ship components.


Customers has to fly around looking for parts, Shipwrights turn up prices so they won't instantly get sold out.





-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

-----------------------------------------------------------------------------------------------

Ibixat
Tue Nov 23, 2004 7:15 am
#13






EnFERn0 wrote:

The average ship requires 12-15 components each.

On your way to master you require 2-3 ships. And once you get Master, many gets 2 more ships.


With decay, the the average Pilot will require atleast 100 parts. Thats alot of crafting to do by hand.

I have no chance at all to keep my venders properly stocked. I won't spend all my time in SWG crafting ship components.


Customers has to fly around looking for parts, Shipwrights turn up prices so they won't instantly get sold out.






Where is the problem with this situation? Everything but the "Customers has to fly around looking for parts" seems to be perfectly fine with me. You don't want to spend all your time crafting so you just aren't going toas competitive as someone who does, why is this unfair?




Elida & Elina Stotri - Gorath Server
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