Shipwright Archive

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

Ibixat
Tue Nov 23, 2004 7:17 am
#14






styx66 wrote:


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




  • I think decay is:


    • Too high. 15%

    • Just right. 50.6% Majority.

    • Too low. 19%

    • Undecided. 15%








Styx can you maybe run that question next time and ask about decay for parts except armor, and then put armor alone , I think the numbers would be quite different for armor compared to the rest.




Elida & Elina Stotri - Gorath Server
PetaByte32
Tue Nov 23, 2004 10:01 am
#15






styx66 wrote:


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






How many of those votes were multiple account ran by the same person? Sorry but its Florida all over again. This wont work this way. You cant come up with a good top 5 with voting.


Tyranus






Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Ricven
Tue Nov 23, 2004 10:08 am
#16



How many of those votes were multiple account ran by the same person? Sorry but its Florida all over again. This wont work this way. You cant come up with a good top 5 with voting.

Tyranus







I have to agree with Tyranus after reading his post on this. However I will say that its atleast a starting point. If our correspondent can get information in a timely manner that is anyhow!



Ric
RedDestinyCC
Tue Nov 23, 2004 10:16 am
#17

Hmmmm I didn't get to vote on this. I disagree with #5. This part of the game is in its infancy, and there's no oppty yet to find balance with operating this profession that burns more resources than a supernova. I say let it be for a while. It's too soon to strap us down with imbalance between crafters. Let us get our feet wet a while and run with it.
RedDestinyCC
Tue Nov 23, 2004 10:20 am
#18

P.S. agree with the above posts, this method of voting reeks. If you see an overwhelming response to something all one way, then its proly good that its a strong sentiment, but if you want input on top 5... find a way to survey the people holding the profession ingame. At least have the survey up for "months." Lets not play the professions likea ping pong ball. If it aint broke, leave it alone absent compelling evidence or outcry.
Ricven
Tue Nov 23, 2004 10:38 am
#19

Well the sad thing is with our profession being new we are broken just like all the other professions were when it first started., Now I am not saying that other professions are not broken so do not take it that way and flame me. All I am saying is that we need a top 5 list like a week ago and presented to the devs, b/c this is the only way we can get info back from them what will and will not be tweaked or changed. So I say if we can sticky a post then we start the top 5 thread, because I know that a correspondent is a volunteered position outside their regular life, and so its hard for them to do EVERYTHING, we have to be a team and assist anyway we possibly can. I personally wish SOE would allow the correspondents to have an assistant correspondent chosen by the correspondent themselves. I say this due to the fact their time is limited as is bewteen game issues, forum isssue, and life issues. So if we had basically 2 correspondents per profession where the people work closely together then alot more would get done I think.



Ric
RedDestinyCC
Tue Nov 23, 2004 11:04 am
#20



Understand what you're saying Ricven, but can't we differentiate between:


A) Broken


B) Is the design optimized?


I'd say #5 belongs in catagory (B), and we should let things shake for a while on those types of items before we go shooting from the hip on design changes, as the devs seem to do. I'm looking forward to some new Dev leadership and vision, from the job openings they posted we will hopefully have it.


As for the items that fall in category (A), broken, yeah agree entirely, lets get on fixing them. The only things I see IMHO that fall into (A) are 2, 3, and 8. They're more "errors by ommision" than broken, but same thing.
PetaByte32
Tue Nov 23, 2004 11:21 am
#21

styx66 you need to change the name of the thread to "The People With the Most Multiple Accounts Have Spoken...."


Tyranus





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Ricven
Tue Nov 23, 2004 11:23 am
#22






PetaByte32 wrote:

styx66 you need to change the name of the thread to "The People With the Most Multiple Accounts Have Spoken...."


Tyranus






LMAO!!



Ric
RedDestinyCC
Tue Nov 23, 2004 11:38 am
#23

Yeah, that's the truth. And I get a kick out of some peeps who say the factory situation is OK, that in addition to all the things we're trying to do in this game, standing there and producing one-offs by hand is a way to enjoy MMORPG gaming. Give me a break. Factory it all up. I know the historic dev cadre has had it in for bulk production, but I got three things to say to that:


1) Nertz

2) I play to play, craft with a reasonable amount of convenience rather than being drowned in busywork, and not to grind one-offs endlessly

3) We got new design folks being hired, so hopefully the ivory tower and thier biases against crafting and bulk crafting can be tossed out the door, and maybe those devs with 'em
RedDestinyCC
Tue Nov 23, 2004 11:42 am
#24

Right you are Destiny


Freakin Kuat is a corporation, there is, after all... INDUSTRY in the SWG universe. If someone wants to craft it up in bulk and enjoy it, and form cooperatives that mimic industry. Damned it let them. And up that storage to facilitate it. Is that fair to players? Hell yes its fair. They can join an ongoing enterprise or cooperative, they can own and start their own, or they can continue working solo, that's their choice.


"New Devs, new devs, new devs... La la la la la *kicks up feet* la la la" such a happy song.
PetaByte32
Tue Nov 23, 2004 12:09 pm
#25






RedDestinyCC wrote:

Yeah, that's the truth. And I get a kick out of some peeps who say the factory situation is OK, that in addition to all the things we're trying to do in this game, standing there and producing one-offs by hand is a way to enjoy MMORPG gaming. Give me a break. Factory it all up. I know the historic dev cadre has had it in for bulk production, but I got three things to say to that:


1) Nertz

2) I play to play, craft with a reasonable amount of convenience rather than being drowned in busywork, and not to grind one-offs endlessly

3) We got new design folks being hired, so hopefully the ivory tower and thier biases against crafting and bulk crafting can be tossed out the door, and maybe those devs with 'em







On the factory support issue, the naysayers main concern, from what I read, is that the new shipwrights wont be able to compete with the veteran shipwrights. Cant newbie players get factories also? Yes. I have seen time and again where a newbie WS or AS has cornered a market or made a name for themselves in an already set market. All it takes is time and perserverance.


Factories or not wont change this fact. A newbie shipwright will have just as hard a time getting into a set market without factories as they would with factories. Its the same destination. Just the road is longer now.


Tyranus






Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Stikjok
Tue Nov 23, 2004 12:39 pm
#26




My suggestions;


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


#5. Does this apply to all items, or exclude a few (say, chassis, missiles, etc) At least all crafted components should see more effect from resourcequality.


#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... Just crafted. Keep pre-RE'd looted items mass higher so that there is someencouraging factorto using crafted or RE'd components.


#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 would say the same function as in a normal starport, if player cities get star ports.A player can use his or her data pad to compare item stats in their owninventory, but maybe that UI could be modified to compare items in a trade window oritems for sale on avendor so the player can make more educated choices when shopping.Something I've always wanted is a beter details window in vendor UIthat would allow a side by side comparison of the stats of the items on that vendor.




Here lies Atoning Unifexfrom Eclipse
Former Crafter & Merchant
R.I.P
06-26-03 to 11-15-05
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