Smuggler Archive
Thread: Petition: SOE Please NERF Spice Stacking
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Fitzhume
Tue May 24, 2005 10:56 am
#1
I am sorry.. I don't understand how someone can look at 'spice stacking' and say that its a good thing to have in the game. The downers are all but gone (10 seconds is it?), and it lends itself to exactly what the CU was trying to prevent: prerequisites for PvP. How can I, with my measly 3300 health (with buff), compete against someone with 6k+ HAM? The answer? Stack spice yourself!! This is the same mentality that forced people to spend hours getting MD/Entertainer buffs to simply survive in PvP. So why in the world would anyone want to have it back??
I am a Master Smuggler.. and I think spices are really good for the game, and should be a nice source of income. But guess what, there are a million better ways to make spice production a more profitable business. First off, don't make them generic! If resource quality had ANY effect on the outcome.. you would see DYNAMIC pricing models.. so players would see varying prices, dependant on spice quality. The price for spice would skyrocket.
Second, why not increase the amount of resources required for spices? Right now its so insignificant, that its not a surprise that a crate of spices go for 5k on the bazaar. You would have to put in hours and hours and hours of factory runs just to start seeing significant profit. Most pricing reflect the the amount of resources, resource quality and time put into creating a product.. not always its 'use'. So if spices had any type of experimental quality, required a few hundred resources instead of a like 50, then people would be selling (and buying) crates of spices like food.. somewhere in the 50k-100k range, and not the 5-10k.
Just simple suggestions to answer obvious observations.
-Fitzhume
I am a Master Smuggler.. and I think spices are really good for the game, and should be a nice source of income. But guess what, there are a million better ways to make spice production a more profitable business. First off, don't make them generic! If resource quality had ANY effect on the outcome.. you would see DYNAMIC pricing models.. so players would see varying prices, dependant on spice quality. The price for spice would skyrocket.
Second, why not increase the amount of resources required for spices? Right now its so insignificant, that its not a surprise that a crate of spices go for 5k on the bazaar. You would have to put in hours and hours and hours of factory runs just to start seeing significant profit. Most pricing reflect the the amount of resources, resource quality and time put into creating a product.. not always its 'use'. So if spices had any type of experimental quality, required a few hundred resources instead of a like 50, then people would be selling (and buying) crates of spices like food.. somewhere in the 50k-100k range, and not the 5-10k.
Just simple suggestions to answer obvious observations.
-Fitzhume
Fitzhume
Tue May 24, 2005 11:05 am
#3
Well, this was more in response to the other thread begging for a reversal of the upcoming spice changes. Although I would love to see such an elaborate system put in place (the in concept), I have a feeling that it will probably not happen for a long time. It also will most likely not be what they propose, and instead of really competing (in stats) with Chef Food (as it would cause an outcry from chefs), it would most likely be alot of effort for a little spice that is probably the exact same stats of what we create now.
-Fitzhume
-Fitzhume
HOTDOG
Tue May 24, 2005 11:05 am
#4
besides, I think you are oversimplifying here a little-
They aren't talking JUST about being able to sell a spice. They wantALL spice to be worthwhile- not just the one or two that boost your health with very little penalty (Pixie, Booster).
There is a compromise between the way spice is being stacked now and not having it stack at all.
We should reach for that- ALL of us. Because in that there is a way to make all spice useful as opposed to just a couple.
No one thinks you should be able to have 10k ham (even if it is for only 15 minutes). We just want them all to be useful.
Fitzhume
Tue May 24, 2005 11:17 am
#5
I agree. I tend to always oversimplify, as I like to see the immediate simple changes that can always been done to make the game about 100x more enjoyable without having to wait for 16 months for an 'upgrade'.
I know its a little anti-SOE, and I honestly appreciate all of their efforts and applaud their work on the CU. (/applaud). But, they always take a stance where they say "We know this is a big problem, we will fix it in a big, elaborate patch/upgrade.. it will happen sometime in the next 12 months"... instead of saying making small changes to help make a big problem and relatively insignificant one.. so that waiting for 12 months doesn't render something useless/broken, but to a state where its at least tolerable.
This is not always referring to smuggling.. but other examples are 90% sliced comp, CM poison/disease, double slicing.. and the GCW. Instead of making these tolerable through little modifications WHILE people wait for an upgrade/patch, they keep everyone waiting in a broken system. Its just an ineffective way to fix something, while trying to keep a customer base happy.
-Fitzhume
I know its a little anti-SOE, and I honestly appreciate all of their efforts and applaud their work on the CU. (/applaud). But, they always take a stance where they say "We know this is a big problem, we will fix it in a big, elaborate patch/upgrade.. it will happen sometime in the next 12 months"... instead of saying making small changes to help make a big problem and relatively insignificant one.. so that waiting for 12 months doesn't render something useless/broken, but to a state where its at least tolerable.
This is not always referring to smuggling.. but other examples are 90% sliced comp, CM poison/disease, double slicing.. and the GCW. Instead of making these tolerable through little modifications WHILE people wait for an upgrade/patch, they keep everyone waiting in a broken system. Its just an ineffective way to fix something, while trying to keep a customer base happy.
-Fitzhume
GanymedePharuu
Tue May 24, 2005 11:27 am
#6
yeah HOTDOG is right.
all spices should be useful.
the same with foods and drinks.
the problem is, how many uses can these things have? how many stats can they effect that players will care about?
for instance: if Droid Lubricant increased your ranged accuracy by 30. would a player ever find it neccessary to take that instead of Pixie, which would increase your Health and Action regen by 20%?
i say they make an addiction feature in the game.
you start taking a certain type of spice, and over time you build up an addiction (maybe represented by a bar, similar to how you can see how full your stomach is). now when you're NOT high on that spice, whatever that spice effects goes into the negative zone.
some spices would be more addictive than others (meaning it would take longer to build up a 100% addiction)
and your addiction bar would go down over time as you stop the use of that spice.
also spices' potency should be increased according to its addictiveness.
this would help Smugglers with the sale of their spices as addicted players would be a constant customer base.
it would also allow spice taking players to weigh the risk of addiction, with the reward of whatever the spice does to benefit you.
all spices should be useful.
the same with foods and drinks.
the problem is, how many uses can these things have? how many stats can they effect that players will care about?
for instance: if Droid Lubricant increased your ranged accuracy by 30. would a player ever find it neccessary to take that instead of Pixie, which would increase your Health and Action regen by 20%?
i say they make an addiction feature in the game.
you start taking a certain type of spice, and over time you build up an addiction (maybe represented by a bar, similar to how you can see how full your stomach is). now when you're NOT high on that spice, whatever that spice effects goes into the negative zone.
some spices would be more addictive than others (meaning it would take longer to build up a 100% addiction)
and your addiction bar would go down over time as you stop the use of that spice.
also spices' potency should be increased according to its addictiveness.
this would help Smugglers with the sale of their spices as addicted players would be a constant customer base.
it would also allow spice taking players to weigh the risk of addiction, with the reward of whatever the spice does to benefit you.
Bigwheeler
Tue May 24, 2005 11:44 am
#7
Lets not NERF spice stacking but rather limit the stacking maybe is what you were looking for? Say everyone can take one spice from each of the time limit categories (a total of 3 spices). So instead of somebody taking 6 or 7 spices I beleive they can only take 3 spice but only be on 3 spices for 5 min. A nerf is like telling a drug addict he only have pot or coke but not both. If he wants to take both hes gona take both.
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