Weaponsmith Archive
Thread: Crafting Change Post Up! Link Inside
/cheer Logix!!!!!
hmm.. that was worth two /cheer Logix!!!!! /cheer Logix!!!!!
I totally agree, the reasoning in the explanation was very flawed. It does not address the problem with reducing experimentation effectiveness at all. Besides the whole economy discussion just doesn't make good sense. Their changes will have none of the desired effects.
scruftydog wrote:
If the problem economy is the reason for the change, why was it originally planned for November last year, and why has the economy held up when it was not implemented then?
Bryan1138 wrote:
However, if I ever find out the second one is actually true, I'm gone. I will not stand for being lied to and told I requested they nerf me. The quickest way to lose subscriptions is dishonesty.
Well, the economy is overheated in SWG as it has been in virtually every game I have played or beta tested (notable exceptions are your average economic simulator or games based on such simulators). Think about Diablo2, when it came outgold was worthless.The only valued item for trade was the 3rd unique ring that always dropped with +1 to all skills (sorry forgot the name). It was turned into currency due to a bug in the code (ie people figured out how to farm it by carrying the other two unique rings and killing certain critters with the highest percent chance of it dropping with all magic find equipment). The devs are concerned about the economy. I understand that, but I have no solutions for them because no game like SWG thatI have played has ever solved this problem and remained even remotely fun.
Now either they have no solutions for this problem and have for some crazed reason decided that nerfing experimentation will fix the economy (I'm still waiting for a logical explanation as to how this will work), or they are using the economy as a smoke screen to increase the game difficulty by nerfing every crafted item in the game by about 20%. If they are using crafters as the fall guys for their nerf and lying to us about it, I have a serious problem with their approach. They could have come to us and said, "Look the stuff you are making is way too powerful and game breaking so we have to lower their power." We could have worked with them to reduce the power of the items and kept the game fun for us. Instead, we are now embroiled in this mess of a glut of pre-nerf items that will most likely result in insane prices, further breaking the economy and a bunch of non-crafters complaining constantly to new crafters that their stuff sucks compared to the legacy items. Thus, driving any new crafters out of the profession(At least I won't sit online for hours on end trying and retry schematics and hunting in the game and bazaar for the best resources for my stuff and then let people bad-mouth my work in my own shop - I have better things to do).
This is by far the most distressingissue I have come across. I don't like but can understand them ignoring groups of people, the game shipped with way too many bugs so thatshould beexpected (you can only plug so many holes in a dam). DEs got really shafted, but IF the changes promised work it will show the devs eventually listenedto them ad tried to help them out (better late than never).
If the devs would just trust us enough to tell us what is really going on, we might be in better shape by now. Yes, everyone would whine about nerfing items, but the whining would die quicker than legacy items will leave the game and do far less harm to the economy and new crafters alike. If the devs don't know what is going on, I'm very concerned. If they lied to me, they don't deserve my $15 a month.