Weaponsmith Archive
Thread: Petition to stop CRAFTING NERF..>PLEASE SIGN AND KEEP ON TOP!
Kharik
Fri Mar 12, 2004 6:12 am
#513
/sign
/sign
/sign
/sign
pleeeaaase don't do this to us....
i was planning on becoming a WS, but now that i see how bad it's gonna get NERFED...argh
greetz,
WerrtZer
Fri Mar 12, 2004 7:04 am
#514
Well just shows how much we get listened to...
This has gone live. I'm getting in-game right now and gonna make some D18s to test the effects. Possibly make some RB's too to see how plumbum is affected.
CaLVines
Fri Mar 12, 2004 7:27 am
#515
WerrtZer wrote:Well just shows how much we get listened to...
This has gone live. I'm getting in-game right now and gonna make some D18s to test the effects. Possibly make some RB's too to see how plumbum is affected.
It's gone live? Are you sure? My bet would be you saw just the "trickle out" of the patch that SOE always does before patches. You have some files for the patch on the disk already, but they are not activated. And they could still be changed before they are activated...
Bladewraith
Fri Mar 12, 2004 7:50 am
#516
Several people have pointed out very excellent points and I would like to reiterate them here:
1) How many crafters are in the game? Hundreds? Thousands? Take a look at all the ones who have posted on this thread that have threatened to leave if this patch goes through. Now add in the people with multiple accounts that will delete at least one and possibly ALL of their accounts. Now muliply that by at least 4 since that is how many other crafters/players each one of us will talk into leaving with us. Then multiply those by another 3-4 that they will talk into leaving and you see the cascade effect of p i s s poor customer SERVICE. Sony Online Entertainment must wake up to the fact that we don't need this game but they do need us to keep filling their bank vaults. Come on, does SOE really think we're all stupid and so in love with our characters and that SWG is the only MMORPG out there? I have three letters for them - WoW.
2) With all the evidence (hard evidence, you know: mathematical proof) that this will effect all crafters which will in turn effect ALL players then I can see no reason for anyone to support this "fix". To all the people thinking "w00t! I can horde all these items and get rich!", what will it matter when the player base is decimated and there are less and less people to buy your stuff? Having 1000 weapons worth 500k credits each will suck when there are less than 1000 people total on your server. Don't think it will happen? Please see point number one above.
3) This has been said here and in other forums on SOE and fan sites but I would like to say this for emphasis: I DID NOT SIGN UP TO PLAY FRIGGING EVERQUEST. I did not sign up so that I would be FORCED to group with 5 or 10 other people so I could FRIGGING CAMP OUT SPAWN POINTS to get the "uber" goods. Right now, the people who actually PLAY the game can make the (what, 99%?) best goods without needing to camp spawn points. Sure, there are quest drops for schematics and some pieces you can use to make weapons/armor/etc. with but they aren't "uber" rare and you don't have to camp out for them. The whole emphasis on the crafter system when this game debuted was to make it SO THAT PLAYERS, NOT THE MOBS, COULD MAKE THE BEST EQUIPMENT AND CONTROL THE ECONOMY. By trying to turn us into Evercrack campers, Sony Online wants to force you to play longer (and pay longer), force you to group with several other players to be able to get items (and basically this will be the start of the UBER guilds which equals major suckage and was the cause of the Everquest economy crash), and turn all crafters into one-shot wonders. To wit: everyone will be limited to experimentation on one line (max damage, max resists, max health buff, max whatever) with all other lines being ignored because you don't have the points to experiment (and this means the 10pt and 12pt crafters) OR you will be able to experiment on two or more lines for much smaller returns than you have now and this basically means everything crafted after this nerf will be worse than before it and the gulf between new player and established player gets wider. Not to mention those folks who can take a ((insert tough mob of your choice here)) with 3-5 players will now need twice that amount and more due to less weapon damage, less armor resist, can't wear as much armor due to HAM differences, etc.
So, if this patch goes through, everyone who wants to horde - good luck selling your gear. New players, I advise finding something else to do with your time than pay a company $15/month for them to pay their customers lip service. Casual players, this means you as well. Blizzard has been a lot more responsive to its player base then Sony Online seems to be. WoW, who would have ever thought that? ;-)
I truly hope I'm wrong and this nerf doesn't go in. I joined because of the open-ended crafting system so I could get to master weaponsmith and make weapons for myself and my guild and any player who requested one. Unfortunately, without the openness of the current system I see no real way to differentiate myself from the crowd. We'll all be cookie cutter WS (AS, Doc, Chef) - even more so than now. Yeah, that's what I want - to have a crafter just like everyone else.
1) How many crafters are in the game? Hundreds? Thousands? Take a look at all the ones who have posted on this thread that have threatened to leave if this patch goes through. Now add in the people with multiple accounts that will delete at least one and possibly ALL of their accounts. Now muliply that by at least 4 since that is how many other crafters/players each one of us will talk into leaving with us. Then multiply those by another 3-4 that they will talk into leaving and you see the cascade effect of p i s s poor customer SERVICE. Sony Online Entertainment must wake up to the fact that we don't need this game but they do need us to keep filling their bank vaults. Come on, does SOE really think we're all stupid and so in love with our characters and that SWG is the only MMORPG out there? I have three letters for them - WoW.
2) With all the evidence (hard evidence, you know: mathematical proof) that this will effect all crafters which will in turn effect ALL players then I can see no reason for anyone to support this "fix". To all the people thinking "w00t! I can horde all these items and get rich!", what will it matter when the player base is decimated and there are less and less people to buy your stuff? Having 1000 weapons worth 500k credits each will suck when there are less than 1000 people total on your server. Don't think it will happen? Please see point number one above.
3) This has been said here and in other forums on SOE and fan sites but I would like to say this for emphasis: I DID NOT SIGN UP TO PLAY FRIGGING EVERQUEST. I did not sign up so that I would be FORCED to group with 5 or 10 other people so I could FRIGGING CAMP OUT SPAWN POINTS to get the "uber" goods. Right now, the people who actually PLAY the game can make the (what, 99%?) best goods without needing to camp spawn points. Sure, there are quest drops for schematics and some pieces you can use to make weapons/armor/etc. with but they aren't "uber" rare and you don't have to camp out for them. The whole emphasis on the crafter system when this game debuted was to make it SO THAT PLAYERS, NOT THE MOBS, COULD MAKE THE BEST EQUIPMENT AND CONTROL THE ECONOMY. By trying to turn us into Evercrack campers, Sony Online wants to force you to play longer (and pay longer), force you to group with several other players to be able to get items (and basically this will be the start of the UBER guilds which equals major suckage and was the cause of the Everquest economy crash), and turn all crafters into one-shot wonders. To wit: everyone will be limited to experimentation on one line (max damage, max resists, max health buff, max whatever) with all other lines being ignored because you don't have the points to experiment (and this means the 10pt and 12pt crafters) OR you will be able to experiment on two or more lines for much smaller returns than you have now and this basically means everything crafted after this nerf will be worse than before it and the gulf between new player and established player gets wider. Not to mention those folks who can take a ((insert tough mob of your choice here)) with 3-5 players will now need twice that amount and more due to less weapon damage, less armor resist, can't wear as much armor due to HAM differences, etc.
So, if this patch goes through, everyone who wants to horde - good luck selling your gear. New players, I advise finding something else to do with your time than pay a company $15/month for them to pay their customers lip service. Casual players, this means you as well. Blizzard has been a lot more responsive to its player base then Sony Online seems to be. WoW, who would have ever thought that? ;-)
I truly hope I'm wrong and this nerf doesn't go in. I joined because of the open-ended crafting system so I could get to master weaponsmith and make weapons for myself and my guild and any player who requested one. Unfortunately, without the openness of the current system I see no real way to differentiate myself from the crowd. We'll all be cookie cutter WS (AS, Doc, Chef) - even more so than now. Yeah, that's what I want - to have a crafter just like everyone else.
purdyguy2287
Fri Mar 12, 2004 8:32 am
#517
STOP the nerf. Please... 500 people have posted that they are against this nerf. How many people have to say that they dont want this before you will get the hint. Are you really trying to make the game better with this NERF...
Daros
Fri Mar 12, 2004 9:14 am
#519
I am not a weaponsmith. However, I do NOT need my HAM costs, nor my accuracy, going down because the devs "feel like it." Read my sig.. you'll understand why I rely on well-experimented weapons so much...