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Rare, Artific Mats, and no gathering Nodes?

STAR WARS: The Old Republic > English > Crew Skills
Rare, Artific Mats, and no gathering Nodes?

RyokoMia's Avatar


RyokoMia
05.06.2012 , 04:56 PM | #1
This can be rather disheartening to have it where the only way to get Blue Rare, and purple Artificing mats is only crew skill missions related to them.

Those who like or don't mind doing mat gathering runs have no choice but to sent companions out on crew skill runs. No drop chance off mobs, no spawn chance on resource nodes. Just pay your companion to get the mats and hope for a purple artificing quality mat.

Player casual convenience wise this is good, so you don't have to do gathering runs or mob farming.

Crafted gear in game economic wise it is not so good. the cost of mats goes up a lot, no chance for a work around, not even by way of gathering it by your own actions. Green mats become the only mats you can save a few creds for production cost on.

This lack of being able to gather/farm blue/purple (rare/artific) mats not only disrupts player freedom, but in that same inconvenience, your bottom line is also broken. Either Players with few options or no alternatives wont enjoy the game as much, or you will limit your player base to select few players who are ok with the crew skill mission as the only means, there by alienating players who want to gather/farm.

Any concerns about people over farming can easily be addressed by a simple drop/spawn rate control.
The answer is simple: The crew skill missions them selves would be, not only easier, but the drop spawn rates of the rare/artific (blue/purples) would still be pretty low. The Convenience incentive for most players would still weigh in favor of most current and many future players to use crew skill missions.

Allowance for a drop/spawn chance from resource nodes, mobs or both would simple open up your potential custom base, as well as create a small boost for the in-game economy.

A small chance shouldn't break the game. A small amount of players running around the servers gathering and farming nodes and mobs shouldn't be too disruptive to other people doing missions.

There is a lot more to gain for everyone from this minor adjustment, and very few disruptions that will occur. Any major problems should be easy for your company to deal with, as major problems very likely end up break the rules you have players agree too.
If a nerf herder visits you... There is only one answer to deal with them.

pahbi's Avatar


pahbi
05.06.2012 , 10:36 PM | #2
Crew missions just yield to few resources to really make them particularly useful.

Its such a dumb system. All it does is entice folks to run crew mission bot accounts 24/7 to try and get a useful amount of materials to sell.

You can pretty much always tell how useless a system is by how many people try to automate it.

The rare materials should just be taken out of the game entirely.

If you want to limit or reduce how many of a schematic is produced, just increase the amount of harvest able materials it takes to produce.

Example: A green schematic might take 2 of a harvest able mat. A blue schematic might take 20. A purple could take 60.

Crew missions for rare mats for crafting is a useless, stupid, terribadaweful idea that just needs to go away.

- P

Ittoryu's Avatar


Ittoryu
05.07.2012 , 05:56 AM | #3
all to true,.

RyokoMia's Avatar


RyokoMia
05.07.2012 , 07:36 AM | #4
I am pretty sure mat removal wont work.

Many MMOs have been using the concept of rare hard, harder, hardest to get mats for a long long time, and differing them by quality statements just as this game uses rare/prototype, then artificing, then legacy.

It will first off take away a minor sense of accomplishment from the player base. A skillfully built MMO needs to be able to anticipate, to a some extent, how a feature will add or detract to the player experience.

Since many customers will have played other MMOs in the past, removal of rare or harder to get mats would be disruptive to most players or potential players concept of crafting. This same issue will also arise in, new to MMO, players as Real life it self and manufacturing and production systems also deal with material quality difference and availability issues that differ how ease or hard to get. You would not just be defying establish player 'used too,' but also be defying new player, world experience induced, subconscious expectation. Not including young children who have no realistic world experience.

The lack of being able to manually gather harder to get materials in it self defies the norm of most MMO's and this alone would have been slightly disruptive to players who have played other MMOs and gather/farmed such mats. So you already have a small irritant that wasn't game breaking alone, but still a minor irritant that, although not mentioned, or not often mentioned, added to reasons why a player stopped playing.

All personal preferences aside, this game is plagued by small minor irritants like that. Most people are not patient enough to play a game full of minor irritants similar in nature to that.
If a nerf herder visits you... There is only one answer to deal with them.

Syoko's Avatar


Syoko
05.07.2012 , 07:58 AM | #5
I'm a crafter that goes out and gathers things on my own. Saves me money and making stuff! It sucks that I have to pay to get the others. I will admit I don't always have time to get the stuff, so sending comps out to get them is a nice deal. But common! I spending a lot of money on them as well! It would be nice to be able to gather them from chances off resources and NPCs too!

This game does have a lot of small things that are strange and annoying... I wanna send 10,000 creds to an alt, the mailbox already has the zero defaulted into it. Sometimes I forget this, and either end up sending 100,000 on accident, or having to pay extra mind to make sure I don't send too much. just this one or two problems wont break the game for me, but still, a lot of little things will weigh something down.

TheCastle's Avatar


TheCastle
05.07.2012 , 08:30 AM | #6
I think the rare material should stay, and it should be gatherable only via companion. By doing this, you put a limit on how many you can gather per day, so insuring the offer of some crafted items can't be too plentiful.

Moreover, if you allow people to farm rare materials, you put in place mechanics that favor grinding, and anything that moves the game towards rewarding the ability of doing boring things for hours is detracting from the game experience, not improving it.

IcarusIQ's Avatar


IcarusIQ
05.07.2012 , 08:46 AM | #7
In my experience most people that complain about the gathering/crafting set up are the same people that haven't gotten all companions or haven't bothered to max affection with all companions. At level 50 with all companions maxxed the amount of resources you can get is more than adequate. There are 4 level 50 underworld trading missions, I send companions out on all 4, usually at least 1 returns with mando iron. Unless you are completely impatient and/or are one of the entitled gamers that thinks you deserve everything you want immediately without having to do anything to "earn" it, I don't see the issue.

My main issues have to do with gathering.

1) No where near enough level 50 resource nodes to support an entire server.

2) 2 types of mats within the same rank. One of these is always harder to get than the other, as a result I have stacks and stacks of the common one, and never enough of the rare one. (Add some kind of salvage bot that will trade materials within the same rank for the other of the same rank. Tons of Chanlon? Need Bronzium? Trade the Chanlon for Bronzium, or vice versa. Make the exchange rate 2:1 or something if you have to.)

3) Neutronium and Amorphous Carbonite - I had like 20 stacks of both, finally just sold it to a vendor. These 2 materials are WAY too plentiful when there are virtually no recipes in any of the crafts that require it. (Salvage Bot would fix this too. Heck, make it a Legacy unlock.)

3) 3 missions for Durasteel, 2 missions for Zal Alloy. WHY?! There are just as many things that use more Zal Alloy than Durasteel, add another Zal Alloy mission PLEASE. (If #1 wasn't an issue, missions wouldn't have to be our main source of materials.)
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RyokoMia's Avatar


RyokoMia
05.07.2012 , 09:15 AM | #8
Quote: Originally Posted by TheCastle View Post
I think the rare material should stay, and it should be gatherable only via companion. By doing this, you put a limit on how many you can gather per day, so insuring the offer of some crafted items can't be too plentiful.

Moreover, if you allow people to farm rare materials, you put in place mechanics that favor grinding, and anything that moves the game towards rewarding the ability of doing boring things for hours is detracting from the game experience, not improving it.
If the game wasn't facing a hard time where players are leaving and few are coming back, then I wouldn't suggest making any changes. But the player base is dwindling slowly down to just hardcore gamers, hardcore Star Wars Fans and gaming addicts. The general truly casual players are disappearing. If EA and Bioware are to restore the game and increase the players attracted to it, then freeing up some minor things that they closed off is what needs to be done. An MMO is not doing good if it is only limping by on hardcore players, hardcore lore fans, and/or addicts. It has to consider a larger variety and accept players who may not play the same way you do.

MMOs commit suicide from stubbornness, and not fixing things, as well as not allowing enough player freedom on things. Adding a few features without taking anything away is the wisest choice. If that means enduring a couple or a few player controlled farmer players, then that should be perfectly acceptable. Hard-lining a "NO FARMERS" idea is a bad thing cause not only do you alienate those who do or would, but you also cause a minor irritation in the general pop or even potential players who would only farm on occasion, or rare times.

If your irritating the general or potential players, your making it harder on your self to gather a player base. And that is the problem that this game is facing now, and why there are fewer and fewer high pop servers. And the inability to gather blue purples manually from nodes or mobs is one of the irritants.
If a nerf herder visits you... There is only one answer to deal with them.

GnatB's Avatar


GnatB
05.07.2012 , 11:08 AM | #9
Quote: Originally Posted by RyokoMia View Post
If the game wasn't facing a hard time where players are leaving and few are coming back, then I wouldn't suggest making any changes.
Maybe, but making the game LESS appealing to casuals probably isn't the way to go about it, and fire/forget mat gathering seems to be pretty appealing to said casuals. I tend to always get ALL my mats from missions to save money. (and yes, it is saving money. I can make more in that amount of time by doing things OTHER than gathering. Gathering in person is wasting time = wasting money)

And economy wise... well, with the exception of stuff available from commendation vendors, even including the cost of running missions in the mat cost, you can STILL sell what you make below the default cost of most other things and still make a nice profit. (and, incidentally, the blues/purples needed for blues/purples only being available from missions is true for EVERY crewskill, not just artifice) And, further economy wise, I'd be willing to bet crewskill missions are THE #1 money sink in the game. And we all know how important money sinks are to an MMO's economy.

Jiating's Avatar


Jiating
05.07.2012 , 11:27 AM | #10
Quote: Originally Posted by IcarusIQ View Post
In my experience most people that complain about the gathering/crafting set up are the same people that haven't gotten all companions or haven't bothered to max affection with all companions. At level 50 with all companions maxxed the amount of resources you can get is more than adequate. There are 4 level 50 underworld trading missions, I send companions out on all 4, usually at least 1 returns with mando iron. Unless you are completely impatient and/or are one of the entitled gamers that thinks you deserve everything you want immediately without having to do anything to "earn" it, I don't see the issue.
..You do realize you are accusing these people(like the op) of being lazy or wanting everything immediately....when what she is asking for is the chance to actually do *MORE* work to get the item in question.
It makes absolutely no sense to accuse someone of being entitled when what they want is another chance to gain the item by doing actual work to get it.

What your saying is you are quite happy with a 25% lottery chance so that *you* can immediately get the item. No work on your end, you do not even have to be logged in at the time, setup.
That is fine, and what the op suggests does not change your lottery setup at all.
All it does is add real world(forgive me, Game World) nodes to the mix. These can have the same % even. A rare spawn form the normal spawns.

I like the idea myself. It gets to the point very quickly where you do not even harvest a resource node if you see it as it is pointless. You wont get anything worthwhile, and very often the nodes are still bugged.
The crafting/resource system could use a little tweak like this to help smooth things out.