New coding and a hidden change

70 posts · 2005-09-01 16:25:22 to 2007-07-22 18:36:12

#12000000066 09/01/2005 16:25:22 New coding and a hidden change
Hello all, I wanted to discus the changes to coding and illuminate an issue that has been brought into this latest patch. Now this was only mentioned in the patch notes...

"There is a change to the charge ammount in crafted items."

This change bring the ammount of charges on items from 15 down to 3 for some, 2 for tools, and 1 for some. Now let me go into a little bit of detail into the crafting system of MxO.

Crafters need bits to create fragments. Each fragment has 2-4 bits per compiled fragment. Items take multiple fragments to create. When you decompile an item, it gives you the number of bits that the item had in fragments. So if a shirt takes 5 fragments to create, when you decompile said shirt, it will give you 5 bits, each bit randomly from one of the fragments (i.e. fragment z takes bits 1, 2, and 3, you'll randomly get a bit 1, 2, or 3).

Now why is this an issue you ask? How are crafters supposed to get bits? Bits are needed to make EVERYTHING in this game, and your average item takes 15-20 bits (an average of 5 fragments per item, an average of 3 bits per frag).

You can get bits 2 ways in this game, by decompiling, and by looting (nowhere near efficient). Since fragments have an average of 3 bits per fragment, if you as a crafter create source code, then compile it, then decompile it, with 3 charges, you get back EXACTLY what you put into creating the item in the first place. There is no gain of bits whatso ever.

This means that the ONLY way to get bits, is by looting PERIOD. You can no longer craft items, then decompile them to get bits. No more bits, the economy crumbles. You'll have crafters that cannot craft ANYTHING. Relying on looting will bring crafting time from hours to DAYS. This is completely unacceptable.

Now I have in the past been optimistic about this change, and I have stated that myself and everyone should give Sony a chance. This issue however, has brought what is IMO the most balanced, and easy crafting system of ANY MMO I have played, to absolutely worthless. This I cannot and will not abide.

I have never been one to brag, I have never once advertised my wares, either in game, out of game be it message boards, etc. yet in this system, I was able to gain over 140 MILLION information selling abilities on marketplace in the first month of go live. On Regression, (and some on recursion), if you have ever bought an operative or awakened ability I thank you for your patronage SMILEY

As someone who has helped the economy of my server, this issue saddens me, but I refuse to allow some oversight to take my work from hours to days and weeks. If this situation is not resolved, expect my (and more than likely other crafters once they get fed up) departure from this game.

Sincerely,

Kernel Panic
#12000000067 09/01/2005 16:33:09 Re: New coding and a hidden change

I began looking into this earlier when someone else mentioned the change--this should've been in the patch notes and I'm sorry it was overlooked.


However, I also understand the logic of the change. What you just described is essentially an unbalanced gain of bits--you shouldn't be able to create an item then gain more out of it than you put in. To look at it from another angle, what if we were talking about $Info here? Does it make sense that you could go buy an item for i$200 then go and sell it for i$400?


So how do players get bits? By Decompiling what you loot. Does this slow down coding? Yes, and I understand the gripe about that. But was the old system--where you could code an item for a number of bits then Decompile it and gain more bits from it--balanced? No.


#12000000068 09/01/2005 16:38:26 Re: New coding and a hidden change
This issue however, has brought what is IMO the most balanced, and easy crafting system of ANY MMO I have played, to absolutely worthless.


The previous crafting system was easy because it was unbalanced.
#12000000069 09/01/2005 16:40:00 Re: New coding and a hidden change



ma3lstrom wrote:

This issue however, has brought what is IMO the most balanced, and easy crafting system of ANY MMO I have played, to absolutely worthless.
The previous crafting system was easy because it was unbalanced.









How many hours have you spent crafting, then decompiling items? I averaged 4-5 hours per session of crafting. It was not unbalanced, and required effort. Timers balance the equation as well as info cost per bit and per frag.

Also if this system was so easy and unbalanced, why is marketplace filled with nothing but overpriced or default priced items and complete garbage?

Message Edited by KernelPanic on 09-01-2005 05:42 PM

#12000000070 09/01/2005 16:46:42 Re: New coding and a hidden change
I think you're blowing it a little out of proportion.  Killing low
level mobs for items is pretty quick - often one shot.  Just
running around doing various missions I tend to accumulate a lot of
useless items in my inventory.  Now instead of selling them for
50$i I can decompile them because they now have more value in the
limitation of bits.



Now, reducing the charges on compiled items seems like a bit of a
pain.  But since you don't have to code up each frag to make an
item it's probably not that bad.  I personally haven't had a
chance to try it out yet. 

#12000000071 09/01/2005 16:38:47 Re: New coding and a hidden change
No, how I've been getting bits is by crafting items then decompiling them. There's an inherint balance in this in that it takes time to decompile every item. So if you craft and compile an item, you spend info per craft, per compile, then you have to spend the timer time (10 secs I believe), per item you decompile. This allows you to "farm" bits, but still requires effort and time (it is NOT free).

The key difference here is that in this game, there is no resource gathering. You cannot "mine" bits. This is the reason why you are allowed to create items then decompile them for bits. Running missions, killing mobs, and decompiling/getting bits would take 100 times longer than simply creating them decompiling.
#12000000072 09/01/2005 16:45:49 Re: New coding and a hidden change


Walrus wrote:

I began looking into this
earlier when someone else mentioned the change--this should've been in
the patch notes and I'm sorry it was overlooked.


However, I also understand the logic of the change. What you just
described is essentially an unbalanced gain of bits--you shouldn't be
able to create an item then gain more out of it than you put in. To
look at it from another angle, what if we were talking about $Info
here? Does it make sense that you could go buy an item for i$200 then
go and sell it for i$400?




- Absolutely makes sense Walrus. That's called economy, buy low sell high.



So how do players get bits? By Decompiling what you loot. Does
this slow down coding? Yes, and I understand the gripe about that. But
was the old system--where you could code an item for a number of bits
then Decompile it and gain more bits from it--balanced? No.


This
slows down coding TOO much. WAY WAY WAY TOO MUCH. I read a thread
somewhere when someone said this patch contained no nerfs. Well, that's
not true because this is one blatant nerf. You guys give love to the
coder tree, then snatch it right back. When you're getting 1 bit
from things that is unbelieveable.



And this just isn't about the bits. It's about how I spend HOURS
farming mobs to get 1 red frag to be able to make just 3 of that item?
Heck no. I can understand bringing it down from 15, but it should have
been brought down to about 7 or 8 or so, not down to 3 and possibly
less. I spend hours farming mobs to get frags and get blessed with 3
items? That's insane. This needs to be changed, and patch notes should
start being italicized for nerfs. or put " marks around them. "Changes
have been made to the coder tree" and you go in-game and find out you
have to decompile an item twic ejust to leanr its full code.



This is insane. it needs to be fixed.


Message Edited by Eclipses%60 on 09-01-2005 05:48 PM

#12000000073 09/01/2005 16:51:42 Re: New coding and a hidden change

Misread.


Message Edited by CruxCrucible on 09-01-2005 05:53 PM

#12000000074 09/01/2005 16:52:51 Re: New coding and a hidden change
I do not know about you guys but I get codew bits all the time, it is fairly easy I would say. I don't know but I guess it is more difficult for Coders to get code bits.
Image Hosted by Your Face
#12000000075 09/01/2005 16:53:57 Re: New coding and a hidden change
Of course not Crux. Who would ever have thought
about running out of bits with the old system? Now however, when you
decompile items and get only 1 bit, and that's a 1/8th chance it's the
one you need, I'm sure you'll begin to get a little frustrated aswell.



Message Edited by Eclipses%60 on 09-01-2005 05:58 PM

#12000000076 09/01/2005 16:55:10 Re: New coding and a hidden change
I don't think you decompile an item and get 1 bit.  I usually get at least 3, if not more.

#12000000077 09/01/2005 16:56:27 Re: New coding and a hidden change
I'm getting normal bits for items I decompile.
#12000000078 09/01/2005 17:00:46 Re: New coding and a hidden change
As long as you get enough charges to get back the exact same number of
bits if you decomped each charge, at least you don't loose anything.

Some items take 6 frags, and the frags take 4-5 bits each, so if I make
a 6 frag/4 bit per frag item, I better get enough charges to get 24
bits back out of it, which would mean the number of charges should
equal the number of frags that went into creating it.



As long as all the items are this way, then it's not too bad.



It was a bit unbalanced before, but for some reason, it seems when
things get changed (in any MMO), they get changed too far, making them
unfair the opposite way.

Take the stakes/silver bullets/holy water change. 3k was too
much $i for selling them, but changing it to 1 $i was too far also,
should be 100-500 $i each. I understand you wanted us to use or decomp
them but you went too far.



As I said, if you get as many charges as frags required to make it,
then it's even and though hard to take, it will probably be accepted.



One option could be to give 1 extra bit per decomp when standing next to a signal booster as a bonus.

Not unbalancing enough to be the same as before but since the boosters
work now (unlike when CSR_Twitch told us they did) it could be a nice
little bonus.

The only other option for coding would be to make everything one charge
and give back all the bits that went into making it, which probably
wouldn't work with how the code was originally written.

#12000000079 09/01/2005 17:27:42 Re: New coding and a hidden change
walrus, while I see your point, I do not agree ... at least add a bit vendor ...



also, don't forget that it costs us infor to craft things ... so it
balances back. unless you craft and decompile red pill specials ...

#12000000080 09/01/2005 17:17:04 Re: New coding and a hidden change

I don't mind this as much, since I farm Tabor Park every week and have filled my entire code archive with bits. (all 8 in even distribution).


My big complaint is that since this patch, I have only been able to get Awakened Interfaces.  The Crushers are not dropping Oper Ints anymore.  I spent an hour and a half and only got a single Awakened Int.


The sisters were also dropping Awakened Ints and... Hacker Ints.


Were the Red Frag loot tables changed?
#12000000081 09/01/2005 17:24:10 Re: New coding and a hidden change
It's not just that guys, but it's the compiling
nerf too. I farm for hours for one red frag to make clothes or whatever
and I'm only allowed to make 3?


#12000000082 09/01/2005 17:34:07 Re: New coding and a hidden change
u forgot the hidden hacker buff.

#12000000083 09/01/2005 17:35:24 Re: New coding and a hidden change


ReguIus wrote:
u forgot the hidden hacker buff.





See the title, coding.
#12000000099 09/01/2005 19:44:55 Re: New coding and a hidden change
The problem with going to low level areas to farm npc's is that it
takes away the npc's for the newbie that needs to kill them, for
collector items, trying a new ability, grinding a bit of $i, or
whatever other reason they need that low lvl npc.



After reading this, it doesn't appear that you get a 1 for 1 amount of bits back.



Prices are going to rise substantially, as getting bits just became a lot harder, only getting 1 bit from consumables, crazy.
Lucky for me, I sell all the consumables that I loot as the higher lvl ones bring in
some good $i. I also sell all the weapons I loot, unless I
don't have it in the archive already, I've got 99% of them though.

The only things that get decomped are clothes and stakes/bullets/water, which now only give 1 bit, since they are consumables.

I don't meet too many npc's that these are effetive on anymore (even
when I do, I don't use them), and they only sell for 1 $i each, making
them completely worthless.



As I said before, for some reason, when things are changed in an MMO, they change them too much.

The Dev's know they need/want to balance some aspect of the game, but
for some reason, they fail to see where they need to draw the line.

Which generates a lot of hostility towards the people in charge.

You'd think they'd figure that out.



'Gee, everyone gets pissed off every time we change something, why is that?'

'I don't know, we just took out 80% of the effectivness to balance it and make it fair.'



I understand that you will never please the entire population at once.

I understand that some changes are required for the good and balance of the game as a
whole, but for (insert your favorite deity)'s sake, look at how much you're
changing something and be sure it's not too much.

(I can just imagine the 'stun' changes, changing the timer from 30
seconds to 3 seconds, then all the Hackers are super-pissed and the
Dev's can't understand why when so many wanted a change to stun because it
was overpowered)

Message Edited by WyPhy on 09-01-2005 10:50 PM

#12000000101 09/01/2005 19:53:42 Re: New coding and a hidden change
Frankly, if you were smart and actually "horded" bits sense day one, you should be even concerned about this. I have a backup supply of 10 stacks of each on my mule account, and unkown number of stacks on my main account. Frankly I found it way to easy to get bits. Does this mean we have to be smarter about what we make? you bet your sweet butt it does. As coders, we are also merchants, we should have our own system of figuring out how much we put it and how much we get out. Some math actually can produce the formula for consumables on how much you should sell a stack to get any kind of return.


Here is an old formula that I used to us, now with the new set up I have to rethink:


Frags: 90 $info when tree fully developed.

A = total cost of frag production
B = Red Frag if present. I personally base it on 1000 a frag.
C = Cost for creating the 15 recipe block
Prepped = ready to make 15 copies/ How much its going to cost just to make the 15 block
Compiling Cost= Obvous, how much its going to cost to compile each item.
Profit = How much you want to make off of the item

[#of Frags X 90 = A + B = total] + C = Prepped + Compiling cost + profit = grand total.

The above formula is really for conumables though but can be applied to the other items.

So now you cant throw your resourses around like its an infinite supply, and all you have to do is go decompile some consumable tools to get more bits. No now you have to be merchants, come up with a formula to get any profit and start to figure things out. Does this mean the price of a conumable pill stack is going to go up? Maybe, maybe not. Depends on who you got it from.


But remember, Decompile everything, even if its a pain, decompile it if your not going to use it. Dont sell it, dont recycle it, decompile it. That way that useless item now has a purpose down the road.
#12000000102 09/01/2005 20:26:12 Re: New coding and a hidden change
This 'can't decomp while another tool is open' crap needs to go.



I keep it open so I can check whether I've got an item in my code archive without having to tab-out to my published catalog.

I shouldn't have to chose whether to sell a higher value item so I can
level an ability or decomp it for 4-5 bits because bits have become a
rare commodity.



I don't have a 'mule account' as I can't (nor should I be required) to
pay for 2 accounts to use functions of the game. Can't have my alt that
is now on the same server as my main logged in at the same time either.

Nor do I have room in my archive to store a boatload of bits.

I have about 2/3 of the abilities and some other old items like letters and such.

Lets not forget that we need 32 spaces for red frags too.

Granted, some are not used as much as others but that doesn't change the fact that we need them all.



Prices will go up some right away, as people know it's going to be
harder to get bits, but when the players archives begin to get thin on
bits, prices will go higher, as the 'haves' will sell them to the 'have
nots' who will in turn pass that on to the consumer.



Was the system unbalanced before, yes.

Should they have made such huge changes to the system, no.



And I stand by my statement that stakes/water/bullets are now worthless.

1 bit or 1 $i each = worthless.

#12000000103 09/01/2005 20:30:20 Re: New coding and a hidden change
Well, I went in and coded up an item and then decompiled it and I found
that I didn't get all the bits back that I required to make the item
based on the number of charges I was given.  So there is acutally
a cost of coding up items in that you don't get those same bits
back.  This is a far cry from making extra bits and something
we'll have to get used to I guess.

#12000000104 09/01/2005 20:33:24 Re: New coding and a hidden change



you dont understand what a mule account is. We have 3 slots, use one as a mule. You need a friend to help you transfer items over to it.



For those letters, if you want to save there contents, take a photo of them and delete the orginal. I can say confinitly that they are useless now and only taking up space.



I think the way the bits are now are balanced, there no longer a so common item that walking down a street a MA will see im in coder mode and will ask if i want his bits and frags. Have to be smart about what you do now with the bits.


As for having 2/3's of the abilites, thats your perogative but i dont see how that affects the fact you cant have a ton o bits now.

 

Bits, frankly, have now become a currency over night. They are now viable in trade. "Hey I'll sell you this hand gun for 2 stacks of 4." for an example.

Message Edited by WGAnubis on 09-01-2005 09:39 PM

#12000000106 09/01/2005 23:23:54 Re: New coding and a hidden change
I understand exactly what a mule is.

Personally, I think it's cheating.



I need 2/3 of the abilities because I get bored doing the same thing over and over.

I need to be able to do different things.

Before I started MxO, I played SWG and I had 4 different characters, each did something different.

I had a couple that were 'mains' but I played them all.

I get bored killing npc's over and over and over, hmm, kinda like the
MxO mission system. Coding isn't a good alternative to fighting for
xp.

That's part of the reason I came to MxO, the ability to change skills at a moments notice.

If that functionality wasn't in the game, I
would either not have come here to start with, or I would have 3-4
alts, same as SWG.



Everyone still has a 500 item limit in the code archive. When it must be shared as it is currently, it fills up quickly.

I really think they should have made stacks 50 or 100, especially when
the game started, since the personal inventory was 1/2 what it is now.



We should be able to get back what we put into the code, which
means 1 charge for each frag required, excepting red frags.

That is balance.

Getting back 1/4-1/2 of what was required to create it isn't.

If they want to keep the consumables at 20 charges, fine, but the
current 'one bit per decomped consumable' is still less than what's
required to make them. (Though maybe not the lowest tier ones)
#12000000109 09/02/2005 01:05:18 Re: New coding and a hidden change
I heven't tried this yet, but I know code frags used to cost aroun 90-150 info to write. Now the 'insta-code' has been put in place, are you still getting charged for the individual frags as well?
#12000000110 09/02/2005 06:04:16 Re: New coding and a hidden change




WGAnubis wrote:


Frankly, if you were smart and actually "horded" bits sense day one, you should be even concerned about this. I have a backup supply of 10 stacks of each on my mule account, and unkown number of stacks on my main account. Frankly I found it way to easy to get bits.





Who said I didn't have bits? This isn't a question of what a person may or may not have, it's a question of removing the "resource gathering" from the game. When I crafted I would spend 4-5 hours making literally thousands of frags, and hundreds of abilities. In other MMO's you have resource gathering, so you're only limit on resources is how much you can gather. Now our gathering method has gone from unlimited, to a massive time sink, and relying on drops.





It's the same argument a beaten wife gives: "Well I'll be smarted and better next time, I won't get him angry." The simple fact is the husband shouldn't beat his wife, and SOE should not go around half-hazardly blowing up systems they don't fully grok.
#12000000111 09/02/2005 06:18:09 Re: New coding and a hidden change

RockyB, i cant remember if I saw money being taken out as the frags were written, but when the tree is fully loaded to the point before you can specialize what you want to do it costs as little as 90 in info.



Well WhyPhy, thats your peragative to think that mules are cheating but you have a majority of players on not only this game, but other MMO disagreeing with you, not to mention the fact that the devs have made no move to stop it or say its cheating of exploiting.


Coding isnt meant to be a XP source, its meant to used to mainly to obtain $info and to create fresh copies of items and consumables that you run across.


Well they didnt make the stacks 50 or 100, I dont know why, im not part of the orginal team that decided 20 was a good number.


With the execption of consumables, are you really going to sell 15 of the same gun/shirt/etc? You know the phrase you have to spend money to make money? Well now they are making it so it applies more so then ever for the coder.
#12000000114 09/03/2005 15:31:53 Re: New coding and a hidden change


Well, I know what I'm going to be doing now.... craft stuff for me only. If anyone else wants stuff they'll have to provide all the CB's, Red Frags, $i cost and profit margin before it becomes worth doing.


I understand Walrus' point about not being able to just create stuff out of thin air. However, what he failed to take into account (as mentioned) above is that:



  1. There is no other source of obtaining code bits. Sure, you can decompile items, but first you've got to get them.

  2. MxO isn't really the kind of game where we'd EXPECT a normal economy (see below).

What that then comes down to is:



  1. You farm the tiny mobs, for hours on end, getting bored out of your skull, and denying those mobs to the low-levels (and then, like so many others, out of boredom and frustration, leave the game), or

  2. You charge outrageous prices for your items, because that's the only way to do it (thereby prompting people to do their own coding, resulting in no economy anyway).

I can understand wanting an economy in a game like SWG (or at least the way it was before the, seemingly endless, Jedi parade [but that's another rant]). You're building a real, living, breathing world there (or at least attempting to - no more Jedi rants, promise).


MxO isn't (and in my opinion, shouldn't be) like that. Be serious... do you think programmers in the real world wander around ganking the street rats so that they can go to the office that afternoon and finish their program??? Of course not. It's ridiculous. They just write the code. They're not little puzzle makers trying to put tiny little blocks together, and neither should we have to.


They use their time and experience to write decent programs, so should we. I'd far rather have to give up time and XP in order to craft items (just as a suggestion, not necessarily a good one, just an indication that there ARE, believe it or not, other ways to do things). Or, better yet, give the Data Miner tree the ability to "Mine" code bits. There's not much point to it otherwise, and I'd be happy to see a use for that tree. Or maybe they're going to nerf that one too (as if they could nerf it any more). After all, aren't you getting $i for nothing there? Pulling out of the air?


I don't want to have to spend HOURS chasing down code bits to do my crafting. I have to spend HOURS doing missions to get a head in levels as it is (and NO, you don't get that many code bits/items on a mission, particularly when you team). Given that I have a life, and can only spend 10-15 hours a week on this game, I want to spend it having fun, not having to grind away to get anywhere.


If they want to go ahead and make all Armoured, Shielded, Enhanced items compile only 2/3 times, fine, makes sense. But, unless you're going to give us another way to obtain code-bits, at least leave us the ability to built bit libraries from the basic items.


Call me bitter? Fine. I am. I've never seen a more poorly implemented idea in my life. My CAT can do better than this. Rant over. There's not really much point to it anyway. SOE will do whatever they like and sods to the rest of us. I am beginning to see why so many people have left the game... pity, because as has been said so many times before... it has great potential.

Message Edited by ZenShin on 09-03-2005 04:34 PM

#12000000120 09/05/2005 00:41:50 Re: New coding and a hidden change
Rocky -- as far as I can tell, we're not getting charged to code frags anymore. at least I'm not ATM.

#12000000121 09/05/2005 04:45:42 Re: New coding and a hidden change
Zenhshin pretty much hit the nail on the head regarding the red fragment farming and I personally agree. The other sentences, I couldn't have said it any better myself.
#12000000122 09/05/2005 07:50:48 Re: New coding and a hidden change

I recently submitted the following to SOE. The important section is part 2, the calculations.


I know that we can then "trade" code bits, but that requires that EVERYONE learn and, more expensively, upgrade Decompile. Otherwise we have to trade items. And that'll just turn the game into a huge, mindnumbing marketplace, where everyone who doesn't want to code is trying to flog off their mission loot for (current experience indicates) excessively high prices. It's just becomes overly complex. This is a wire-fu/action game. Not a &^$£" "How to be a businessman" tutorial.


If this doesn't prove that the new system is broken, nothing will...


Part 1


Given your recent changes to the number of times you can compile code in the Matrix, I feel that you have unfairly prejudiced the Coders among us. We are already somewhat short-changed because:
1. The Crafting system in SWG, for example, is infinitely better than MxO, so there's no "fun" aspect to being a crafter. MxO crafting is WORK, but necessary work.
2. We are not a combat class, so are limited in our gameplay, since the game is heavily combat focused (granted you can be more than one class, but only if you have the info and code-bits and the time to develop all the other ability trees).
3. There is no way to obtain code-bits except from Decompiling items (so we can't go "mine" them or anything).

Now that you have decreased the number of times we can compile a crafted code, you have removed the supply of code bits from the game. In fact, you need to put in 2/3 times the number of code bits you can get out when you craft something.

I think that you have seriously prejudiced this class, and request that you increase the number of times you can compile a piece of code.


Part 2


I went and did a few calculations:
  Given 5-15 decompileable items per mission (only if you do solos);
  Given 3-5 code bits per item
You can obtain an average of 40 code bits per mission (solo) and about 20 bits grouped.

An average item (3-5 CB's per frag, 4-6 frags per item) requires 20 bits. Therefore, for every mission you run, you get enough bits to make ONLY 1/2 ITEMS!!!!

Given that it takes around 20 missions on average for me to obtain a level I'm able to create only 30 (20 * 1.5) codes per level.

That is, frankly, ridiculous. It means that you can't really do crafting as a profession, because doing so would require making a whole bunch more items than that. This does NOT promote a vibrant economy.

#12000000123 09/05/2005 08:13:33 Re: New coding and a hidden change
Let's also remember how this affects pricing.

As I said in another thread:

You
realize that changing to 3 charges for items requiring a red frag
immediately increases the consumers cost 25% and changing items without
a red frag to 1 charge increases the cost 87%, right?

This is a minimum cost increase for everything execpt consumables and abilities and can not be lowered.
Unless you want to sell your wares below cost.
Which you are allowed to do, though why someone would sell below cost, I don't know.

Generally,
everything that doesn't take red frags is pretty cheap to create
anyway, so it isn't as big a deal, an extra 87% of 3,000 is 2,610,
making the total 5,610.
But that high level weapon that originally cost 120k to code now costs 150k.
#12000000124 09/06/2005 05:00:02 Re: New coding and a hidden change

You know, I am reading all this about code bits and low level decompiling and the market and time sinks, and economy and everything else related to a change made without player feedback. My greatest frustration is the complete other end of the spectrum. Coding items, expecially high level items, requires far more investment, in time and resources, than simple low level coding.


My question I pose to the bright DEV that decided to reduce the compiled quantity upon each successful application of my skill, is, are you going to increase the rate of fragment drops of the red variety by a factor of five? At present, the timesink investment of an hour or more in Hampton Green (mindnumbingly, I might add, for any level 50 coder to choose a grey mob and cap them... it takes longer for the spawn to regen than the actual elimination of everything present) to obtain one, I repeat, Walrus, one, clothing patch.


Now, it could be assumed, in previous days, that this patch held significant value, for it permitted a coder to cobble together something complex. A coder would be able to make 15 items from that one hour's commitment. Most of us do not get paid for our services, but offer them up for free, as a kindness to our brothers, sisters, and friends.


One fifth, Walrus. One fifth of the return on our investment. Who decided that rare frags should now require FIVE TIMES the investment to achieve the same results?


If drop rates on red frags increase to five times what they are now, I will submit it is no concern. But try hunting the Bathory for the red frag needed to compile tactics booster 2.0. Them make only three of them, which last for only..what? Half an hour? (10 minutes per booster?) So now, consumables require an incredible timesink to assist the lower levels in terms of dealing with the current drudgery of missioning. So when someone asks for 15 tactics boosters, and they now recieve 3, they hate the coder. Where is the balance, and the payoff, for the investment of time and money to code the skills, level the skills, obtain the original blueprint, seek the rare frag, ensure a sufficient quantity of non rare frags are available, and then time to actually stand around performing the actual operation. Far simpler just to tell them to go hunt.


The DEVS took what was extremely balanced in terms of the time investment and the cost investment, for the extreme lack of balance we now must endure.


The question you posed earlier - should one be able to buy something for $200 info and sell it for $400 info right away? Certainly not... But obtaining anything in a mission, at no cost, and selling it immediately, at a profit, where is the balance in that? I assume the time investment. By that thought process, perhaps reducing all loot by 80% to compensate for recieving something for nothing is a warranted change.


Return the compiled items to 15 at a time. I have seen so many changes to the coding system since Beta, when you could go to the loading area and compile 15 consumables at once. Just to make tactics boosters requires 10 minutes or more to simply push the green button repeatedly. Free bits? That is the least of the issues we coders face. And of all things.... bits? Are bits the unbalancing concern for the economy?


Code compiling and item creation are passive skills. Why screw with a passive skill in the first place?


Now I am just ranting, so I shall release the thread.

#12000000125 09/06/2005 06:29:19 Re: New coding and a hidden change
While I've not coded any consumables yet, the word on the street is
that all consumables now give 20 charges per item code, which is why
all consumables only give 1 bit when decomped now.



Everything else seems in order.

#12000000126 09/06/2005 07:27:30 Re: New coding and a hidden change
I think ArchxAngel makes an excellent argument. I'm just now getting
high-enough level that I'm having to deal with the red-frag hunting and
I see how this can become a major pain.



And WyPhy, everything consumable I've written since the patch has been 10 charges. Dunno what people are getting 20 on...

Message Edited by Friar on 09-06-2005 11:28 AM

#12000000127 09/06/2005 07:44:38 Re: New coding and a hidden change
Eh, as I said, I've not coded anything since the change.

Perhaps it's the consumables that require red frags now make 20.



I did notice that the 'hack computer grant' pills I've got no longer work.

Must have somehow gotten back in to the working source. (Not the
compiled ones anyway, but it's still in my code tool, so maybe making
new ones is the answer)



If that's the case, there are some serious version control problems, as
I'd never seen them before I found them on the market about a month ago.

As far as I can tell, they were removed before I started playing beta, which was about 3 weeks before live.

#12000000129 09/06/2005 07:55:56 Re: New coding and a hidden change

Similar thing happened to me. As a Coder, I'm always looking to increase my library. When I found these things on the Marketplace, I purchased one ($i 1 million). Decompiled it, crafted a whole bunch of them (about three codes) and compiled a set. Got to my first hackable computer, popped the pill and... nothing happened.


Submitted /ccr to SOE and (as usual) got nothing in response. Eventually put it up on my faction's boards only to be told that these items had been removed from the game.


Way to go Devs... remove something, make it useless, but still leave it in the game.


I think that the seller had found out a similar thing and was just WAITING to get rid of his items (at whatever profit he could make). You know who you are. In my opinion you are less than sewer filth.


Personally, even though it has cost me $i 1 million (a pretty fair smack for a level 25 char) and a whole ton of code bits (even rarer these days), I'm certainly not going to try to pass it off onto some other poor sucker. I'll just live in the (almost certainly vain hope) that the Devs will recify this mess, and return my losses (arising directly out of their carelessness) to me.


#12000000130 09/06/2005 08:13:22 Re: New coding and a hidden change
I had characters on method and iterator and found them for fairly cheap, ~500k or so on each server.



They did work for a while, and I don't know when they got disabled as I
only compiled them on iterator to save memory by not loading hacker,
since that character was only lvl 13 or so.



#12000000132 09/06/2005 10:48:42 Re: New coding and a hidden change
Ooohh-kay then. All I can say is "Swoosh", Laughingman. I have no IDEA what you're on about.
#12000000133 09/06/2005 10:51:30 Re: New coding and a hidden change
Easy way to get bits.



1)Go to vendor

2)Buy 400-1000 info item

3)Decompile



or

1)Market



It is quite effective especially when you find what items give what type of bits.



You might complain about the cost, but I can easily get 150-200K info
from on mob. More than enough to cover the costs of buying the items.



#12000000134 09/06/2005 10:56:37 Re: New coding and a hidden change
Glad YOU can get that much. Most mobs only drop around 10-15k for me. Very occasionally (like 1 in 50) get a 80-100k drop. And I need virtually ALL of that just to keep the three ability trees I'm working on up to speed.
#12000000135 09/06/2005 12:19:39 Re: New coding and a hidden change
Thy nerfed coding...nevermind ifs not funny if i need to explain it. :smileysad:
#12000000139 09/06/2005 18:53:26 Re: New coding and a hidden change
I chuckled LM SMILEY
#12000000143 09/07/2005 06:03:20 Re: New coding and a hidden change
I chuckled as well, if it makes you feel better SMILEY

Message Edited by weaselgrrl on 09-07-2005 10:04 AM

#12000000150 09/08/2005 11:23:22 Re: New coding and a hidden change
Ah. <laughs>. The dummy catches on...
#12000000151 09/08/2005 15:53:55 Re: New coding and a hidden change
Oh and in case anyone cares or is interested, I'm currently working on a "core dump" of my experiences and observations on coding, the economy and marketplace in general. Target audience is the devs and final length appears to be 5-10 pages. It should be up by Monday (just in time for the devs to chew on SMILEY
#12000000159 09/11/2005 20:36:14 Re: New coding and a hidden change

Chuui said it best regarding the red fragments:



Considering that they are needed for high level coding so much, I fail to see why these frags are as rare as they are. It just doesn't seem very reasonable to me. If anything their drop ratio should either be raised considerably or a vendor created that sells them. Not only does this cut down on player frustration, but it would help give the economy a kick start with people finally being able to code decent amounts of gear to sell.


I personally agree period.
#12000000161 09/12/2005 07:19:18 Re: New coding and a hidden change
This sucks. Its totaly ruined my industry. I used to sell buffed clothes at 300k each at mara c, recursion. Now i have to get 1 clothing object per item of clothing. i hire a low lvl to run through murisaki as a thug magnet. This attracts about 70-80% of thugs in the district into my devastation feild. im lucky if i get 1 clothing object then you have to wait for them to spawn again. Iv had to raise prices by 500% and noone wants to pay that. We need more red code.
#12000000164 09/13/2005 13:52:25 Re: New coding and a hidden change

I totally agree with you guys, I mean, I decompile and craft all the time. I'm a major apparel crafter, and being able to make things 15 times off of one clothing code rocked. I mean, I could easily recycle something or decompile it if I needed the inventory room or something. I mean, they did fix a small problem that I had with decompiling, which was the fact that I have over +35 points to decompiling skill due to clothing buffs, but I was still able to fail to decompile something green. Now, I think they fixed that, because I can 100% of the time successfully decompile orange objects now. Anyways, the fact that there's so little charges to things now just bugs me, hell, I used to make Tactic Booster 1.0's by the hundreds for when I go missioning, because 1.0's were all I needed to own the NPC's. I got 15 charges back then, and now it's down to 10. Meaning that I'm still paying the same money to make that Tactic Booster 1.0 coding, but I'm getting 5 less per code now... So what that means, is that I'm being ripped off for my money, I could make 95 with 7 codes. Now, I only get 70, and I still have to pay the same amount of money to craft the code itself, and then compile for the same amount, as well. It's annoying as hell, especially when I make clothing that only gets TWO charges!!! That SUCKS. I could make 15 of something, if I even EVER made that much of it... now, if I make one or two, I have to entirely re-write the code, that is soooo not fun. I hate compiling in general, it has its perks, but it just stinks. Oh, and the fact that we can't move now when compiling or writing code, that also stinks beyond belief. My god, I like to be at least able to sit after opening the Write Code menu, shesh, now I can't even do that. I have to stand there looking like a friggin' idiot. It totally sucks that some of their "good" ideas didn't work, but I'm hoping our complaining will at least make them change it a little. I'd even be fine with 10 charges, as long as EVERYTHING (except abilities, of course) gets 10 charges. Grr... I'm done getting all worked up. :smileytongue: Please, just someone fix this crap. P-L-E-A-S-E.