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MandalorianZulu's avatar
9 years ago

Let's Talk About Pre-Crafting (2.0)

I'd like to open a discussion about an issue that has remained neglected over the past few weeks despite justifiable outcry from the community: pre-crafting 2.0
This issue traces its inception to the horrendously sloppy mod update of July 12 (manual) / July 13 (automatic), when the game's fifth progression system was formally introduced. This update allowed players to acquire mods through battles and challenges at an inexplicably high drop rate of 100%. By investing a great deal of crystals in cantina refills, many players were easily able to stockpile enough 5 dot health mods to outfit an entire arena squad and perhaps many other toons in their roster as well.
Within a few days, however, the dev team decided to respond to player criticism (aimed mostly at balance issues) by rolling out a non sequitur of an update which massively nerfed the mod drop rate and even introduced 3 dot and 4 dot mods into the possible rewards for T3 challenges. What is more, they decided to 'flatten' the level curve on mod leveling essentially making it much more likely that mods will cost many more credits to level up. These announced changes created the brief window in which pre-crafting 2.0 took place, when players capitalized on the 100% drop rate and cheaper mod leveling for as along as they could before the new update drastically changed these mechanics and opened a rift between the haves and the have-nots. This was nothing less than an officially sanctioned exploit allowing certain players to glean an unfair advantage before the window closed on the rest of the unwitting or unwilling player base.
Now, some might argue that the balance readjustments subsequently made to mods has offset the broader impact of pre-crafting 2.0, as mods are not as devastatingly powerful as they once were. Nevertheless, those who pre-crafted a large stock of 5 dot health mods still enjoy a significant advantage. To illustrate, they are much more likely to have acquired one or more arrows with speed primary, triangles with crit damage primary, or pluses with potency primary, not to mention the credits saved with the cheaper leveling cost. With 5 dot rarity, these bonuses at level 15 can be huge, and give the precrafters much more versatility in customizing powerful and effective squads in the arena and in rancor raids.
Pre-crafting 2.0 is not something that should be dismissed or ignored. The last time pre-crafting happened with raid gear, the devs downplayed its impact by giving us statistics about the frequency at which it had occurred along with the average number of items pre-crafted. I would like to see some statistics on how many 5 dot health mods were farmed by the player base during the 100% drop window. A simple histogram would be ideal, as it would show differences in the number of mods acquired along with what proportion of the player base is represented at each interval.
Along with making this information public, the issue must also be addressed in a real way which actually benefits the players- simply allowing us to purchase 5 dot mods from mod shipments at extortionary prices does not fix the issue. At the very least, I would like to see 3 and 4 dot mods taken out of T3 mod challenges and for the drop rate to be somewhere around 40%. Cantina energy is scarce, and spending 100 of it for an average of 4 high rarity mods (which still might not be the ideal ones you are looking for) seems absolutely fair. Furthermore, the chance for lucky rolls on mod leveling should be increased- if not returned to its original level. I could abide the current cost if mods had been introduced as an end-game feature after we had already hit the final level cap, but since they were introduced this early on they should not come with such a steep price tag.
Let's be honest, the mod drop rate should never have been 100% to begin with, and I wouldn't dream of asking to return it that high. But we should still reasonably expect to acquire something of value when spending large quantities of cantina energy. Repeatedly coming up empty-handed is the kind of disheartening outcome that ultimately hurts the longevity of this game that we all love. I believe that having an open, transparent conversation about the issue of pre-crafting 2.0 and making some player-oriented changes like the ones proposed here could go a long way toward showing goodwill to veteran players and restoring our faith in the development team. We truly do not want to be hesitant in supporting this game financially; if your love for this game and its players shines through in subsequent updates, I guarantee we will be more than happy to reciprocate.

@CG_JohnSalera @EA_Jesse @CG_NotReallyAJedi

78 Replies

  • "Palanthian;592865" wrote:
    I feel sorry for anyone who didn't "pre-craft" mods or have an opportunity to do so. They were warned not to create this situation, before it happened, and they went right ahead with it.

    There will, no doubt, be another pre-craft debacle in the future. They just can't help themselves.

    I Pre crafted a bunch of mods. Just didn't get any speed primary ones so it actually doesn't help much. They used to all be great, now there's one super overpowered one, a couple good ones, and most are trash.
  • Is this sorta like when EA offers discounts on crystals? They say here ya go. Offer ending tomorrow. Stock up. And u say no thx, I am good.

    Soooo... now u want in on the deal? Now that u know for sure u want mods. When other people took a chance to spend resources to learn about the new tools/content? Making mistakes along the way? Because it is a game, and it is for fun, and they don't need a map or a path or a slap in the face to understand there is a new opportunity that might be more important than 7 starring CUP with their credits and crystals?
  • This precraft thing was intentional just like the precraft 1.0 and the precraft 1.5. Yes there has been 3 precraft issues so far and we only get an option to buy our way back in.
    It's dirty tactics but obviously it works. Only way to prevent this is stop spending to regain an advantage but we all know that isn't gonna happen. That's why this will keep being an issue in the future and it will seem like another genuine mistake.. Don't be fooled, it's all been thought of very well to maximise income on those that do spend to catch up.

    The rest can just get the finger. That's why I'm F2P since the last update. Spending money on mods is like spending money on drugs. Periodic fun for an insane price.
    When they release 6 dot mods all those heavy spenders can start from 0.
  • "LastJedi;596145" wrote:
    Is this sorta like when EA offers discounts on crystals? They say here ya go. Offer ending tomorrow. Stock up. And u say no thx, I am good.


    And what about people who were just short of having a high enough level to take advantage of this period? How will they catch up?

    I got over 150 mods in 2 days, how many days would someone take to do that now?
  • For the record, precraft 1.0 is diminished.
    Anyone raiding heroics has had the ability to craft or get raid gear and now MK 5 Furnace shows up much more in the shipments.
  • "Palanthian;596558" wrote:
    "LastJedi;596145" wrote:
    Is this sorta like when EA offers discounts on crystals? They say here ya go. Offer ending tomorrow. Stock up. And u say no thx, I am good.


    And what about people who were just short of having a high enough level to take advantage of this period? How will they catch up?

    I got over 150 mods in 2 days, how many days would someone take to do that now?


    "MandalorianZulu;595984" wrote:
    "MandalorianZulu;593969" wrote:

    @Zeu and @Nikoms565 this thread is not about getting refunds for money spent on mods which were subsequently nerfed. I know a lot of pre-crafters have buyers remorse about splurging on the original mods and it was really unfortunate the devs nerfed them but honestly for the sake of balance I think they had to. I really don't know how those who had the rug pulled out from underneath them should be compensated, and that is not a fight I am qualified to make. The whole update was disastrous and we have many disaffected parties in the fallout.

    "MandalorianZulu;595396" wrote:
    I feel as though many people now commenting on the thread haven't taken the time to read through earlier posts. Many of the points that are being brought up have already been touched upon, it would be more productive to specifically cite these arguments and try to refute them point by point if you disagree.

    @Loose_Lee


    Despite my resentment at the imperial requisition, I still have a massive lead on non precrafters like palanthian stated...it was not my intention to come of off as whining. The mods still make an immense difference...

    However now you must play to a particular characters strength instead of bolstering there weakness...there are exceptions of coarse.

    My biggest issue with mods post nerf is the new content makes resources so high demand (credits, cantina energy) the goh economy needs rebalancing and no definitive solutions have yet to emerge... many ideas yes... but we need more leaders with a clear understanding of this issue to post more polls with these ideas and let our collective voices be heard.
  • "MandalorianZulu;595608" wrote:
    "ShaolinPunk;595516" wrote:

    My point was people don't agree that it's a core-issue, but they can't even get there because they're like, "pre-craft 2? What did we miss crafting?" From what I understand, it was Mod drop rate and leveling price that changed.


    Yeah some people shrug it off, I suspect these are the types who were actually able to stockpile a decent number of high rarity mods before the drop rate was nerfed and leveling cost increased. But there is also a lot of valuable input here from people who do think it is an important issue. And you are correct: the mod drop rate and leveling price were what changed, obviously nobody actually 'crafted' any mods. The term 'pre-craft' is used here in a more abstract way to refer to the opening of an exploitative window during which time players derived an unequal benefit before the game mechanics were changed and the window shut. It draws an implicit comparison to the time this previously happened with raid gear (items that were actually crafted). Really not that difficult to grasp.


    Maybe I could say it this way: it wasn't an exploit because the day/days it happened, everyone was able to get the 100% drop rate and level. Does it feel unfair? There are clearly some who feel like they missed out. But again, that's not anyone else's fault.

    The players who leveled during the low price or farmed during the 100% drop got the rewards for it. Since I didn't, I didn't gain that much of a reward. Thing is, I could have. So now, what is the action that the game developers are supposed to take? My answer: nothing, they adjusted mods because they were too common and overpowered to be left that way. The guys that "got ahead", you can't take their stuff away (they already had their 6* mods nerved to 5 if I understand correctly), and you shouldn't "give" any extra to me since that wouldn't be "fair" to the guys who were playing in that time, with the 100% drop.

    What do you think?
  • I am closing this thread.

    MULTIPLE Violations of Forum Policy.

    We really do try to give a voice, some people just want to take it too far. :|

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