Architect Archive

Thread: Can anyone spell out in ENGLISH what is happening with experimentation?

Cafa
Fri Feb 20, 2004 9:42 pm
#1

Simply said, I hear four different stories, and although they tried the patch notes are just WAY too cryptic.

Anyone got a breakdown on this?

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FulminataXII
Fri Feb 20, 2004 10:09 pm
#2

Basically,it'seither going to be nerfed, enhanced, or some combination of the two. I hope that helps
Macoot
Sat Feb 21, 2004 2:43 am
#3

Fellow Architects,


I have read everyones interpretation of what this means..... Is there a particular reason WHY we have to keep guessing?


If the devs are happy to release information on what is about to go into testing then surely one of them would be happy to pop along here and explain what they actually meant!


Any offers..... Please....?



Askillian

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TheMalle
Sat Feb 21, 2004 10:54 am
#4

The only way I can understand it, is that every point will now give a % against the total possible on that specific item instead of the maximum 100%.


Before, say a amazing success gave 15% against 100%. This would mean on a item able to be experimented to:


100% it would be 15%


50% it would still be 15%



With the new patch, it will give 15% against the maximum percent of the item you are experimenting on, leading to the fact that if you experimented and got amazing success on a:


100% item it would still be 15% experimented


50% item it would only be 7.5% experimented, since it now counts against the total possible of the item, not the total possible if you used increadible resources (in other words, 100%).



I pray that I am wrong, and you'd better do so too



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Dvnce
Sat Feb 21, 2004 1:26 pm
#5

working on getting this clarified as to exactly what is planned.. It may well be that we will have to wait till it comes to test ..




Imaka QuHurl

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BoberFett
Sat Feb 21, 2004 5:23 pm
#6

See this thread over in Weaponsmith. There's what appears to be a possible explanation by the Armorsmith Correspondent, though it hasn't been verified by anybody at SOE yet, so it's still anybody's guess. But I've laid out my thoughts on it in pretty significant detail.


http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=34815

cronus00
Sat Feb 21, 2004 6:30 pm
#7

it's a NERF to crafting.. just that simple
Pawlin
Sun Feb 22, 2004 1:49 am
#8

SOE explained it pretty poorly.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
ElBlufer
Sun Feb 22, 2004 9:41 am
#9






cronus00 wrote:

it's a NERF to crafting.. just that simple






this is the best way I've seen it stated



Elliott Blufer

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StumanKadir
Sun Feb 22, 2004 7:06 pm
#10

They are trying to fix a problem that was created way back in Patch 3 (I believe) when they suddenly gave every man and his wookie the ability to create BER13 Heavies and BER10 Mediums with nothing more than Architect 0/4/4/0 and some decent resources.


My understanding of thecrafting change is that to make a BER13 or a BER10, you will need at least 1 (maybe 2) "Amazing Successes" both during experimentation of items such as the OMUs, and in the final product. Having things like tapes, aprons, being in a Research Centre, having a good crafting tool and a good crafting station will also all come into play in that it will allow you more "chances" to get to that level of experimentation success.


In plain english then, from Patch 7 (or maybe 8), it will get much harder (id not impossible) for Architects below Master Level to be able to make BER13 Heavies and BER10 Mediums.


There was some talk of allowing for higher ratings on heavies and mediums to cater for the huge glut of existing 13s & 10's and to make it possible for MA's with tapes, etc to be able to make BER14's and even 15's - ie, to make it worthwhile actually being a Master Architect. These could just be rumour based on innuendo but it would be nice and would solve some problems.


These changes were going to be brought in at the same time as the changes to prevent grinding, etc.


I personally think these changes are way to late, but are better than nothing.




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

Pawlin
Sun Feb 22, 2004 9:04 pm
#11

The changes will affect all crafters and I don't see any evidence that they are aimed specifically at Architects.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Huntercrom
Sun Feb 22, 2004 10:23 pm
#12

From what I am gathering is this:


#1: Crit Failure is going to be changed. Right now they have it listed as a 5% chance to crit fail on experimentation, that's for everyone, novice through master. With the coming 'revamp' that is supposed to change, as you progress from novice to master crafter, that percentage will get lower and lower, probably by .1% each tab you fill up or close off, meaning when it is all said an done, a Master will or should have a 2.3% chance to crit fail.. that is just a guess, but that is my interpretation of it.


#2: Resource Attributes vs. Experimentation: My interpretation of this is; The quality of resources will now affect the number of points that your expermentation goes up with a success, it should look as follows, mind you that this is not a completely accurate account of the current system.


Heavy Mineral Harvester: Attributes: UT/SR/HR


Harvester 1: UT=990, SR=950, HR=950.. Base Percentage =29%.

Exp1 = Good Success add 5pts, now at 34%

Exp 2 = Great Success add 7pts, now at 41%

Exp 3 = Great Success add 7pts, now at 48%


So on and so forth for all 10 exp, now your experimentation on the Extraction Rate is say, 97%. This will give you a great BER 13 Mineral Harvester.


However, if the same type of harvester was to be built with the following attributes of say..

UT=550, SR=550, HR=550 your Base Percentage would be somewhere closer to say, 14-15%, BUT


Exp 1 = Great Success add 7 points, now at 22%


etc. etc.


What the revamp will do is this..


Harvester 1's resources are OUTSTANDING, but Harvester 2's is mid range, and actually weak, so..


Harvester 1

Exp 1= Great Success 7 pts added to Ex Rate.


Harvester 2

Exp 1 = Great Success 4 pts added to Ex Rate



Although you had equal success' on both harvesters, your point value is now based on the needed attributes, meaning that the higher your attribute numbers are, the better increase in your percentage will be.


Use high quality attributes, and you'll be able to get to your target % faster, thus saving experimentation points for more storage on your harvester.


Use Low quality attributes, and you'll have to burn up everything you've got to try to reach a BER 13, you'll be lucky to hit a 12.


Also, all harvesters, and supposedly all components will now be able to reach a maximum of 99%, REGARDLESS of resource statistics, so, the higher your attributes are, the better base % you'll have, and the easier it will be to hit that 99% top out.


I doubt they'll bring in BER 14 Heavy Minerals, but it would be nice, that if you hit 99%, you'll be able to get that magic BER 14.. which would actually increase our sales to a degree, if you can do it consistantly that is.. thank god for schematics.. lol.


That's just my interpretation of it, I could be wrong too.. but if I'm not, this sounds more promising than bad..


Omnicrom



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cronus00
Mon Feb 23, 2004 4:23 am
#13

It's far from promising.. it's just a darn outright nerf.. Many professions outside of Architecture requre specific resources that can not be substituted.. Let me give you an example in medic.. I'm making an Advanced component for a Stim B.. It requires that I use Dantooine Berries.. The old system would allow someone with experimental points to easily max cap that component if the max, DUE to crappy availability, was only 40%.. Now with the new system if the max is 40%, youll be forced to burn more experiemenat points to achieve the same result..


In conclusion, the better the resource the less effect this change will have, but lower the quality the more it becomes a Nerf.. For those relying on products like Adv. Stim B's, you can pretty much kiss your 30/400 stims good bye.. There are just too many specific resources required and its virtually impossible to use your experimental points the way we do now to get the best results with poor resources.. Just wait and see..
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