Architect Archive
Thread: New schematics for Architects in publish 7!!
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=25216#M25216
Grr... I found a forum bug. Where's the /bug command? lol
Again, the link is:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=25216#M25216
Cool. We get player garages and new light sources. Any other schematics?
The move up/down command for furniture is listed as well but we already heard that one is coming. Definitely a very welcome improvement though.
And then theres this one...:
"Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes."
The bottom line is pretty obvious: masters "will be more likely to produce an item with maximum attributes".
Not sure how this will work though. Sounds kind of like they're making experimentation points matter more than resource qualities?
I'd say offhand that it will be at least 2 months. Thats about the time it took for Patch 6 to get released once it was flagged for TC.
And it can't come soon enough - garages, lighting and vertical movement *Mmmmmmm*.
Pawlin wrote:
Cool. We get player garages and new light sources. Any other schematics?
I think that covers it...
The bottom line is pretty obvious: masters "will be more likely to produce an item with maximum attributes".
Not sure how this will work though. Sounds kind of like they're making experimentation points matter more than resource qualities?
See below...
I take the experimentation change to work like this:
Right now, let's take a heavy harvestor.... let's say you've got a 97% ore mining unit, and then you're using steel with 960+ on the 3 vital elements on the final combine.
When you go to experiment, I think this happens:
BASE BER: 10 (no experiment points spent yet)
Spend 1 point: BER 11
Spend 2nd point: BER 12
Spend 3rd point: BER 13
Now you have 7 (or 8?) points left to go toward hopper size.... so this potentially can be VERY beneficial. To both low end AND master crafters. Sounds cool to me. ![]()
ElBlufer wrote:
yay! I cant wait. Wait, did they say when this is coming out?
TH said that they are aiming to hit TC early in March...so the patch will probably be in April worst case.
PsychoticChipmunk wrote:
ElBlufer wrote:
yay! I cant wait. Wait, did they say when this is coming out?
TH said that they are aiming to hit TC early in March...so the patch will probably be in April worst case.
Leala, that might be the kind of thing they are thinking.
They might also make it so that instead of having to start with materials in the 900 range that you could start with lower quality materials but still have enough experimentation points to get the max result.
So if you start with 97% OMU and 970 stat material it takes 3 points to get to BER13.
But if you start with a 65% OMU and 750 stat material you can still get to BER13 but it will use all 10 points to get there.
A novice could get a BER13 with high quality materials and a master could get BER13 with low quality stuff.
My interpretation of the resource quality in experimentation statement is a very pessimistic one. I take it to mean that it will take ten experiment points to get an item to the max value (as determined by quality of resources)...regardless of where that point lies. Examples using Craftin stations (only one stat used...and no subcomponents)...
Ex1: Copper with CD 998...takes 10 experimentation points to get to 99%, all great successes. Inital combine gives 29%, each GS adds 7%. (No change here).
Ex2: Cooper with CD 490...takes 10 experimentation points to get to 49%, all great successes. Initial combine gives 14%, each GS adds 3.5%. (Big change here...would now only take 5 (at 7% each) experiment GS's to max that item.)
Would take a bit to hash out how tough it would make getting harvs and such to max...and even tougher for other professions that have more lines to experiment on, and some lines that affect multiple stats.
Pawlin wrote:
Leala, that might be the kind of thing they are thinking.
They might also make it so that instead of having to start with materials in the 900 range that you could start with lower quality materials but still have enough experimentation points to get the max result.
So if you start with 97% OMU and 970 stat material it takes 3 points to get to BER13.
But if you start with a 65% OMU and 750 stat material you can still get to BER13 but it will use all 10 points to get there.
A novice could get a BER13 with high quality materials and a master could get BER13 with low quality stuff.
I think it is going to be a mix from how I read it, you will still need to have a minimum number of exp points before you can reach top, but if you use HQ resources it will just be easier. This will be the 'reward' for using the best stuff. It will mean we will have to start from scratch to find out what you need to get the best.
I don't know if anybody else has picked up on it, but I fear we could be in for a stealth nerf, TH wrote :
Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter’s raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player’s assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.
Now on the face of it this is a good thing, all crafters hate crits and anything done to reduce them, especially if it takes into account your status has to be a good thing. But when I read it carefully I can't help feeling that when comments are made such as a risk that all crafters take when attempting to create an item, I simply cannot help but wonder, are they going to take away architects ability to 'reassemble' an item after critical failing on 'creating' an item (as opposed to experimenting it) ? I think they will, I believe they will take this opportunity to 'level the playing field' for all crafters.