Architect Archive
Thread: Crafting after patch 7.
THey are decreasing critical failure rates for higher skilled crafters.
Currently novice and master have equal chances to crit. fail. After the patch the novice will fail more often and the master less often.
my understanding is this. After patch 7, no matter what crafting profession you are in. A novice Crafter will probably get more crit failes than a master would. Pluss if you have the *Skill Tapes* that add to your assembly / experimentation skill. those with skill tapes will get even Less crit fails than a master crafter would. Thus making it mroe worth while to be a master with maxxed skill tapes.
breaking it down, a novice starts out with very little assembly and experimentation as you go up certain skill trees in yur profession you gain more assembly and experimentation points. the skill boxes you fill the less you will / (should ) crit fail.
This will be nice, it is not buggy.
No-one knows exactly what this is going to do, but the general consensus seems to be that it's going to be a very Bad Thing (tm). Obviously any interpretation we come up with of Thunderheart's post is pure speculation - it wasn't exactly "fact-packed".
Currently, the most popular idea is that the experimentation percentage added on successful (read great) experimentation is going to be limited by the resource quality for example:
You craft an ArmorThing1 that requires 100% OQ (theoretical example).
If you have a resource that has 1000 OQ, the item will start off with about 30% experimentation, you can then use your 10 points to get 70% more experimentation (assuming all good) making one 100% experimented ArmorThing1.
This won't change under the new system, so all is good, however, consider the following example:
If you use a resource that only has 500 OQ, the new system will halve the result from a sucessful experimentation. This means that it will start off with 15% experimentation, but will still take all 10 points to experiment up to 50% because you are only getting 3.5% per experimentation point now.
For items that only have 1 attribute that can be experimented, this makes no real difference. What it does mean though is that where before you could use mediocre resources to make armor, and put 5 points into base protection, leaving 5 points to put into HAM costs or special protection or what ever, it's going to take all 10 points to get the same amount of base protection.
For those of you that have followed so far, this is a Bad Thing, and will result in Armor, Weapons, Food and Meds being much worse quality than they are now...
As I said right at the beginning though, this is still all just conjecture and we won't know until it goes onto Test Center.
This is the important bit. Once this code goes onto Test, we all need to go to Test Center and investigate the new system. If we find out all we can about it, and it turns out to be horrible, we will have a chance to get it changed or stopped. This will only happen though if we keep the discussions reasonable and sane.
Your Profession Needs You! /point
To put it another way though, imagine trying to explain to half your customers why it's not possible to make armor as good as the old stuff they just broke trying to repair - it's not going to be pretty...
Message Edited by OrobasWats on 02-24-2004 11:15 AM