Architect Archive
Thread: Walls Experiments
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BloodyBuddy
Thu Sep 02, 2004 10:41 am
#1
does it realy matter if i make the walls 95 percent when i am experimenting does it have better decfay resistance cost less or does it really only matter when i make the house, extractor or whatever???
Pawlin
Thu Sep 02, 2004 10:46 am
#2
No, experimentation on walls does not matter for anything.
Experimentation only helps harvesters or crafting stations. The FAQ has more info on making those.
BloodyBuddy
Thu Sep 02, 2004 10:52 am
#3
i understand it doesnt matter but y allow u to experiment on them if it doesnt matter thats just wasteing good resources i almost wasted bucca good stuff becuase of this bs.
ty so much
Pawlin
Fri Sep 03, 2004 12:36 am
#4
Yes, it doesn't make any sense to have experimentation that has no effect. Very misleading design.
Molique
Fri Sep 03, 2004 8:43 am
#5
The more you experiment on something, the more xp you get for crafting it. So if you still have boxes to fill, and you're making walls by hand, go ahead and experiment. It'll give you a few extra xp.
My theory is that houses built with highly-experimented-on walls take longer to *poof* when you stop paying maintainance, but I haven't tested that yet.
Ethean
ZenDragonMLS
Fri Sep 03, 2004 8:52 am
#6
Molique wrote:The more you experiment on something, the more xp you get for crafting it. So if you still have boxes to fill, and you're making walls by hand, go ahead and experiment. It'll give you a few extra xp.My theory is that houses built with highly-experimented-on walls take longer to *poof* when you stop paying maintainance, but I haven't tested that yet.Ethean
1. I think that you'll find that you ALWAYS get the same XP for crafting an object, no matter how much or little you experiment it. You can easily test this.
2. With regards to experimented walls (and presumably the final assembly) for houses, it might be interesting if they had some effect on the house, but all of the evidence points to it have *zero* effect. It doesn't change the maintenance rate or the item storage (two objective measures). I suppose it could make it last longer after you stop paying maintenance, but I honestly doubt it (strongly).
The bottom line is, in the absence of any objective data, all of our collective experience says "Don't bother experimenting on walls". It slows you down. It might encourage you to use good resources in them. Obviously if you want to do it, have at it, but we've never seen any value in it.
Molique
Fri Sep 03, 2004 9:14 am
#7
Hey Zen,
I noticed, in practice mode anyway, that the XP amount raised the more I experimented on an object (only by a little). I don't recall what I was making a the time, probably statues to get the last bit to level. Iknow that practicing gives you more xp than actually prototyping (sp), but I seem to recall an increase between non and highly experimented objects, when both were made in practice mode. I'll test this, with screenshots, later this afternoon (yeah! for half days at work!)
And youinterpreted my decay comment correctly. My theory is that once you stop paying maintainance on something, that the quality of the sub components affect the rate of decay. It's not something I want to test, as it's a huge waste for a little guy like me, but it's just a theory.
Ethean
Pawlin
Fri Sep 03, 2004 9:21 am
#8
Interesting. I have never noticed a difference in XP due to experimentation, but honestly I don't think I've ever looked or even heard of that possibility. Please do check it out and let us know. A lot of us are maxed out on XP for architect. ... well come to think of it, I could do a test on an alt char easily enough. I'll try to test it out myself if I remember tonight. Its possible they slipped this in a patch at some point and we never noticed.
Reegan
Fri Sep 03, 2004 5:51 pm
#9
I've gotten more xp from experiment a couple of times also, but after thinking about it for a while I noticed it was seemed to happen when working at a station I built. My conclusion was that the extra xp was actually UXP from experimenting at a station I made and not from just experimenting on an item. I never did go back and test that theory though.
Cafa
Fri Sep 03, 2004 8:56 pm
#10
You should NOT experiment on walls that will be used for schematics, though. Increasing the complexity of the walls makes them take longer to build in the factory.
Fivo Asia
Pawlin
Sat Sep 04, 2004 3:53 pm
#11
I made two fluidic drilling pumps at a crafting station I did not make. I experimented on one of them and did not experiment on the other. Got 1170 XP out of both.
I then made a crafting station and then repeated the experiment and made 2 more FDPs, experimenting on one but not the other. Still got 1170 XP each.
I also then made 2 action wound pack A's. I experimented on one but not the other and got 30 XP for each.
ZenDragonMLS
Sat Sep 04, 2004 7:14 pm
#12
I think that pretty much nails it.
Also, I think that someone else had run a test where they found that the *original* complexity of an item drove the factory time, not the final experimented complexity.
Also, I think that someone else had run a test where they found that the *original* complexity of an item drove the factory time, not the final experimented complexity.
BloodyBuddy
Sat Sep 04, 2004 7:18 pm
#13
when i quit sw for bout 3 weeks i went back and my houses were destroying themselves it probally took 2 weeks to destroy themselves.
now i used really good walls highly experimented on i had 1 small and 1 big and they were neck and neck on destroying themselves i usedthe same highly experimented walls , now did anyone have a house of thier destroy itself, and how long bout did it take , anddid u experiment on them or not ty. mine were bout 70% experimented on
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