Architect Archive

Thread: Honest Opinion on that craft system..

Neilla
Thu Mar 18, 2004 7:32 am
#14



Niklesnitz wrote:
It was good while it lasted and most people who say they didn't give it enough time aren't thinking of the other crafting professions. It probably hurt more crafting profs than helped others.
But, I disagree with people saying that you needed to get skill tapes and the like. If you were a master and had great resources, it was easy to get BER 14. I exp the subcomponents up to 100% with only 2 tries on each one. The final combine took a little more time and basically took my whole stock of 100 walls just to do 2 schematics. That was not good. It takes so much ore to make walls that a lot was wasted there.
People also say this would differentiate masters from non masters. No, this is not the case. You take two lines of architect and if you had the skill tapes, you could have 10 to 11 exp points. Exact or more than a master would have. Things would then be as they are now, only those people will have to make extra effort to get skill tapes.
To me, you should have to be a master, period, in order to make the best stuff. They ought to spread the experimentation throughout the tree. They did this with creature handlers, makes sense to do it here as well.





The thing is, its not as if making Master Architect is hard - *cough* statues *cough*. You can get master architect, as much of merchant as you really need, surveying 4, and still have a LOT of skill credits available, and it doesn't take very long. Being a successful architect is mostly about logistics, planning, and business skill which is, by the way, part of why I like it. Anyone can grind to MA in short order. Most people can't run a successful business at the scale needed to succeed. I had fun with the one-day patch because it presented a tremendous challenge in logistics, planning, and business plus - and this is rare - a degree of skill in actually making the schematic.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
Niklesnitz
Thu Mar 18, 2004 8:12 am
#15






Neilla wrote:

The thing is, its not as if making Master Architect is hard - *cough* statues *cough*. You can get master architect, as much of merchant as you really need, surveying 4, and still have a LOT of skill credits available, and it doesn't take very long. Being a successful architect is mostly about logistics, planning, and business skill which is, by the way, part of why I like it. Anyone can grind to MA in short order. Most people can't run a successful business at the scale needed to succeed. I had fun with the one-day patch because it presented a tremendous challenge in logistics, planning, and business plus - and this is rare - a degree of skill in actually making the schematic.





Architect is the easiest to master, no doubt. But people can get the most useful items of architect and certainly the most profitable with only 2 lines, and have plenty of skill points to use on anything else. Essentially they can have a great business and still have many more skill points to do other things. Then again, is it right to make somebody master a profession if they don't want to make furniture and houses? Who knows!!! For those of uswho don't have another character to play with, we'redefinitely skill point conscious.



Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


Neilla
Thu Mar 18, 2004 9:07 am
#16

The real solution to this problem is to 1) disperse the experimentation points throughout the tree just a little bit so that 2 columns gets you maybe 6 XPs. No need to turn the crafting world upside down for that.

The real solution is to make multiple experimentation lines more important. For example, they COULD have made harvesters wear out like armor and weapons, then added a durability experimentation line. But - this would require localized tuning and tweaking, not global system-wide changes. For some reason, the devs seem to be hung up on global system-wide changes that don't address the underlying problem, which is that the schematics are single-line.

Of course, I remember the very-bad-old-days when architecture experimentation didn't work at all.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
Archimast
Thu Mar 18, 2004 10:09 am
#17

Neilla:


... business at the scale needed to succeed. I had fun with the one-day patch because it presented a tremendous challenge in logistics, planning, and business plus - and this is rare - a degree of skill in actually making the schematic.





I will disagree with your assessment of the challenge it presented. As you didnt know there will be a one day period of superior results in crafting you got to scratch the planning part. What you present as planning skills involved in the one-day patch were actually some planning skill for the pre-patch anticipation bad results after-patch and luck that there was a one day-patch with superior results for architects or taped crafters.

As for the logistigs involved it comes down to haveenough space and resourcesto make shematics for generator turbines to be able to make use shematics for large runs. I think any serious architect has already large baches ofquality steel, ore, lube andgas for the quality subcomponents and final combine.

Having the materials for enough GT's from a shematic wether as a preparation to the anticipated patch or asyour usualmanufacturing practice is not much of a logistics challenges for a big architect (unless youbought the resources the day of the patch which still is not a big problem given thecash and time is available as well as good resource sellers in the server)

There was almost no skill involved in making the ber5/ber7 subcomponents neither the ber14's finals given you had enough time and materials to spend. To what it comes down at the end is luck and time.




Aenaos Silverfire
Master Weaponsmith, Merchant, Master Architect, Master Artisan
Stores: 452, -5284 Coronet (Weapons) &
-2551, 2211- Freedom Forge, Naboo (Weapons, Architectural and more)
Stock List
Naufragus
Thu Mar 18, 2004 11:12 am
#18






Niklesnitz wrote:


Architect is the easiest to master, no doubt.




actaually, before the statues, it was a little harder..only the really committed really tried it since it either took millions to buy the resources or weeks to gather.
Andymantium
Thu Mar 18, 2004 12:32 pm
#19

Being a master architect and armorsmith, I ran a fewbrief tests on patch day. I only have 10 points for both. Basically, architect items came out around the same or slightly better. As for my armors, base resists were either the same or only 1-2% lower, but my encumbrance was noticeably heavier. I consider my resources to be high-end. Some are the best to have ever spawned on our server since launch. A 12-point smith would have been able to offset than increase in HAM, however.


I guess my problem with the changeis that the older and more established crafters, who have many high-end resources, and in some cases 12 points, would outcraft any "normal" master who has the default 10 points, hands-down. Novice/new crafters don't even stand a chance (for armor and weapons especially). If this change was meant to balance out crafting, then I'm afraid it wouldn't have worked. The rich would have only become richer.



K

Atiw
Thu Mar 18, 2004 12:46 pm
#20

We guessed that BER14 and BER11 harvesters were theoretically possible on TestCenter, but I was never able to make one since one stat on my best ore was only 600.


Test Center has only had ore good enough to reach it twice, once about 15 days ago (which I missed due to RealLife interference) and the second that spawned the day the new crafting system was removed from TC.


I know that Dvnce did request resources to test with, but if I remember correctly he did not get it in time for comprehensive testing.





Imap
Pawlin
Thu Mar 18, 2004 2:03 pm
#21






Manipulative wrote:

...I can honestly say, that trying, and eventually succeeding in that endeavor was the most exciting and rewarding experience I've ever had crafting. ...







I agree with this. It was like the emotional opposite to getting a crit fail on that big item when you just are just starting out and have like 10k credits in the bank.



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)
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Sneezy
Thu Mar 18, 2004 2:28 pm
#22






Atiw wrote:

We guessed that BER14 and BER11 harvesters were theoretically possible on TestCenter, but I was never able to make one since one stat on my best ore was only 600.


I know that Dvnce did request resources to test with, but if I remember correctly he did not get it in time for comprehensive testing.






Ah.


See, I didn't do any tests on harvesters because:


1) Dvnce put in a post somewhere that he WAS testing the crafting changes to see their impact on Architects.


2) I was (afaik) the only TC architect who extensively tested the last major changes to harvesters (when experimentation was accidently put into the game) and I pretty much bankrupted myself doing it. I run a very small, essentially not-for-profit business harvesting all of my own resources, so you'll understand that when someone else who has access to free materials said they were doing it, I let them . I would have done the experimentations myself (and I guess I'll have to in the future ) if I'd known the tests weren't getting done.


3) I didn't see anyone testing the new lights, so that's where I put my focus.







Lepo Otrooc
TC Master Architect
Skystone, Tatooine


Sneezy
Thu Mar 18, 2004 2:36 pm
#23


And to answer the question about the new crafting system:


I really liked it personally. Being able to make perfect items is very enjoyable.


However, based on reports on how bad it was affecting other crafting professions, I'm glad they axed it. I just hope they will try to find the right balancethat willgive masters a boostwithout hurting two-line professions, and without making skilltapes a requirement to doing business.


Message Edited by Sneezy on 03-18-2004 04:38 PM



Lepo Otrooc
TC Master Architect
Skystone, Tatooine


Niklesnitz
Thu Mar 18, 2004 2:38 pm
#24






Naufragus wrote:





Niklesnitz wrote:


Architect is the easiest to master, no doubt.




actaually, before the statues, it was a little harder..only the really committed really tried it since it either took millions to buy the resources or weeks to gather.






Might I say it is the easiest now and was still pretty easy before, but not as easy. I mastered it back in August/September. I basically started the profession because 2 other master archs in our guild needed help. They put me on walls and before I knew it Iwas halfway to master.



Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


Archimast
Thu Mar 18, 2004 2:38 pm
#25

Well yes, Neilla, it was a logistical challenge as you didnt havemuch of the materials needed ready. Although you had enough time to make it happen.I assumed that you hadthe resources ready from before the patch, anticipating the new changes. Many architects were ready, and knowing the changes were only for 1 day they only needed to make new shematics.


In any case that was a lot of work and your reward certainly worthwhile. But dont expect me to congratulate you for managing to convert your servers master architects to furniture builders in a saturating architect market. It is of course not your fault, but those bright heads calling themselves SOE game developers.




Aenaos Silverfire
Master Weaponsmith, Merchant, Master Architect, Master Artisan
Stores: 452, -5284 Coronet (Weapons) &
-2551, 2211- Freedom Forge, Naboo (Weapons, Architectural and more)
Stock List
Bandola
Thu Mar 18, 2004 2:43 pm
#26






Sneezy wrote:


Being able to make perfect items is very enjoyable.






Hmm, I'm not so sure, the pursuit of excellence is one thing, but once it is achieved what remains ?




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