Architect Archive

Thread: Crafting after patch 7.

OrobasWats
Tue Feb 24, 2004 6:47 am
#14

I had wondered, the crafting community seem to be really behaving themselves so far I thought about starting my own thread a while ago, but decided not to feed the fires of conjecture. Unfortunately I couldn't quite restrain myself this time, I was worried it might get throughun-noticed.


I don't think there's a great deal to be gained from trying to guess in advance what is going to happen, but it will help to get people thinking about what the crafting system currently is, so that we can try to preserve it. It's certainly not perfect in it's current form though.


My current thinking is that the dev team are trying to identify ways to make the crafting system slightly more consistant, and reduce the load on the server/database by cutting back on weird look-ups and custom calculations. Unfortunately, I get the horrible feeling that some of these issues are being worked on by separate teams who don't always talk to each other.


Obviously we need to wait until the code comes out, for all we know the new system might give more experimentation per point, allowing us to push items further than before. I know that I'll be spending at least a few hours on TC trying to work out what's going on


It's good to hear you say that they have told you that it might change though, at least that gives the impression that it's not all set in stone already.I certainly don't want to give the impression that we're all completely against any change at all, just that if there are going to be changes, they are meaninful and changes for the better for all


-Orobas



--
Malphas Wats - Novice Swordsman (Chimaera)
Orobas Wats - Master Armorsmith (Chimaera)
Visit my Armor Shop in Warren Vale on Dantooine! (-116 -3518)

"Never put your face in a bag of angry squirrels"
speardancer
Tue Feb 24, 2004 10:11 am
#15

This is the second time they've tried sneaking this in on us.... the last time is was seriously broken, because the "zero values" for resouces that did not have a specific stat (such as SR on solid petrofuel) were not being skipped, and were seriously dragging the overall quality of the end product down. This needs to be looked at closely, make sure they got it right this time around, a few extra 0's in the formulas really makes a difference.

On one hand, this does help make a difference between those who have the good resources, and those who don't. But on the other hand, this also means we're more at the whim of the random resource generator (Polysteel with OQ 93 anyone? last run of it on Corbantis, we had it) and there needs to be some changes there... maybe lock it down so that something like polysteel doesn't come in with an OQ lower than 500.... doesn't have to be good all the time, but let's reduce the chances of it being totaly useless most of the time....



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
inoch
Tue Feb 24, 2004 11:01 am
#16

I'm kind of wondering if this is kind of a way to balance out PvE and PvP in the game. Make the armor in such a way that it is lower quality with not so many high resists. Kind of a clever way to do it without nerfing all the combat professions that everyone loves to play so much.

Inoch,

Master AS of Wanderhome
payingcustomer
Tue Feb 24, 2004 11:13 am
#17

Whistler, I sorta like this part:


"...crafter-risk could be made to have a stronger relationship to the fictional act of crafting"


How do you likeyour fictional act of crafting? So they calling me a "fictional act of crafter" now? When I asked a CSR, "mighta I please have the odds on gambling?"Beverly insinuated I wasa cheater in so much the same way. I'm asking for odds, horse racing has em. Get some culture Beverly. Its not cheating to ask for odds, its cheating to askwho's gonna win.


Theymodified the fictional crafter rollstoforciblymakecities and chef food,mental relish. 1.


Oar


1. T. Baker


Ezran
Tue Feb 24, 2004 11:27 am
#18

I'm hoping it'll be less with both Crafting Tool/Station and Skill.

Has anyone ever tested and documented how crafting works? I mean, How much percent increase you get for each experimentation based on resource quality, crafting Tool/Station etc.

If someone has a URL, please post it.



Ezran
sciguyCO
Tue Feb 24, 2004 12:05 pm
#19

As far as I've ever been able to tell, you get +7% per experimentation point with a great success, +8% per point with amazing, -7% per point for crit fails, and varioius points in between for other success/failures. Although this is another thing that appears to be getting tweaked in the next publish. The percent increase will also be tied to the resource stats.


Now (and presumably still after the publish) the resource stats directly correspond to the maximum percentageyou can reach in a category, based on the experimental percentages and (for multi-resource items) the ratio of that resource's quantity to the total resources used.


Max percent = 1/10 * sum( Resource_x / Resource_total * sum( Resource_x_stat_y * stat_y_percent) )


What happens when a resource doesn't have a required stat seems to be handled on a recipe-by-recipe basis. Some seem to just use "0" (see Garrmorl and it's lack of resources containing PE) leading to low maximums. Others ignore that resource for the sum and Resource_total numbers (the hide in synthsteak doesn't seem to drag down the max nutrition).


The tool, station, manufacturing player city specialization, assembly skill, and Pyollian Cake shift the odds towards better successes during initial assembly, but apparently not reducing chance of a crit fail. This is why a Master Chef with good tools sees mainly great success (a few goods, the occasional amazings) and crit fails.


The tool, station, research specialization, experimentation skill, (maybe) assembly, and Bespin Port shift the odds towards better successes when running the experiment.







Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
PBN
Tue Feb 24, 2004 12:14 pm
#20

One correction, and I have seen this personally (don't know if it applies to all schematics). It was stated as a correction, once upon a time, and does seem to be the case. Critical failures will bring the experimentation down to 0%, regardless of how high it may have gotten. The fix (sometimes works) was that after a critical failure experimentation would not be possible on those lines.



Misterie

JaatoWaals
Tue Feb 24, 2004 12:23 pm
#21

I'm pretty sure that last time there was actually no "zero values" issue. Rather, what everyone was seeing was the massive impact of the experimentation change. Someone came up with the zero values theory as a competing idea and it just caught on. It took a ton of sorting out the evidence to figure out that it was the experimentation modification that was causing the poor crafting results rather than the zero values issue.


The correspondants are vigorously arguing against this change in the correspondant forumbut we don't make the rules, the Devs do. Right now most of us are taking a 'wait and see' attitude because, well, we just don't have anything concrete to base our arguments on yet. Once it hits TC, if it does, they'll probably be a much bigger uproar.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
sciguyCO
Tue Feb 24, 2004 12:26 pm
#22






PBN wrote:

One correction, and I have seen this personally (don't know if it applies to all schematics). It was stated as a correction, once upon a time, and does seem to be the case. Critical failures will bring the experimentation down to 0%, regardless of how high it may have gotten. The fix (sometimes works) was that after a critical failure experimentation would not be possible on those lines.




Actually, I've had some crit fails that didn't go all the way down to zero. I had a food at 20% in Nutrition, did a two-point experiment, crit failed, and it went down to 6% (this is where I got the -7% per point for crit fails). Further experimentation was able to increase this. So the safest way to guard against crit fails may be to use points so that 7 * points < current. Of course, you effectively lose twice the number of experimentation points, since you have to spend some to get back to where you started.


And if you do ever fail badly enough to hit 0%, no amount of experimentation will increase that category.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
DedMnWlking
Tue Feb 24, 2004 12:40 pm
#23

It really isn't that part of the patch notes that I was concered with. it was the OTHER note about crafting changes. The way I read the other part is that they are taking away our great successes. Seeing that every skill point will return the same increase benefit crafting good products will be dependant strictly on the rating of the resources that you use. Yes, it means that a 4/4/0/0 artisan or a master artisan will be able to make the best artisan stuffs but at the same time it means that joe blow master artisan next door can make the same quality rated stuff as I can instead of it being random and maybe if I get it maxed in 5 points instead of 6 I can use that extra point somewhere else and make my stock slightly better then his.


Plain english.....Instead of the products in the game being from Walmart or Gucci. They will be from Walmart or Target.


Rorrak37
Tue Feb 24, 2004 12:50 pm
#24

Wouldn't it stand to reason that if the effect of each point is porportional to your max value (based on resources) that if you have excellent resources we will actually get more experimentation for our buck then we currently do, and if we're using bad resources we'll get less? Being in the former group I'd love to see that happen.


- Rorrak



Master Armorsmith
Master Smuggler

Master TKA
Master Doctor
Jnath
Tue Feb 24, 2004 12:52 pm
#25

Now you did quote the part about ciritical fails, but it sounds like your talkin bout experimentation. What it comes down to is the same as it is now, a MA has more experimentation points than a novice so he will be able to make higher quality goods. As for Joe Blow MA next door, you CAN make better stuff than him if you find the right resources. From the sound of him, Mr. Blow will prolly go out to his back yards and sample whatever is around. Now if you search the galaxy for the highest quality resources you will be more successful than he when experimenting.


On a final note, i think it would be preferential to the economy as a whole if it were more like Wal Mart vs Target. Right now (walmart to gucci as you say) you MUST be a master at your profession to hope to turn a real profit. Those who lack the experimentation points of master simply are not in the same market because of greatly reduced quality from lack of experimentation. Making it more Wal Mart to Target, as you put it, would allow people to actually make sellable items during their grind, instead of being the typical broke crafter with 100K+ in low quality resources just for practice mode.





Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
Yakisoba1
Tue Feb 24, 2004 2:32 pm
#26

Holy moly. When is this happening? Publish 7?


--Yak


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