Architect Archive
Thread: Crafting after patch 7.
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 ![]()
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....
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
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.
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
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.
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.
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.