Architect Archive

Thread: Crafting Stations Revisited

Curxcha
Fri Apr 30, 2004 5:47 am
#14

Nice


And if they refuse still. Keep asking the same question over and over





_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
PadreBook
Fri Apr 30, 2004 9:37 am
#15

Good job D!

Padre
Dvnce
Fri Apr 30, 2004 9:52 am
#16

Posted today ...



I know Alot of us are focused on the combat rebalance ... But this is an issue important to all crafters.. which should make it and Issue for almost all professions, after all we do make the tools that make your weapons and armor..


Maybe now is a good time to pause and take a closer look ...






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Manipulative
Fri Apr 30, 2004 3:14 pm
#17

Your post to the devs, and the current response, was absolutely perfect. /bow3.



Cher & -Chastity- SuperStar - Shadowfire
Master Sharpshooter, Master Combat Medic
Master TK, BE, Smuggler
Mayor Juliani - Master Architect, Master Artisan, Musician, Politican - City of Angyls, Tatooine
Jedigeneration
Mon May 03, 2004 11:14 pm
#18

Nice one Dvnce... The only way they're gonna wriggle out of that one is if they blatently say 'No Comment'.



We all know that even if the current system is 'working as intended' it needs to be re-well...-sorted out. Having a max tool should make it close to impossible to get a critical fail during building, and a max station the same during experimentation (With an increase in amazings of course) Both regardless of your crafting levels.


Your skills should reflect what you can make and how much better you can make it. The tools you use should reflect how well you can make what you can... This is what all crafters want, deserve, and would benifit from.



Probably repeating someone elses rant somewhere down the line but it's just what I think.


Jedgen.


Ashii
Tue May 04, 2004 12:20 am
#19


As I was sitting here thinking about this problem, and remembering all the hoopla that surrounded the last attempted crafting change, it occured to me that if we tried to get the developers to affect/change the way experimentation was handled based on crafting station and crafting tool ratings, it would likly cause a major uproar.


The major reason (as I understand it) that the last set of changes didn't go through is that they failed to address the issue they were trying to address, of making newie crafters able to compete effectivly. Changing crafting assembly/experimentation results to depend on quality of crafting stations and tools would definatly be a significant crafting change that would also not help newbie crafters. And would never come to be.


So I have another suggestion, that I think is newbie/master neutral.


The REAL problem that we have with these right now is that using a quality crafting stations vs a cap one doesn't seem to make any difference of any kind. Its not specific to experimentation/assembly results. If using those stations made ANY kind of difference, it would address our concerns.


Therefore, I suggest this: Have Tool/Crafting Station quality affect the 'time to build' times of factory schematics made using them.


Almost ALL crafters would love it if their factories cranked out things faster than they do. And right now, each schematic seems to have a variable assosicated with them that is the "time to create one item in a factory" time. I don't care about the specific numbers so long as they are significant. If I, as an architect, could product 1000 structure modules in my factory in 5 hours instead of20 hours because I used a quality crafting station/tool combination, that would be VERY valuable to me. AND it has the benefit of not preventing newbie crafters from making the same quality stuff that they are making today.


It would just mean that an investment in quality tools and stations would have a tangible and SIGNIFICANT benefit. Which, as far as I'm concerned, is all we really need.


Anyway, just something to think about.





-Jubey, Core Tech Master Architect,
East Dune Sea Oasis, Tatooine (5011, 3290)
FulminataXII
Tue May 04, 2004 10:32 am
#20






Dvnce wrote:





Bandola wrote:

Deviance,






hehe.. I have been using Dvnce as my tag for YEARS...... not many people have put it together to mean what I have meant it too








Heh, I always read it as "Dunce", not a reflection on what I think of you, just my years of automatically translating typos.


I'm looking forward to hearing the dev response on this issue, although I'm not holding my breath.

Dvnce
Wed May 05, 2004 12:45 am
#21






FulminataXII wrote:




Heh, I always read it as "Dunce", not a reflection on what I think of you, just my years of automatically translating typos.


I'm looking forward to hearing the dev response on this issue, although I'm not holding my breath.





now.. I have perfect grammer.. perfect spelling... oh .. wait... I guess I can see why you might assume that





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Fneegan
Mon May 10, 2004 6:34 am
#22

New to the boards and not sure where to place this. Nice topic and I hope this crafting thingcan be worked out. I think, when an architectsurveys, harvests top qual resources - then they should make top qual items.


An off the topic, is factoried items. Shouldn't a schematic also show what the number of crated items are.


Boy, was I surprised the first time I factory made houses, harvester and (especially) ore mining units just to find them as individuals.


Anyway, I think it would be a great addition on a schematic to see the item crating size:


crate size:10


crate size:100


Kewl, tks, keep up the good work all.


MyT_Chicken
Mon May 10, 2004 7:59 am
#23

I think this was a wasted question....although I think it would benifit the entire community if answered, I personally think this will just get another "blah blah blah....blah...blah blah...." Response.


However, I will say this. Being a Master Doctor, when I goto the "public" crafting stations I am unable to craft my entire list of supplies.I'm not sure why this is, or if any other doctors out there have this problem, butthere is only one crafting station near me. However when I pull out my crafting droid...I can craft everything.


Maybe the crafting stations have a max "complexity" setting. And perhaps Architect just doesn't reach that number? My alt is an architect, so I have been testing out this crafting station "bug", and I see no difference between a public and a "private" crafting station; nor do I see a difference in the (negitive_ numbers) either....however as I said before crafting as a doctor I only get about 75% of my craftable list when I'm at a public station.


Perhaps the crafting stations don't have anything to do with Crit fails/successes....perhaps it just has to do what the complexity of what your trying to craft? I guess it's just something to think about. Who knows maybe I just don't have a clue what I'm talking about....but I know what I see and what I don't.




h Egri p
§ If you don't know; you'll find out soon enough! §

Pawlin
Mon May 10, 2004 10:21 am
#24






MyT_Chicken wrote:

...However, I will say this. Being a Master Doctor, when I goto the "public" crafting stations I am unable to craft my entire list of supplies.I'm not sure why this is, or if any other doctors out there have this problem, butthere is only one crafting station near me. However when I pull out my crafting droid...I can craft everything....




If the complexity level is high enough for the schematic then it will require a private crafting station rather than a public crafting station. I don't know for sure what complexity level requires private stations but I think its 25 or so.




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)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
MyT_Chicken
Mon May 10, 2004 10:53 am
#25







Pawlin wrote:


If the complexity level is high enough for the schematic then it will require a private crafting station rather than a public crafting station. I don't know for sure what complexity level requires private stations but I think its 25 or so.



Yes, thats exactly my point. Dvnce says it should be a matter of "fail vs success" but perhaps thats not the way they are designed. For good or for bad, perhaps they are working "as intended" like TH said. But maybe they are working in a way that we as a community of crafters aren't looking at. Perhaps its just that they are working as they should on a "complexity" basis instead of the "fail vs. success" basis. Just a thought.





h Egri p
§ If you don't know; you'll find out soon enough! §

Earymi
Wed May 19, 2004 2:42 pm
#26








MyT_Chicken wrote:


However, I will say this. Being a Master Doctor, when I goto the "public" crafting stations I am unable to craft my entire list of supplies.I'm not sure why this is, or if any other doctors out there have this problem, butthere is only one crafting station near me. However when I pull out my crafting droid...I can craft everything.








My alt is a Master Doc -- your schematics will tell you what kind of crafting station is necessary. High complexity items (like enhance packs) require a private crafting station (either in a droid or in a food/crafting station).



Earymi Iekia, Master Doctor, Pikeman
Arolena Eto, Master Droid Engineer, Master Artisan, Master Chef

Sunrunner
Visit McChottle's Fine Food & Drink, now in 2 locations
Dantooine, outside of Mining Outpost (-1022, 2868), Corellia, just 1km from Coronet starport (324, -3588)

Page 2 of 3