Architect Archive
Thread: Patch 10 crafting display updates
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Almightyrastus
Tue Aug 24, 2004 3:37 am
#14
This is exactly what I have been wating, this will save me having to spend loads of time calculating exactly which is going to be the best for whatever I am going to be making.
SebastianWookiee
Tue Aug 24, 2004 11:59 pm
#15
I don't like this update at all. This makes architect easier and only hurts the experienced architect. This will allow noobs who grind their way to master architect to continue to rip off the system. They won't even have to learn how to make a BER 13 harvester the system will tell them how. This leaves no learning and it takes away the advantageof someone who has worked hard and knows how to craft. This just makes crafting generic and easy. Once you have crafted enough and made enough articles you know what resources to use and not to use to make the best item. This system just allows novice crafters to be able to craft with no worries.
Splutty
Wed Aug 25, 2004 3:06 am
#16
Bandola wrote:
the indicators do not tell you that you have reached the criteria required to make, for example, a BER 13 harvester, they simply indicate whether the resources you are using are good, bad or indifferent, even if they show up as good, they may still fall short of being good enough, and there is still the judgement to be made when combining top quality with borderline/sub-optimal resources. Unless of course I have got it wrong ?
Nope. You have it completely right. You get a little bar that's green/yellow/red depending on how much a resource 'fits' in that slot.
Also on TC2 you had the actual numbers with the resources stats as well (which were interestingly 'bugged'
And I really don't understand how this would make novice crafters any better or worse than previously, considering the fact this only helps those that don't yet fully understand how to use a calculator (and realistically, how many people would that be?)
The information they give you in game, you can find in half an hour yourself, and using a tool or decent calculator, can arrive at yourself as well.
So Bandola right, SebastianWookiee makes no sense
Mad.
ZenDragonMLS
Wed Aug 25, 2004 8:53 am
#17
I think that people who want to make the *best* products, be they harvesters or pistols, will still need to study their resources carefully and juggle them. A comment on another board made the point that people who deeply understand their craft explicitly go out to *acquire* the right resources from the git-go. This crafting interface will not change that.
I see this as being a little bit of a "safety net" for the experienced crafters, in that I won't try to use some "junk" steel some night when I'm tired, because I'll see the yellow / red bar and say "wake up!"
The principal people who will benifit from this are new crafters (or at least new to a particular profession) who don't read these forums a lot. It will guide them a bit toward using better materials. It may tip them off that that polymer that they selected is going to drag the score down. We'll still get posts like "I tried to make BER13 but it only comes out BER12".
One of the potential problems with this new system is that it shows up for things where you *can* experiment but it doesn't do any good (e.g., walls). So it *may* seduce new architects even more into using high-quality materials where it doesn't matter. (We might think about a stickie that ONLY addresses "What should I experiment on?").
It really isn't rocket science making BER13 harvesters. To do them in quantity with minimal waste still takes resource and production planning that come from experience. This new interface isn't going to change that.
All in all I think it's a very nice addition, and can make the game a little more "fun" for the casual / new crafter.
I see this as being a little bit of a "safety net" for the experienced crafters, in that I won't try to use some "junk" steel some night when I'm tired, because I'll see the yellow / red bar and say "wake up!"
The principal people who will benifit from this are new crafters (or at least new to a particular profession) who don't read these forums a lot. It will guide them a bit toward using better materials. It may tip them off that that polymer that they selected is going to drag the score down. We'll still get posts like "I tried to make BER13 but it only comes out BER12".
One of the potential problems with this new system is that it shows up for things where you *can* experiment but it doesn't do any good (e.g., walls). So it *may* seduce new architects even more into using high-quality materials where it doesn't matter. (We might think about a stickie that ONLY addresses "What should I experiment on?").
It really isn't rocket science making BER13 harvesters. To do them in quantity with minimal waste still takes resource and production planning that come from experience. This new interface isn't going to change that.
All in all I think it's a very nice addition, and can make the game a little more "fun" for the casual / new crafter.
Bandola
Wed Aug 25, 2004 12:24 pm
#18
SebastianWookiee wrote:
I don't like this update at all. This makes architect easier and only hurts the experienced architect. This will allow noobs who grind their way to master architect to continue to rip off the system. They won't even have to learn how to make a BER 13 harvester the system will tell them how. This leaves no learning and it takes away the advantageof someone who has worked hard and knows how to craft. This just makes crafting generic and easy. Once you have crafted enough and made enough articles you know what resources to use and not to use to make the best item. This system just allows novice crafters to be able to craft with no worries.
I am not sure that I entirely agree with you. As it appears to me (and I am not talking from experience, I haven't tested this, just seen what ZenDragon has posted for us), the indicators do not tell you that you have reached the criteria required to make, for example, a BER 13 harvester, they simply indicate whether the resources you are using are good, bad or indifferent, even if they show up as good, they may still fall short of being good enough, and there is still the judgement to be made when combining top quality with borderline/sub-optimal resources. Unless of course I have got it wrong ?
Locs
Sat Aug 28, 2004 9:37 am
#21
Sweet Dude this is what we all have been looking for in our miserable crafting lives, i just finished an order that drove me ABSOLUTLY balistic, stupid 10 of every large harvester, oh well not a bad profit made but stupid drain on materials, and 1 got any suggestions to help me replenish stocks lol
but any way thanks u know what us crafters like
Galahax
Sun Aug 29, 2004 11:57 pm
#22
Thank you for this "Sneak Peek" of publish 10. Your commitment to this is greatly appreciated. Now i cant wait for publish 10 for 1 more reason! 
jangoshiz
Tue Aug 31, 2004 9:50 pm
#23
since ive first noticed this crafting feature on tc i have been very ankious for it to go live.
today it went live and ive never been so excited over a publish since!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111
BaccaInc
Tue Aug 31, 2004 10:23 pm
#24
i have some steel thats at 995 with HR, SR, and UT all checked... is that good? LOL
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