Architect Archive

Thread: Status of our Questions.. TH answers..

LonelyGhost
Fri Apr 23, 2004 8:38 am
#27

I too agree that we need to give TH as little "wiggle room" as possible in our questions. Make it so that he will have to TRY to give us a bland useless answer. Multiple choice seems pretty good if we can get the right wording. But we also may shoot ourselves in the foot....an open answer allows him to *possibly* add something we can use even though we didn't specifically ask for it.



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Dvnce
Fri Apr 23, 2004 10:05 am
#28

... I dont know if some of you remember the long threads we debated on what benifit if any these tools and station had.. many people ran countless tests and one persons results would come out one way ... while the next would come out the complete opposite.. In the end.. the majority agreed on one thing... It sure would be nice to have confirmation on what exactly these stations and tools were suppose to effect. and that was exactly the question we asked. SOE has never really liked to explain how things work if it was a situation for player discovery ..


Im going to put this in another light.. Say.. We are rolling a 100 side dice (this is my assesment based on my conversations .. and my personal observations.. )


1-10 crit fail


11-30 failure


31-50 moderate sucess


51-70 success


71-90 great success


91-100 amazing success...


You roll.. then subtract complexity to that roll... then add modifiers.. which now is only the tools and stations.. there are theories that though your schematic may not require it OQ may give a penalty or bonus from the resources being used....( the new system ... that most wanted to throw out and succeeded would have given us another bonus tied into our skill)


Now with this set up .. The crafting stations I am assuming most likely only give a max bonus .. +1.5 for tool and +4.5 for the station..


SO .. From the start if the item has complexity of 20 .. we start at -20 on our roll.. then add +6 (if we are using perfect work tools.) and still start at -14 .. and we still have to get a 71+ on the final roll to get a great success..



Now this example is pretty simplistic because there are other modifiers..(like I do believe that the complexity tapes that people are finding will help.. ( the question is do we want the + ones or the- ones.. ) but the over all point is .. Even If I am right on the size of the bonus for tools and stations.. there really is not a huge difference between 4.3 and 4.5 ... and that is why we are not able to see solid evidence of improvement in our odds..






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Cafa
Fri Apr 23, 2004 11:24 am
#29






Pawlin wrote:


[snip]

I don't think this is right. I think high quality tools and station should matter irregardless of whether or not you are a master or a novice. Itis realistic for tool quality to matter in all situations.







Right or wrong in the devs eyes, all we PAYING PLAYERS get for answers is akin to "Go sit in your seat and SHUT UP".


Seriously, I saw:


Question: Does 2+2 = 4 TH?


Answer: Everything is working fine, now never ask another question of me again.


I assume no one's happy with responses from a company, which we pay money to entertain us, basically putting one person up front to take gaff for a failed management system. Because that's sure what I see.

Message Edited by Cafa on 04-23-2004 11:25 AM



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Manaman
Sat Apr 24, 2004 11:02 pm
#30

Too hard to answer al the questions? Um.. send an email to your devs, say "Hey answer these!" and then post the results. Jesus... TH was talking about questions months ago and they are still not answered.


10 PRINT "LAME"


20 PRINT "**edit**"


30 GOTO 10






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MrMon
Mon Apr 26, 2004 1:09 am
#31


I think none of us are satisfied with the answer TH gave us, mostly because it does NOT clarify anything, in fact, it is NOT an aswer.


I was very optimistic when I saw TH's post and then I felt very disappointed when I read the answer to this question that, at least for me, is a very important one.


So, I'd vote for asking this again and ask TH to better explain how does crafting stations and tools affect the final experimentation.


I mean, don't ask:


"does it affect and is it working as intended?"


but ask:


"HOW does it affect and HOW does it work (intended or not)?"


If we accept such an answer to our first question........





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PadreBook
Mon Apr 26, 2004 10:18 am
#32

Everyone needs to understand that Thunderheart is just a flunky, he was specifically hired to be the whipping boy/goat/stalking horse to take the heat from the players. He is not allowed to freely post anything! Everything he says has to be approved by a real (someone that makes decisions) developer. Everytime we as players go after him instead of directing the blame and criticism squarely where it belongs (i.e. on the real developers like Chyrsalia and Keldarin) we are letting them blow us off further.

It appears that they are actually going out of their way to be unhelpful and and uncommunactive. If they were even a little bit interested in what we had to say they would've been able to figure out several key things about crafting, skill tapes, combat/armor/weapons, PvP/GCW, etc. But they didn't know that Skilltapes don't even remotely work like their 'guide' states, and through testing appears to be calculating things behind the scenes when you place them in conflicting/overlapping situations--watch for more detailed report. The BE guide was just copied and later spellchecked from a player written guide, because the BE Developer Keldarin (Dave White) can't be bothered to write something they've needed for 10 months now. They think the critical failure rate on experimentation is 5%, hmm what game are they playing? And so forth.

Padre
Silvadeus
Mon Apr 26, 2004 2:38 pm
#33

Thanks Dvince, appreciate the input, Ifor one wasnt sure how this whole thing worked. As far as the next question goes hows this?


Will there be an increase in item storage in houses, that is relational to the lot size? and if so when can we expect this implemented?






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PadreBook
Mon Apr 26, 2004 4:36 pm
#34

I would suggest phrasing a storage question to something like this: 'when will the storage for players and structures be increased from their current inadequate levels?'


Padre


Naufragus
Mon Apr 26, 2004 4:54 pm
#35


i have another suggestion!


i really feel this 19 questions thing the players being "handled" and a way to cover up for the fact that TH and the rest dont communicate...


I suggest that we --- and i encourage other professions do the same --- just give our next question to some profession that gets totally ignored....as an example Pikeman...everyone would let the Pikemen have all 19 questions...then the next round they same would happen for another profession getting al 19


or


I suggest that all the correspondants get together and ask questions all on the same topic or general game issues... as an example we could ask 20 specific questions related to crafting experimentation and stations and tools...or bring the list of outstanding bugs to the forefront...


i would love to see kurt actaully have to give indepth information instead of just skirt by again and again with vague o erroneous one liners with no follow up


but if you guys dont like that how about this:


I have a 5% tool and a 10% tool. Is the tool twice as good or 5% better


i just want to see kurt get nailed to the wall
Rehavam
Mon Apr 26, 2004 5:15 pm
#36

Call me a zynic, but I was working in game dev for a long time and I know a lot of the jargon because well... I used it myself at times... . An answer like "These are working as intended." normally means something like "Its a load of bull and it will never work, the designer really **edit**ed up on this one but I'm only the programmer and so I've implemented it like it was written in the design document. Sorry."



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