Architect Archive
Thread: Question # 2
Pawlin wrote:
Brandon81 wrote:
What is the formula for calculating the effects of a higher quality crafting stationover alower one. Period.
That sounds pretty good. Don't think they can dodge that without just refusing to answer.
Gotta agree. That's pretty golden. I'm looking at it and saying, "No one couldn't understand what we are asking!".
Fivo Asia
I would go for the station / tool - clarification question as well (some of the above formulations seemed appropriate). Not that I really need a formula; but I'm extremely curious how a precise question concerning this topic would be answered. Because like many of my fellow architects I also assume that the game system concerning the ratings is borked beyond belief. I'd just love to see them a) admit it or b) find a fabulous way of getting around aprecise answer once again.
Well, of course option b) should then lead us to asking the question a third time (even more detailed, of course) and so forth, just to see if they would walk another mile for a camel... ![]()
On the other hand, I am truly not looking forward to an answer similar to"Well, OK, you've caught us, it's borked, the ratings do nothing at all". After all, high ranking crafting stations do sell quite nicely... would they still sell afterwards? ![]()
Dark_0ne wrote:
umm - if you go with asking for the formula for crafting etc.....
make sure you also get a definition of the variables, otherwise the answer will be gibberish :-)
hehe, yes I had thought the same whilst I was formulating my question. I half expect the answer to be something like:
Answer: we have examined carefully the effect of the rating of crafting stations and crafting tools. These are working as intended. For a more detailed response on how the formula is applied this is as follows:
result_cr1 = ((cr_st_r + cr_tl_ r) /cr_st_m + cr_tl_m) *rndm_gen_a<1..100> *( ((rsce_a_hr + rsce_a_sr + (2 * rsce_a_ut) /4)+(n*(rsce_a+1_hr + rsce_a+1_sr + (2 * rsce_a+1_ut) /4) <factor_rsce_a..ax_nrrsce> )) / nfactor_rsce_a..ax_nrrsce_nr) / *rndm_gen_b<1..100>
so you can clearly see that when applying the ratings of tools and stations and factoring these against the quality of resources a higher rated station and/or tool will give a better result than an inferior station and/or tool.
Message Edited by Bandola on 04-29-2004 05:35 AM
Message Edited by Bandola on 04-29-2004 05:36 AM
No, that actually made 100% more sense to me than anything we've been given yet. At least a FORMULA I can backtrack. TH'isms I cannot.
I could care less about the crafting stations and thier effectiveness. It is such a small part of our (at least mine) business that it seems a waste of a question. When my customers ask I tell them that higher appears to be better.
I would much rather know crating/stacking issues or furnature changes.
I agree. Let the other crafting professions try to get an answer about crafting stations and tools. It doesn't matter as much to architects.
I want crated OMUs. (Beat a dead horse). Is this a bug or intended?
Why in the world would you want to repeat last weeks question? Does anyone here really struggle to make maximum BER harvestors? Why are we wasting our questions on something that has next to no impact on our profession. Let a weaponsmith or armorsmith or someone who may be impacted by it ask.
My questions would be:
What type GCW architect crafted items are in the works for the GCW? Will turrets and bases ever strictly be craftable by architects and simply require FP to place?
Architects make crafting stations. They are a part of our income. Some of you may not make them yourself but that does not mean that they dont impact the Architect profession and our income.
VWBugKing wrote:
...I make more in 2 days worth of Furniture Sales then I have made selling crafting stations my entire career as an Architect. ...
I make more in 1 day of Crafting Station sales than I have made selling furniture my entire career as an architect.
Get my point?
Ok, so Dvnce is going to pursue the Crafting station question with the DEVs separately:
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=55030
So he'll nag them for a better answer on our question #1 about crafting stations so we can instead use question #2 for something else.
We all know that there's a set of "digital" dice that get rolled when we click on experiment. If SOE follows with a set pattern on this (and for once they seem to) you can add the value of the tool and the station together and divide by 10. This will give you the number of bonus points that you get added to the roll. They may or may not have a cap on this. In theory, we could add to this by have a high station, high tool, Bespin Port (already gives a bonus to the roll), Crafter's Apron, Skill Tapes and Racial Bonuses. Now, the only thing that I have yet to understand is where Complexity comes into play here. I think that it may be the deciding factor as to what scale the system uses to determine the "roll" needed to get a great success or an amazing success. I may be way off on this but from what I've noticed, this would hold up to be true.
Now, for my idea for question #2:
At waypoint xxxx/xxxx on Tatooine there is a targetable item in a house that we can't make. Any item that a character can acquire is able to be targeted when used for decoration in an NPC's home with VERY few exceptions. These items are variations of ones that we can already make. When are we going to be able to craft these items?
This is an issue that has made me turn down a lot of business. "Hey, I saw some tree in a house, can you make me some?" How many of you have heard this before? It's bad enough that rugs (a very, very needed item) are only attainable via a quest and then only if you candidate wins and only if you get it instead of a painting. At the very least, redo the current trees and plants and let us make them like we do statues. If the Dev's really wanted to impress me and quite a few others, make them each be different schematics and have the resource requirements be from different planets. (20 units of Endorian Wood for the style 2 tree)
If anyone has no clue as to what I'm referencing, I'll edit this later with the corrected waypoints so you can see what I am talking about.
/rally gives To Hit and Defense Modifier bonuses to everyone in the Squad Leader’s party. The bonuses are not significant though which is why the question exists. This is something that is sure to change in the upcoming Squad Leader revamp. I know there are people looking for specific numbers, but as a general rule, you will almost never see me post the numbers. Developers believe that “figuring the numbers” is something that is fun for many players and that revealing the numbers is like a magician revealing his secret and that it takes some of the fun out of game play. Unless there is an important and specific need to post a raw number or formula on an issue, we won’t cite numbers.