Architect Archive

Thread: Crafting after patch 7.

MackAgp
Wed Feb 25, 2004 7:23 am
#40

And perhaps they'll get rid of that annoying popup that say's ' You Still have experiment points left, do you want to move on' when you have used all you can, since if there's no where to use the damn things, it's pretty obvious that i want to move on.

or maybe those points left could be used to go beyond the qual of the res u have?? - nope that would be too radical




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DedMnWlking
Wed Feb 25, 2004 9:09 am
#41






Jnath wrote:

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.









You contradicted you self in those 2 paragraphs. In the first paragraph you are saying that With both systems that I can make stuff better then the guy next door if I find better resources. You are also saying that A Master can make better stuff because she has more experimentation points.


Then in the next paragraph you are saying that finally someone who is grinding up to master can make something worth selling. That they can use the junk resources that they are useing to grind with to make something worth selling. But in the previous paragraph you state that I would need better resources to make something better.


I'm confused?


The reason that the new system makes me worry is that If you and I are useing the same middle of the road resource right now. AND we are the same level and have the same experimentation points. There is a small chance that my product or yours will be better then the other. But in the new system they will be exactly the same. Because every experimentation point I put into the craft and you put into the craft will yield the exact same result.


With this being said it means that the total of the economy will be strickly based on who can undercut the lowest because everyone's product made from the same level of crafter will be exactly the same based on the resources available. Meaning that in 3-4 months when all the Master crafters have all of thies 1000 stat resources that they need to build that whatever they are building will all make 99.999999% whatevers without a problem. (Still wondering why the game can't hit 100%)

DedMnWlking
Wed Feb 25, 2004 9:15 am
#42






NancyJ wrote:
Reading the statements about crafting after in the next publish they've basically said nothing.
They say that a master will crit fail less than a novice BUT they also say that the crit fail rate will remain at 5%

SO what does that tell us? SFA!

Is it 5% at master? 5% at novice? 5% on average? The statement is meaningless.






No, No Read it again:







Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure. "






Meaning that at novice you always have a 5% fail rate. Right now even at MASTER you have a 5% fail rate. but with the new system that 5% will be modified based on you level in assembly and experimentation. So that maybe when you are a Master with full assembly % and full experimenation % you will maybe have a 1% fail rate and not a 5%.


This is how I understand it anyhow.


MrMud
Wed Feb 25, 2004 11:13 am
#43






OrobasWats wrote:

Hoarding schematics and factory crates of "pre-nerf" stuff is a Bad Thing, it puts an un-necessary load on the Database, and causes huge upset when they get taken out of the system 3 months later. If we all work together, we can make sure that it's not necessary.








And we all know that isnt going to happen. Considering the composite stats are probably going to plummet over 5% all prenerf armor is going to be worth millions



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
TheRocko
Wed Feb 25, 2004 12:43 pm
#44

A nerf by any other name is still a nerf. Be careful when SOE uses words such as "enhancement" when talking about an update. You can easily substitute nerf for the word enhancement.



I like the system now. I am used to the current sytem. The current system is acceptable. SOE please do not change it.





Picasso
Rolganth
Wed Feb 25, 2004 1:59 pm
#45

i musta missed something somewhere, I read and re read the initial posting, and all i get out of it is, they are trying to fix the amount of crit failes you get at master. I did not read anywhere where it says they are changing the whole system. there for a while on these threads most of the postings were complaints about the crit failes. true or false?


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"Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure. "





~Whistler

Corbantis

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this paragraph describes how a crafters raw abilities will effect how often you get *Crit Failes*. , and read the last line, it says " As crafters progress from novice to master they will have a reduced chance of a crit failure"


i mean look at our adv composite you already need darn near perfect oq and shock to reach the 80%,I realise the pain killers im on cloud my thinking. but can you explain how changing it so a master gets less crit failes than a novice is a bad thing? and second can you explain where yall are reading this total revamp cuz the only thing im reading is fixing the amount of crit failues you get. determined by your skill.


thanks, yall just confuse me. LOL



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MrMud
Thu Feb 26, 2004 5:15 am
#46

I think that this change truly shows that the devs have little or no knowlege about how this game actually works except for the coresponents (who are all vigorously against this change).

It seems that the devs think that resources are of little importance and i think we all know how utterly untrue that is.

In my oppinion there are 3 things that separates a good master from a bad master and those are in ranking order
1, Resources
2, Extra experimentation points
3, Knowlege of the craft

So why is resources so important even without this comming change?
Well first of all we have to understand how the market works. The first thing to notice is that players ALWAYS want the top of the line stuff. If you have 1 or 2 % higher resists than your competitor you will sell ALOT more. No one is interested in buying bad armor.
The second thing to realise is that resists are alot more important that encumberance. Sure if two armors have the same resists you will go for the one with the lowest encumberance but if the difference in encumberence isnt insurmountable then a difference in a few % resist will be more important to the average buyer. This is especially true in the days of doctor buffs and brandy.
Why is this so important then? Well the way the resources work right now is that they allow you to experiment to better resists with better resources. They also increase the resists you get without experimenting at all. It is also important to notice that this extra ammount you can experiment on resists is NOT trivial. Comparing someone using 900 resources to someone using 500 resources and you will notice a massive difference that is sure to put the one crafting with 500 resources out of business in no time.
Sure the one experimenting with 500 resources will have a few more points to put into reducing encumberance BUT since we have already stated that encumberance is significantly less important than resists it will not help boost his sales.
And thus we have been able to prove that resources are the most important aspect of crafting. Do we really need to make it even MORE important?

Why isnt extra experimentation points and knowlege as important?
Well it is fairly simple, first of all a player with extra experimentation points will NEVER be able to get higher resists than a player with just 10 points. He can however make armor with higher resists for the same ammount of encumberance but as wel have already stated encumberance is less important. If you put a 10 point smith with great resources against a 12 point smith with ok resources the 10 point smith will be able to produce higher resists and is therfore the victor.
Knowlege while a good thing to have isnt that important. Sure it helps you from making mistakes but you will probably learn from those and make sure not to repeat them. The most significant effect of knowlege however is that you can get the fractions to work for you. When making anything it will seem like stats have discrete values but this is not the case. In fact there are hidden decimals that you if you know what you are doing can add together in a smart way and therefore getting better resits. This effect is however fairly limited. Most of the time to just one extra % resist and thus far less important than having good resources since they could increase resists by tenfolds that ammount.

The conclusion is that resources is ALREADY the by far most important aspect in making items and we dont need to make it even more important while pissing of the entire playerbase at the same time.



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
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