Architect Archive

Thread: Experimentation now increases factory time

Pawlin
Fri Oct 22, 2004 11:54 am
#1

From the latest publish notes one of the changes was:


"Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time"


So this now means that if you experiment on an item more than it will increase the complexity of the schematic and therefore increase the factory time it takes to make the item.


I've tested this and this is how it works:


I used a harvesting mechanism as a test part. The base complexity is 14. Each experimentation attempt you do will increase the complexity by 1 point. It does not matter how many points you use in the experimentation. Then that increased complexity will be reflected in the complexity the factory uses. So your experimented complexity will increase factory time by 8 seconds for each additional point.


NOTE: I did test it with and without structure complexity skill points (I've got +10). It did not make any difference in any stage either during crafting or when you load the schematic into the factory.


So for example:

* If you put in 8 points in one experimentation attempt and then finish up with 2 more points in a 2nd experimentation attempt then that is 2 experimentation attempts for +2 complexity and a final complexity of 16. == This will give a factory time of 128 seconds.


* If you spend your points one at a time using 1 point each in 10 individual experimentation attempts then that will increase the complexity to 24. == This will make the factory time 192 seconds.




End result: If you spend your experimentation points one at a time then you will have higher factory times. But if you spend your experimentation points all at once then your factory time will be lower.




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
Palimor
Fri Oct 22, 2004 11:57 am
#2

Great info Pawlin, Thank You.


Is there anyway to speed a factory up???


Yes, I'm a noob Architect



-----------------
Palimor
-----------------

"Imperials aren't people to me, they are just NPC's with weird AI chips installed." - Criminalus

Athmet
Fri Oct 22, 2004 3:03 pm
#3

I love to see bugs go away, but with this on eI am sad for some reason. Oh well, back to the lab.
Pawlin
Sat Oct 23, 2004 12:04 am
#4






Palimor wrote:


Is there anyway to speed a factory up???






No there is nothing we can do to change the rate. Its always 8 seconds per complexity point.


Experimentation on factories doesn't do anything.





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
Pawlin
Sat Oct 23, 2004 1:38 am
#5

I think that this makes more sense to a profession like chef or weaponsmith. If you have multiple experimentation lines that matter then it matters a lot if you get Amazing Successes. So you try to get Amazing Successes if you can. The best way to do that is to spend the experiment points 1 at a time to get more changes of hitting an Amazing. So the very best foods end up being made by experimenting 1 point at a time.


For our stuff it doesn't matter so much cause theres only really 1 experimentation line that is important and we can hit that in 7-8 points usually. And then we can fill the hopper bar with our left over points most times.


But I think the most likely reason the DEV's made this change was really to cause a time sink and slowing effect on crafter output. Chefs brandy now takes 20-100% longer to make. The net effect of this change will be to decrease crafter output.


/sarcastic-tone-on

I think I've heard that the DEVs don't think that we as individual crafters ought to be able to have as high as output as we do because they think a few of us "power gamers" are "monopolizing" the markets and keeping down the struggling newbies that simply can't compete. SO they probably decided to "fix" that at least somewhat by nerfing the entire crafting professions in a way they think will hurt the "power gamers" more than the casual players.






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
Niklesnitz
Sat Oct 23, 2004 11:06 am
#6






Bandola wrote:

I am disappointed that it has not been handled logically, rather than how many times you hit the 'experiment' button, it should have been how many experiment points you put in, it does not make sense that if I use all 10 points in one go then I get a less 'complex' schematic than if I use my 10 points one at a time. The end result of all that experimentation will be no different, yet using the points individually makes for masses more time in the factory.

I am afraid to say that once again the Devs have missed the mark, it is clear that they do not actually play the game, otherwise they would have realised how stupid this is for an architect.

They are beyond stupidity IMO.






Do most things get handled logically in this game? Complexity should be handled at the end of the experimentation. The percent you experimented to should be the final complexity, not how many points you used.



Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


Bandola
Sat Oct 23, 2004 12:53 pm
#7

I am disappointed that it has not been handled logically, rather than how many times you hit the 'experiment' button, it should have been how many experiment points you put in, it does not make sense that if I use all 10 points in one go then I get a less 'complex' schematic than if I use my 10 points one at a time. The end result of all that experimentation will be no different, yet using the points individually makes for masses more time in the factory.

I am afraid to say that once again the Devs have missed the mark, it is clear that they do not actually play the game, otherwise they would have realised how stupid this is for an architect.

They are beyond stupidity IMO.




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

CPark
Sun Oct 24, 2004 6:18 pm
#8

Let me make a counter argument...

If you have better experimentation skills you can experiment more points at a time with less chance of failure. That would result in shorter factory runs.

You could make the argument that a more accomplished experimentor would produce items that are faster to build and that's why the build time is based on the number of experimentation steps.

Hey, it's all make believe anyway
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