Architect Archive
Thread: Player City Garages and Crafting Experimentation..
Message Edited by Dvnce on 02-19-2004 05:16 PM
Message Edited by Dvnce on 02-19-2004 05:34 PM
Dvnce wrote:
Well looks like we are also getting player city garages.. inpublish 7
and
Your level in your crafting skill tree.. (novice to master) will now be calculated in the dice roll that determines crit fails..
and
an interesting change to crafting expirementation.. although the initial explanation was a little confusion.. It appears that (and dont expect this to be how it is tell It can be tested) that resources will not cap the amount an item can be experiemnted.. so you can have get something to 99% with lower qual resources.. However.. it looks like resources will determine how much of a % you already start with.. giving masters or those with more exp points higher chance to expirement on more peices...
for example.. now.. assembly starts at max of 29% .. and you can expirement to 99%..
looks like with good resources we can get higher than a 29% start.. ..
I know this is a bit confusion .. there is more elaboration going on about this subject now.. but the initial announcement to us was just as confusing....
Tahqa wrote:
Was I correct in reading this to mean that critical failure rates in experimentation were being looked at also? Because I am certainly not seeing the flat 5% experimentation critical failure rate that they are claiming. Last night I was crafting heavy harvesters and doing my usual 3 experimentation runs (3, 3, 2) on each and had a critical failure rate of 10%. The end result being 3 out of 13 harvesters not being BER 13. Needless to say I was not pleased... especially as how two of the affected harvesters were Deep Crust Chemical extractors that I'll now have to sell at a discount on my vendor.
You're confusing critical failures during the combine versus failures during experimentation.
They're referring to the critical fails during the combine process before experimentation. So that full out critical failures are reduced for masters, thus less chance of losing that ultra rare attachment or a large stockpile of resources (IE .. crafting a City Hall and getting that nice failure and losing the resources). I see the crit fail issue affecting us the least, most we lose are resources. Imagine that poor weaponsmith crafting a Krayt T21 and watching 11 Krayt tissues go poof.
Maybe I am just seriously confused here (which wouldn't be the first time) but it seems to me that Thunderheart's post indicates differently. Here is the section I am thinking of:
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.
This seems to indicate to me that there will also be a change to the experimentation chances as well, otherwise experimentation skill would not have been mentioned. Maybe I'm just being too hopeful.
an interesting change to crafting expirementation.. although the initial explanation was a little confusion.. It appears that (and dont expect this to be how it is tell It can be tested) that resources will not cap the amount an item can be experiemnted.. so you can have get something to 99% with lower qual resources.. However.. it looks like resources will determine how much of a % you already start with.. giving masters or those with more exp points higher chance to expirement on more peices...
Message Edited by GenChaos on 02-20-2004 11:02 AM
Barron wrote:
Werent they also supposed to look at changing crit fails so that ONLY the raw resources were lost instead of resources and sub-components?
For most architect items, you lose nothing on a critical fail now.
GenChaos wrote:
an interesting change to crafting expirementation.. although the initial explanation was a little confusion.. It appears that (and dont expect this to be how it is tell It can be tested) that resources will not cap the amount an item can be experiemnted.. so you can have get something to 99% with lower qual resources.. However.. it looks like resources will determine how much of a % you already start with.. giving masters or those with more exp points higher chance to expirement on more peices...
If this is true, it could mitigate the effect of DSC's on crafting stations. I routinely make my crafting station schematics while I still have one experiment point. We shall have to wait and see.
Message Edited by GenChaos on 02-20-2004 11:02 AM
Now THIS would make things interesting. Getting 99% on 850 OQ materials would just make me giddy!
Fivo Asia
Dvnce... I believe you are mistaken as to what TH meant in his post. Let me recap his post from the In Development forum:
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
There are a few key lines in there...