Architect Archive

Thread: Player City Garages and Crafting Experimentation..

Dvnce
Thu Feb 19, 2004 6:12 pm
#1



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....

Message Edited by Dvnce on 02-19-2004 05:16 PM

Message Edited by Dvnce on 02-19-2004 05:34 PM




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RotorofCorRng
Thu Feb 19, 2004 8:45 pm
#2

Ya, it confuse the heck outta me. I almost thot you needed OQ on top of the required stats. Heck I hope you are correct hehehe.



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Tahqa
Fri Feb 20, 2004 8:17 am
#3

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.




Tahqa VelAnin
Elite Federation
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DthAngel
Fri Feb 20, 2004 9:19 am
#4






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....





Could it also be that resource quality effects the % a single experimentation point will grant into the area of experimentation. So that now, we have the cap set by the resource, but all points (on a great success) give you 7%.. I could see a system where the cap is removed, but lower resources will only give you a 5% on great, etc etc.


I look at it this way.. if I used a lower quality metal for creating an object (in real life, like pig iron) I would require more processing of it or more of it to get the same structual integrity of a good chunk of extruded titanium.



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DthAngel
Fri Feb 20, 2004 9:23 am
#5






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.





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u Republic of Avalon
u Talron Hax0r j00! u
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Barron
Fri Feb 20, 2004 9:32 am
#6

Werent they also supposed to look at changing crit fails so that ONLY the raw resources were lost instead of resources and sub-components?



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Tahqa
Fri Feb 20, 2004 10:54 am
#7

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.






Tahqa VelAnin
Elite Federation
Bloodfin
GenChaos
Fri Feb 20, 2004 12:01 pm
#8




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

GenChaos
Fri Feb 20, 2004 12:02 pm
#9






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.
Cafa
Sat Feb 21, 2004 11:22 am
#10






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!


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LadyLeala
Sat Feb 21, 2004 2:02 pm
#11


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...



"Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used." -- So we still have a maximum based on resource quality.


"This will noticeably reduce the effictiveness of experimenting with low quality resources by all players." -- Again, he points out the fact that resource quality has a noteable affect.


"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." -- We DO get a big advantage, but I'll describe my take on it below...


It seems that last part about the experimentation change is the most profound. This is how I take it to mean:


Let's say you are on the final combine on a Heavy Mineral Mining Installation. You've got 10 experimentation points. Now, under the CURRENT SYSTEM it would go something like this:


Starting Base rate: 10

Pump 4 experimentation points into it

Modified Base Rate: 11

Pump 4 experimentation points into it

Modified Base Rate: 12

Pump 1 more experimentation point into it

Modified Base Rate: 13


Now you're left with 1 experimentation point, which you of course will plop into the hopper size...


But, with the NEW SYSTEM, this is what I think he means will happen:


Starting Base Rate: 10

Pump ONE experimenation point into it:

Modified Base Rate: 11

Pump ONE experimenation point:

Modified Base Rate: 12

Pump ONE experimentation point:

Modified Base Rate: 13


And that leaves you with SEVEN experimenation points to put into the hopper size.


But with the new system, quality still affects the total amount the item can be experimented, according to what I quoted above from Thunderheart. So if the maximum is gonna be 11, then the maximum is gonna be 11...


Now, this is just my understanding of what was meant by the proposed changes. It of course will remain to be seen exactly how it works once we get our hands into the new system... and if I am just completely off on this, I profusely apologize. But this is how I took his post to mean.



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