Architect Archive

Thread: A question about experimentation points

BloodDragon
Sat Nov 08, 2003 6:37 am
#1

Ok this may sound kinda like a stupid question but here goes.... I was reading the thread on the new player cities when i noted..somewhat to my surprise.. some of the architects making refrence to having 10 experimentation pts... I have a master artisan/architect and have never had more than 5 experimentation pts for my architect items... can some one please tell me what the actuall number we are supposed to have is.. if i am supposed to have 10 i'd like to get a useless cs ticket put in so it can sit in their limbo zone till darth maul gets his tattoos redone in hot pink and starts running around in a pair of hot pants and a tutuu....



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Darkflinx
Sat Nov 08, 2003 6:59 am
#2

In the coming big patch architects will get boosted to +100 experimentation for masters which will give us 10 experiment points. This is on test center currently and not live yet so don't petition a CSR.


Sadly, this change appears to be poorly thought out as architects will still only have one line to experiment in and combined with the stupid whole number extraction rates it'll mean 10 experiment points is overkill. Serious overkill. As in, so bad that half skilled novice architects will be making maxxed out experimented harvesters since six experiment points is all you need to hit the max.


Other crafting professions (Armor, Weapons, Medics, Chef to name some) need +100 experimentation since they have multiple important lines to experiment on which they couldn't max out even with 25 points sometimes, much less the 10 points they have. They have important choices about where to allocate their points since they can't do it all. Not so with architects where we'll just plow all our points into the one line we've got to play with and with the whole number extraction rounding you don't need to hit 100% for max, but merely 75%+ which is pathetically easy with 10 points... or 8 points... or 7 points. It can even be done with six points. Experimentation essentially will just be an additional time consuming step in the crafting process while contributing nothing to the profession because every harvester made by every master and most novices will look like every other harvester made by most any other architect. You won't need awesome resources nor will you even have to have much beyond novice architect to produce maxxed out harvesters.


At the very least decimalization is needed on extraction rates. Then to do it properly they need to either fix architects back to +55 experimentation or put in additional useful lines to experiment in to give architects a choice about where to allocate our 10 points. I'd prefer additional useful areas to experiment on myself.


I'm all in favor of getting the boost to +100 assembly, but the current architect system was devised in such a way that +55 experimentation is actually totally correct. They need to change the system drastically if they boost us to +100 experimentation and it appears they haven't made the needed changes.





Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Megatroid
Sat Nov 08, 2003 9:12 am
#3

I'm with you all the wayy on decimalization, Palomino. Being able to make higher base rateharvs isn't going to do us any good unless experimentation athigher skill levelsprovides a clear difference.




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