Architect Archive
Thread: Looking for other opinions since I'm really biased on this idea right now.
was ready to have a giggle at all the flames this chap was about to get, but actually point well made..
theres too little to be had by being a relatively low lever crafter.. the only way to really sell anything is to grind to master then sell stuff..
i agree too.. good idea..
james
architects are actually pretty lucky in this respect cos you can always build and sell walls..
james
Actually, there is another way this could be approached. Keep the system as it is, but allow the lower-level items to be made "perfect" with just a few experimentation points. If you are given the ability to make something, then at that level you should be able to make it just as well as a master could.
If I was apprenticed to a master crafter (ala Real Life), and I was assigned to make some widget that would be a component in something else, or be a stand-alone item, then I would be expected to make it as close to perfect as possible. I might have a few more critical failures than someone more advanced. If something is of a low complexity, then it should only take a few experimentation points to make it completely right. So maybe experimentation should be linked to complexity, with more complex items requiring more experimentation points.
It's a moot point, since the devs never ever implement anything that is brought up in the forums. Actually, I wonder if they outsourced the code for doing crafting, items and vendors. Maybe that's why the current devs don't seem to be able to change one part of the code without messing something else up.
jol69 wrote:
I think this is a good idea. Not necessarily that a novice can have as many experimentation points as a Master, but that he should be able to do as good or almost as good as a master on lower level items. Take chefs in real life. I can make toast in the toaster just as well as any chef at a 5 star restaurant, on the other hand I couldn't even attempt something like a "Bloomin Onion". Maybe lower level items should be able to be "maxed out" with less experimentation points. Maybe a novice Architect could reliably make a BER4 Personal Mineral Harvestor as well as a Master could; something along those lines.
good idea too..
and excellent example
james
BoberFett wrote:I've thought about this as well. While working up weaponsmith, I actually tried to make some items. Between the fact that I only had one point, and when I used that one point I was lucky to get a moderate success, failure was more common, it was impossible to make anything good.The problem with all 10 points at novice would be that a novice who did get very, very lucky could make a schematic and could compete with a master.Perhaps the answer is to front load more of the experimentation points, but not all of them. Put 4 points at Novice, 1 point at each box in the experimentation line, and 2 at master.
i see your point, but they would only ever be able to produce a few of the items as they dont have many of the schematics..
all experimentation points not a good idea, but i think its certainly a good idea to have a few more than novices have at the moment..
james
the problem is that people would become SUPER DABBLERS...
I would take
1 line of Arcihtect
1 line of armorsmith
1 line of weaponsmith
I would now basically be able to build harvestors, guns and armor just as well as a master...only drawback would be i wouldnt have all the master schematics
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as far as grinding goes...the way this game got it so wrong is basing your points on the resoucres used and not the quality or complexity of the item made. You should get more points for building a complexity 25 item than you should for a level 10...if you have a 4th tier box, you should not have to grind out novice level items ad infintum.