Architect Archive
Thread: I had a very disturbing thought about the upcoming crafting nerf but I need some input from ar
Message Edited by atimes on 03-11-2004 10:22 AM
Well, that will be a major problem for the Developers. Since we who are already established, sit with far superior equipment.
Now they will never be able to compete...
If this proves to be the case, then experimenting will be altered again
Cool. . . more barriers to competition.
Tell me again why the devs are nerfing vendors to eliminate "monopolies"?
But: at most, crafting station quality changes the probability of great/amazing results, not the effect that these results have on what you get, so it doesn't fundamentally change what quality schematic you can produce, only the effort required to get a really nice schematics.
Meplorium wrote:
From what I hear it will increase stuff with one exp line, like electronics and crafting stations, but nerf multi line stuff. So crafting stations should see a boost with maybe a 45 station coming out.
It is possible as it pretty much is a one line thing all the way up (subs to final combine), but to get that 45 it will take someone working on carpal tunnel crafting just to get that schematic with the double amazing results. But it will be done by somebody, just not me not anymore.
Padre
atimes wrote:
Just as long as you stay a master pikeman padre. Eventually I'm gonna need someone to train me in master and I don't want to spend 100K for it
100k! I think only BH costs that much at master. And yes I am still a master. I keep getting overwhelmed by Dire on those auctions though!
Padre
my own personal experience is that my 19% station yields far better results...basically everything is great/great
my 43% does produce more amazings...but in return i think maybe 50% of the results are good/moderate/CF which in reality anything below a great might as well be a CF.
i think there is a real problem with the formulas.
That is what scares me the most about this update. Nothing i have seen reagarding the new changes seems to address the problems where all seeing with experimentation or people CF on combines several times in a row
I don't know. I got a 42% from padre on intrepid and that was an upgrade from a 20ish eff station. I noticed a huge difference.
With my 20ish eff station I crafted about 15 enhance D paks by hand and only got 2 that had zero failures during experimentation. With the 42 I get much less failures during experimentation.
Since I do not participate in the test center, I have no idea how the new "nerf" will affect quality production. I am a master architect, and honestly I cannot tell the difference between the output of an average crafting station and my 32+ one. I am distrubed by the high number of experimental failures on all crafting stations. The dev's claim a 5% failure rate, and although I haven't taken the time to actually analyze the failure rate on my good stations, I'm guessing on experimentation its closer to 20% for Masters, and even higher for those with lower skills. The actual failure rate seems to be more closely tied with server load than crafting stations and tools. On some nights, I have seen my Tailor friend critically fail 5 out of 10 times using a 30+ crafting station and a 14+ crafting tool. That is just nonsense. Before they nerfed our profession to protect us against large item critical failures, I failed twice in a row ona guild house and within 2 days failed on a shuttle port. All those buildings were made on a 30+ crafting station using high quality resources. What I am trying to say is that the current formula doesn't work well, and I'll be happy to try anything that produces more consistent results based on:
1. Crafting experience
2. Quality of crafting tools
3. Quality of resources
Nod (Naboo on Bloodfin)