Architect Archive

Thread: Crafting after patch 7.

cotatiadam
Tue Feb 24, 2004 12:28 am
#1

So i read this in the patch 7 notes. any ideas on what it means? in plain english?


"Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. 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. "



~Whistler

Corbantis

cotatiadam
Tue Feb 24, 2004 12:29 am
#2


So i read this in the patch 7 notes. any ideas on what it means? in plain english?


"Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. 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. "



~Whistler

Corbantis
cotatiadam
Tue Feb 24, 2004 12:30 am
#3



So i read this in the patch 7 notes. any ideas on what it means? in plain english?


"Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. 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. "



~Whistler

Corbantis
cotatiadam
Tue Feb 24, 2004 12:31 am
#4


So i read this in the patch 7 notes. any ideas on what it means? in plain english?


"Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. 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. "



~Whistler

Corbantis
cotatiadam
Tue Feb 24, 2004 12:33 am
#5


So i read this in the patch 7 notes. any ideas on what it means? in plain english?


"Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. 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. "



~Whistler

Corbantis
Pawlin
Tue Feb 24, 2004 12:36 am
#6

THey are decreasing critical failure rates for higher skilled crafters.


Currently novice and master have equal chances to crit. fail. After the patch the novice will fail more often and the master less often.






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MrMud
Tue Feb 24, 2004 12:37 am
#7

i madea similar thread a little while ago and no response



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Brissa
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Asteroids
Tue Feb 24, 2004 2:07 am
#8

The way I read it, it just means you get a a reduction on the base 5% critical failure rate the higher you go in a particular profession. So you get less criticals at Master Artisan than Novice. As people on these boards have always used the analogy that crafting in Real Life, a skilled person (i.e. a Master) shouldn't fail as much as someone just learning the trade.
Rolganth
Tue Feb 24, 2004 2:29 am
#9

my understanding is this. After patch 7, no matter what crafting profession you are in. A novice Crafter will probably get more crit failes than a master would. Pluss if you have the *Skill Tapes* that add to your assembly / experimentation skill. those with skill tapes will get even Less crit fails than a master crafter would. Thus making it mroe worth while to be a master with maxxed skill tapes.


breaking it down, a novice starts out with very little assembly and experimentation as you go up certain skill trees in yur profession you gain more assembly and experimentation points. the skill boxes you fill the less you will / (should ) crit fail.


This will be nice, it is not buggy.





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Vorp
Tue Feb 24, 2004 2:53 am
#10

As some of us see it. then you will need to use 10 experiment points to fill upone field. no matter how high its max % goes be it 100% or only 50%



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OrobasWats
Tue Feb 24, 2004 4:08 am
#11


No-one knows exactly what this is going to do, but the general consensus seems to be that it's going to be a very Bad Thing (tm). Obviously any interpretation we come up with of Thunderheart's post is pure speculation - it wasn't exactly "fact-packed".


Currently, the most popular idea is that the experimentation percentage added on successful (read great) experimentation is going to be limited by the resource quality for example:


You craft an ArmorThing1 that requires 100% OQ (theoretical example).


If you have a resource that has 1000 OQ, the item will start off with about 30% experimentation, you can then use your 10 points to get 70% more experimentation (assuming all good) making one 100% experimented ArmorThing1.


This won't change under the new system, so all is good, however, consider the following example:


If you use a resource that only has 500 OQ, the new system will halve the result from a sucessful experimentation. This means that it will start off with 15% experimentation, but will still take all 10 points to experiment up to 50% because you are only getting 3.5% per experimentation point now.


For items that only have 1 attribute that can be experimented, this makes no real difference. What it does mean though is that where before you could use mediocre resources to make armor, and put 5 points into base protection, leaving 5 points to put into HAM costs or special protection or what ever, it's going to take all 10 points to get the same amount of base protection.


For those of you that have followed so far, this is a Bad Thing, and will result in Armor, Weapons, Food and Meds being much worse quality than they are now...


As I said right at the beginning though, this is still all just conjecture and we won't know until it goes onto Test Center.


This is the important bit. Once this code goes onto Test, we all need to go to Test Center and investigate the new system. If we find out all we can about it, and it turns out to be horrible, we will have a chance to get it changed or stopped. This will only happen though if we keep the discussions reasonable and sane.


Your Profession Needs You! /point


To put it another way though, imagine trying to explain to half your customers why it's not possible to make armor as good as the old stuff they just broke trying to repair - it's not going to be pretty...


/edit (obviously I didn't read the fact that the op only mentioned the critical failures change, but that's the least of our worries, the question we have to ask about that part is: will the change make it the same as now when you're master, with more crit-fails at novice, or same as now at novice, with lesscrit-fails at master?)

Message Edited by OrobasWats on 02-24-2004 11:15 AM



--
Malphas Wats - Novice Swordsman (Chimaera)
Orobas Wats - Master Armorsmith (Chimaera)
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BristaAB
Tue Feb 24, 2004 5:14 am
#12

It also means skill tapes become more "essential"



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JaatoWaals
Tue Feb 24, 2004 5:40 am
#13

Orobas- Your understanding is my understanding. I've been waiting to post on this, however, because it has not yet hit TC and no one's sure of the exact details right now. We've been informed that it may change from what you've described above before it hits TC.



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