Architect Archive

Thread: Greenmarine

saintchuck
Tue Oct 14, 2003 2:21 pm
#1

Thank you for making 1/4 of my profession finally mean something.



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
Neilla
Tue Oct 14, 2003 2:24 pm
#2

Thanks for the info GreenMarine.

Knowing that its being worked on counts for a LOT.

Thanks.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
Reeka
Tue Oct 14, 2003 2:28 pm
#3

Yeah, Thanks for clearing it all up GreenMarine, it is very much appreciated.


If you wouldn't mind answering a quick question which ties into this...


We used to have 3 stats, Structure Complexity, Structure Assembly, and Structure Experimentation.


Structure Complexity - was removed (not sure what it ever did, prolly nothing that's why its gone lol) but I still have a skill tape on a shirt that gives me +0/+1 whoohoo hehe.


Structure Experimentation - Current cap is +55, considering you are hard capping the values for extraction rates, I would assume the general idea is that our 5 experimentation points will allow us to hit this cap if since we where already exceeding it. Can you confirm this? If this is not the case will we get +100 and our 10 points like weaponsmiths and armorsmiths?


Structure Assembley - Currently cap is +55. I assume this somehow relates to your critical fail rate (which I am sure you know we hate), shouldn't this be brought up to +100 by master?


Thanks again GreenMarine, don't feel so embaressed, you guys are swamped and we know you in particular are spread pretty thin. Hopefully Thunderheart can help out with relaying this kind of information better once he settles in.





________________________________________
Reeka Oxa [Foreman]
OE-I Mall
- Structures, Furntiure, Droids & Smuggling Tools -2000 -3900 Tatooine, Starsider
Still awaiting the perfect single player MMO


Praolith
Tue Oct 14, 2003 2:37 pm
#4

Thanks for taking a moment to give us some kind of official response. And I am glad to hear some kind od experimentation is going to stay in the game. However, I do have a question about this statement:



"6. To do this properly the recipes for medium and heavy harvesters may change. For example, the heavy gas harvester may require a new "heavy" version of the fluidic drill pumping unit."


Is this going to require more resources that we currenrlt have to use? Will this negate all of the surplus stock I have of things, rendering them useless is these schematics?



Praolith


Dayln
Tue Oct 14, 2003 2:45 pm
#5

Greenmarine,


Ya did good, that bit of info will help us a lot.


Thanks


p.s. We need decay however, faster extracton of resources will only allow us to saturate the market faster with things that last forever.

RotorofCorRng
Tue Oct 14, 2003 2:46 pm
#6

Call me dumb, but I dont understand #5 in Greenmarine's post.

Does it mean if you reeded you revert to prepatch base?



Rotor - Will cease to exist May 3rd.
Darkflinx
Tue Oct 14, 2003 2:51 pm
#7

Reeka, you might want to take off that clothing with the +1 complexity tape. I've heard from other crafters that this makes items you craft more complex and thus more crit failures. No one really knows for sure though.


Also, I would not be in favor of making it so 5 experiment points allows architects to hit the experimentation cap. This would be very unusual for crafters as virtually everyone else cannot max out experimentation no matter how many skill tapes they have. Most other crafters on most items have multiple choices of what to experiment on and while they can hit the cap in some areas they cannot hit the cap in all areas. With architects having just one area to experiment on that matters this would be unusual and not good. The point with experimentation is forcrafters to differentiate themselves and their products from other crafters whether it be good or bad. Having all harvesters look exactly alike would just put us back where we were 2 weeks ago when experimentation didn't matter at all. Weaponsmiths, Armorsmiths, Chefs and other crafters are in the same boat where some masters have an advantage due to skill tapes or access to uber dropped components like krayt tissues/segments or whatever. Cookie cutter harvesters would be BAD and leave architects with nothing to strive for nor any way to differentiate themselves from other masters.


Greenmarine, I hope you realize that those insanely effective fusion reactors are all made PRE-PATCH? 17kg/hr is the highest you can achieve post patch on fusion reactors no matter how much experimentation you have. If that's judged to be too extreme as well that's fine, but no one wants to see a badly done nerf on Fusion extraction rate due to bad information about 25-30kg/hr fusions that were all made pre-patch and can no longer be crafted.





Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Toryyn_
Tue Oct 14, 2003 2:57 pm
#8

Three cheers for GreenMarine! You are my hero of the day!


Thank you so much for letting us know what is going on!!!!


Toryyn


P.S. Can you tell us what is going on with experimented harvesters reverting to the base extraction rate when redeeded?

Reeka
Tue Oct 14, 2003 3:06 pm
#9






Darkflinx wrote:

Also, I would not be in favor of making it so 5 experiment points allows architects to hit the experimentation cap. This would be very unusual for crafters as virtually everyone else cannot max out experimentation no matter how many skill tapes they have. Most other crafters on most items have multiple choices of what to experiment on and while they can hit the cap in some areas they cannot hit the cap in all areas. With architects having just one area to experiment on that matters this would be unusual and not good. The point with experimentation is forcrafters to differentiate themselves and their products from other crafters whether it be good or bad. Having all harvesters look exactly alike would just put us back where we were 2 weeks ago when experimentation didn't matter at all. Weaponsmiths, Armorsmiths, Chefs and other crafters are in the same boat where some masters have an advantage due to skill tapes or access to uber dropped components like krayt tissues/segments or whatever. Cookie cutter harvesters would be BAD and leave architects with nothing to strive for nor any way to differentiate themselves from other masters.






The fact that we do only have one option is exactly the reason I suggest leaving our points at 5. If I had 10 points i would almost guarentee to churn out top end ore mining units etc. Without tapes and up to a 950ish UT I can hit the 3Kg/H increase, sometimes I fail and it will drop to 2 Kg/H sometimes i fail horribly and its lower. With 10 points I double my chances of getting a +3Kg/H and I can probobly even get away with shoddier resources. This is a BAD thing imo. Giving us 10 points if this is the way it is staying would lead directly to your cookie cutter harvesters which is going to happen anyway. 90% of all weapon shops I go into have the same cookie cutter high end guns too (krayt's being the only REAL way to differentiant themselves) They have more flexability yes, they could skimp on dmg / speed and go for range mods, but most of those will throw people off since 99% of the combat classes look at dmg/speed (experimented with one box) and HAM costs which if i'm not mistaken gets done mostly in sub-components, which leaves most weapons looking cookie cutter as well. Experimentation will never allow people to truley differentiate themselves no matter of proffesion, there are too many crafters with access to the same resources, all it does is allow masters to create better versions of schematics that a low level novice has access to which is the main problem with experimentation as a whole.






________________________________________
Reeka Oxa [Foreman]
OE-I Mall
- Structures, Furntiure, Droids & Smuggling Tools -2000 -3900 Tatooine, Starsider
Still awaiting the perfect single player MMO


Darkflinx
Tue Oct 14, 2003 3:07 pm
#10

Are you sure you need to alter the medium harvester extraction rates? I could understand a change being needed if people had unlimited lots. However, with lots being limited if you need maximum production you will go with Heavy harvesters without even thinking twice. I'm one of the few whocan make the 8kg/hr medium harvesters and I didn't even think for 2 seconds about placing those... I went straight out and dropped five 11kg/hr heavy harvesters because with only 5 lots for miners I need maximum harvesting production.


Pre-patch mediums had no use for anyone hardly because they were so inefficient in power/money burn rates compared to heavies. Additionally medium chem/gas/flora harvesters all took so many resources that they were a terrible value.Previously I hadflat out refused to EVER make a medium chem/gas/flora due to their terrible value for the customer. However, with the current system mediums now become a viable option for people who don't need maximum production of the heavies, but still need more than what small harvesters can give.


I actually like the current set up for harvesters and think it makes a lot of sense. Smalls, medium, and heavy all have a viable market that will demand them.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Ropock
Tue Oct 14, 2003 3:08 pm
#11

Wow, all I can say is..... whether you agree with the move or not.... I'm just excited to see some clear and concise info on what is being done, what is actually supposed to be there and some plans for the near future posted for us.


As I said before here, whether I like a change or not, I can work with it as long as I know whats intended and whats being worked on. Communication is always the most important thing.


Thanks again for giving us a clue about whats going on.





Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Surefoot-SOK
Tue Oct 14, 2003 3:08 pm
#12

What's up with his sig though? Is he the only developer we can't quote outside these forums?
bennybanglong
Tue Oct 14, 2003 3:16 pm
#13

HOLO said Designers are not supposed to post on the forum. Holo does not want them to post on here because he thinks we will hurt the Designers and Devs feeling. That's why he has that signature.
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