Architect Archive
Thread: Anyone testing the crafting changes for architects?
Page 1 of 2
Archimast
Tue Mar 16, 2004 11:59 am
#1
Any different, better or worse results as to what we are used to?
fusions fixed?
BoberFett
Tue Mar 16, 2004 12:22 pm
#2
I haven't built any harvesters yet, but from what I have built I can tell you that resource quality is everything now. It's pretty much what was being reported while still on test center.
I built some lamps using average quality materials, and it took all 10 points to 52%. But I also made schematics for GP Modules, Energy Distributors and Control Units using top of the line materials and hit 100% on my first try. Previously I could only hit 99%.
EnigmaBSc
Tue Mar 16, 2004 12:26 pm
#3
I've built a few Mineral Mining Installations. I'm only a medium level architect (2422). Before the changes I could create a mining installation with an extraction rate of 9. After the changes I can create a mining installation with an extraction rate of 9. They only real difference I've noticed is that I get a better result when I experiment on my light ore mining units, but not enough to push the extraction rate of the resulting mining installation up to ten. If they hadn't announced the changes I probably would barely have noticed.
EnigmaBSc
EnigmaBSc
BoberFett
Tue Mar 16, 2004 2:33 pm
#4
d0qtrX wrote:
There are parts of the change I like. In that perfect resources will allow 100% perfect items.
However, the thing I don't like is spending 10 points to get something to 80%, when normally I should have a couple left to toss in somewhere else and make it better.
On some items, especially items that have 1 line to experiment, this change can rock.
If you're doing weapons, and you are forced to use some CN 7 iron because that's all that's around, your product will REALLY suffer.
Basically what this change would do is allow weaponsmiths to create weapons which use gated resources with the same damage and speed as before, but with higher HAM costs and lower durability. The points that were previously left over after damage had been maxed out would no longer be availableto put into other areas.
But those professions with single line experimentation would love this change.
d0qtrX
Tue Mar 16, 2004 2:53 pm
#5
I have heard reports of Archies making BER-14 harvesters now.
I wish they would give us HALF of this change. Kill the rounding, but don't make us blow all 10 EPs to get cruddy resources up to their cruddy low maximums.
GenChaos
Tue Mar 16, 2004 6:37 pm
#6
Using the exact same resources, I previously made a 43.69 station.
Now, with one amazing success (this is required to get the stats to go above what they would previously), I got a 100% station and it maxed at 44.466133.
Seems like an odd number.
MadDragoon
Tue Mar 16, 2004 6:42 pm
#7
Still working on crafting stations (waiting for factory output rather than doing it by hand) but my harvesters and thier sub parts came out BER 14's for heavies.
Using pre-nerf parts I get high end 13's.
Lliraa
Tue Mar 16, 2004 8:27 pm
#8
Did ya'll read that they are REMOVING the changes made to experimentation tomorrow because of player feedback!!!!!!!!!!!!
Ohhhh ... Sony ... I'm really cookin now!
Runninglighter
Tue Mar 16, 2004 8:48 pm
#9
I was able to make OMU with an extration rate of 7 @ 100%.
I was also able to make crafting tools 15.00 @ 100%
BoberFett
Tue Mar 16, 2004 8:50 pm
#10
GenChaos wrote:
Using the exact same resources, I previously made a 43.69 station.
Now, with one amazing success (this is required to get the stats to go above what they would previously), I got a 100% station and it maxed at 44.466133.
Seems like an odd number.
What were the %s on all the subcomponents?
Naufragus
Tue Mar 16, 2004 11:09 pm
#12
Here is what i came up with...
I made some schematics last night to compare...
Ore and light ore units hit 100% with no problem.. (but i have an ultra uber inert gas )....last night they where in high 90s so i goy an increase.
Harvestors and pumps....today they where much much much worse..first pass took them to 80% and final to 88%...never broke 88%...last night they where always between 90-93%
I switched chem and tried again...that round maxed out at 95%.
Tried to make a 14 schematic but could bever get past 96%.
From what i can tell your steel has to have 970 stats to do this
BoberFett
Wed Mar 17, 2004 12:37 am
#13
Naufragus
With a little luck, I was able to hit 100% on some schematics when using resources that otherwise capped at 92%. It took a lot of trying to get amazing successes with all 10 points, but it is possible. So even low to mid 900s steel has the potential for a BER7.
Page 1 of 2