Architect Archive

Thread: Vaguely remembering the 1-day crafting change

Iplyvi
Mon May 17, 2004 9:38 am
#1

I had just started becoming a crafter when this 1-day change occurred. I remember the day and I remember them removing the change the next day. Most of my more experienced guild mates were LOUD complainers about the change and were happy to see it get nerfed so quickly.


I was the only one who thought it was a pretty neat thing, from reading about the changes. I was mostly chef back then and it was way more interesting to make food that day. But I was unclear what was bad or good about the change. Especially after becoming architect and hearing we could actually improve our BER rates over the old way.


So, for us newer crafters, can anyone explain in a nutshell what the change was and why it was only used for one day? What was good or bad about it?


I realize it is in the past, I am just curious and want to understand it a little better should it ever come up again. Thanks!



Iplyvi Olis
Master Architect, Chef & Artisan
The Jungle Spice Cafe' and ArchTech Designs
1010 -6090 Dantooine, Ahazi
only 600m from the agro outpost
(and as Katyryyhn: Master Heavy Swordsman & Brawler)
Iplyvi
Mon May 17, 2004 9:39 am
#2

Sorry for the double post, please ignore this thread and use the other one.....



When do we get to edit/delete our mistakes???





Iplyvi Olis
Master Architect, Chef & Artisan
The Jungle Spice Cafe' and ArchTech Designs
1010 -6090 Dantooine, Ahazi
only 600m from the agro outpost
(and as Katyryyhn: Master Heavy Swordsman & Brawler)
CraftDragon
Mon May 17, 2004 10:14 am
#3

http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=39629



CraftDragon Elder Jedi
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Pawlin
Mon May 17, 2004 10:35 am
#4

Originally there were 2 major changes to crafting that they were going to do.

1) make it so masters didn't fail as much

2) change how experimentation works so its more dependent on experiment results than materials


They are discussed here:

http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=24205


The first change went through and I've noticed lower failure rates myself. (am I the only one?)


The 2nd change had a *small* amount of resistance before it was implemented and SOE changed their mind. Here's a DEV post on that:

http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=32772#M32772







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Cafa
Mon May 17, 2004 10:54 am
#5

LOL ###***SMALL***###


Whiney weaponsmiths griping because they couldn't have the resource limitations make them all even to each other.


So funny and sad at the same time. To a tee, every weaponsmith and armorsmith that didn't have a political cause to "Save the Newbie" came around and agreed that the changes implemented were good after they got to try them.


As usual, the juvenile excuse for communication we have with these developers' management decided to punish us and not respond to pleas for reimplementing the changes once everyone found that they really didn't suck and let us make stuff outstanding in some traits.


I'll shutup now. Easy to see why I'd make a bad correspondent right now.


Fivo Asia





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ZenDragonMLS
Mon May 17, 2004 10:57 am
#6

Without rehashing it, my understanding of that change would be that any profession that counted on experimenting on *multiple* lines for the finished product would have been producing products that were not as good as before the change.

I made BER14 heavy harvesters that day - but they have 109K hoppers because to hit 100% on the extraction rate you burned all of your experimentation points.



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d0qtrX
Mon May 17, 2004 11:37 am
#7






ZenDragonMLS wrote:
Without rehashing it, my understanding of that change would be that any profession that counted on experimenting on *multiple* lines for the finished product would have been producing products that were not as good as before the change.

I made BER14 heavy harvesters that day - but they have 109K hoppers because to hit 100% on the extraction rate you burned all of your experimentation points.






I also noticed the same thing. On multiple line experimentations you were basically screwed really hard. Say resources are capped way down, and the highest you can go is 5 bars (Advanced Rifle Barrel)



It would have required ALL 10 points to fill those 5 bars and leave nothing left over for range. As it was before (and is now) with 10 points I can max Damage and range.In effect, this change would have instantly made 12-point WS FAR superior than the 10-pointers, and protect the monopolies held by old WS with ancient, uber resources.

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