Architect Archive
Thread: Constructive Factory XP Post
I agree with you Baronis. What I would like to see is a system that allows me to casually craft without getting carpel tunnel. I do not in any way want to see the XP rate increase above what I can do by hand. What I would like to see is the ability to craft without have to click 100+ times to make a house and still get the same amount of XP. If it takes me a week to make 5 or 6 houses without having to click allthe time that is fine with me.
Baronis wrote:
Personally, I think things better now with only the 10% from harvesters. Quite simply, if you want to gain XP, make items that don't require a factory. There are plenty of hand made items out there, and there is a significant market for them. Advancement rates are a bit too fast in my opinion as it is without factories exacerbating the situation.
I can certainly agree with you that anything they can do to make crafting less of a pain on the wrist would certaintly be welcome. I just don't want to loose the user interaction required to gain the XP. Noone should be able to dump 100 thousands of resources into a harvester, walk away for an hour, and come back to a Master of any profession. Basically, factories should require more user input if they are going to get full XP.
As long as there are factory required items (I like the idea) then factories production shouldn't be slowed down. Masters don't care about the XP rate, they need items to sell their wares.
I also agree thatno one should be able to have something make all of your XP for you. Ifeelthe "nerf"( which I don't believe to be a nerf, just a fix for an exploit)has created some extra problems. I think it made some things worse at the expense of fixing the exploit.
I would rather see 100% xp, you have to be within 64km of the factory and you can only get xp from 1 factory at a time.
Fact is most folks can out craft a factory for xp, all a factoy can do then is save your hand from all the clicks.
After failing on two walls in a row, I say "Forget the experience". Let us keep the current "Factories do not critical fail + 10% experience" that we have right now apparently. Sure, it requires alot more resources but once you make a guild hallschematic you can pump out a couple of them using a factory and not have to worry about failing.
Guild halls are craftable by only Master Architects and therefore are uneffected by the XP loss.
Kriterian wrote:
After failing on two walls in a row, I say "Forget the experience". Let us keep the current "Factories do not critical fail + 10% experience" that we have right now apparently. Sure, it requires alot more resources but once you make a guild hallschematic you can pump out a couple of them using a factory and not have to worry about failing.
Wall modules, even identical ones, can use ANY structural modules...handcrafted or factory made. Wall modules only give you the xp of the raw resources in them anyway, you get the majority of the xp by making the structural modules. So making identical wall modules costs you 900 xp each. The identical item requirements that lose the most amount of xp are generator turbines and manufacturing mechanisms.
As for number 2, factories already produce items at a much reduced rate.
I posted this on the Development forum but I thought it might be welcomed here. So with out anything further....
With the recent changes to the factory XP it seems clear that many people are upset. I do understand that it is unfair for any profession to be able to earn XP at extremely fast rates while really not having to do anything. It also seems unfair for a profession to have use the factories to make objects with identical parts when you only get 10% XP for them. What this does is takes away from what I assume was meant to be the original configuration for a crafter. This essentially makes it harder to generate XP than was originally intended. Why would a crafter create an item that gives a much lower return of XP on resources when a crafter can create an item that will give a full return on XP for used resources?
For example if I create a harvester or house that requires identical parts I have to use a factory. Some structures require up to 5 identical wall units. One wall unit requires 10 structural modules. Each structural module when crafted by hand gives approx 500 XP.
If you use a factory you would only get 50 XP per structural module.
With out a factory
10(Structural Modules) x 5(Identical Wall Units) x 500(XP) = 25,000 XP
With a factory
(10 x 5 x 500) x .10 = 2,500 XP
Each structural module uses 450 resources.
450 x 10 x 5 = 22,500 resources
A small house requires approx. 3388 resources.
22,500 / 3388 = 6.6
So you could make 6 small houses for the same amount of resources you could make the identical wall units for the fusion generator. The approx. XP for a small house is 6776 XP. 6776 x 6 = 40,656XP. 2,500 compared to 40,656 is a huge difference. So why would it be beneficial to build a fusion generator when someone could build a small houses instead. I have used the architect profession for two reasons. One is that I am an architect and I am familiar with the schematics. Second is that the factory XP affects the architects the most. Armor smiths for example may have to make identical parts (I am assuming this because I am not one). But the resources that they use add up to a much smaller amount than it does for architects. Therefore affecting them less.
Why would a person use a factory if you get a huge reduction in XP? You would only do this if you wanted to sell something. I propose a couple of options. I would like to have some people’s opinions about these.
1)Return the factory XP to 70% - 100%. Also make the maximum items that a schematic can make be around 10. What this does is that it still makes the crafter have to craft instead of getting free XP. After 10 items are made the crafter has to reload a schematic and resources. This keep crafters from running all over while their factory does the work for them.
2)Return the factory XP to 100% but make the factories produce items at a much
reduced rate. A rate that is close to, or even slower than what a crafter could make by hand. Also only allow a person to run one factory at a time. This has a couple of benefits. First it keeps people from power leveling. You can’t get mass amounts of XP if you can only run one factory at a time at the same rate that you can craft. Second it makes items in higher demand. The slow down would keep people from flooding the markets with tons of items that they have made by grinding.
3)Make the identical parts that are needed items that use the least amount of resources. This keeps crafters from loosing more XP than is needed.
4)Last, and my least favorite, make the total number of identical parts needed fewer. Instead of having 5 identical wall modules. Make something need 2 wall modules and 3 similar wall modules.
I hope that this post is constructive and promotes a proper discussion on the factory XP topic. I would hope that we don’t see any CAPS posts or a lot of “!!!!!!”. I am eager to hear people’s thoughts on this post. Last I would like to say that I just started the architect profession and have never used a factory for the purpose of getting XP at very fast rates.
Agree with above.
Basically I've stop using factories except where its required. (for xp reasons)
When I reach master Architect then I'll use the factory to prevent carple tunnel syndrom.
-Moon
As a master architect I use a factory constantly.
There are basically 2 advantages to a factory:
1. It crafts 24/hrs a day (I believe with little failure if any, not counting some bugged items)
2. It makes identical items. So if you make a perfect piece you can duplicate it over and over.
Personally, I think things better now with only the 10% from harvesters. Quite simply, if you want to gain XP, make items that don't require a factory. There are plenty of hand made items out there, and there is a significant market for them. Advancement rates are a bit too fast in my opinion as it is without factories exacerbating the situation.
I think the current system is good, I just wish there weren't thousands of master crafters out there that benefited from that exploit.
Btw, are people insinuating that the XP you get from crafting is related to how many resources go into the item made? I haven't heard that before, but it makes sense now that I think about it. Does this go for hand made and factories?