Architect Archive
Thread: Factory gives more xp than Fusion Generator
I agree that it is wrong that a fusion generator screws the novice architect out of xp, but I stick to my guns about the factory xp. If anything, they should change the fusion to not require walls from a factory.
If you were in beta, you may remember right at the end, the commotion about raising xp reqs for levels. Architecht was raised to 250k for the first levels. I think it went to 450k for tier 2. There was a lot of heated discussion about this, and to be honest, I think the devs changed the factories to 100% with restrictions of being logged in and close to the factories to counter the higher reqs. Then they changed their minds and lowered the xp to about 3 times what it was before they messed with it. Then they forgot to reset the factories to 10% again. That is my theory anyway, and it seems to make sense.
The thing is, the intention was for a powergamer to make master of the secondary professions at around 1 month, and the casual gamer to make master at around 3 months. I am probably classified as a powergamer as I play 4-6 hours per night and 4-18 hours per day on the weekend. I made master architect in a little less than 4 weeks. PA backed players made master in a week+. If the factories werent giving 100%, the PA backed guys would have taken a little longer, maybe another week, and I still would have hit master at the same time as the only things I ran in the factory were structural modules I would have easily made by hand in 1/4th the time, but got lazy and let the factory do it.
I think that weaponsmiths and armorsmiths got hit a lot harder than us by the factory deal, but they should have a little lighter reqs for getting their field, and a little better equipment in the novice level. same goes for droid engineers as well, but they are all messed up..
the factory requirement should only come in at the master level if they are not going to give 100% xp, as it hurts every profession to take that kind of hit on xp before they need it. I have no answer to that other than it should not be required.. maybe optional for better results, but not required.
Sure, sure....anything to balance it out a little.
I'm not just insistant on factories back to 100% but it just struck me as odd when that happened this weekend. It didn't seem right. Maybe there is a logical reasoning on why it is right but I haven't thought of it.
Rath wrote:
Fusion generators are high enough to where XP isn't important anymore. Only a handful of Tier 3 items (large homes), and most Tier IV items require a factory. I don't see that being an issue since you should almost be Master anyway.
WHAT? ALMOST MASTER TO MAKE A FUSION?? sorry about the caps but come on... I flew thru Installations to i could make the big stuff to help get me to Master. saying you should be a master to make one is stupid. So what should we novices do.. fly thru furnature and count on that to lvl us up? Get real.
high level schimatics should NOT be made by people conserned about XP.
that'll just make the undercuters take away the most profitable things in the game.
MagusAlbertus wrote:high level schimatics should NOT be made by people conserned about XP.
that'll just make the undercuters take away the most profitable things in the game.
heh the funny thing is if you really want to get xp, the best thing isn't to undercut, but to charge normal price and use the difference to buy more resources to craft w/
I'm not sure if this is on the current correspondent's list but. . . .
This weekend I created 3 fusion generators. This took me about one fifth (that's 1/5) the way through Construction II. Then I needed to make a factory. This took me to the end of construction II. So, basically 1 factory gives more xp than a fusion generator.
Why?
Because. On a factory you CAN make all the structure modules and walls by hand. This yields plenty of xp. However, on a fusion generator you HAVE to make the structure modules and walls by a factory. We all know the xp on factories are 10%. The result is that a factory can yield more xp than a fusion generator.
I DO NOT think that the xp on fusion generators should be raised to match that of all the structures and walls on a factory. As unfair as it sounds I think that a structure factory should yield 100% xp. Even 50% xp would be better and possible help a fusion generator to yield more xp than a factory.
The difference between structure factories and other factories is the sheer volume of resources required. Combine this with the fact that many of our high end schematics REQUIRE
Actually you can make the structure modules by hand. They don't need to be identical in the factory input hopper to make the walls. The maufacturing schematic for wall modules will simply ask for 10 similar walls, and has no serial number for them. Hope that helps.
This weekend I made 3 fusion generators. This got me one fifth (that's 1/5) up through construction II. I then made one factory. This got me up the rest of the way through construction II.
Why?
The reason behind this is that the fusion generator requires factory made structure modules and walls. We all know that factories only yield 10% xp. Therefor a factory that is made with hand made modules and walls will yield more xp than 3 fusion generators.
I DO NOT think that the xp for fusion generators should be raised. As unfair as it sounds I think that the structure factory xp should be raised to 100%. Even 50% might be enough to make the xp for high level schematics at least match lower level schematics.
The problem is sheer volume of resources that high level schematics require in addition to the fact that they HAVE to be made in a factory. The result is you gain more xp from making structure modules and walls than making actual items.
Please bring this up as an issue with the devs Mr. Correspondent if you haven't already.
sorry....premature submission. Full post elsewhere.....
So...you only have to use similar structure modules for a factory wall? I did not know that. I had always made all my structure modules by a factory for factory walls.....
This actual helps out A LOT. I used to have to make sure I had 15K+ of 1 type of ore before making heavy mining installations.
The problem is sheer volume of resources that high level schematics require in addition to the fact that they HAVE to be made in a factory. The result is you gain more xp from making structure modules and walls than making actual items.
Contract with younger architects to make the hundreds of structural modules you need. The xp rocks for that.
-Moon
Seems to me XP on factories was nerfed cause people could power level by making junk in them.
So, I believe any item that MUST be made by a factory should yeild 100% XP. Mainly because you don't have a choice but to use a factory.
Listen this whole factory exp issue is moot once you reach Master and everyone wants to reach master quick from what i am seeing....i made master quit fast from normal play. The only time i used a factory is when someone wanted a Large House and i tried to stay away from those cause i was selling medium harvestors, solar generators and medium homes to make money to keep my harvestors running and to have cash to buy more materials to make more of the same.
I pulled out fine without relying on my factory to get me exp....had 1 million credits before i hit master and i think that is great and this is all from medium homes and harvestors and a few factories here and there. All the while i was spending alot of money buying resources. I dunno i had fun getting to Master without worrying about factory exp.....Generator Turbines yeild alot of exp which i used to make my items i sold alot of , and i was advancing at a great pace.
Stop worrying you will hit master eventually and know it took some work to get there , not drop materials into a factory and crank out structure modules and wall modules and your a Master....no fun in that , at least this is my opinion.