Armorsmith Archive

Thread: FS Crafting Solutions

joined42904
Tue Sep 14, 2004 2:02 pm
#14

Why do you think we desire equality with the combat professions? I would settle for equality with those who got a few free unlocks after a few months of normal playing. Is that really too much to ask for?


The real crafters should get to be FS crafters. Or is it wrong to think that anyone should get FS Crafting without grinding?



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
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Draygox
Tue Sep 14, 2004 2:17 pm
#15

PS : why do we strive for equality with combat professions ?
It's not like they are gaining any fs crafting exp doing missions...

Message Edited by Ail on 09-14-2004 01:52 PM





When i say equality i mean in terms of xp needed for boxes. How many of you would cry foul if you needed the same exactly xp as the combat profs to master your crafting profession. You thought grinding out that 70k for armor tech 4 was bad...think if it was the 450k the combat profs need for their level 4 box. but we are basically being asked to do this for our FS skills.

Message Edited by Draygox on 09-14-2004 04:27 PM

TheEpigoni
Tue Sep 14, 2004 2:26 pm
#16

In response to quality...but also noone is going to look for the #1 resource on the server to get the highest quality possible, but using a higher quality resources should be rewarded over using a lower quality resources, very simple (and yes you can do it by percentages). Not to mention that servers have always been different, starsider didn't have T21s until like 3 or 6 months after the game started because a needed resource didn't spawn. Servers are their own worlds, there's no in between server competition so it souldn't matter.




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joined42904
Tue Sep 14, 2004 2:28 pm
#17

I think you can easily reward quality with "use experience."


It's either good enough that folks will use it or it isn't.


The actual numbers in terms of experience mean nothing. What is meaningful is what is required to get to a specific goal. That is what we are trying to equalize.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Draygox
Tue Sep 14, 2004 2:38 pm
#18



joined42904 wrote:
I think you can easily reward quality with "use experience."
It's either good enough that folks will use it or it isn't.
The actual numbers in terms of experience mean nothing. What is meaningful is what is required to get to a specific goal. That is what we are trying to equalize.





And i completely agree with this. Yet under the new system the equality in reaching the same goal is not there. In my opinion the best way to achieve this is to lower the fs crafting xp needed for each box. Reason being was stated above.

Here is another way to look at it.

A combat prof goes out, spends 500k on armor, another 100k on a nice weapon, and then goes to dath and kills rancors for xp. In approximately 2 hours hes maxed out his weapon xp and has 90k combat xp. He trades them in and gets 60k combat force xp.

A crafter either pulls up his own resources, which can take days, or he/she goes out and buys the resources. So lets say he goes out and spends oh i dont know 600k on resources. Then spends the next 2 hours grinding and maxes out his crafting xp. Goes and trades it in for a whopping 24k crafting xp. Then what.....spend another 600k on more resources to grind out? As you can see the combat prof doesnt have to go buy new weapons and armor each time hes done grinding, yet in essence we do.
ChryssSR
Tue Sep 14, 2004 2:41 pm
#19






TheEpigoni wrote:

In response to quality...but also noone is going to look for the #1 resource on the server to get the highest quality possible, but using a higher quality resources should be rewarded over using a lower quality resources, very simple (and yes you can do it by percentages). Not to mention that servers have always been different, starsider didn't have T21s until like 3 or 6 months after the game started because a needed resource didn't spawn. Servers are their own worlds, there's no in between server competition so it souldn't matter.







Which goes back to how do you reward and gauge quality. I seriously don't see them going through and adjusting the equation for each server and reviewing after each spawn since that is what it would take in order to stay on top of that. What would more than likely be implemented if they were to do such a thing is come up with one universal equation which would be a boon to some servers and a bane to others.


Also, you really can't use useage as a gauge, since if someone is willing to "grind" they will either do price slashes or give armor away to get that useage xp in.


By the way, useage XP isn'tthat bad. I noticed I got 1k ofxp for wearing a brand new chestplate on a hunting trip that I made.




Chr'yss Ta'baal
Master Heavy Swordsman/Master Armorsmith
vinterthoor
Tue Sep 14, 2004 3:17 pm
#20

Absolutely agree. In its simplest form a 10% EXP bonus could be tacked on for every "success". So a Master crafting a comp chest piece would get double the experience points if s/he had 10 "great success" experiments on the piece. You could cap the bonus at 10 pts so masters with tapes didn't have an advatage over master's w/o. The programming need for this is quite simple. It wouldn't take a lot of effort to add this. And it would give the average crafter the ability to earn a skill tree in twice the time it takes a fighter to finish an FS Combat tree, instead of the 4X longer it takes now.



Master Medic / BH / Carbineer

REBEL Colonel
TheEpigoni
Tue Sep 14, 2004 3:29 pm
#21

Someone above had a very good point, ignore quality. Quality = more uses = more usage xp. Very nicely said =).




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Dsabre
Tue Sep 14, 2004 10:07 pm
#22

possible solutions:

1) reward experimentation/creating schematics...
- for each "good" success 20% of final combine exp
- for each "great" success 30% of final combine exp
- for each "amazing" success 50% of final combine exp (hey they are quite rare unless you have the fs exp line already)
- if someone experimented 4 points and got a "great" success they would get 120% of the final combine exp

2) account for tailors crafting in the following way:
- for each socket above 1 50% exp of final combine per socket (max of 150% bonus)
- for selecting a non-default color 20% exp bonus (clicking a different color shows thought...and takes time...)


the crafting grind is/was/might always be mindnumbingly boring...a power grinder can master a crafting profession in about 4 or so hours on the absolute low end...however that same power grinder can master sword/rifle in an hour...

of all the mods available through the FS trees...the bonuses from exp/assembly/techniques are only more useful than the vehicle line...sure it saves time...but every other line gives you something you might not otherwise have without spending a ton of skill points (i.e. the terrain negotiation in the survival line)


sure some people can/will exploit this to rapidly master the crafting lines...but its no different than combat characters breaking the geo cave merc room spawn...or everyone and his brother rushing out to buy C12 grenades since they give combat exp = weapon exp...and everyone (except wookies) can use C12's.

let the power gamers advance exceedingly rapidly...no matter what is done to try and control them...they will find a way. anything that slows down one of them for a week...will slow down everyone else for months.
justapilgrim
Tue Sep 14, 2004 11:46 pm
#23

just allow the cap to go to like 1 mill xp or something and make usage xp mean something again, we all have plenty of armor out there





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darthbock
Wed Sep 15, 2004 12:07 am
#24

I also think usage experience is the way to go here. It should be something like 40% of the total item experience...



Aedyl Voivai
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TheEpigoni
Wed Sep 15, 2004 12:09 am
#25

That's actually an idea I like ALOT. And that happens rarely, hehe...the biggest thing though that it's missing. Is that usage xp should be based on the quality of the food, so someone doesn't grind a bunch of pastebread or dough that has no filling and gets usage xp for that. So for instance have the usage xp be a formula of stat bonus and duration (filling would naturally increase how often someone used it, and quantity means they are guaranteed to use your product as opposed to if you sold a 5 use item which they used quickly and bought from another vendor later on).


Hmm...too bad devs just made the jedi revamp. Not likely they'll so quickly re-revamp it =).




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joined42904
Wed Sep 15, 2004 12:17 am
#26

Usage experience could depend on both the item and its benefits. There should also be some sort of maximum you can get from any particular person over a given unit of time.


Pastebread should give some experience when used as pet food. I think I would define "usage" as more than mere "consumption" in that folks should actually have to derive some benefit from the item. Wearing armor once and throwing it away is no usage if you didn't get hit and have the armor protect you from something. Eating crafting cake isn't usage if you didn't craft anything. And so on.


I think maybe the devs will eventually do some sort of lookback to see what they have wrought in the FS area and perhaps help out the crafters.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
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