Armorsmith Archive

Thread: Possible Solution to ADK's

freedomwarrior
Sat Oct 29, 2005 5:22 am
#27






MonKaiku wrote:

a couple of points from me



  • paragraphs are your friends

  • it is too late. ADKs are here, they are not going anywhere. Lets saysomeone buys 20 of them, andthey paid 20m each. If these were removed or harmed in a way that my 400m investment went poof, that would be bad, and they would cancel. This would be bad for SOE.

  • nerfing adks would piss off more people than it would help

you come across as a have not to me, and by looking at your post history, you seem to be on a righteous crusade to fix some evil that was done.


I am betting you sold yours right after the rewards went live for 4-5m and are just bitter





This poster actually has quite a bit ingame mate. We had this discussion sometime earlier. IT frustrates him with the way the things have gone. As I said earlier, I dont agree with this concept, but he is entitled to his opinion. There is no reason for the indignation of your post.


Lets keep it civil, he is trying to get dicussion on why we dont think its a good idea, so lets keep it at that.



-Ackire-

THE Retired
dMaster Armorsmithd
Located on the wonderful Planet of Naboo
Now located at -3256 3748, outside of Theed
-=X=-

cl0kwerq
Sat Oct 29, 2005 7:42 pm
#28


Leviticus:


I'm for changing up the system too to be more effective in repair, but I don't believe this is necessarily true. When in battle, weapons and armor take a beating. The creator may be better at fixing his own stuff vs. somebody else and recieve some bonuses on repairing his own, but it should still lose some condition. At the same time a patch-up israrely as good as a brand new thing. So maybe they can cut the condition loss in half for those who repair thier own stuff. This sounds like it's a coding nightmare though and I doubt the devs would be able to implement such a system without really messing up the system.


I think there just needs to be a large reduction in the number of bad repairs more than anything. We are masters and would never be this incompetent in repairs as we currently are.


Also, I agree with you with the ADK's. Those with full /ADK suits wouldn't have been customers anyways, but the person who sold it, now has money to spend on his own set. No loss.





You bring up a good point, so let me give you a contra example. A soldier knows how to kill stuff, and with that comes the knowledge of what is good and bad for defense and offense. They know how to use it, but they don't know what makes it work. Unless a soldier takes the time to study the making of armor or weapons in depth (i.e. skill point cost) then they stand no chance of repairing it. Of course this would eventually be suggestive of a repair line with it's own experience be put into crafting professions, or at least more emphasis be placed on putting repair into the current skillset system.


Your second point about a patch up not being as good is true. Obviously the actual numbers could be changed, so that there were levels of repair using different kits which require higher and higher quality resources, with a 95% giving full repair, and so on down to 10% kits possibly with a lower skill usage and generally worse outcome.


I do have to disagree that the armor repair coding would be a nightmare. It's a fairly simple switch. If (object applying) is not (object creator line) then repair uses non-creator non-armorsmith equation. Likewise with an armorsmith repairing armor they didn't create (and thus a decay occuring to the total condition), and someone with no skills or knowledge of armor creation (miuch larger decay).


Just fixing the number of bad repairs would only be solving a symptom of the underlying problem, and it seems to be would be a fairly unrealistic model. Also while armor is the prime example, I was also speaking in a much broader sense of all items in the game which are crafted by all professions. Tailors know how to fix their own clothes, architects their houses, etc... The only profession that wouldn't be affected is the ones that have no problem with persistent items, like chefs and bio-engineers, whose goods are accepted as 1 time usage. Quick fixes have done nothing but degrade the integrity and immersive quality of the game, which I believe we can all agree is evident in this latest patch (mining planet that you can't put mines on)






freedomwarrior


This wont work. Alot of crafters have alts that have their wearable factories down. With this system, you are forcing the crafters to place all the wearables with their main char and/or hand make the armor. I did hand making of armor for several months no thanks to the armorcolor cratebug. No thanks, I have no desire to do this again. So now, the name on the armor is going to be my jedi's name, not my crafter. So how would you solve this dilemma? My jedi doesnt know how to sew a stitch either.


See, the issue on decay is readily resolved with soe returning and examining their numbers on decay. Correcting and making it so that decay will not happen as fast. In addition, adding what I proposed earlier with tailors to make them more viable again. Give them the ability to remove the clothing attachments or armor attachments. This would give them the ability to be more profitable than they already are. This would also solve the issues with the high costs of tapes. In addition, im not saying to make the ability a 100% success, but a ratio. maybe give the tapes conditions, and as they are removed from armor or clothes, they lose condition and not repairable. Once they hit 0 condition, then the tape becomes useless.






I would like to point out that the name on the item creator is actually affected by the schematic put into the factory, and has nothing to do with the factory owner. If your crates are taking on this property then I suggest you contact a CSR about your bugged factory. But you do bring up a point with 2 possible causes.


1)You takei the schematic out of the factory with your alt, and put it back in but the name on it takes on that of the last person to put it in (this is a bug)


2)You take the finished crates out of the factory and unload some of the items with your alt. The creator name changes to that of the person who took the item from the crate (also sometimes with selling items in the crate this will happen with vendor transfers). This is also a bug....


So since these are 2 known issues they would have to be worked out before a solution like mine was implemented. Also there would have to be code that would be more robust for all items, including those that lose creator information upon use (like houses and mines and droids...oh my!) So yes, of course such a drastic change would require a lot of work.....but we do pay a fee to play this game, and it is not beyond the scope of the developers to implement changes along these lines without pissing off the marketers ("content" makers).


I must also disagree with you on decay rates. For some items you are right. Armor shouldn't decay so fast, nor should weapons. The fact that they actually decreased the condition on weapons is insane imo, as the decay rate wasn't great to begin with. I also think that the resources required to make a suit of armor are insane based on how fast the items will maintain usable status. However look at droids and houses and harvesters. These basically will never decay aside from massive user error. Slowing down decay on something that won't decay will have zero effect for the people that made them. In the real world everything will eventually decay from one form to another. Why shouldn't it be the same way here?


I fear that you're only thinking in terms of your own pocketbook and how many credits you spend on your weapons and armor. I'm thinking in terms of making the profession system viable and self-sustaining forever. While less decay would be good for a while, once again you're only solving a symptom of the greater problem. There are a set number of players in this game - if they all have stuff that lasts forever there is no reason for anyone to ever want to make anything, so very few people would.


As far as skill tapes go, I must respectfully disagree. They are a bonus on top of the skills you use. There should be some negative affect to using them, in this case a large cost (credits), but also there is the effect that they will only last for a set amount of time unless some great effort is made to stop them from decaying (ADK - lots more credits). So in essence you must make a choice about these skill enhancements. Are they really worth the cost if you can't use them forever? This is why AA's cost less than CA's, their shelf-life is much shorter. Now if you would come my way a little I would say that AA's should grant a larger bonus due to their shorter life-spans, and armor shouldn't be capped at +25 (for some things). This would create a better balance between the disparity we see in AA's and CA's, create a better market for them as well. But I don't think anything should last forever in this game (unless of course an appropriate amount has been given to make it last forever - ADK). - er...p.s. I just read the last 2 sentences of your post, and if those are the conditions then I would agree with you.




-Corbantis-
-1091 2684 Dantooine, Just outside the Mining Outpost
::TEK:: Industries Receptionist Vendor
tek'rat[master Armorsmith=12 Point=R.I.S.Certified=]
-Flurry-
-1028 2362 Dantooine, Just outside the Mining Outpost
::PS:: Personnell Solutions Vendor(either)
Seik Rell'eef[master Droid Engineer/master Shipwright]
Romulus-Eclipse
Sun Oct 30, 2005 12:40 am
#29

I traded mine for a 12 pt suit. Good deal I thought.


But anyway, I think the key is to allow the tapes to be removed from unusable items. It really is kind of pointless to buy good tapes for millions and millions of credits just to lose them a week later when your armor goes poof. The other alternative, adk'ing everything, is not the answer either, because of the limit of adk's on the server. There will never be enough of them.


It's not even the weapons. I use a 1m credit weapon. I can buy 25 of them for the price of one adk. So what's the point?


Regards.







T A L I T H A
Master Fencer - Master Armorsmith
Coronet 817, -4700


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