Artisan Archive

Thread: Loot and Keeping Crafters in the Loop

Palicgo
Fri Dec 19, 2003 8:26 am
#1

I propose that the crafting system needs to be revamped, to fix some of the silly things like critical failures on experimentation when it clearly says 0% risk, and to add some things.

I propose that Artisan professions(whether it be Artisan, or professions that branch from it) at some point should have the ability to make a Draft Schematic from items that they come across in the game. Note: Draft Schematics are the things that you get when you gain skills, like Personal Mineral Extractor at Engineering 3. Items would then need to display their stats to the Artisan, similar in the way of Creature Knowledge. The Draft Schematic made would have base-line stats of that item. When using that Player Created Draft Schematic, items made would be of similar quality(still being affected by resource quality). This would allow a new way for player created items to be introduced in the game, ie. the Nym quest where you get the "slug-thrower" carbine.

This type of reverse engineering should be useable on practically anything. There should also be a way to hinder it. Have the Reverse Engineering cause the item to either be destroyed, or turn into the parts used to make it, but of a "Damaged" type. This damaged type would still allow the components in an item to be reverse engineered, but not used again in crafting(hey, sounds like there is a lot of junk out there that this could/should work for, hyperdrives et cetera). Artisans may also want to try to make it hard to reverse engineer their items, so we should permit them to have a new form of experimentation. I have yet to think of a propper name for this experimentation, but here is the idea. They can spend experimentation points on and attribute of the item which makes it more difficult to reverse engineer(higher failure and critical failure rates). On a failure, maybe make the internal components still available to the reverse engineer, but do not give them a Draft Schematic(or if you do, a poorer quality one). And on a critical failure, make everything get destroyed, and possibly damage or wound the reverse engineer.

Even with these additions, I say that the current experimentation should stay. We would have two ways to improve item quality. The current experimentation should become more of a "shot in the dark", because they are not really working from a known point of improvement. And reverse engineering would be the second way for item improvement, because when they take apart a working "better" item, and analyzing why it is better.

Summary:
-Revamp Crafting system
---Add in a skill of Reverse Engineering allowing players to make their own Draft Schematics
---Keep Experimentation, but make it more of a blind experimentation
-----Add a new value to experiment on causeing the item to be more difficult to reverse engineer

This way, new and cool items can be added to loot, via the damaged items or totaly new items. If someone found a Zero Condition weapon out there with awesome stats, they could bring it to an artisan to make them one that works.

Questions? Comments?
I don't post much, but I do read a bunch.
If you love these ideas and wish to submit them to someone who would listen, feel free to.
I just want to help make this game better.
Palicgo
Fri Dec 19, 2003 4:43 pm
#2

/bump
Palicgo
Sat Dec 20, 2003 7:15 am
#3

/bump^2
Rorin
Sat Dec 20, 2003 11:13 am
#4

I think this isa great idea.


Palicgo
Sun Dec 21, 2003 9:53 am
#5

Thank you for your feedback. I hope to get others feedback as well.
PhotekxOBVx
Sun Dec 21, 2003 9:25 pm
#6

Having played as a crafter type player in other MMOG's I am definitely in agreement with this. Having a crafting system that is dynamic rather than static as the current system appears to be would be good.


Example, level3 engineer wants to make X item. The said X item is not currently in their list of schematics, so they go out and find one, now they try to reverse engineer it, depending on their skill level, and the complexity of the item, they either:


1) are successful and the item is still intact for a second blueprint


2) are successful but it's a lower quality blueprint, and the item is deconstructed and they are left with some of the component pieces that make up the item


3) are unsucessful and some of thecomponent piecesare destroyed


4) are completely unsuccessful and the item and all resultant parts are destroyed


Thus they've made 1 blueprint (or not) that they can craft an item from. Blueprints are not like schematics in that they don't permanently go on file, but give the person the ability to craft it a few times, 5 or 10 sounds reasonable.


My addition to this great idea.




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progman63
Sun Dec 21, 2003 11:09 pm
#7

Very interesting idea.


It will take ALOT of work to implement.









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


Palicgo
Mon Dec 22, 2003 8:36 am
#8



PhotekxOBVx wrote:

Having played as a crafter type player in other MMOG's I am definitely in agreement with this. Having a crafting system that is dynamic rather than static as the current system appears to be would be good.

Example, level 3 engineer wants to make X item. The said X item is not currently in their list of schematics, so they go out and find one, now they try to reverse engineer it, depending on their skill level, and the complexity of the item, they either:

1) are successful and the item is still intact for a second blueprint

2) are successful but it's a lower quality blueprint, and the item is deconstructed and they are left with some of the component pieces that make up the item

3) are unsucessful and some of the component pieces are destroyed

4) are completely unsuccessful and the item and all resultant parts are destroyed

Thus they've made 1 blueprint (or not) that they can craft an item from. Blueprints are not like schematics in that they don't permanently go on file, but give the person the ability to craft it a few times, 5 or 10 sounds reasonable.

My addition to this great idea.






Yeah, 5 or 10 crafts with the blueprint would help the servers. Wouldn't just have a person with 50,000 blueprints assaulting whatever server(s) that information is on.
Dex1138
Mon Dec 22, 2003 11:13 am
#9

Interesting idea but I have to go with not liking it unless ALL quest reward items have 100% failure for reversing. You should never be able to craft something it took someone hours/days to get.
What would determine your level of RE ability? Can't have a Novice going around RE Master level items It would be cool to be able to make some of the things we have to deliver for quests (paintings, statues, etc)



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


Palicgo
Mon Dec 22, 2003 5:32 pm
#10



Dex1138 wrote:
Interesting idea but I have to go with not liking it unless ALL quest reward items have 100% failure for reversing. You should never be able to craft something it took someone hours/days to get.
What would determine your level of RE ability? Can't have a Novice going around RE Master level items It would be cool to be able to make some of the things we have to deliver for quests (paintings, statues, etc)




How about making the copies get branded as a "forgery" or "remake", and have the quest items harder to get a schematic of?
Palicgo
Tue Dec 23, 2003 9:08 am
#11

I wish this thread was more high profile. Right now hardly anyone read it it seems.
Dex1138
Tue Dec 23, 2003 11:47 am
#12

Doesn't matter if your Rantok Sword is a copy or the real one, they all look the same when equipped I just dont' think it's fair to the people that do the long, boring parks taht someone could copy their "reward" after all their hard work.



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


Nimbian_Fire
Wed Dec 24, 2003 12:25 am
#13

I say it's a Good Idea but this is how I would solve the problem of Novices Reverse Engineering Masters Work.


One All Items copied have three Levels,


Couterfit, Level 1, A Novice Tries to RE a Masters Work, 50% Stat Reduction


Monkey Copy, Level 2, Novice REs a Novice or Masters Re a Masters, 25% Reduction to 10% Improvement


Dupicated, Level 3, Masters RE a Novices, 15% Improvment


All Items list who the original Creator was as we as the RE


Also You could put RE under reagular Skills like Experimentation, and Masters get the Option to Experiment on their Items RE



Any way there's My 20 cents

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