Artisan Archive
Thread: Topic for the Day 8-7-03 Expermination
The thing that bugs me most about experimentation is when it's experimented to max available and I have points left over, i should be able to do something with them, even if it's only to squeeze out another one or 2 percent.
Bianca Minola
I love to experiment with my items andI think this was the coolest thing SOE and Lucas Arts added to crafting but I think that the devs need to revisit the process of experimentation.
First of all, I wholeheartedly agree with everyone else who's griped about the whole "why, when I get a sucess or great success, do some of the stats actually lower?" issue. I find that annoying, to be truthful. If I have a great success making a cheesecake, for example, in real life it is an outstanding item.
I have noticed, too, that sometimes when you do have an "amazing" success that at least one to two more experimentation "bubbles", if you will, open up. That's fine and all, but I think they should add in some kind of text that says "You had an amazing success, you are now able to experiment more on this item" or something that at least explains what happened during this "amazing" success.
My other gripe is, even with the auto-confirmation option off, I feel we still get way too many pop up confirmation windows.
And, finally, I agree that we should be able to see the stats of the item in the window above (like you do with some items like CDEF pistols, etc.) to know what we're doing with the item. Most times, I just try to guess and hope that the item is going to be effective.
Thanks for hearing me out,
VizSunrunner wrote:
3 bars to choose from, if you put points into one bar. Clicking expirement sometimes changes the other 2 bars (up & down), sometimes chaning the bar you put points into, sometimes not.
I've never seen a percentage result go down in something you aren't experimenting on, so maybe you're talking about how after you spend some points in one item, the number of available boxes in the other two goes down? That's just because you have less experimentation points left. It only shows as many boxes available as you have points, so if there were 5 boxes, but you only have 3 points left, 2 will disappear.
BiancaMinola wrote:
The thing that bugs me most about experimentation is when it's experimented to max available and I have points left over, i should be able to do something with them, even if it's only to squeeze out another one or 2 percent.
You are limited to a maximum level by the resource's stats and by your initial success. If your initial result is only 5%, you're never going to get that item up to 90%, because it just wasn't that good to start with.
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I'd like an explanation of the failure meter. People complain about getting a failure even with the bar at 0%, and I have it happen too. So I suspect that that number is just an "additional" percentage chance at failure, above whatever your base chance is. If so, I'd like to know my base chance of failure too.
VizSunrunner wrote:
3 bars to choose from, if you put points into one bar. Clicking expirement sometimes changes the other 2 bars (up & down), sometimes chaning the bar you put points into, sometimes not.
I've never seen a percentage result go down in something you aren't experimenting on, so maybe you're talking about how after you spend some points in one item, the number of available boxes in the other two goes down? That's just because you have less experimentation points left. It only shows as many boxes available as you have points, so if there were 5 boxes, but you only have 3 points left, 2 will disappear.
BiancaMinola wrote:
The thing that bugs me most about experimentation is when it's experimented to max available and I have points left over, i should be able to do something with them, even if it's only to squeeze out another one or 2 percent.
You are limited to a maximum level by the resource's stats and by your initial success. If your initial result is only 5%, you're never going to get that item up to 90%, because it just wasn't that good to start with.
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I'd like an explanation of the failure meter. People complain about getting a failure even with the bar at 0%, and I have it happen too. So I suspect that that number is just an "additional" percentage chance at failure, above whatever your base chance is. If so, I'd like to know my base chance of failure too.
Hmmmmm, cheescake. I can almost taste it, oustanding cheescake crafted by TheSithtress.
And, nope Philomorph that is not what I was talking about, others have mentioned it, they know.
Another annying thing: at the assembly window, the % that're -supposed- to show how the materials being used effect the properties of the item being made don't work. They're allways zero.
Experemental durability on -any- powerup does nothing; they're locked at 100 uses.Experementalquality on Bone armor raises the secondary resistances.Experemental durability on bone armor does nothing. Experemental resistances on Bone armor raises both special resistances and durability. Experemental durability on repair kits does nothing.
For example, a CDEF Rifle has a listing in its description that says something to the tune of:
EXPERIMENTAL DAMAGE
Min. Damage: Overall Quality 50%/Conductivity 50%
Etc.
So, you DO know what you're experimenting when you experiment Damage, for example.
The whole point of Experimenting is that it's a gamble. Until you reach Master and can fill up the entire Experimentation bar, you're always going to see some result go haywire.
For example, a CDEF Pistol may have its Max damage increased by a Success, but have its Min damage decreased...or Speed goes up, but the other stuff goes down. A plain "success" really means "you didn't break it". Moderate and better successes are what give truly good results....plain successes are basically re-rolls of what you already had.
However...the biggest improvement they can do to Experimentation, Create Prototype, and Create Manufacturing Schematic is....
...add a BACK BUTTON!! (Arg, how many good items have been lost to hitting "Create Manufacturing Schematic" by mistake???)