Artisan Archive

Thread: Crafting Changes: One Good Thing, and One Bad Thing

Flatfingers
Wed Dec 03, 2003 5:28 pm
#1

Say... apologies ifeither of thesehas been mentioned already (I looked but didn't see it), but I noticed a Good Thing and a Bad Thing last night.


It's been a while since I needed to craft a personal mineral harvester, but I needed a couple last night. When I fired up my crafting tool, I noticed that the experimentation recipe had changed. The Good Thing is that now not only can you experiment to improve the hopper size, you can experiment to improve the extraction rate: 50% Unit Toughness, 25% Shock Resistance and 25% Heat Resistance is the new formula. (Again, this may be old news, but it's new to me... andit's niceto be able to compliment the developers on a positive change to the game.)


Now for the Bad Thing. The Weapon, Droid, and General Item tool I crafted last night had worse stats than one I crafted a month ago. The one I created last night used great resources; I started at 28%. From there I used 10 experimentation points to improve it -- 8 gave "great success" results, and 2 gave "amazing success" results. But the final effectiveness of the new tool was only 14.01, whereas the effectiveness of my older tool was (as I recall) 14.63.


So what gives here? Is 14.01 the best effectiveness we can ever get now? If so, who thought that nerfingcrafting tools was a good idea? (Grrrr.) And why wasn't the nerfage mentioned in an update notice? (Grrrr again.)


--Flatfingers

cotatiadam
Wed Dec 03, 2003 6:17 pm
#2

try using the resource with the high con in both mineral slots when making it.
Flatfingers
Thu Dec 04, 2003 12:25 pm
#3






cotatiadam wrote:
try using the resource with the high con in both mineral slots when making it.





Er, thanks, cotatiadam, but that's a little cryptic. As a crafter since the week SWG was released, I have a reasonably good idea how experimentation works (ask me aboutthe Java program I wrotethat calculates the best resources to use for any schematic and experimentation mode ), so naturallyIused my best resources for allapplicable slots.


I was shooting for peak efficiency, so there was no chemical I could use with a Conductivity value -- are resources without certain values now being included in the assemblyaverage (as zeroes)?


Even if this is now happening, I still started with a very high assembly percentage, and had very good results through every step of efficiency experimentation. So again, how could the final result (14.01) be worse than that ofa crafting tool I created weeks ago (14.63)with lower-quality resources? It doesn't make sense... unless the crafting calculation got tweaked.


If it has, I can live with it; I don't mind developers trying to improve the game (even if they sometimes don't get it quite right the first time). It just bugs me to think that these kinds of things can be changed with no clear notification to users -- that's never a good idea.


--Flatfingers

Thranxx
Thu Dec 04, 2003 12:56 pm
#4

No offense, but you didn't use the best stuff if you only got 28% initial. I made2 14.78% this morning with some con 996 that I use just for crafting tools. When doing that, in front of a high qual crafting station, you get 29% as the initial result. The final is at 99%.


Good luck. Get some high con metal and you'll be fine.




Thranx Benton
Councilor of Civilian Government - The Guardians
Cook in Training | Master Droid Engineer | Master Artisan

Flatfingers
Thu Dec 04, 2003 5:40 pm
#5

Thranxx, you're right that I didn't use 1000 Conductivity metal, but it was close enough to get me to 28% on my initial assembly -- the two "amazing success" results I got in addition to my eight "great success" results should have been enough to get me up to maximum possible for the resources I used... but it still wasn't good enough to beat the result I got a few months ago with inferior resources. So I figure something must have changed, but I sure didn't read it anywhere official.


I'm not complaining too loudly about the crafting results, honest, guys. If this is how things are "supposed" to work, I'm good with that. It's the possible lack of information about changes that concerns me. (I say the same thing to my requirements-providingcustomers every day....)


Bring on vehicles!


--Flatfingers

One-of-Fourteen
Thu Dec 04, 2003 6:11 pm
#6

Resources without a specific attribute cause Zero to be used as that attribute value, where as in the past they used some kind of average. At least, this is what I remember from another thread that I read.

Vaedross
Thu Dec 04, 2003 7:34 pm
#7

Those changes never made it live.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
JohaoCarl
Fri Dec 05, 2003 1:22 am
#8

I madesome general and weapon crafting tools yesterday and I used a copper here at Tempest that have 1000 conductivity. I crafted 5 crafting tools with 15 effectivity (I had some critical failures that give me some not so good crafting tools however) using 10 of my 11 experimentation points (I am human).


I don't see nothing wrong with the new experimentation system.




Johao'Carl Baptis
Novice Rifleman (1 1 0 0)
Master Artisan, Novice Droid Engineer
vendor at Jaxian Bay City, Naboo, waypoint -6499 6635
250 meters from the shuttleport! My vendor is selling vehicles!
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