Artisan Archive
Thread: Topic for the Day 8-7-03 Expermination
One thing that I hate is that when at the experiment screen, it dosen't tell you what raising the skill will do, and some of the things you can experiment on seem useless.
I create alot of fireworks, and when I do I get 2 options to experiment on, one is Efectiveness and the other is quality. On one I experimented to 70% for quality, on the other 70% for efectiveness. The one I experiment for uality showed no change in anything, the only for effectiveness had an extra 3 rockets.
SO basically they need to explain what Experimenting will do to the product.
THe other thing is getting critical failures when failure rate is 0% durring experimentation they really need to fix that.
What I would like to see isa default setting on the experimentation screen so you can use the ENTER key to CREATE PROTOTYPE and not have to mouseclick. This would help save some wear and tear on mouse hand while working around a crafting station and let the user just ENTER their way through should they desire.Not havingto stop a sec and click the mouse on PROTOTYPE, SCHEMATIC, or EXPERIMENT would be schweeeeet.
As far as telling us what experimentation does, what kind of experiment would that be.. it's all about going into the unknown and marking the results... come on man, you don't need your hand help for everything. For example, experimentation doesn't do anything for droids... yet.
Expirementing is all over the place, some lines/products it's great others, it seems broke in others it's just plain bizar.
This has been worked on in test, so much of this might be irrelavant...
Bug's / problems
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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.
In the above situation the success levels 'amazing' and what not do not correspond to squat. I've had 2 bars drop alot and the one bar move up a bit and have positive result exclaimed.
If a bar is at 0% it can't be experimented to anything ofther than 0%
Many bars seem to do nothing(just read the profession forums), some bars make no sense (durability for consumables)
Having 10points and generally 0% chance of failure the amount of % increase doesn't really seem right, esp on amazing successes. It seems to never fill up all the bars I selected, I think amazing should fill up more than I selected. It's off a bit, not a huge amount. I would be just as happy if the words where changed and % increase kept the same.
Wishes
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You would get feed back as to the base % levels on the screen in which you select resources instead of the screen after that.
I've noticed in some of the foods I've made that the results will actually go down with success at times. Sometimes when you get near the end of the bar you will get no incrase at all no matter what result you get even though there is room on the bar to improve.
Durability on many items isn't in effect yet because they took item decay out in the end of beta. Need to remove durability off consumables.
Experimentation seperates the big from the small. I think there should be some components and items that don't need experimentation. That way a novice in that profession can make these items and sell them to a master. There could be items that use a very small or medium amount of experimentation for those that are more experienced, but dont' have the full range of points yet.
lol no one laugh.. please. Where is the expermination screen? I've made items but haven't seen it.
I do see that my 2old crafting tools had a 2-4% bonus and the other had a 4-6% bonus. That's like right off the top if the material went over something like 5% to start with. On an items that had 0-3% bonus due to materials it didn't do anything. Both capped at 95%, however. I made new tools at a 95% eff rating at master level and they still both cap at 95% experementation. I'm not sure what the bonus is.
I thought there was something somewhere that said items could be expermented to 100% effectivly removing all negative effects induced by shifting stats.
I'd like to see the bonus or %eff on a tool -AND- crafting station. Regardless if the system works. Just like the AC and damage type is being put in weapon descs, this should be added also.
When I read about people saying that their results went down after getting a success, I always wonder if perhaps people don't realize that sometimes boxes get added to the bar. For instance, I might be at 20% with six boxes, then I get a success and now I'm at 40% but I still have six boxes because maybe I filled 2 and then 2 got added? I only bring this up because personally I have never noticed my percentage going down after a success, but if I was only watching the number of boxes it wouldn't look like there was any change.
I was just writing about this yesterday. If experimentation was earned by actually experimenting with things as you crafted them you build a bunch of one thing and experiment on it eventually you get better and better results then even your lower lvl crafters could make something of quality that would have a chance of selling instead of justr grinding to try to get up to a point where you might compete.
"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."
If you use better resources this won't happen to you.
Unless you're already at 100% in everything. In which case...that's pretty impressive.