Artisan Archive

Thread: Non-Masters and experimentation: An idea

Guruweaver
Thu Jan 27, 2005 9:03 am
#1

Hey all,

I posted this in another thread, but I thought it might be better to give it its own thread for comments and such.

I've been working with some of the other crafting correspondents trying to dream up ways to make the game more fun for non-master crafting elites.

One of the core issues, in my opinion, is that there is nearly nothing that a novice, say Weaponsmith, can make that will sell. One of the key issues isn't the schematics, there are some Okay products in the novice box, or other lower level boxes. The problem is experimentation.

As a non-master, you are held back by three 'gates' from making high quality products:

1- Schematic selection: The more you learn, the better items you can make, typically

2- Assembly and Experimentation skill: As you advance, your chances of high quality assembly rolls and experimentation rolls, reducing critical failures and increasing Amazing successes.

3- Experimentation Points: you get one at novice and one for every 10 points of experimentation skill. These represent "Attempts" to experiment the item you are making. The more attempts, ultimately, the better the product. It can make a huge difference in the final product.

As a novice, I think it is very appropriate that 'gates' 1 and 2 above are correct and appropriate. I take issue with gate 3. I've proposed giving a crafter of any skill level 10 experimentation points. No increase in Experimentation skill, mind you, just the points. Their chances of a great success experimenting will be less than a master, crit fails more frequent.

The idea is that a novice should be able to make their schematics as well as is possible, given the rolls and access to good resources.

My thinking is that this will allow non-masters to produce products with actual value on the market. If this becomes true, the pressure to 'power grind' to master will be lessened and your advancement in the skill will be come more 'natural'. You'd level as a side-effect of making your product to sell.

To clarify:

Currently, Experimentation Points (EP) are calculated from the player's Experimentation Skill (ES) this way:

EP = ES / 10

EP must be an integer, rounded down.

So a novice has +10 ES, so they get EP = 10 /10 = 1 experimentation point.

I propose changing the formula to this:

EP = 10 + Abs( ( ES - 100) / 10 ) )

So a novice with +10 ES will get EP = 10 + Abs ( (100 - 10)/10) = 10

A Master with +20 from SEAs in their clothing (A "12 point master") would calculate this way:

EP = 10 + Abs ( (120 - 100)/10) = 10 + (20/10) = 10 + 2 = 12

So Masters who have the full clothing would get the same bonuses they get now. In other words, no change at all to masters. Further, no changes would need to be made to SEAs or racial bonuses, just to the EP formula.



What do y'all think?

Guru

*edited for clarity, adding the calculations *

Message Edited by Guruweaver on 01-27-2005 02:08 PM



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Capt
Thu Jan 27, 2005 9:13 am
#2

I'll bring my comment across, then..

I like this idea - it doesn't really make sense that a master can experiment more than a novice.
Being better or worse (more or less experienced) shouldn't affect how much you can experiment on something, but it would affect how well these experiments turn out.

Getting a critical failure on an experimentation when you only have a few points to experiment with is very annoying. Having a few more means you may bring a worthless object up to something you can at least break even on.



--
Wuce - Rogue Hammer Weilder
Maaq - Retired Master Bounty Hunter. Tinkerer in Weapons.
Vendors in Dark Star Valley Mall - Naboo. -2140 1025

JCooper2
Thu Jan 27, 2005 10:45 am
#3

I really like this idea Guru....the only time a weaponsmith can make good d18s is at Master level....and by Master level why would you make a d18 anyway. More points at novice but with the limits to success as you have explained gives them a chance to at least offer some quaility entry level products without have to be a Master. I think this would make all crafters happy and it would not effect the Masters at all in sells.


Good Idea





Riverwind Flyingdust - Earth Alliance - Scylla
Elder Master Creature Handler

Konner Thomas - Scylla
Elder Master Creature Handler
Drashk
Thu Jan 27, 2005 11:51 am
#4

The one consession that I think would need to be made on such a change would be this....


At Novice, a crafter can only use 10 points of experimentation, even if the Novice has something that will provide a bonus of +2.

At Tier 2, in the branch that once offered in the increased skill points, a Novice crafter gains the ability to use a total of 11 experimentation points.

At Master, the crafter gains the ability to use the full 12 experimentation points.


This small change would put emphasis on what it is to be a Master Crafter, but would also allow a Novice the ability to be competitive.





Making SWG more Star Warsy. One droid at a time.
Guruweaver
Thu Jan 27, 2005 12:02 pm
#5

Yeah, Drashk

What I was thinking, but didn't say (I'll go back and adjust) that as your experimentation skill increases, you get the ability to get more Experimentation points from SEAs.

Use this forumla to calculate Experimentation Points:


Experimentation Points = 10 + Abs ((Experimenatation Skill - 100)/10)

So, if you have +20 Experimentation SEAs in your outfit. At Novice, you'd have +30 Experimentation Skill.
Calculate: EP = 10 + Abs((30 - 100) /10) = 10 + Abs (-30/10) = 10 + 0.3 = 10
Experimentation points can only be integers, round down.

No changes need to be made to SEAs or racial bonuses. Just change the formula that calculates Experimentation Points.

Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
BeesKnees
Thu Jan 27, 2005 2:08 pm
#6






BeesKnees wrote:

The only issue I have with this is the cost of the SEA's. Currently a +12 artisan experimentation tape is going for 7 million on the scylla trade forum. It's been a nightmare and frustration to get any artisan tapes. Seems like we should get something for length of time as a master in a profession. Just a thought.





Myleah ~ Master Tailor/Master Artisan/Master Merchant ~MindHarp Couture ~ STC, Naboo

Etema ~ Master Dancer/Master Image Designer

Maylee ~ Master Fencer/Master Scout/Ranger 4/0/4/0 (Tracker)




I only say this because I've been a master artisan for a while and am disinclined to make master artisan items because of the experimentation failure rate. Why shouldn't a long-time master artisan have a bigadvantage over a novice? .... even a novice with SEA's? (I'm extremely frustrated right now because I can't fill an order because of the experimentation issue. My product isn't good enough for the DE. Bleh!)




Myleah ~ Master Tailor/Master Artisan/Master Merchant
~ MindHarp Couture ~ Helios, Tatooine -1631, -6250 ~
Etema ~ Master Dancer/Master Musician/Master Image Designer/Master Ent
Maylee ~ Master Fencer/Master Scout/Master Ranger
Drashk
Thu Jan 27, 2005 2:17 pm
#7




BeesKnees wrote:

My product isn't good enough for the DE. Bleh!)




OT -


What is the DE wanting you to make that requires Experimentation?


Experimentation on Artisan parts has ZERO impact on anything that a DE needs. If the DE in question doesn't take your word for it, point him my way and I will set him straight.






Making SWG more Star Warsy. One droid at a time.
Meplorium
Thu Jan 27, 2005 4:03 pm
#8

I would rather see a quest driven rather than an exp driven system for mastering of the artisan professions. That would get rid of the grind and if done right, would teach about the players new crafting profession.


Not that this doesn't have merit, but most crafting professions only take a few days of grinding to acheive. I don't seen the need for non-masters nor anyone making a good business from being a halfy. The exp grind is such a small part of becoming a crafter, it is almost trival.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
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Guruweaver
Thu Jan 27, 2005 4:14 pm
#9

Appreciate the points offered about quest-based advancement and SEA cost/issues, however I'm trying to stay focused on this one idea to see if it has merit.

If things work like I suspect/hope, this change could be 'easy' and a possible candidate for a hotfix/minipublish.

Sci, good point about the factories. It complicates things, though. The idea of limiting factory run based on assembly skill isn't a bad one, but I don't know if we should wander off too much into that territory. The more complex we make it, the less likely it is to happen. Presuming, of course, that it's a good thing to do.

I'm still thinking that Masters won't see their market harmed by this. I expect a goodly chunk of their income is generated by sales of items who's schematics are certed to high level boxes, thus not available to the novices.

Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Meplorium
Thu Jan 27, 2005 4:20 pm
#10








Guruweaver wrote:


I'm still thinking that Masters won't see their market harmed by this. I expect a goodly chunk of their income is generated by sales of items who's schematics are certed to high level boxes, thus not available to the novices.

Guru






Even though there are goodies in those master boxes, most of the goodies come in the trees themselves and not at that master level box. So a 4004 or such can do nearly as much as a master. A crafter dabbler may not be too welcomed since the combat dabblers aren't.


It would be easy to do and address a few problems, but those problems aren't that big of a concern, in my opinion. Why I would rather see a content driven path to mastery than dabbler crafters.





- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
Drashk
Thu Jan 27, 2005 4:37 pm
#11




Meplorium wrote:

Even though there are goodies in those master boxes, most of the goodies come in the trees themselves and not at that master level box. So a 4004 or such can do nearly as much as a master. A crafter dabbler may not be too welcomed since the combat dabblers aren't.


It would be easy to do and address a few problems, but those problems aren't that big of a concern, in my opinion. Why I would rather see a content driven path to mastery than dabbler crafters.




Mep,


I think you are missing the bigger picture here. Guru isn't talking about a change to only Artisans. He is refering to a change to all Artisan based crafting professions. Professions such as Weaponsmith and Armorsmith that are extremely dependent on Experimentation points would greatly benefit from such a change.


Something else to point out is majority of the player base does not 'grind' out professions. A change such as this is geared towards the largest percentage of the player base, that progress thier skills in a more natural manner. People that grind to Master usually have the resources or backing to do so. Its the people who typically try to play the game as intended that are most negatively impacted by not having the Experimentation points available.






Making SWG more Star Warsy. One droid at a time.
sciguyCO
Thu Jan 27, 2005 5:20 pm
#12






Drashk wrote:

Something else to point out is majority of the player base does not 'grind' out professions. A change such as this is geared towards the largest percentage of the player base, that progress thier skills in a more natural manner. People that grind to Master usually have the resources or backing to do so. Its the people who typically try to play the game as intended that are most negatively impacted by not having the Experimentation points available.




I think the majority of players don't want to grind out professions, but feel they need to in order to make worthwhileitems to sell.


Guru, my manufacturing schematic limit was mainly a option if people feel the Master/Non-Master imbalance overcorrects too far towards non-Master with this change. Although with the increased factory time from multiple experiments, the fact that a non-Master is going to be mass producing slower (or has to get really lucky during experimentation) may be enough.


Meplorium: Why shouldn't a 0044 Chef be nearly as viable as a Master within their chosen specialization (in this case drinks)? And a Master still gets some additional bonuses (more schematics, better chance at amazing success, able to get 12 points instead of 10 or 11 at xxx4). To tell the truth, I don't see "dabblers" as being too much of a problem for most crafting profs. For ones like Armorsmith and Weaopnsmith, their most desirable products are already in the master box (composite, T21, Power Hammer). Heck, opening the market to more players might help with price inflation.


One area that may be negatively impacted by this are cross-profession components where quality matters. If a dabbler can make these themselves without commiting to Mastery of the other profession, many crafters may choose to do so. I've already mentioned BEs. Armorsmiths may prefer to get 0200 tailor for access to Wookiee battle padding (since they'd also have the full 10 experimentation points for it). Are there any other components similar to these? The artisan components needed by DE and Architect don't count, as those are Master schematics.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Meplorium
Thu Jan 27, 2005 6:44 pm
#13






Drashk wrote:

Mep,


I think you are missing the bigger picture here. Guru isn't talking about a change to only Artisans.


Something else to point out is majority of the player base does not 'grind' out professions.




I got the bigger picture and when referring to artisans professions I don't mean just the artisan profession.


The majority of players not grinding is news to me. Where did you get this information?


My understanding of this games mechanics, especially those leading to jedi, is one of constant grinding. That is typical of this games genre.


I will say that this idea has it's heart in the right place, but does open the door to things like armorsmithspicking up just enough tailor to bypass them to get their wookiee armor pads or architects bypassing DEs to get storage units for crafting stations. Those 'unforeseen consequences' is what troubles me. True tailors or DEs are not out of the loop on those things, when they use to be part of that process. There are some that even want to see schematic trading go away to reinforce those profession dependances.


I just don't see getting that master box as that big of a deal. Figuring out how to craft, knowing the market so you know what to craft, what to price things at, where to get resources and which ones to get, getting skill tapes and making a name for yourself to be successful at that profession makes all those clicks seem rather trival.


I would rather some kind of interactive quest base system fix this problem than one that could make profession interdependancesthrown out the door or cause other problems.





- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
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