Artisan Archive
Thread: Powerups Challenge to the DEVs and All Artisans
Your challenge, should you choose to accept it, is as follows:
- If you're a DEV, roll an artisan character on your interal server or on test. Then conjur up a stack of minerals with OQ of 995+ and a stack of Chemical with OQ of 995+. You're going to need a lot, so make sure you make a big stack. For the rest of you, just grab your powerup materials and play along.
- Try to createthefollowing powerups, both of which ARE possible combinations and highly desirable at that. Only these combinations will be considered acceptable:
- Tuned Muzzle of Sighting - 33% Max Damage/16% Min Damage/5-8% Point Blank Attack Mod
- Melee Powerup (can't remember exact name) - 33% Mind Reduction/16% Max Damage/5-8% Min Damage. (Note, also acceptable for this combination is a melee powerup with the following statistics: 33% Mind Reduction/16% Max Damage/5-8% Speed)
- Report back on the amount of resources used to create the above schematics and how much time you spent trying to acheive the desired goal.
- Optional: report the total cost of seeing your occupational therapist to be treated for carpal tunnel syndrome.
I'd really like a developer to attempt this task so they can see how absolutely mind-numbing and frustrating it is to create desirable powerups. The above two types of powerups are the most in-demand on my server. Accordingly, I try to keep them stocked. When they are in stock, a 1000 unit run sells out in about 2-3 days.
The problem is that the randomway inwhichpowerup statistics are generated during the combine process means that luck plays more of a factor than skill. What I would like to see is more control for artisans during the creation of powerups. Perhaps as one progress up the artisan tree, they get more control over which statistics will appear during the final combine (sort of like how merchants get more and more control over the look of their vendors as the progress up the tree). A master artisan would have 100% control over which primary and secondary statistics are created during the combine, with only the third or tertiary statistic left to chance.
In addition to this, I would like to see a revamp of melee powerups. The implementation of ranged powerups is fairly good (despite my complaint about randomly generated statistics - within the confines of the particular type, of course) compared to the melee powerup implementation. We are given only one schematic for melee powerups and the variety of stat modifiers is very limited. It's a disappointment and should be addressed.
I can't tell you how many times I've had novice TKAs and novice brawlers ask me for 33% speed melee powerups. It's too bad they aren't available. A Master TKA would have no use for them (their speed modifiers allow them to max out the speed of their attacks), while a novice brawler would find them incredibly useful. I don't think anyone is worried that a novice brawler is going to unbalance the game by getting 33% speed reduction on their weapon.
So, take the powerup challenge and let me know how much time it takes you to get the above two combines. I have had times where I can craft for 4 hours in a row without getting my desired combines. Talk about frustrating.
And yes, I like the challenge it takes to make hard powerups. I have no desire to see the system change from what it is now. If the desirable ones were easy to make, then every man and his dog would be making them. Having them hard to get differentiate the maker commited to their craft and not just a wannabe that is just in it for the cash.
BlueMorgoth wrote:
And yes, I like the challenge it takes to make hard powerups. I have no desire to see the system change from what it is now. If the desirable ones were easy to make, then every man and his dog would be making them. Having them hard to get differentiate the maker commited to their craft and not just a wannabe that is just in it for the cash.
You're not suggesting that I ama wannabe just in it for the cash, are you? If so, you might want to get your facts in order.
That being said, I appreciate your comments. Their aren't that many master artisans who are truly dedicated to making powerups as it is. I think there are probably about 10-12 on my server who are well known for their powerups. I happen to be one of them.
And dedicated? I wish I had your luck in getting the desired schematics after 20 minutes, but my dedication to the cause often has me sitting in front of my crafting station for 2 hours at a time trying to pump out the correct schematics. Is that dedicated?
I've always assumed this was a challenge of the game. Does anyone agree/disagree? Why?
Hi, a couple days ago I spent about 2 hours and over 1000 of each resource to make a 33/16 max/min muzzle schematic. Now I did manage to make maybe 10 basic max/min muzzles, but I experienced some critical failures. After about an hour and a half I was able to make 5 schematics to fill an order of 500 crates. Sure I got pissed with the critical failures, sure I wanted to quit. I didnt quit, because I'm an artisan. 2 hours isnt so bad to make the perfect powerup.
-Uther
I definately wish the melee had more possible options. Maybe even start adding new feats with the powerups like a built in bleed (jagged?) or poison (venomous?) or even bonuses to influence the random hit location (vorpal?).
Also on a side note, don't use merchant as an example of getting more control as they go up. All they get are more races.... they get no control over the actual appearance (other than clothes at hiring IV).... so it is nearly as random as beginner.
Thanks for the replies. Sorry it took me so long to get back to this thread. I've been on vacation.
I am completely familiar with the method for getting the powerup schematics you desire. The third stat actually has to show up second and then get stuck around 5-8%. If it gets stuck, you have to pray your desired secondary stat pops. If it doesn't, you start over.
To me, this is frustrating. Like someone said, you can go through 100s, if not thousands, of attempts to create the desired 33%/16%/5-8% combo.
In my opinion, there should be less emphasis on luck at the Master Level. The Master Artisan should have a little more control over how the powerup turns out. I don't think that's too much to ask.
And to the person suggest DOT additions to powerups - that is a great idea. I would love to be able to give my customers a limited DOT they can add to their weapons.
And finally, I think we can all agree that there need to be more melee powerup schematics and options. Melee professions are getting more and more popular and the people who have those professions want more options that just one of the HAM stats on the primary powerup attribute.
I think a reworking of the powerups could qualify for a top five issue after some of the major bugs get worked out.
I 100% Agree with all sugguestions.. All of the Smiths don't have a problem with random results like we do.. Anyways, to me, the first step would be to create at least 3 or 4 more categories for Melee, maybe put these at Master level or Eng IV.
Also, at Master level, like you said, we should be able to have more control in one way or another what powerup type we're getting. Im not worried so much about controlling if its a 3-stat or 4-stat, im more concerned with controlling what the primary and secondary modifiers will be.
I recently just started to make powerups in bulk, but i havent made one with a third modifier yet. I get 32% and 16% increases on the two modifiers that i do get.
I spend all the experimentation that i have right away, does it really help to do what another poster said and spend one point at a time?
Is there some kind of guide anyone can point me to?