Artisan Archive

Thread: Artisan Revamp

dkenobi
Fri May 13, 2005 1:10 pm
#1


Ibelieve that the crafter market is a problem, as every crafter can craft the same item with the same specifications (or some variance of those specifications (moving around the points)). Some crafters should have an edge, gained solely by their abilities to craft, to create weapons that no other crafter can.


Ultimately I believe that a game should have one system: either Loot, or Crafting. Never both, as they conflict with each other more than they help each other.


Ultimately, crafters should have absolute freedom to create what they want, without schematics, and name it whatever they want (within reason of course). Look at it this way:


Under the current systemthere is a schematic for X, Y, and Zpistols. That means that a crafter may only make X, Y, and Zpistols with a small variance here and there to give it their special touch. All this ammounts to is people having to scavenge the galaxy for items so they can follow the"put tab A into slot B" instructions (schematics)instead of going to IKEA and getting it all in one box.


But what if crafters had a Basic Pistol Schematic? All Pistols in the game would be made off this one schematic. But instead of having a small variance in its stats, the crafter could make such a big impact on the turnout of the weapon, it becomes a work of art. After all, crafters are called ARTisans. Crafters are Artists, taking pride in their work. How can you take pride in something if everyone and their dog can do it too. This gives players a BIG impact on the game, as they willcontrol the content of the game.


This particular system would need some governing, like a patent office, so appropriate names could be given to these new weapons. A Dev or hired hand would approve the design, allow the player to name it, or offer a suggestion for a name, or even maybe even reject it for whatever reason "this design is too much like X design" or "this design is too powerful for the game currently", etc.


This way, the only content need be supplied by the Devs are new planets, new resources,new creatures/mobs, etc.


I personally would like to see loot take a step down from its overrated hyped position, and allow the players to shine.
TailorEbau
Sun May 15, 2005 10:26 am
#2

/Disagree


Sorry, but we can't get SOE to fix simple bugs, you want them to devote time/energy/money to set up a "trademark" system.


The BEST thing SOE can do for us is cut back on the sub-component crafting for a major part:


Example: If a Master Artisan is also a Master Architect, then the player should not have to create the sub-components needed to make the final product if s/he has all the materials and schematics to make them all.


At the same time, I'd rather have more choices in COLOR or APPEARENCE of items, but adding what could amount to be thousands of items? No.


On the Tailor front, I think that we should be able to put BE Enhancements into anything but shoes, belts, and gloves!


This will give players a better choice in the clothing they wear and provide a more diverse look.




Ebau Efina
ex-Master Artisan Master Merchant ex-Master Tailor

Vendors located in the City of Unknown Cantina (Lok: -6108 -6222)
"Junk Dealer"

ACCOUNT IN LIMBO: 11/18/04 - 09/18/06
(Will crafters be given ANYTHING to play for?!?)

Corran950
Mon May 16, 2005 1:56 pm
#3






TailorEbau wrote:

Example: If a Master Artisan is also a Master Architect, then the player should not have to create the sub-components needed to make the final product if s/he has all the materials and schematics to make them all.





NOOOOOOOOOOOOO I love my subcomponents. back back i say, leave my droid brains alone.


The one thing i like about being a MDE is all the different components needed to make one droid. In fact i wish all the crafting proffesions were more like like DE. If it was there would be a lot less fly by night crafters and more dedicated crafters that know what they are doing.





Corran Tristen
Master Artisan - Master Droid Engineer - Master Carbineer - Rebel Pilot 4/4/4/3
Corran DroidWorks {CDW} Reopening Soon (TM)
"If you take sexual advantage of her, you're going to burn in a very special level of hell. A level they reserve for child molesters and people who talk at the theater." Book - Firefly
- Help Control The Jedi Population, Have Your Jedi Spade Or Neutered.
FIREFLY SEASON 2: help transmit the signal



Okram2k
Mon May 16, 2005 3:44 pm
#4

after what they did to armorsmith and weaponsmith, I would be deathly afraid of the devs messing with another crafting prof.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
BioEngine
Tue May 17, 2005 8:22 pm
#5

The Devs have already stated the Revamp Schedule.



Smugglers -------> Bounty Hunters -------> Rangers





Account active 'till November 10th, contact me on forum name:
Stamina
Baidak
Wed May 18, 2005 3:06 am
#6


revamp? crafting revamp?


After the Combat Upgrade, calling it a revamp isnt gonna make me feel better.


Mommy? Im scared........



A crafter eh? hand over your usefullness!


NOOOOOOOOOOOOOOOOOOOOOOOOOoo




I LOVE KIESHA ELRICAN! MAY HER BEAUTY GRACE THE GALAXIE FOR A THOUSAND YEARS!

Artisan 4/4/4/4 Master
Architect 4/4/4/4 Master
Merchant 4/4/4/4 Master
Imp Pilot 3/3/3/2

Love ya Kiesha
Flatfingers
Wed May 18, 2005 2:02 pm
#7

Artisan Revamp -- scary.


That said, I've sort of been pushing for one for well over a year now. If you've got a little time, check out myCrafting: A Blueprint for the Future proposal.


Meanwhile, I had some additional thoughts on the "crafted vs. looted/quested" issue over on the Shipwright board, butsince these concepts areprobably equally applicable to Artisans (if not more so), I hope no one will mind if I mention them here.


1. Player Choice


Sid Meier (the guy behind the original Civilization among other things) once noted that his definition of what makes a game fun is "interesting choices." With that in mind, maybe there's a way to serve both quest recipients and crafters here.


Crafters have a choicewhen they have fantastic success filling in and experimenting on a schematic:we can either go ahead and make agreat prototypeitem, orwe can create a manufacturing schematic. What if the folks who earn quest items had a similar choice?


Option 1:Take the reward as anitem, which would giveyou a very powerful itemthat decayed rapidly.


Option 2: Take thereward as a schematic, which a crafter can turn into a usable item that has slightly less burly stats but which decays much less rapidly.


Or should it be the other way around to increase the volume of business that crafters can do?


2. Cost/Benefit Balancing


Getting here is really a two-step process.


First, youdesigneachusable itemin the gameto have bothadvantages and disadvantages. For everycool, desirable characteristic, there's some other undesirablecharacteristic that goes along with the good stuff -- for every benefit, there's an unavoidablecost. This insures that there's not just one item that everyone takes (*coughcompositecough*).


As long as you're careful to insure that the alternatives are balanced -- that one class of objects is never always clearly better than another class -- then you're creating a world of "interesting choices."



Let's say you've won SOE's "DeveloperFor A Day" contest, and you've decided youwant to offer anew class of crafting tools that have more effects on crafting.


The first step (from a functional point of view)is to think about what effects the object will have. Just for the sake of discussion, let's say you decide that the new crafting tools will have the following characteristics:



  • Assembly Effectiveness -- influences assembly result

  • Experimentation Effectiveness -- influences experimentation results

  • Manufacturing Output -- influences the number of items manufacturable in1 run

  • Construction Speed -- influences speed of producing prototypes or manf. items

Eachof thesecharacteristicswould bea 0-100 result that modifies the baseline result.That is, if a tool has an Assembly Effectiveness of 50, it doesn't do anything to the basic assembly calculation; if it had an AE of 100, it would add some nice amount to your chances of getting a great assembly result; if it had an AE of less than 50, it would actually reduce your chances of getting a desirable assembly result. (Note that you could use some other scale if you wanted; "0-100" isn't the thing to focus on here.) (Also note that you don't actually have to make "undesirable" mean "worse effects" -- just preventing you from getting the best effects could seem like enough of a disadvantage.)


Soif 50 is the "no effect" point, that allows you to assign "desirable" (above 50) and "undesirable" (below 50) valuesto each characteristic.


Next, you decide how you want to group benefits and costs. In this example, for crafted toolsI'd suggest giving Assembly Effectiveness and Experimentation Effectiveness an inverse relationship, increasing ManufacturingOutput should significantly reduce ConstructionSpeed,and increasing Construction Speed should decrease the typical values ofall three of the other characteristics.


By setting up these inverse relationships, you create a kind ofitem for which there is no "best" form -- each player will decide which is best for his or her personal needs.


And it doesn't stop there. Now you can also allow for a new kind of crafting tool that is dropped as loot or as a quest reward. All the characteristics still apply; what changes are the benefit/cost relationships. Maybe for a looted crafting tool, you can get a great Experimentation Effectiveness but it always comes with a very slow Construction Speed. Maybea crafting tool presented as a quest reward lets you crank out many more units than usual in Manufacturing Output (and at an acceptable rate), butcrafting itemswith that tool will suffer significant penalties toAssembly Effectiveness and Experimentation Effectiveness.


By specifying that usable items will have multiple characteristics that have meaningful in-game effects, and by further specifying that high values of one characteristic will always be balanced by low values in some other characteristic(s), you can balance the perceived value of items no matter how they're provided.






These ideasseem likethey might help to address the "crafted vs. looted/quested" item qualityconcern in a way that doesn't undercut anyone. Is there a problem withany of thisthat I'm not seeing?


--Flatfingers

Baidak
Fri May 20, 2005 4:23 am
#8

/agree

/bump



dude thats a really good idea..... good job hope the devs read this or hear about it.



I LOVE KIESHA ELRICAN! MAY HER BEAUTY GRACE THE GALAXIE FOR A THOUSAND YEARS!

Artisan 4/4/4/4 Master
Architect 4/4/4/4 Master
Merchant 4/4/4/4 Master
Imp Pilot 3/3/3/2

Love ya Kiesha
teklord8869
Fri May 20, 2005 8:42 pm
#9

The only thing I ask is that crafters get more lots then a combat prof. Combat get more stats and we get nothing.
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