Artisan Archive
Thread: Crafting Experimentation
I have been making Armor, Weapons and other odds and ends and usually when I make things it skips steps 4 and 5 in the process... what am I doing wrong to get experimenting to work??? I have seen these steps maybe 4-5 times out of HUNDREDS of combines... /sigh
In order to get the experimentation option, you have to craft (very) close to a crafting station. Then it will let you select: Make Prototype, Make Schematic, or Experiment after the combine (setp3). Choose experiment; when you are done experimenting, choose make prototype or make schematic.
Milou
Starsider - Corellia
Novice Weaponsmith
A grand concept!!
I have often said this, it would have been useful to the game about 6 months ago.
Now I fear it is too late.....
Unless I'm misunderstanding you, I think the system you want is already in place, sort of.
Low complexity schematics require fewer experiment points to max out their quality. So lower tiered artisans can indeed make perfect items.
The caveat is that resource stats still count. If your iron is 730, then no matter how many experiment points you have or no matter how simple the schematic is, you can't end up with more than a 73% experimented item.
If anything, I'd like some kind of curve put in so that a Master holding a schematic and, say, 890 copper could do better than 89%, while a Novice might be lucky to get that high.
I too want a viable market for novices - I'm just not sure you suggestion really gets there. Thanks for thinking about it though!
"Unless I'm misunderstanding you, I think the system you want is already in place, sort of.
Low complexity schematics require fewer experiment points to max out their quality. So lower tiered artisans can indeed make perfect items."
you missunderstand me and the game.
actually the only thing complexity effects is the insurance cost (unless they have put a stop to that too)of the finished item.
Generally more complex items are harder to build, but only because of your current state in your profession. As a master Artisian, I can manufacture anything with ease at high quality rates. At Novice, the simplest things are hard to produce at high quality.
Here is the question to pose to all crafting professions, What two to three items are mission critical items that can instantly be experimented up to or near 100% by novices in any given crafting profession?
Novice artisian = 0
Novice DE = 0
Novice Architect = 2 ( gen turbs, and struct mods, because of no quality requirment)
Weaponsmith = 0
tailor = 0
Armorsmith = 0
chef may have gotten lucky with the cups that were put in in publish 6, but I am not sure if there is a version that gives chef xp or not.
to test this simply crate a new artisian on a different server, and experiment a low complexity item as far as you can get it. You will be lucky if you get it past 30%. Take your time and find High quality resources for the item. I am all for Masters having bragging rights over the more elite items, leave the "nuts and bolts" to the novices.