Artisan Archive

Thread: Crafting Experimentation

Kyger
Tue Jul 01, 2003 8:32 am
#1

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

Milou_Jav
Tue Jul 01, 2003 8:37 am
#2

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






Milou
Master Weaponsmith
Milou's Weapon and Vehicle Shop:
-850, -3777 Corellia
Starsider
Malkore
Tue Jul 01, 2003 8:46 am
#3

and you have to use an Armor/clothing crafting tool. the GTC's do NOT let you experiment or build schematics.



"The computer allows you to make mistakes faster than any other invention, with the possible exception of handguns and tequila."
-Mitch Ratcliffe
MadACR
Sat Mar 27, 2004 1:03 pm
#4

Since the dev team has had the bright Idea of looking at the experimentation tree, I subconsciously did the same, I came up with something that may help novice crafters get a bit of a buck, especially in the armor/weaponsmith professions.


Currently, the final experimentation point total is a flat rate based on your experimentations skill, and the amount of experimentation you can perform on an object is based on material quality. So in essence, the final object is a relation between experimentation and material quality. Although assembly also has a bit in the mix of it, it is as critical as the experimentation side.


My idea would make a relation between the complexity of the object, material quality, and experimentation skill. The idea is that a low complexity object should be easily mastered by the most novice in the profession. This would help to creat a low tier selling system, and allow for more crafting masters to have crafting apprentices. There needs to be set levels where a crafter is considered proficiant enough to craft near perfect items.


For example, all elite profession novices should have 1 or 2 items that they should be able to master out. These "nut and bolt" items should be usefull to the master in the profession. This allows credits to flow "down hill" to the none masters out there. A good example of this type of system is in the architect profession. Wall modules and structural modules mean almost nothing quality wise, so an atchitect can pay an apprentice to help him build those items.


Tell me what you think of the idea, and if you like it keep it at the top.

MadACR
Sat Mar 27, 2004 1:04 pm
#5

double post, my bad
Pizzanut
Sat Mar 27, 2004 3:18 pm
#6

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.....


Karquile
Sun Mar 28, 2004 8:22 am
#7


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!


MadACR
Mon Mar 29, 2004 10:21 pm
#8

Karquile said -

"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.


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