Artisan Archive

Thread: Crafting Changes

sciguyCO
Mon Mar 15, 2004 5:55 pm
#1

Well, it looks like the change to experimentation that caused all that outcry is going to go away.


However, due to code change requirements, it will be on Live servers for one day: the changes will be in the publish update tomorrow. Then a hotfix (one dev post said "later in the week", another specified Wednesday) will change the code back to what we currently see on Live. The word is that crit fail rates decreasing as you gain more skill will still remain, only the link between experimentation percentage increase and resource quality will get rolled back


I propose people make up some single-use items tonight, and keep track of what resources you used and the experimental percentage results you got (especially how much of an increase you see with good/great/amazing successes). Then tomorrow make the same items with the same resources and see what happens.


Personally, I think that a change to the crafting system is probably inevitable. The new system was actually pretty good for items with only a single experimentation category (crafting tools, vehicles, droid batteries, etc). It's when you had more categories to spread points out on that things went down the tubes. I'm just curious as to how big of a difference you get when comparing the two systems with the same resources. Although you should probably stay away from Garmorrl, the new system means you'll need 10 points to get from 5% to the 20% max and AFAIK that schematic is still broken on TC. If you were going to do any of those, make them up tonight, or wait for the hotfix.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
tmerren
Wed Mar 17, 2004 4:31 pm
#2

Did anyone try to make weapon and armor repair tools while the crafting changes were in effect?




Kleso Sirces - {Master Droid Engineer-Retired } {Master Combat Medic} {Master Doctor} {Marksman}
Forgee Bypa - {Master Creature Handler} {Brawler}
Klesai Sirces - {Bounty Hunter} {Pistoleer}
Galactic Civil War Re-vitalization

Asteroids
Wed Mar 17, 2004 4:35 pm
#3

Yes why?
tmerren
Wed Mar 17, 2004 4:41 pm
#4



Asteroids wrote:
Yes why?



What was the conductivity of the resources you used? Was it possible to make them 100%?




Kleso Sirces - {Master Droid Engineer-Retired } {Master Combat Medic} {Master Doctor} {Marksman}
Forgee Bypa - {Master Creature Handler} {Brawler}
Klesai Sirces - {Bounty Hunter} {Pistoleer}
Galactic Civil War Re-vitalization

Asteroids
Wed Mar 17, 2004 4:54 pm
#5






tmerren wrote:





Asteroids wrote:
Yes why?






What was the conductivity of the resources you used? Was it possible to make them 100%?





992 Conductivity. Had to get at least one amazing success. Was easiest doing one point at a time until getting an amazing then using the rest up. I was getting 99.xxxxx before with the same copper.

tmerren
Wed Mar 17, 2004 4:58 pm
#6

So, with a 100% repair tool, when you repair something you don't have to worry about screwing it up?




Kleso Sirces - {Master Droid Engineer-Retired } {Master Combat Medic} {Master Doctor} {Marksman}
Forgee Bypa - {Master Creature Handler} {Brawler}
Klesai Sirces - {Bounty Hunter} {Pistoleer}
Galactic Civil War Re-vitalization

Asteroids
Thu Mar 18, 2004 1:55 pm
#7

Not technically correct. Still worry, from what I've read and experienced the code for repairs is still 'foggy'. Check posts on the Armorsmith forums for a general idea.


I've had stuff break and stuff repaired with minor blemishes both with quality tools.


Having said that, it can't hurt to use a 100% experimented one if you can get them, may as well up the odds as high as you can. IMO the system is borked but why would you use an inferior tool anyway?
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