Bio Engineer Archive

Thread: Experimentation

Narae
Wed Jul 16, 2003 11:51 am
#14

You are not understanding me. I have NEVER had 36 failures out of 40. NEVER. And I am still failing all over the place today. Yesterday, I was making beautiful armor, failure free. and every day before that. Dont give me the line about tech tree. This is not about tech tree.


Yes luck plays a part of it, but NOT like this. Heck, the best success I have gotten today, was a failure that finally increased kinetic by 1%.... chew on that. Experimentation is out of whack. Badly. This is not ME. Yesterday, I was making fantastic armor, and succeeding 8 out of 10 times. and succeeding WELL. and every day before that.


Now, do you understand? I am not a noob that rolled off the armor crafting wagon yesterday, so please do not treat me as such. Now, if you have valid comments on whether you think experimentation is out of whack, on Starsider or your local server, please add your wonderful information. If not, dont clutter the thread with useless info.


- Nyka, Starsider

sinfoxx
Thu Jul 17, 2003 12:35 am
#15

i hate being in work - i keep forgetting what i'm typing.. the posting unfinished sentences..:S
RealityBites
Thu Jul 17, 2003 11:38 am
#16

Does experimentation have any effect on buildings?

I ran a simple test with 2 wind generators one with experimentation to bring it's efficiency up to just over 50%, and one with no experimentation, whose efficiency was around 22%. I placed them both close together so they had the same resource %, and then checked them the next day. They were within 5 units or so of resources, and used exactly the same maintenance, leading me to believe that the efficiency rating for them meant absolutely nothing. Other harvestors only allow experimentaion on hopper size, and I've tried doing it, but to be honest, since I check my harvestors every day (because of possible resource shifts), the hopper never gets anywhere near full, so it's kind of a moot point whether or not it works, anyway.

What about other buildings, such as factories and houses? Does experimentation have any effect on how much maintenance they require (houses), or how fast they work (factories), or anything else?

The big question is crafting stations. Surely experimentation on these has an effect?
Xader_Vartec
Thu Jul 17, 2003 11:40 am
#17

I have often wondered about this also.


One perspective I have recently come to is that weapon/armour smiths are about quality of resources. Architect are about QUANTITY of resources.


That's how it seems right now anyway. Until I hear more evidence that experimentation on structures does something to improve them.







Beta Tester : Master Architect : Master Artisan : Master Medic : Master Marksman



Gib_Slater
Thu Jul 17, 2003 11:42 am
#18

This thread discusses crafting stations experimentation and optimizations for nearly never critical failing.

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=4297



GibSlater
Made his way through the Galaxy.
Longport
Thu Jul 17, 2003 1:35 pm
#19

Greetings!



==========================================
Aedem Eawara
Combat Medic 2-1-1-2 | Pistoleer 0-1-1-0
Former Master Tailor | Master Artisan | Master Merchant
Kettemoor
Longport
Thu Jul 17, 2003 1:36 pm
#20

Greetings! I am a Tailor in the making - just a matter of time now.


Making clothing as an Artisan, I can't see the use for experimenting on clothing (though I still do it) if all you get to add to is durability (I believe) and clothing doesn't disintegrate. (As a side-note, why is there a clothing repair tool if clothing doesn't disintegrate?) Is there any reason to use experimentation as a Tailor?




==========================================
Aedem Eawara
Combat Medic 2-1-1-2 | Pistoleer 0-1-1-0
Former Master Tailor | Master Artisan | Master Merchant
Kettemoor
AmonRama
Thu Jul 17, 2003 1:42 pm
#21

Yeah, the higher up that tree you go, the better the colors you can use, the more likely it is to socket an item, and the more likely it is to create an item with innate abilities.



Gobbo Dingle - Mon Cal
Master Merchant/Master Tailor (Retired)
Mos Eisley, Tatooine - Kettemoor
QControl
Thu Jul 17, 2003 1:42 pm
#22

Right now, clothing experimentation is broken. Experimenting on the durability does not increase it all. I have a feeling that this is linked to clothing degredation apparently being disabled.



Khazal - Goon Squad
Smuggler/Expert Fisherman/Gunslinga
www.definitivejux.net - Cause mother**edit**ers are bored
ioshi
Thu Jul 17, 2003 2:03 pm
#23

So is it necessary to worry about the quality of material when making something like a casual jacket? I mean there isn't any way to get sockets or pockets into something that low is there?

thanks.
-ioshi
SnowLeeper
Thu Jul 17, 2003 3:59 pm
#24

until clothing actually decays, material qualitiess are all interchangable.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
faiteAccompli
Fri Jul 18, 2003 12:32 am
#25

hrm.. is there a thread deeper down asking the same thing? b/c i've been curiuos myself about this. what effect does experimentation actually ahve on the houses we make?



-------------------------------------------------------------------
-faite accompli
Member of Silver Lining
aspiring musician
scylla galaxy
Siith
Fri Jul 18, 2003 2:22 am
#26

Experimentation doesn't seem to do anything at all to clothes at the moment for me. As for the clothing repair tool, still trying to figure out why that is there. Anyone know if they are planning no clothing eventually starting to degrade. Would be a good thing for repeat business. Also, I noticed there is a droid repair tool. But droids are never permanently damaged either. Just store them, then call them right back out and they are good as new. That is definately going to end up being bad news for droid engineers when everyone that buys a droid has it for life, before you know it there won't be any more customers.
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