Bio Engineer Archive

Thread: Experimentation Changes, Alternatives

Arcid
Tue Mar 16, 2004 2:46 am
#1

Two ideas. Firstly, I think that some of the Master level items (And all the higher level items) could take an increase in resources (On a profession by profession basis, things like DE and Architect Are closer to balance than Weaponsmith for example)


The other thing that I've always thought would be good to see would be "Generic Schematics" for the crafting professions. I've only thought this idea out for Weaponsmiths and armoursmiths, but I'm sure it could be applied to other crafting professions.


Essentally a generic schematic could be just like a normal schematic for an object, except with no material limitations beyond "Solid" and no quantity limitations. The thing then would be allowing masters to experiment with different material types/quantities to attempt to get the best possible build. It would require an extremely complex equation behind it to cover the possible material combinations and to ensure that it didn't become a matter of who has the highest quality resources (Imagine a schematic where having a material if too high a conductivity would be a disadvantage)
Shian_Tavkin
Tue Mar 16, 2004 3:18 am
#2






Arcid wrote:

Two ideas. Firstly, I think that some of the Master level items (And all the higher level items) could take an increase in resources (On a profession by profession basis, things like DE and Architect Are closer to balance than Weaponsmith for example)


The other thing that I've always thought would be good to see would be "Generic Schematics" for the crafting professions. I've only thought this idea out for Weaponsmiths and armoursmiths, but I'm sure it could be applied to other crafting professions.


Essentally a generic schematic could be just like a normal schematic for an object, except with no material limitations beyond "Solid" and no quantity limitations. The thing then would be allowing masters to experiment with different material types/quantities to attempt to get the best possible build. It would require an extremely complex equation behind it to cover the possible material combinations and to ensure that it didn't become a matter of who has the highest quality resources (Imagine a schematic where having a material if too high a conductivity would be a disadvantage)





Whew, it took me several reads of that last paragraph before I understood it, but when I did I saw the endless possibilities in variation..which would truly bring diversity to crafting I think.


There is one problem that I see with it though. In RL business you would keep your 'secret mix' secret, but in this economy I could imagine the Uber Formula to be posted on websites everywhere..and by that I mean there will (I suppose) be an ideal set of stats for any particular item (weapon, armour at least) which is ideal because it fits best with other game mechanics.


I do like the idea though, there is already too much of the same items being produced because nobody wants to produce anything other than that 'Uber formula' that best fits the game.







Shian -- Master Droid Engineer/ Master Artisan
Arcid
Tue Mar 16, 2004 3:58 am
#3

Sorry about not making it too clear, but one thing I was thinking about to keep such Uber formulas rare would be to have the results not only vary based on the material qualities, but also to vary the equations based on what type of materials are used, right down to the named type of materials used.


For example, think of an armour segment. The three most valuable stats for the armoursprotection ratingswould be Shock resistance, overall quality and unit toughness (possibily with maleability as a negative stat regarding armour protection, but a positive quality for HAM costs) Now Imagine that Titanium Aluminum has the 3 Stats as SR 33% OQ 34% and UT 33% spread in that slotwhile Link Steel Aluminum would give SR 20% OQ 20% and UT 60% ratings in the same slot.


Another thing would be to have seperate distinct "Ideal formulas" for each seperate stat, if such things as utilising values as negative numbers for particular slots were implemented, you could set the formulas up so that the ideal mix for one aspect of the construction would mean that the other aspects are horrible (Imagine a piece of armour that was made with over 6000 units of the ideal metals, now think how much that would weigh, and how much the HAM for that would be


All the mechanics would have to be hidden to make this work properly, but that also gives the advantage that the Devs could "drift" the equations behind the scenes to prevent an Uber formula from gaining the upper hand for much more than a week
EnigmaBSc
Tue Mar 16, 2004 5:18 am
#4

I think it's a great idea. So good in fact that I posted a similar idea in the Artisan forum before I read your post .

EnigmaBSc
Redskuller
Tue Mar 16, 2004 5:53 am
#5

If the DEV's truely want to fix the game's economies, then they'd have to install NPC vendors to sell all the goods at the price the DEV's think is fair. Would it be a straight CPU charge or a floating CPU charge to consider the items stats? Such a move like this would nerf the WS, AS, Tailor, and Chefs considerably. It could help the DE's though. I DON"T want to see NPC Vendors, but, if a NPC vendor had Items for sale using materials with 500 stats (using the mid-point stat of limited range stats too) it should change alot of ppl's pricings. Also, if the NPC vendors bought items at 1.0-1.5 CPU straight line buy price, it would help all those "poor" hologrinders (like I may become if DE dies from lame combat droids)






Redskull Lobobo, Armorsmithe, Merchant
In game since day 2-- ex-M.DE (pre-CU, CU)
Forum Auction Vendor Located at ( -332. -5580 C-net, Corellia)
Tarquinas
Traigus
Tue Mar 16, 2004 5:57 am
#6

Honestly, docs are nto a big diversity in crafing profession. We pretty much only have 2 lines. Power and charges. The ratio between them isn't too bad either.

The devs still need to go through other professions like Weaponsmith, and make the other lines more appealing for diversity (paying EPs for HAM experimentation is a waste ATM etc.)

I'm not sure, in our case, if charges can ever really be made the more appealing choice in Doc crafting... or even a 50/50 spit between charges and power.

The economy question is key to us though.

Doc prices vs. material prices vs. mission payouts is important.

Long term doctor viability in game is pretty threatened by docs putting themselves out of groups by selling incredible stim b's to everyone with novice medic.

Docs are not seen as valuable group members, but as static buff and rez dispensers.

Healing generates little or no revenue, but eats (expensive) materials at a huge rate.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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WarFerret
Tue Mar 16, 2004 6:13 am
#7

Stim B's should never have had a medicine use of 5, or if you wanted to experiment the med use down to 5 you should have to sacrifice a load of power and charges to do so.

The proposed crafting changes had a good motive, but the method was half baked, it does nothing to redress the balance between established crafters and new ones, quite the reverse in fact.

What we need is more choice from the crafters, as it is, for armour all there really is is 80% kinetic. 65% electricity with 60% on everything else but stun, why not change it so that if you use steel with a high heat resistance you get more heat resistant armour ? So you can tailor armour to the user or the use, want to go after Jedi ? No problem, get some high electrical resistant armour (by using metal with *low* conductivity), create more variety and you'll have more options and more crafters, there won't be a "best".

How this applies to our crafting I'm not entirely sure, we make very one dimensional products, the best buff is one with the most power, no-one cares about duration by and large, a 4k buff for half an hour is generally more useful than a 2k buff for 2 hours because we'll just end up buffing 4 times as often.

It would be good to be able to experiment duration separately from power, and if stims worked more as a regenerative heal than a straight one, you could design them for power and duration as well, but that opens a whole new can of worms.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
Redguard
Tue Mar 16, 2004 8:41 am
#8




Since G just posted the plan to implement experimentation changes has been halted it's time the player base thought of some ways to add diversity into crafting. I was not in favor of this particular change but something is needed to create diversity of product. I can understand why the dev team was trying to make the change but there must be other alternatives. Many of us are going to count this as a victory but it's best we start comming up with acceptable ideas that we all can live with.


This post is intended to gather up alot of the ideas discussed in the Test thread regarding the experimentation changes and have a discussion unencumbered by the fear of the nerf it would have become. We shouldexplore some of the ideas and provide some insight as to howthe changes they propose could havesome positiveaffects to SWG.Lets do this people and provide an opportunity for us to give something back to the game that the dev team can work with and we can deal with.


Obvious issues such as Hologrinding,duping/exploits, prenerf items have had a problematic affect upon the games economy. While we must learn to live with the legacy of past mistakes we need to also lean to live with progressive changes. We need to also face the facts that not all changes are going to be popular and SOME balance adjustments will be required.


Lets break it down into 3 categories:


1. Economic Improvements: What can be done to fix the economy of SWG?


2. Crafting Improvements: What changes can be made to create more diversity of product?


3. Generic Improvements: What can be done to SWG to make game play more enjoyable?







Given the choice between style over substance. I'll take a sandwich.
Redguard
Tue Mar 16, 2004 8:47 am
#9




Since G just posted the plan to implement experimentation changes has been halted it's time the player base thought of some ways to add diversity into crafting. I was not in favor of this particular change but something is needed to create diversity of product. I can understand why the dev team was trying to make the change but there must be other alternatives. Many of us are going to count this as a victory but it's best we start comming up with acceptable ideas that we all can live with.


This post is intended to gather up alot of the ideas discussed in the Test thread regarding the experimentation changes and have a discussion unencumbered by the fear of the nerf it would have become. We shouldexplore some of the ideas and provide some insight as to howthe changes they propose could havesome positiveaffects to SWG.Lets do this people and provide an opportunity for us to give something back to the game that the dev team can work with and we can deal with.


Obvious issues such as Hologrinding,duping/exploits, prenerf items have had a problematic affect upon the games economy. While we must learn to live with the legacy of past mistakes we need to also lean to live with progressive changes. We need to also face the facts that not all changes are going to be popular and SOME balance adjustments will be required.


Lets break it down into 3 categories:


1. Economic Improvements: What can be done to fix the economy of SWG?


2. Crafting Improvements: What changes can be made to create more diversity of product?


3. Generic Improvements: What can be done to SWG to make game play more enjoyable?





Given the choice between style over substance. I'll take a sandwich.
Arnwald
Tue Mar 16, 2004 9:11 am
#10



1. Economic Improvements: What can be done to fix the economy of SWG?


Items visibility :
- Make the bazaar terminal able to browse all player owned merchants. Would help to level the economy pretty fast and will prevent empty merchant issue.

- Give the ability to a merchant (or by a radial over a player owned merchant) to send a special WP to his merchant.

- Create a special Merchant folder in the datapad.

- Let the players browse directly all the stored merchant they have on any bazaar terminal. Will preventtells spams from customers to seek if the merchants vendors are empty


Money sink :
- Create the uber week insurance system : you pay 50-100k a week to insure any item and prevent decay at all on it. Part of thoses funds should go to the crafteras "maintenance fees". Will reward the best crafters and let players keep their beloved items char life long...


2. Crafting Improvements: What changes can be made to create more diversity of product?


Crafting experimentation :

- Improve effectiveness in all non worthy experimentation lines : ham cost for weapons, medical use for medecines

- Fix all non working schematics

- Add new Experimentation lines to schematics
- Improve Amazing Succes effect

- Fix all caped resources or fix the schematics to acceptdifferents ones
- Remove lost of all subcomponents in a critical Failure, maybe onlydestroyone ortwo subcomponents
- Let major critical failure hurt / disease / poison the crafter and lower the Exp points and assembly %, could be funny tocraft

Resources Usage :

- Allow to mix resources in the same spot of a needed resources in a schematic



3. Generic Improvements: What can be done to SWG to make game play more enjoyable?

Storage / database issues :

- Let the factories produce only one huge crate of 1000 items (or more), as we can split them later

- Let us stockpile the resources with the same serial in XXXXXXXXXXXXXXXX amounts piles

- Add a new crafting skill for merging 2 different resources of same kind in a new one. Let us experiment the result (like a miner profession) put this skill in master artisan box.

- Make toolbox, chests, cabinets... able to hold items


Create a new warehouse structure :

- Take one slot and has 75 storage.

- You can buy virtual extension from your architect to add 75 strorage for the cost of one more slot.
- You can use as many extension as you have free slots.

- You can remove (destroy) an extension if you need a free slot back provided your warehouse as 75 slots free.

- You CAN'T drop bags in the storage (helps database issues)

- You can sort items by name / type / gird / folders

- You can select and pickup multiples items at the same time

- You can drag an drop items in your warehouse, without opening it

- You can drop items in a warehouse of wich you are "guest"


==> no more backpacked ghosts houses, less database items, more architect lovin',
pervel
Tue Mar 16, 2004 9:49 am
#11



Excellent initiative! But before we begin, we should explain/argue what the current situation is and what the problems are (if there are any). Specifically, I would like to know what it is that people find so troublesome about the current economy in the game. Personally I am not convinced that there is a big problem with the economy.


However, I do see that there is a big problem with the way most crafting classes are designed. For instance, there is too big a difference between Masters and non-Masters. (The proposed changes by the devs would actually have increased this gap.) I would like to see some changes that make it possible to craft useful weapons even as a novice weaponsmith. One way to do this is to make it so that masters and novices have the same amount of experimentation points available.


Travin64068
Tue Mar 16, 2004 9:59 am
#12

If you want to improve the economy you need a closed credit system. Have missions funded ONLY by money sinks. If there is no money to fund a mission, then you can take a free mission for xps. Maybe only allow people to take 2 missions a day. This will start to bring value back to credits. The unlimited supply of credits doesn't work. There are plenty of money sinks.


  • Travel Costs

  • Property Maintence (house, harvester, factory, vendors, etc...)

  • City Maintence (City Hall, gardens, banks terminals)

  • Vehicle Repairs

  • Bazaar Fees (20cr or 100cr it adds up)

- Travin



Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
Quandry
Tue Mar 16, 2004 10:08 am
#13

Traigus prety much summed it up. The way items are made now there is only 1 thing worth experimenting on per item for the most part. Take a gun for example. Experimenting on hams will lower the cost by 1 point per experimentation point spent. This is useless wen you can get 30+ damage per point. Duribility is alright but if rather buy 2 guns that hit hard than one that lasts a long time. Same for armor and harvisters and most other things. There is one good stat to experiment on and then there is a second stat that you put what ever is left in. That second stat is just fluff and dosent realy add to much value or use to the items.



If you could experiment a weapon down 50% in hams for example then maby people would start making them a bit diffrent. But untill the system gives us a reson to experiment in diffrent areas than nobody will and all the items will be the same give or take a couple numbers here and there. Medics and doc's dont have it so bad because for the most part uses and power are both good depending on what your going for...The crafting nerf they wanted to do wouldent change this at all. It would just remove the fluff points. What needs to be done is a compleat re-evaluation of all the experimentation areas and to make investing points in them usefull for what they are.





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Weapons||Armor
Li'lith of Tarquinas
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