Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

MrHackenslash
Wed Mar 17, 2004 12:49 am
#118

Agree,



Keep the changes a bit longer. Let the players (i.e. not just the forum visiters) try the system for at least a week or so.



Add a poll to the SWG launcher and see where it goes from there.


Sullano
Wed Mar 17, 2004 12:52 am
#119

ugh, the more I think about how this is going to be removed, the angrier I get. This ABSOLUTELY SUCKS!!!!!!


Now we all have to go back to a f'd up system where we crit fail more often when we experiment and where the quality of the materials has a very low impact. Why are those who take the time to actually do their craft and RP as a solid Artisan class get punished? This would be the equivalent of giving that kid in "A Christmas Story" his little Red Ranger BB Gun, letting him open and play with it for 15 minutes and then promptly taking it away and saying, "wow, wasn't that fun?".


TH, this really sucks that you all caved in to an albeit very vocal minority. This sets a horrible prescedent. Now we're back to all crafters = the same. GG SOE.





If I do not beat her, she will not be scared enough to obey me.
Sullano
Wed Mar 17, 2004 2:00 am
#120

so I missed that one piece Bryan, no reason to get snippy and all high and mighty. Regardless, I think the change is dumb. I am returned to the place where I have no incentive to go look for the quality 800-900 stuff again. I will still, don't get me wrong. But w/o this there isn't a way to differentiate a good crafter from a great crafter.


I read your post and you make some excellent points. But there is a flip side to this. Novice <insert crafter here> shouldn't be able to compete with a Master equivalent. It shouldn't even be close. I wouldn't expect a Novice rifleman to be able to stand up and compete w/ a Master Rifleman either. Yeah, the +20 experimentation tape gives us an advantage and that should be addressed w/ a quest of some sort but now I'm being punished because I have better resources. That's not right.


Again, this was a tease and nothing more. It's like Mardi Gras, you get a flash from a balcony but go home empty handed...er, well, you arrive empty handed.





If I do not beat her, she will not be scared enough to obey me.
Akernar
Wed Mar 17, 2004 2:08 am
#121

I love the new crafting system. I'm a doctor and a casual player, so I have only average ressources to work with, but since I'm a master, I can get much better results with experimentation.
It saddens me a lot that it is going away today. Please consider putting it back on next patch.

As for critical failures, I've had a few during my evening of crafting, not much different than usual.

And about the Bespin Port, it doesn't seem to do anything. I still have 10 experimentation points with or without it. I've had good results and bad ones with or without drinking the port. So it doesn't seem to work on me.



-- -- -- -- -- -- -- -- -- -- -- -- -- --
Minastir on Kauri (Yeah, I can't change my board name!)
"Jedi... their order is a fading light in the dark." -- Asajj Ventress
EnFERn0
Wed Mar 17, 2004 2:17 am
#122

Proof of the damage cause by the 1day crafting changes


Super Harvesters:
BER11 medium mineral: http://www.freepgs.com/pawlin/ber11.jpg
BER14 heavy mineral: http://www.freepgs.com/pawlin/ber14.jpg
BER14 Heavy Harvester http://www.imagedump.com/index.cgi?pick=get&tp=51094&poll_id=0&warned=y


Who wouldn't want 7% effcient harvesters?




-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

-----------------------------------------------------------------------------------------------

Wonnabe
Wed Mar 17, 2004 2:37 am
#123

I hope that hotfix is damn amazing and fixes all of this. A tried periodfor a new crafting systemis obviously not going to work as it has perminent effects unless they rollback which will make people even more pissed off.



---------------------------------------------------------------------------------
Tabor

Master Architect - just restarting it a bit with a few harvesters

Master Weaponsmith - Shop near coronet /waypoint 233 -5500
caddelite
Wed Mar 17, 2004 3:02 am
#124

I can only comment as a 10 point smith. I've never used a single skill tape to produce my weapons.


As I played around with components and some weapons, I have come to the following conclusions:


1) Masters with Experimentation tapes would have a corner on the market with today's, One Day, system.


2) There was a reduction in critical failures upon initial assemblies.


3) There was an INCREASE in Moderate,Success and GoodSuccesses when investing experimentation points.


4) In the previous system, a Great Success would nearly always give +7%, sometimes +8% per experimentation point. Now they are giving 5% or 6% and rarely 7%.


5) There was NO FIX for Moderate Successes, the main complaint of Master Weaponsmiths. The Moderate Successes are the determination results that usually give a +3% or +4% increase in the total % of the damage/speed line BUT nearly always wound up making damage, speed, condition, ranges, ham WORSE despite pushing the total % of the damage/speed line higher.


*** THIS IS THE #1 Priority to fix in the WS Crafting & Experimentation system and IT WAS NOT FIXED, it was made WORSE. ***


6) Advanced Weapon Stocks were NOT fixed as promised.


My anaylsis is that any master without skill tapes would have been totally screwed if this system of today was made live permenantly and the price of skill tapes would have skyrocketed.


In the past, using all my best of shift resources, I was ALWAYS able to max out the damage/speed line with my resources. In trying every sub-component and playing around with a bunch of other weapons using pre-made components I had and did not use in the late hours last night after the announcement was made to make this a one day thing, I could not even come close to maxing out damage/speed ONCE.


This is NOT what they said would be possible with the new system They stated you would be able to max damage and speed as long as you had great resources and not invest anymore points into other areas such as condition, or ideal range or ham, which, IMHO, is not necessary. Any extra points should only be put into condition to give your customer a weapon that will give them as much use as possible.


I see the main problem with today's system is the reduction of % increases from Great Successes. I noticed NO difference, infact, on the bit of experimenting I did, I'd say the frequency of Great Successes istoday even LOWER than before. And on top of this, they hardly ever gave me +7%, it was nearly always +5% or +6%. In the past I usually got 90% of the time Greats or Moderates. The frequency of the moderates is what made it so difficult and fusterating to make schematics and made me stray away from custom projects, as there was no way I could guarantee ideal results with the detrimentation effects of Moderate Successes.


Summary: This is a very pathetic system, unless you have the skill tapes to compomise for the reduction of % bumps from Great Successes.


- There was a reduction in the number of Critical Failures, this is the only thing the devs delivered upon. They should do another Hot Fix to keep this Live and this only.


- Their position that today's system would allow a greater variety in weapons is a blatent display of not fully testing their system. There is no way a Master with only 10 points could compete with one with 11 or 12 or more. Those who were not Masters, would be producing EVEN WORSE weapons than they could yesterday. I'd express some amount of fusteration but the total lack of thought and R&D into this One Day crafting system proves to me the devs are WAY out of touch with crafters when it comes to our needs.


- It took me 12 attempts, due to the reduction of % boosts from Great Successes to even max out an Advanced Power Handler and I could not get anywhere close to prior APH stats which I could max out with only 9 experimentation points just yesterday.


I SINCERELY recommend to the devs that they don't even consider making anymore changes to the crafting and experimentation system for 2 more publishes and to work with crafters on fine tuning what WE need, not what the devs think we need.




Precision Industries -5400 3434 Theed Naboo, 900m South of Theed Starport
+12 Experimentation Weapons & Composite Armor
One of the longest operating Weaponsmith's on Radiant
40% Stun 67% Base Composite Armor NERFED!
80% Blast 73% Energy & Kinetic Armor NERFED!
for custom orders, please email Precision in-game
Techdevil
Wed Mar 17, 2004 3:16 am
#125

I'm not a crafter, haven't been since beta...but i help to run 2 guilds on 2 different servers, both have several master crafters. So far ALL the Master crafters i've talked with love the crafting changes, theydo NOT want the changes reverted.



Reemus (PM) Lowca

Romin (RSO) Farstar

Nightshade Testcentre
LLJK_Griz
Wed Mar 17, 2004 3:22 am
#126

The system appears to be quite buggy. Crafting the same items with the same allocation of experimentation points and getting the same experimentation results (all great successes) is producing items with different stats.

Also, it does not take ten points to max a line as we were told. It's ten to twelve points and seems to vary randomly. Amazing successes frequently produce worse end stats than all great successes.





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LLJK_Griz
Wed Mar 17, 2004 4:14 am
#127






Firetracker wrote:

Best Blaster Rifle Barrel = 9 min 9 max damage, range +15.

Best Advanced Blaster Rifle Barrel = 11 min 11 max damage, range +10






My 12-point regular barrels were 10-10 -.5 +5, advanced barrels had random variations but the best one I made out of like twenty tries was 13 min 12 max (??) -.36 +4.


New advanced barrels are crap compared to new regular barrels and aresimply awfulcompared to old advanced barrels (11-11 -.32 +18).


AND THE ADVANCED STOCK EXPERIMENTATION IS STILL BROKEN.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
KwiGonGinn
Wed Mar 17, 2004 4:52 am
#128

I still made Crafters Aprons without ANY tailoring skills, so Im fine with it


Also didn't notice any difference at all to tell the truth.




Ji-Xa Sinn

Teras Kasi Master

Master Fencer


Cafa
Wed Mar 17, 2004 5:24 am
#129



Bonedome wrote:

Allow me to speak for a part of Bio-Engineer crafting:

BE pet crafting is utterly destroyed by this change. If it weren't being rolled back, I'd be dropping BE tomorrow.

Here's why--

The resource quality of DNA samples is determined by the critter sampled. A gnort sample is the equivalent of a resource with numbers in 0-30 range for almost all of our 5 experimental lines. Therefore, it's useless, but that's not a change, it was useless before.

A mutant rancor (the highest "quality" critter we can sample) might have 5 or 6 of 10 attributes in the 700-800 range. Note that our resource quality maxes out at the low 800s, so this means that at the top-end our DNA samples still won't get us the 7% standard success addition. Therefore, our top-end pets will be worse.

But the real problem is in the middle, where a great deal of our sampling and crafting occur. The samples we currently use to make, say, a CL30 critter would have attributes in the 400-500 range meaning we would have terrible problems making medium and low-level critters that were useful at all.

Here's an analogy...

If a weaponsmith could only use resources with a max value of 200 in making CDEFs, 300 in making DLT20a's, 400 in making laser rifles, 500 in making spraysticks, 600 in T21s, and 800 in Disruptor Rifles that would be similar to BE pets. Except, of course, they can get 12 experiment points and only have speed/damage as absolutely necessary to experiment on. BEs max at 10 points and need some balance to their experimentation.

I understand why some people like this change and would like to see it remain in place. I don't feel I have enough info to have an informed opinion on it, except as far as BE pets go.

But for BE pet crafting, it is a complete and utter hose job.

-Lens Larque/Master Bio-Engineer/Eclipse






I really wish the problems could be changed from the BE/AS/WS perspective. Quite frankly I don't see the outrage from other professions at all.



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Vatican_Loki
Wed Mar 17, 2004 5:30 am
#130

I just hope the changes stick. I made some BER 14 harvesters today...I am really not sure what all the hub-bub is about. People whining about changes? Now it's actually possible for master professions to get some reward as a master and feel as if being a master really does some good.



~Vatican Loki

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