Development Cycle Archive

Thread: IT 7-4: Experimentation Resource Quality

TouYuan
Sun Feb 29, 2004 3:02 am
#14

I ACTUALLY TESTED THIS AS A MASTER WEAPONSMITH

(thought that needed to be bold since so many in this thread have obviously not tested a thing and are tossing out uninformed opinions)


And I like it. So far every single weapon I have producted has come out with better stats than my pre-patch weapons. This is due in part to the fact that I have 12 experimentation points, which now makes a real difference in the quality of weapons I can produce and the fact that our city is a research center which is helping pump the results up considerably. Basically, I see the ability to make much better weapons now if you are using the proper tools for the job.


Fact: Even using capped materials like Rhodium Steel, I still get a better quality product than pre-patch experimentation.


Anyways, I am loving it and my weapons kick butt now... as a matyter of fact, most all have better stats than I have been able to find on a live server in either the damage or speed category. As a simple example because everyone can make these at high quality... my pre-patch scout blasters were 77-152 1.9, using the same materials post patch the stats are improved to 80-159 1.7.



______________________________________

TouYuan - "The Wandering Wookie"
TouYuan
Sun Feb 29, 2004 10:45 am
#15






JaatoWaals wrote:

With regard to those professions engaged in multi-attribute crafting, it will become even more difficult for novices to compete. Anyone who is not a master with three or more months of resource collecting behind them will not be able to participate in the market because their products will be vastly inferior to those of the old masters. Then again, seeing that I'm an old master, why am I complaining? This new barrier to market entry will ensure that I make hundreds of millions of credits. And that's a good thing, right?






This is not new by any means, novices have never been able to compete with a master who has months of resources, nothing has changed.






scruftydog wrote:
Try using only 10 gems and let us know the outcomes. We are concerned for all the standard weaponsmiths not those who can afford to spend 40 million on tapes.




No thanks, there are plenty of folks who can test the "average crafter", I will stick with testing the above average one so I can continue to report my findings in those areas.


As for other fears, here is what I have found. Basically, it seems to me that with a good experimentation (yes it takes more experimentation to get the perfect result you want) under the new system you have 2 choices when using good materials, I will use weapons crafting as an example:



  1. Stop at the old damage delay and put the rest of the points wherever you used to HAM/Condition/Range and basically duplicate your pre-patch weapon.

  2. Sacrifice the HAM/Condition/Range and go for the gold and break the pre-patchDamage/Delay barrier.

In my case with 2 extra exppoints and a ton of amazing successes (they are pretty common now for me at least), I get to break the damage/delay AND drop points into the other areas... which results in a much better that previously availble weapon.


FYI: the materials I am using are mostly as good as any live server(some better)andin the few cases where my weapons didn't stack up with those I found on live previously, I have now been able to easilly surpass the quality of those live weapons I checked using inferior materials.


One last note, experimentation is a bit random now, even with the same exp result. Example; one experimentation with all greats will not necessarilly give the same result as another with all greats, they can differ by quite a bit. Continued experimentation, especially with amazing results involved, can make a huge difference in what you end up with. Basically, most schematics I make now were the product of an experimentation with 2 or more amazing results (not that uncommon anymore), oddly enough, a moderate thrown in on occassion dosn't seem to hurt that much and some of my best experimentations actually did have a moderate result in the mix as well.


Bottom line, this new system is not nearly as cut and dry as some are making it out to be and simply sitting down and crafting a quick item or two doesn't give a very good feel for it at all.




______________________________________

TouYuan - "The Wandering Wookie"
SWG-Runesabre
Sun Feb 29, 2004 10:58 am
#16


Greetings!


I have reviewed this thread thus far. From what I have evaluated, here are the top concerns with the changes to experimentation in Publish 7:


1) Quality and frequency of certain rare resources. Certain resources spawn very infrequently and when they do they are usually low quality.

2) Variety in the crafting market. There aren't enough meaningful attributes that people buying crafted goods care about thus making it so every crafter will be experimenting on the same attributes for weapons, armor, etc. producing clone products.


The crafting designers will be evaluating the experimentation changes next week. I would greatly appreciate feedback based on actual testing on Test Center; that will provide the most meaningful feedback we can use for our evaluations.


Thank you!
scruftydog
Sun Feb 29, 2004 2:55 pm
#17






SWG-Runesabre wrote:


Greetings!


The crafting designers will be evaluating the experimentation changes next week. I would greatly appreciate feedback based on actual testing on Test Center; that will provide the most meaningful feedback we can use for our evaluations.






Please, Runesabre, canyou getcrafters to test it without using extra skilltapes, asmost crafters do not have the bonuses. Standard 10 point crafters should make equal products before and after the change. 12 point crafters should be able to make better, but I dont want 12 points to be required to make what we make now.


Please, do not use feedback from players who will not test without their extra points as they are skewing the data, and their refusal to test standard points shows that they are not really "testing".


If I could get a Weaponsmithon TCtoday, I would happily test everything and write it up, but I will not do the grind again.






________________________________________________________
Ana Lightingfly has left the building

p4Samwise
Sun Feb 29, 2004 3:18 pm
#18




SWG-Runesabre wrote:


1) Quality and frequency of certain rare resources. Certain resources spawn very infrequently and when they do they are usually low quality.




Rune, a critical point which you're probably aware of, but I want to make absolutely sure:


Most rare resources are not "usually" low quality. They have hardcoded caps on various important attributes. For example, Plumbum and Polonium iron, which are required resources for several guns (for which Conductivity is usually the most important quality), have Conductivity thatcaps out at around 100.


The last time this was discussed, I believe the only dev comment was "it's important to find better resources", in apparent ignorance of the fact that the system as it stands now does not permit this.


Please make sure that this is factored into your calculations. If I could ask for one change to experimentation, it would be for the experimentation system to "know" about the caps at various points in the resource tree, and base successes on the percentage of "perfect", rather than the percentage of "1000", which is perfect only for an uncapped resource.


For example, a schematic requiring Conductivity should calculate the conductivity of a slot requiring "Metal" as a percentage of 1000. Ditto for a slot requiring "Nonferrous Metal" or "Copper", because any of these slots can be filled by a good Polysteel Copper with 1000 CD. If the slot requires "Steel", it should calculate it as a percentage of the conductivity caps over all types of steel (around 800, I believe). And if the slot requires "Plumbum Iron", it should calculate it as a percentage of the best possible Plumbum conductivity (100).





"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
TouYuan
Sun Feb 29, 2004 4:03 pm
#19






scruftydog wrote:

Please, Runesabre, canyou getcrafters to test it without using extra skilltapes, asmost crafters do not have the bonuses. Standard 10 point crafters should make equal products before and after the change. 12 point crafters should be able to make better, but I dont want 12 points to be required to make what we make now.


Please, do not use feedback from players who will not test without their extra points as they are skewing the data, and their refusal to test standard points shows that they are not really "testing".


If I could get a Weaponsmithon TCtoday, I would happily test everything and write it up, but I will not do the grind again.







Using items available in game is not "skewing" the data, it is making the data more complete. There are plenty of testers who do not have extra points and they can report their own findings, but the last thing the game needs is for changes to not be tested on the high end and for a patch to go live that allows someone with 2 extra skill points to make godlike items because of it or worst, having the extra points do nothing after they paid their 80 million credits to get the tapes.. then of course everyone would come back griping how nothing gets tested right because we are so lame and gimp.


The game needs tested at all levels, not just the "average" level. Most problems do not happen around the "average" because that is what they coded for in the first place and put the most focus and internal testing on.. when things go drastically wrong, it generally revolves around the non-average stuff.



______________________________________

TouYuan - "The Wandering Wookie"
xtxShifter
Sun Feb 29, 2004 5:20 pm
#20






SWG-Runesabre wrote:


Greetings!


I have reviewed this thread thus far. From what I have evaluated, here are the top concerns with the changes to experimentation in Publish 7:


1) Quality and frequency of certain rare resources. Certain resources spawn very infrequently and when they do they are usually low quality.

2) Variety in the crafting market. There aren't enough meaningful attributes that people buying crafted goods care about thus making it so every crafter will be experimenting on the same attributes for weapons, armor, etc. producing clone products.


The crafting designers will be evaluating the experimentation changes next week. I would greatly appreciate feedback based on actual testing on Test Center; that will provide the most meaningful feedback we can use for our evaluations.


Thank you!






I like the fact that good rare resources can sometimes be hard to find. It adds depth to the long term game.



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

Numen
Sun Feb 29, 2004 5:36 pm
#21

This system might have been acceptable at the start of the game. Not right now though.


This is a major nerf on almost all items. Very very vew items are ever experimented to 90+% just because the resources will not allow it. So all those items that were taken to 90% will now be done. Currently a point or 2 could go elsewhere.


In each profession there are a few options for crafting(at least most professions. But one part stands out from the rest as the key experimentation and the secondaries have now become what people look for as differences from one to another.


Weapons - dmg/speed

meds - power

food - power

Architect- Extraction Rate on Harvestors

Armor - Resists


These won't change. They have been that way since day one and haven't changed. There are of course exceptions, but they are very few. All this change is doing is limiting most crafters to just experimenting in those aspects now. 99% of all weapons are experimented for power first. Now even with horrible resources, that is still the case. As many have pointed out, there are some cases where high experimentation is just not possible because resources with decent stats have NEVER spawned and it doesn't seem like they ever will. less than 100 on a stat for every spawn of something for 8 months shows me that it will always be the case.


This crafting system is unacceptable. It was the first time it was placed on TC and it still is now. Will it stop me from crafting? Probably not, but I would expect I'll get bored with it quicker. This change has taken out the ability for someone to choose what they want to experiment on. That choice is now completely based on resources the person has. The odds of a 900+ DR/FL/OQ/PE Flora spawning is unreal. In most cases the choice is made for me, in a very few I might have 1 more choice. Yes I am assuming that I will never experiment when I only get a 3% increase. I think that is a very valid assumption as I don't see enough bonus to justify me spending 1 of a limited number of experimentation points.




Amandil Morier - Tempest - Master Chef
Shann0w
Sun Feb 29, 2004 6:56 pm
#22

If I understand this change correctly then basically the quality of ALL experimentable items will be reduced.


Why can't devs just fix what we have??????


There is obviously something wrong when a Master Armorsmith(with best available tool and crafting stations AND has attachments that grant +19 assembly) ruins 60% of his/her resources with critical failures on assembly or during experimentation. It's just stupid. Don't change it and give us another bugged up system, fix the one we have.
Gray03
Mon Mar 01, 2004 1:13 am
#23

1st concern: The differances between sinlge line experimentation items and those with multiple lines is astounding.

Artisans and others producing items with only a single experimentation line (or maybe two) will be able to produce much better items overall, while those making more advanced items will suffer a loss of quality unless they have a great many additional experimentation points. This is a concern, as it does make already ludicrously rare +experimention items/bonuses even more important as well as even more drastically gating non-masters in the advanced professions.


2nd concern : Its not so much that some rarer resources are hard to find - its that some *required* resources for the advanced profs don't have some of the required attributes. This results in a drastic lowering of the overall effectiveness of the item and it now is impossible to cover this with experimentation. (Similarly there are resources with "capped" stats- required in high end items - these too are affected more than other crafting items)


Xlot
Mon Mar 01, 2004 7:37 am
#24

One point I forgot to make.

For items where there is only one single bar to experiment on, this new system shows an improvement.

Hence the posts about "great, I got a vehicle to 98% with the same resources I was hitting 91% with before".

But, single-experimentation crafting is *very* different from multi-bar experimentation, as used in the most useful items in the game (read: weapons and armor, the source of cash inflow to the SWG economy).

No offense to the artisans, but please think about the impact this change has on other professions with more complex crafting decisions before you give this change the thumbs-up.

Geno
______________
The Mercantile
Theed, Naboo, Tempest.
CaLVines
Mon Mar 01, 2004 8:15 am
#25



Logix wrote:

This system, while reasonable on paper, is not a suitable fit for the game.

Smiths of all kinds depend on diversity. In a world of cookie-cutter products, you must have something that stands out. For every suit of armor, the only possibility should not be Effectiveness or Nothing. For every weapon made, the only , it should always provide as many options as possible to the crafter.

With the old system, taking another route in Experimentation did have a disadvantage, but the options were still there. With the new system, no matter how good you're making your weapons or armor as a Master, you will be wasting all of your experimentation points to max out its main quality. Since the vast majority of high-end products require specific rare resources, nine times out of ten you will never have experimentation points left over for anything else. When I used to make Republic Blasters and only use the 6 or so points to max it out, now I must use all ten. Weaponsmiths will be able to max damage and that's that. If I try to cater to Range- or HAM-specialized weaponry, the penalties for the loss of damage are even greater than they are now. Moreover, Armorsmiths have been completely deterred from specializing in low- and medium-HAM suits. It's not a viable trade-off at all, anymore.

Additionally, this sets a greater dividing line between the new Smiths and the elder Smiths. Having 10 experimentation points will no longer be the deciding factor between a "bad" and a "good smith". That bar has been raised to 12 experimentation points with this new system. Experimentation tapes are so utterly ridiculous for most to acquire that placing such a high dependency on them just isn't fair. They should be a pleasure for high-end "elite" crafters to partake in, but never a necessity for all crafters to sell quality products to their customers.

As for the Amazing Success change, I don't think it's all that it's cracked up to be. Amazing success simply raises the bar for experimentation -- Great successes become the "new" Moderate success. Instead of smiths trying to craft a schematic over and over again to get an "All-Great Success" schematic, they will craft it over and over again trying to get a "9 Great and 1 Amazing Success" schematic. So we're back to the same frustration many smiths endure: Crafting over and over trying to get that elusive "perfect" schematic. Putting a different label on it doesn't mean it's not the exact same problem. This too, places ridiculous dependency on skill tapes and things like Research Centers, because having both of those means you will net the highest likelihood of amazing successes.

In summary, I think this is a change better left unimplemented. The biggest problem many smiths face is the huge dividing gap between newer Smiths versus elder Smiths, who have the most time, money, resources, skill tapes and Research Centers. Right now, that gap already wide enough to make it immensely difficult to get your name on the market, but only time, money and resources are the factors that are required. With this change, you put a greater dependency on all of those factors and move skill tapes and Research Centers from the "optional" field into the "necessary for your business" domain. Implementing this system is taking an enormous step backwards in trying to bridge the gap and promote diversity among smiths.






/agree
RebelKnight
Mon Mar 01, 2004 8:20 am
#26







SWG-Runesabre wrote:



1) Quality and frequency of certain rare resources. Certain resources spawn very infrequently and when they do they are usually low quality.





Yes that is the main problem. As it relates to Weapons the biggest offenders are plumbum iron (which is used mostly in the final build of MANY weapons) and rhodium steel which is used to make advanced rifle and pistol barrels. Where used, the requirement is for Conductivity. Unfortunately the conductivity of these resources is always below (if not well below) 100.






SWG-Runesabre wrote:



I would greatly appreciate feedback based on actual testing on Test Center; that will provide the most meaningful feedback we can use for our evaluations.





Agree, but it is hard to grind to Master Weaponsmith ina day. I hope you are planning on making on of the live servers a test server again, so that we can use the resources we use on a daily basis and get a better comparison of what will happen if these changes go into effect.


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