Development Cycle Archive
Thread: Publish 7 Feedback: Crafting System Enhancements
Actually, with the new system youcan get a true 100% with less than 1000 quality materials. You're thinking of the old system that everyone wants back.
Zutan wrote:
Sgt_Rick wrote:
One other small detail i noticed....all the boxes would fill up and the effectiveness would still be at about 96% not sure if this was intended or if there is an internal bug with the game.....
That is most likely due to the new changes on the way resource quality effects the experimentation. Only with 1000 stats in the required spots for the resource should you be able to reach a true 100%.
Since I'm established with 12 experiment points I like the change... but new SMiths who have no tapes will have no chance at competing against the quality I have even using the same resources, so I think the new system gives established smiths a huge advantage over new smiths, and it will inflate the skill tape market even more than it is already.
So while I'm ok with the system, I think to be fair to all Master Smiths not just the established and/or wealthy ones, getting rid of it is key factor.
to give you an idea
FT's 10 points 4.6 840
FT's 12 points 4.4 851
Jawa Ion 10 points 5.5 230
Jawa Ion 12 points 5.1 238
I like the change for me, but for the average crafter I think it's best it goes.
/sigh
I think most of you missed the point of the patch. It was not intended to give better items, it was ment to even out the economy. You people will now take your ber 14 harvestors and sell it for twice that of a ber13. This was intended to make the 13s easier to craftso you could reduce the cost and that in turn reduce the cost on resources.
This is bad because it would actually do the oposite of what it was intended to do. Like i've been saying, the rich will just get richer and the poor will be ignored.
Actually, I think I can confirm some of the fears that were present before. My doctor character can indeed create more powerful stims and buffs, but I've had a master doctor since september and collected some great resources. My armorsmith, which has been operating since janaury, lost 3-5 points on his armor. 3% off the base, 5% off the special protections. But I still have 2 weak spots where it comes to resources there, and I think that is hurting me badly.
My weaponsmith is FUBAR, particularly when using resources with low 'natural' caps on resource quality.
Personally I"m having mixed feelings about this. This patch makes SEA's critical in achieving the top end of your experimentation. I have a human master chef/master artisan with 11 exp points in chef and 11 in artisan. On the things I used very high quality resources I was able to achieve very good results, an increase over my previous items. My brandy went up 20 (from 426 to 446) pts for example. This would not of been possible without that extra exp point however. This was also using the exact same resources and bio components as my previous batch. On the artisan side, I was able to make 100% crafting tools and power ups, a 15 rated tool, and 33.5%/16.5% pups.
Now, this being said, I also have a master doctor who does not have this extra exp point, and as we all know are very picky on resources. Radiant has not had a shift of class 4 liquid or lok wheat over 800 since I've been there. The items using these resources turned out with less effectiveness than before this publish, while the things that I had hi stat resources turned out better. A 100% experimented advanced shell for example. However... using a mix of the new better results items and old sub components to get the max turn out, my enhance D turned out with less power than before since it takes more points to run a line to the end.
Basically SEA's would become even more sought after than before and they are already at outrageous prices. The professions that don't rely on very specific resources to spawn would do well if this publish stayed, while those with specific requirements would not fare as well, unless you've been here from day one and have some of the out of shift resources that turned out good. A new crafter in those professions would get a double whammy, with only 10 experiment points and no hi end resources to rely on.
So.... would this be good for the game if it stayed? I guess it depends on how you want to look at it. While SWG claims to not be a loot based system, it is becoming more and more just that. Without SEA's, the new crafter will suffer. How do you combat this? Perhaps by increasing the amount of time it takes to mass produce an end item so that the monopoly type hi end crafter with 12 points has no way of keeping up with the demand and would force people that need the product now, to seek out a lesser quality at a lower price. Increase the amount of SEA's in circulation to allow newer crafters the chance to get in on them. Perhaps do a quest that allows a crafter to recieve a limited quantity item with an extra exp point for a certain amount of attempts.
Like any change it has it's pro's and cons, and there will be people that love this and those that hate it. I am glad we had the opportunity to test it on our own server regardless.
If you first maxed out say effectiveness then moved onto efficency...well you cant anymore (without tapes etc). The net effect....varies from profession to profession
More powerfull guns....horrible ham
More potent meds....less charges
More Borgle Batcave auction madness
You may as well not make a weapon/armour untill you are master btw. As anything you make will be too inferior.
Take Vibroknucklers (an entry level ws weapon). Masters already sell non advanced component ones for 3k. So how is a novice going to compete with that ?? sell them for 1k. Who couldnt afford an extra 2k for the better knuckles (which you cant use until youve killed 8trillion thugs) !
Bob'the Builder
I just got this confirmed on architect board (I couldn't believe it at first). This is silly sad, silly sad, silly sad. Mainly because I will have very limited pay time before tomorrow morning in which to make schematics.
UmmonPrime wrote:
/sigh
I think most of you missed the point of the patch. It was not intended to give better items, it was ment to even out the economy. You people will now take your ber 14 harvestors and sell it for twice that of a ber13. This was intended to make the 13s easier to craftso you could reduce the cost and that in turn reduce the cost on resources.
This is bad because it would actually do the oposite of what it was intended to do. Like i've been saying, the rich will just get richer and the poor will be ignored.