Development Cycle Archive
Thread: Understanding the Crafting Experimentation Changes
Hello,
since day 1 i have 1 biginterrogations about the crafting system. How can a novice create a thing that can be competitive to the produce of a master. The answer is easy and simple. It's impossible.
I've make a few test on TC with a novice artisan 2-0-0-1 and the problem of novice stuff *absolutly* not competitive is still there.
So now I wonder if a total crafting revampshould be implemented. Basically, here is the idea
at novice lvl u get :
- XXX novice schematics
- 10 experimentation point
each time u buy a new skill, u can either choose a skilltree that :
- decrease the crafting assembly/experimentation risk
- decrease the total of resources needed for schematics
- increase the probability of heroic crafting success (something new that can involve random luck to help the crafter use the resources in the best way, separate from the risk of critical fail/success. An heroic success should be something like 0% at novice and 5% at master)
- bring the ability to create factory schematics with more total (100, 250, 500, 1000 max schematics factory)
- reduce the time of crafting
As u can see, in my idea the new schematics are not bring by buying a new skill. So u all wonder how the hell we can get shemactics
Basically, u get a new schematicwhen u have crafted XXX times the previous schematic.
Let's say u are crafting a survival knife, if u want the sword schematics, u have to craft 100 survival knives. Then u open ur sword schematics and got to craft 150 swords to open the curved sword schematic, etc.
I know there's a *lot* of tweaks to this basic idea, but i think it could help everyone to be a real unique crafter in the galaxy and that will (imo) allow novice crafters to be a little more competitive to masters than they are actually
Mokhet
A few comments:
1) This really doesn't affect the economy as a whole. It may affect some movement of credits from player to player, but it has no impact on the flow of credits into or out of the economy. If you really want to "fix" the economy, that is where you need to look. And players won't like it, as they will perceive it as a nerf if you reduce mission payouts or raise expenses. If you haven't already, look into the number of credits coming into, going out of, and remaining in circulation on a given server.
2) All Master Crafters are the same. Every Master Weaponsmith is the same, every Master Armorsmith is the same, etc. There should be some sort of specialization, where once you reach Master you could choose 1 (and only 1) specialization. So for example, if I want a Pistol, I know I should shop with Bovan, because he makes better Pistols than most WS, but if I want a rifle, I should go see Stryker. Or base it on the item attribute... ie., Laforge can experiemnt encumbrance to 110%, while Drlyji can experiment resistance to 110%. In this idea, they both have the same number of experimentation points, so balance is maintained, but if my weakling architect wants some composite he can wear, he'll go to Laforge.
I can't speak for the other crafting professions, but I know for a fact that armorsmiths and armor customers will go for HIGH RESIST ONLY, every single time. Since resist is "where it's at", the armorsmiths that got the +25 experimentation skill tapes in the first 2 weeks of the game will still be kings of the craft.
The armor customer will simply use buffs, food and spice to equip the armor.
With the main stats all buffed to over 2 to 3K or more,the effect of specials on HAM is greatly reduced, regardless of armor encumbrances. They'll still be able to hammer on the specials key (with even less concern underthe new cool-down/rapid-recovery HAM system going in) and recover any depleted HAM between fights with the 3 buffedHAM Recoverysubstats.
Lodacai
aka Photari, Master Armorsmith on Lowca
12 point smiths? Your forgetting something folks.... With resource quality more important than ever, it's unlikely that a bar will even allow 12 points to fit.
I've spent the last month and a fortunecollecting tapes in my effort to produce the best meds possible (yes-I enjoy the pursuit of perfection). If I cant use my hard won points to seperate me from the pack, what am I killing myself for? Excellence? Hardly!
Guess I gotta find another game after the patch. Pity... I liked this one.
Just G the only thing i've crafted is traps and camps for Master Scout so i really don't know how bad these changes are but could you put them in publish 8 instead? at the moment we need armor to do anything in the game so any kind of nerf is not going to go down well with us but after reading the Patch notes for Publish 8 and seeing that the HAM, Weapon andProfesstion changes are going in, it makes sence to let us test how much these crafting changes effect usunder the new system which may not seem like a nerf then because an extra month with the current system is not going to kill anybody (is it?
Gary -
I understand why you prefer to read 'rational' responses instead of 'emotional' ones.
But remember, people's decision to stay in the game - and their enjoyment of it while they do - is based on emotional response.
If you do something which you can intellectually defend but which everybody hates, it's a Pyrrhic victory.
The general insanity of the developers for this game is mind-boggling. I have been a crafter in this game since the day I started playing it in December 2003, and THERE ARE NO MONOPOLIES. There are people who understand how the numbers for experimentationwork, and people who don't. I became Master Architect the hard way, without any guild support, and I was DOING OK. The only thing that made my life miserable as a crafter were the resource prices, which went through the roof when the holo's you guys gave everyone turned everyone into a holo grinder. The system is changing now, and the resource prices are slowly going back to normal. And now you come up with this idiotic idea, which is certain to once again unbalance the entire economy for months to come.
For crying out loud, fix the REAL bugs in the system, like items disappearing from your inventory. The crafting system was actually working!
JustG wrote:
Thanks for the responses. I do understand it is an emotional issue.
Still reading... still thinking...
- g
dont do it please
Also, it might be nice to delay this, at least until the combat pass goes through. You folks said yourselves that the combat pass is going to kick us in the face, make things very unbalanced for a while (wether people are underpowered or overpowered), and in general be difficult... you don't think this will make things more difficult?
Also, the comment about all vendors having the same stock kinda made me scratch my head. I ran around to about 30 vendors last night, all in different cities (heck.. on different planets, between Corellia, Naboo, and Lok). Every pike I saw on the different vendors was different, and I ended up buying a 102-315 3.0 -5, -5, -5 vibrolance... by the way, the -5s were something I had -never- seen before. So I guess there -is- some variety out there, huh?
You're not hurting people who are asking for it in anyway. You're hurting the entire community with this change. Noob artisans with little to no experimentation points will be unable to sell their crafting, thereby encouraging the boring grind. Experienced artisans are going to be putting out lower quality equipment than people are used to, and are going to be dealing with complaints. Any way you look at it, this is a -major- change to the game, and should not go through right now, especially with the combat pass looming.
My thoughtsgo out to the artisans out there, who have far more patience than I. I can't even stand building my own tents, but they enjoy what they do... and are having it fundamentally changed without any real cause. Good luck guys.