Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

Sgt_Rick
Tue Mar 16, 2004 3:07 pm
#27

One last note to add, before i log in to the game again...........SEA's are out of control, something needs to be done about them, they are turning into what holocrons were, and thats not right. I think they should be kept as a sort of rare loot, but not dropped by anythign static.....the afk killing and looting is disgusting. These rare loots should be dropped by things that fit within two constraints. 1) no one shoudl be able to realistically kill the creature or npc wich drops the loot whil afk. 2) these sam creatures should be realatively killableby one or two people, because with the infrequency of loot drops, most people in a group get screwed......(Love the new loot messages btw...weeds out the BS'ers lol). Lastly, **edit** are you devs thinking having the creatures which drop these loots spawn in the exact same spot +/- 3m, there has to be a way to make them move around.........sorry for drifting off topic there, maybe i will copy paste this into a different forum lol.
Odim
Tue Mar 16, 2004 3:16 pm
#28

I'm sorry


YOU GUYS WERE RIGHT THE NEW CRAFTING SYSTEM IS BETTER.


I'd like to apologize to the devs, I'm all for the new crafting system. As for the guy above that said armor would be worse... your wrong... check the armorsmith forums. They're happy too



____________________________________________________________

Bring me to your hiding place, so I can face your vice grip
I'll chisel every single monkey off your back with this ice pick

Skedoozy
Tue Mar 16, 2004 3:20 pm
#29

The people who are saying this change is good are only making items with one line of experimentation or have 12 Exp points. The stats on all WS components with 10 EXP Poiunts have dropped 15 - 20%. However all my ARTISAN things are better. I for one am glad this change isnt going in. Its good in theory but it needs more tweaking.



U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
Skedoozy Mart - Weapons, Architectual Items, Smuggler Goods
Juganoth Valley, Tatooine
- Chilastra. Waypoint -6615 -4790

++ Krusos Darksun - Master Smuggler/Master TK/Pirate ++

Itchybacca
Tue Mar 16, 2004 3:20 pm
#30

"The problem is when you need to work on more than one line.

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"



If HAM experimentation meant something, then I'd say thats a valid opinion. But HAM experimentation means nothing.


a weapon 3-4 less HAM means nothing to the fully buffed fighter, or even the non buffed fighter. Same goes for range experimentation, losing .4speed and 20 damage is not going to justify an additional +4 to the ideal range.




Crafting in anything other than Full damage balance Condition is the best route for a weaponsmith, you are making weapons that work to their full capacity and last the longest, what all customers want. If HAM really meant something I odnt think I'd beselling 101HAM T21's and 99 HAM DXR6 Rifles, but the reality of it is the opposite.


when mind buffs were hard to get, HAMs mattered, I dont sell stocked weapons, now a person can get a mind buff in 30 seconds and be good to go for 2 hours, recharging their mind faster than they use it up when mixed with Muon Gold and Vasarian Brandy







--------------------------------------------------------------------------------------------------------
-Tuckiee MasterBounty Hunter/Carbineer

RocketM
Tue Mar 16, 2004 3:21 pm
#31

The new crafting system is a lot more fun to use than the old one. It takes more work actually experimenting and trying to get just the right rolls for a great item, but its addicting. Its like playing Lotto! I still think the end result of keeping this system is going to be that there are some schematics (multi-experimentation-line items)that cannot be made equal to what they were in the past, but reverting back to the old system will now produce the same problem since the new system also allows some items to be made higher than they were before. This system should never have been put in as it is because of the pre-nerf/post-nerf effect it is going to have on the equipment markets, but I must admit thatit isa more fun and rewarding a system than the old one from an entertainment point of view.

CapnSteve
Tue Mar 16, 2004 3:27 pm
#32

About critical failures, was the Assembly skill completely worthless before? I was under the impression that a higher assembly reduced the chance of a critical failure.



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

(Kauri) Indur Dawndeath - Master Droid Engineer / Smuggler (0,4,1,0)
(Chilastra) Indur Dawndeath - Creature Handler (3,3,1,1) / Smuggler (0,0,3,0)

"Next thing you know it's going to require a Droid Brain in order to make an Electronics GP Module. Sheesh." --Kollos
Aynaza
Tue Mar 16, 2004 3:34 pm
#33

I'm sitting at work today cruising the boards and looking to see what's what... After all the doom and gloom about the new crafting system the number of positive responces is quite surprising.


A thought occures why not simply leave the new system in place for a week... That'll give most crafter the opportunity to actually explore the system then hold a referendum on whether to keep it or kill it.


To encourage experementation back up the resource database and re-emburse people for the resourses they burn up.


Marcella D'Vega - Naritus Cluster
NOPTRAIL
Tue Mar 16, 2004 3:34 pm
#34


OK THIS IS MY 1ST TIME TALKING ABOUT THE GAME ON THIS FEED BACK THING SO BARE WITH ME PLZ. I AM A MASTER ARTISAN, MASTER WEAPONSMITH, AND MASTER ARMORSMITH. OK WHAT I DID WHEN I GOT ON WAS STARTED CRAFTING SMALL THINGS LIKE CRAFTING TOOLS I MADE THESE FLAWLESS 15.00 100% EXPERIMENTATION I LOVE IT I USED 993 CD Copper and 902 OQ fiberplast and had 1 amazing experiment i made a total of 15 all of them the same. (srry bout the caps above) Now that i had done that i was feeling great so i moved it up a notch to trying it on a laser Rifle i had been makeing 5.8spd 40-375 damage now i am doing 5.6speed and 43-413damage and these are without the scope and stock on them the experimntation was ok greats all the way i made like 7 rifles. so i moved it up again to my advanced composite armor I used to get 68% electrical 80%kinetic special protection and 60% effectiveness now I get with the changes even lower stats 63% electrical and 79% kinetic and 55% effectiveness and on the experimentation i get like at 2pts experimentation at a time great,great, failure,amazing,failure or great,amazing,great,great,failure or great,failure,good,great,great. but every time on the more complex stuff i seem to fail almost always. When makeing the harder stuff like comp armor and being a masterarmorsmith i think the fail rate is still to high, i had an idea here that if the thing being created is harder and the person is a master then I think a master either should not fail or he should at least have the chance to remold the item to a better condition than that of failure. i have been playing on AHAZI server now for 9months. and i believe the devs are doing a good job but i sure would like to see a master to be able to correct his or her mistakes and also be able to like add layers or a stock to a already exsisting rifle being that they are a master and not a novice. 1 more thing it seems that all the time when i try to repair armor about 80% of the time it falls apart again being a master repairing armor should take the machince and maybe some more resources to fix it i think this would be funner in the long run and haveing the ability to always fix the item would be cooler. thx for the ear u guys are doing a good job i love this game no matter what the other guy said.


ahazi server

zota/kafo brauven

master Weaponsmith,master Armorsmith,master Artisan

master Creature Handler,master Bio-Engineer,master Pistolleer

planet RORI city RIZA
RonneLykell
Tue Mar 16, 2004 3:35 pm
#35

I hate it...can't wait for it to be hot-"fixed" outa here!


I'm a master armorsmith on Naritus. Yes...you can make 100% tools now...whooptie-doo.


The armor issue is terrible. Enter the l33t armorsmith:Woohoo!!! I can just keep hitting this "Experimental Quality" doo-hickey and make "better" armor than really good masters did pre-patch!!! (Yeah, and so can a monkey!)


I try my darnedest to make a variety of styles of composite armor that meet a variety of play styles. Pre-patch, I have been cycling through 8 very different varieties. Who needs more variation than that? Come look at my display shop on Dantooine (Naritus) (-3203, -5284) if you want to see what I mean.


Personally, I'm getting sick of this thing with people buffing themselves to insane HAM totals, and then putting on what really should be an unwearable set of armor. It's a pure case of min/maxing. There is no depth to this crafting style (duh!...lookie me make 'em high base armor...who cares about HAM...ug!).


So what does an intelligent armorsmith do in this situation? Jump right on the dumb-wagon, because due to the ability to wear "unwearable" armor, that's all anyone wants to buy anymore...never mind the insane amount of experimenting and testing I did before to figure out how to make a 400-500 per HAM category great suit of armor. Who needs it? It's a paper weight now!


1) Who needs exceptional krayt comp segments anymore? Base Layered Comp (base 69-71%) can easily be sliced to 90's. Who cares if the HAM is lower on the krayt stuff? "HAM is for wimps D00d!"


2) Who needs Nightsister Armor pieces anymore?(See above)


3) Who needs RIS?(See above)


4) Who needs an intelligent approach to armorsmithing anymore? ...it used to be interesting and challenging. You think the comp sets people are willing to pay me 500K each for just fell into my lap because I know how to hit an "experimental quality" button? Not even!


Due to this patch, I was able to dumb it up another Base 2-4% on Composite armor using the same ingredients I was using before. Doh!!! The HAM is higher...oh yeah...so what!!!! It's light as a feather on my buffed l33t D00d!


Unfortunately, I'm afraid the number of l33t schematics people are making today (and saving up on their vendors for when the hot-fix comes and sets things back to normal) have done enough damage to really get the armor ball rolling down-hill. So why not just keep the patched-system in? ...too late now.


Honestly, I hate it, but I'd be ok with it if you could just get rid of the 3,000,000 / 3,000,000 / 3,000,000 HAM crap.


I'd much rather armorsmithing be a real-man's profession that actually engaged the gray matter.


My 2 cents...Jaato Waals is a genius...I'm really impressed with his ability to grasp the concept of the armorsmithing system. That is the kind of person I want challenging me to do better!...not some min/maxer that just looks at Base scores.


Ronne Lykell (Sound it out...it's what I do when the monsters come after me)

...darned if I'm gonna lose my tapes!!!



Ronne Lykell (Naritus)
~ Master Armorsmith (+25 Exp, +25 Assembly, +25 Repair) ~
apyrus\">~ Master Artisan (+25 Exp, +25 Assembly), Master Merchant ~
apyrus\">~ FS Crafting Mastery (4400) ~
~ Vendor WP: Corsica, Corellia (6899, 4551) ~

Aristarchus52
Tue Mar 16, 2004 3:40 pm
#36

Here is my results so far in weaponsmithing -

Ten point Master WS. ABPH came out 1 point lower on max today and .01 slower, and that was all greats and one amazing. Same materials as yesterday.

The ABRB: damage was the same at 11 11, speed was .02 slower, wound was same, ideal range was 11 lower (due to having no points left to experiment on it).

Republic made with prepatch parts: Min was 1 lower, Max was 2 lower, Speed same, HAM 18/48/18 (worse than before patch, which was 16/43/16), ideal was the same.

So the patch would have benefited 12 point MWS and been detrimental to 10 point MWS.

In fact it already has been detrimental, since 12 pointers will have about 1000 each of superior weapons in schematic form ready to make.

Comparing my results to Biggens (who is also on one of my servers) that is how it looks to me.

As another weaponsmith posted on the WS forum, perhaps there needs to be a more rational way to acquire these experimentation bonus tapes.
BlueOx
Tue Mar 16, 2004 3:41 pm
#37

I always knew the new crafting system would benefit me as a Master Artisan, but now I really see it! Wow! I'm making +15 crafting tools, 100% repair kits, and I'm setting up a factory run right now so I can attempt the ultimate -- +45 crafting stations. Please, I beg of you, do not revert to the old system. I'm pulling an all-nighter to make sure I can get enough schematics and factory runs done of this new stuff as possible before the plug gets pulled.

It's nice that I'm able to make better stuff, but you know the best part? The crafting process has this amazing element of suspense now. Just like when you walk into a new combat situation for the first time -- are you gonna live? are you gonna die? But with crafting now, it's "am I gonna get the four amazings I need to hit the cap?" It took me about a dozen tries to get a good armor repair tool schematic and I was so proud of myself and my persistance at the end when I saw that "100%" come up on my screen. It felt "special" to me, instead of just something that any other double-clicking monkey could have done with the same resources.

Please don't revert!

P.S. Oh, yeah, and I've only had two crits so far. /happy dance



Girnan Yi'tey (Gorath)
Master Tailor ~ Master Architect ~ Master Artisan ~ Pesky Old Lady

Smonkey
Tue Mar 16, 2004 3:44 pm
#38


I did some testing on BE today, but logged in frustration after a rather devistating crit fail. I don't have hundreds of combines to base it on, but based on the ~20 I did, there doesn't seem to be much change in crit fail rates on dna/pet crafting - 3/20 combines crit failed. Since I was using new dna for some and generational for others, I don't know if this is really indicative of how the change has (or hasn't) worked on pets. A few of the other BE's I've talked to aren't trying much today because of the experimentation changes, but may be able to provide better feedback tomorrow.



In response to those asking for the changes to experimentation stay, let me explain to you what this change did to BE pets - we now use more experimentation points to get what we had before, only the catch is we don't use resources. It's the equivalent of the devs coming to you and saying your experimentation now depends on resource stats, only we're not going to tell you which stats matter, and they're going to change for each line of experimentation. Before you lobby for a change that helps your own profession, please consider the effect on all professions. There's no such thing as a BE skill tape, so we don't have the luxury of "fixing" our change like others do.


Teiresias-Tempest
Tue Mar 16, 2004 3:51 pm
#39

The difference between a 10 point master weaponsmithand a 12 point master weaponsmith is now drastic and makes getting into the profession much harder, but it's a change I can live with.


What I can't live with is removing this system after it's been implemented for a day. The damage, if you want to call it that, is already done. By removing it a day later all the smiths with 12 points will be stocking up on Temp-Patch weapons and completely devastating the economy for the next couple of months. At least if the changes are left in the 10 point masters can look forward to some day achieving similar stats.


At this point I believe the changes should just be left in. At least I'll have a new goal now that I've spent four months stockpiling resources.




Teiresias - Master Weaponsmith, Master Architect
Ace Pilot of the Imperial Navy. Black Epsilon

Riverlands, Corellia
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