Development Cycle Archive

Thread: IT 7-4: Experimentation Resource Quality

ElanMak
Wed Mar 03, 2004 11:42 am
#53

The description of the patch 7does not match the end result:


"Toward creating a stronger crafting experience" - The intention of the patch was to help crafters, not hurt them, right?


"Crafting experimentation has been enhanced" - You reduced the effectiveness of experimentation (because its now scaled to resource quality). That's a nerf, not an enhancement.


"this will give master crafters more of an advantage over less skilled crafters" - two items to consider: 1) non-masters currently have a tough time selling anything, and you are making it worse for them. 2) Being a master is not nearly as important as collecting high quality resources over a long period of time. So you're not improving masters, you're rewarding long-time resource hoarders.


And, unfortunatly, this will create a huge pre-nerf market as well as increased pressure for masters to find skill attachments, which means more people using 3rd party software to camp loot while AFK. So, the reprocussions of this change outwiegh the gains (if any).


As a previous poster on the WS forum said,


I was *hoping* that this new system would allow us, with high quality resources, to max damage/speed faster, and put more points into HAM, condition, or range. With more points to spread out there, it would allow each weaponsmith to be different -





--------------------------------------------------------------------------------
Tree - a very tall Wookiee: Hunter of all things that move.
Stilgar - a FAT blue Rodian: Maker of all things that do not move (* TRADERS NEED LOVE TOO, DEVS! *).
Former Mayor of Artisan Arches and Master Weaponsmith. Recently joined AoF and moved to Edoras. * Tempest Server *
ElanMak
Wed Mar 03, 2004 12:25 pm
#54

Oh yeah- forgot to mention that thereare severalbugs involving skill attachments, andgetting moreexperimentation points becomes even more critical with the changes from this patch.


The bugs are:


  • only one stat is improved fromskill attachments that have more than one skill shown.

  • many skills are left over from beta and don't do anything.

  • many attachments tecnically work but the stat improvement has no value (adding to structure complexity does not let you craft structures above your skill level).

  • loot campers use 3rd party software to camp loot containers while AFK, and CSR's don't do anything about it. These guys sell the loot at auction for millions of credits, so creating more demand for experimentation point skill attachments just encourages them.

So, again, we all ask why the DEV's keep changing the system instead of fixing the bugs. Every change creates new bugs, and all-in-all I think this patch hurts crafters as a whole more than it helps them.




--------------------------------------------------------------------------------
Tree - a very tall Wookiee: Hunter of all things that move.
Stilgar - a FAT blue Rodian: Maker of all things that do not move (* TRADERS NEED LOVE TOO, DEVS! *).
Former Mayor of Artisan Arches and Master Weaponsmith. Recently joined AoF and moved to Edoras. * Tempest Server *
atimes
Wed Mar 03, 2004 12:31 pm
#55

So, again, we all ask why the DEV's keep changing the system instead of fixing the bugs.


Looks to me that someone found the million dollar question.


The root question devs is WHY are you doing this. Are we complaining about this? Is this part of the combat revamp?


I thought we wanted crits in assembly and crits in experimentation reduced. Not sweeping changes that no one likes.


tometaophion
Wed Mar 03, 2004 2:47 pm
#56

Is this what you are truly hoping for devs? All combat classes to get the shaft, except TKA? You can get a VK of acceptable quality from habibs aluminum weapon hut, and tka dps would still be higher than many elite weapons of stellar quality, simply because of his dmg modifier. Is this your goal? to create a truly overpowered match for jedis? if that is the case, why dont you have your csrs go in game, and kick my avatar in the balls for thinking he could ever compete, and then ill quit and go back to playing Raven Shield.


Chavabegga
Wed Mar 03, 2004 8:39 pm
#57

If resources turn into to loot I am going to scream. I liked being a crafted until all these new things came up. I dont want to kill hundreds of things in order to get necessary subcomponents to make a weaponsmith toolkit that will make me more effective, but as effective as I currently am. I dont want to kill things in order to make guns. I dont want to camp spawns in order to loot the super weapon. This game was not suppose to be about loot. What happened? Crafters make things. Players use those things. If they want to add more weapons why can they not just put them in the skill tree. Or make an elite weapon profession? This game WAS suppose to be just as much for the casual gamer as the power gamer. Casual gamers dont have the time and especially the desire to camp things to get the good weapon but we want the chance to be able to make and use them. All this new stuff seems to be directed towards the power gamers. What about the rest of us?
Now they want to make the crafting system so we won't be able to make the same things we can make now. In order to make a weapon that is as good as the ones I can make right now, I will have to get loot. Mining is enough of a chore but now it will not be enough. Making it so casual gamers can't enjoy the new schematics is one thing, making it so we can't enjoy the things we have now is something else completely.



Trader Revamp- Loot and Crafted Symbiosis

UDF Inc. Chu'unthor, Talus
-1258, -566
Likaeus
Thu Mar 04, 2004 5:08 am
#58

Inthe thread about vendor changes (number of items on a vendor), one of the reasons given was that it was intended to reduce monopolies. The new experimentation system is going create more monopolies than ever. Especially if mobs/NPCs start dropping resources. Originally one of the strong points of the game was the general lack of static places to farm items. Now it seems that with every decision and patch the game becomes less and less of what made it attractive in the first place. Holo farming on Naboo, now the Genosian Lab, next resources from NPCs. This is probably going to be the game breaker for me if it plays out as expected. Casual gamers that are crafters really don't stand much of a chance under this system.



Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


Jedi_Titus
Thu Mar 04, 2004 10:49 am
#59







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.






Why was this post deleted? Please explain how this violates the community rules? This is a well thought out post giving feedback in as possitive a manner as possible. If that is unacceptable then what is the point of having these boards???



Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
Newgurus
Thu Mar 04, 2004 11:47 am
#60

This was posted on the weaponsmith board:

"We're in a see saw. Everything in the system is interconnected - - especially crafting. On the list of community and correspondent items that need to be fixed, critical fails and experimentation is on many of the crafter's lists. The critical fail mechanics werent broken, but players didn't like the flat 5% chance - - especially if one was a master, so the developers changed that. Now, there are bonuses and the crit fail thing is considered solved.

Then there is experimentation. Back when we fixed it the first time, it basically switched the functionality of resources. Experimenting with poor resources produced good numbers and experimenting with good resources produced bad numbers (forgive me for oversimplifying things).

To fix the system as requested, we have to make resource quality play into things and thats going to change it. So we're going to change the way crafting experimentation works, wait for the majority of the legacy items to drift out of the economy and look to see how things are progressing.

The pain here is that this constitutes a paradygm shift in experimenting and yeah, that is going to be painful, but its a key issue players have asked for and it's good for the game.




Kurt "Thunderheart" Stangl
Assistant Community Relations Manager"



It seems to me that everyone is against this save the artisans.

It looks like they are going ahead with this no matter what though so all of our constructive posts trying to 'call off the dogs' are for not.

I'm glad we have this board so we can constructively talk about these issues and still have nothing done about it.

Bravo!



___________________
Dutchoven / Ceiree (My Alt)
Master Weaponsmith / Master Rifleman/Master Combat Medic
(+20 Weapon Experimentation, +26 Assembly and +25 Weapon Repair) / (+25 Med Exp, +25 Med Assembly, +25 CM Exp, +25 CM Assembly)
Dutchoven Guns Located NE of Anchorhead, Tatooine at 316, -4956
Ranged and Melee Weapons, Ranged and Melee Powerups (all +33.16% Primary)

Newgurus
Thu Mar 04, 2004 11:56 am
#61

If we did a straw poll on these changes, here is what we have:

Artisans (FOR) Single bar experimentations
Weaponsmiths (AGAINST) Multibar experimentations
Armorsmiths (AGAINST) Multibar experimentations
Droid Engineers (AGAINST) Multibar experimentations
Architects (AGAINST) Multibar experimentations
Bioengineers (AGAINST) Multibar experimentations
Doctors/Combat Medics (AGAINST) Multibar experimenatations

I'm REAL REAL glad the artisan community will get the 'changes they have asked for' at the exepense of the ENTIRE rest of the crafting community. Do you guys not see the writing on the wall or are you so blind you can't see what people are asking for?

I particularly love how you keep throwing in that 'we asked for this change'. That's a load of horse *&%* and you guys know it. We DID want less failures but not at the expense of ruining the entire crafing experience for some people like myself that's sole enjoyment from your game is the crafting experience.

The only community that benefits from these changes is the guys making speeder bikes, powerups, and survey tools.

EVERY OTHER TYPE OF CRAFTER IS HURT BY THESE CHANGES!



___________________
Dutchoven / Ceiree (My Alt)
Master Weaponsmith / Master Rifleman/Master Combat Medic
(+20 Weapon Experimentation, +26 Assembly and +25 Weapon Repair) / (+25 Med Exp, +25 Med Assembly, +25 CM Exp, +25 CM Assembly)
Dutchoven Guns Located NE of Anchorhead, Tatooine at 316, -4956
Ranged and Melee Weapons, Ranged and Melee Powerups (all +33.16% Primary)

StarchMonkey
Thu Mar 04, 2004 11:56 am
#62

Yeah I'd like to second the "why was Logix's post deleted?" question. ?????


Anyways here is an idea I posted in the Armorsmith forum which got almost no response.



What abouta new skill/stat which allows us to do more with lower quality materials? Call it "Resource Mitigation". What this would allow is for more experienced crafters to do more with poor resources. This would be an increasing % bonus added to the stats of the resource when crafting.How it would work would be that at each level 1-4 of the respective line, and at Master you would get a bonus to resource quality when crafting. It might look like this:


I +5%

II +10%

III +15%

IV +20%

Master +50%


This would give a total of a 100% bonus to theresource quality. This would be multiplied by the quality of the resource andthis number would be used when crafting with a maximum of 1000. A Novice Armorsmith working with a resource that had a 200 OQ would combine and experiment as though it were 200 OQ. Howevera Master Armorsmith would combine and experiment as though it were 400 OQ. From this you can see that any resource with 500 or more in a stat could be used as though it was 1000. This could simulate the ability of a Master being able to do more with low quality resources than a Novice.I am using these numbers as an example. They would have to be tweaked to find the most balanced number (perhaps a 50% Master bonus would be more realistic).


This might allow us to get a little better on the experimentation the higher we go, but still keep the Devs experimentation scheme. I still think we should have a chance to max out an experimentation line without using all our points and without having to have 12 experimentation points.


What we wanted and asked for was to have the success/fail rates looked at, not the whole experimentation process. It might be nice to just have an explanation of why this is changing. Are we making too powerfull of items?



-------------------------------------------------------
Joryn Sunnrae
Master Swordsman
Master Medic
-------------------------------------------------------
Baaric
Thu Mar 04, 2004 7:08 pm
#63



TH,


I doubt you’ll be responding to any of the experimentation threads anymore.. They have gotten a little nasty but can you blame us?


There is lots of evidence floating around that says this is a very bad change to all professions that have multi line experimentation.


I don’t want to sound negative, but the reason you gave for these changes doesn’t make sense.. you said that to fix bugged schematics that you had to redo the experimentation system. Granted I don’t know the internal workings of the system, but this just doesn’t seem right. The problems we’re see with experimentation are things like, a “moderate success” reducing stats, not boost.. or boosting some stats and lowering others.. These are the things we want fixed.


I can rehash all the points made in all the threads about this, but I’m sure someone’s at least reading these messages.


I’d like a chance to talk about these things before they go live. I’m afraid that you’ll change the way experimentation works, but not address the issues that you stat prompted this change.


There are theories that the main reason for this is to reduce player power, and if it just say so, and we’ll swallow that. As you’re feeding it to us now, it sounds like we, as players, wanted this change, which we didn’t.


This also makes it very very difficult for new master to compete, for MONTHS after they hit master, as it takes several months for some things to spawn well, if at all. I know some rare things on our server didn’t spawn for 4-6 months at a time. This will give lots of power to the established masters. You’ve also double the value of good resources, and just made +experimentation SEAs the most sought after thing in the game. The only you’ll make good things now is with 12 points.


I wish you could see why we’re so upset about this, and wish there was a way to get you to just fix the problems we have and not give us a whole new set of them. But going off the tone of your posts in the weaponsmith forum this doesn’t sound like it’s going to happen.


For any who want to see thebigger discussion..



In game known as Oset
Former Master Doc, Medic, Rifleman, Squad Leader, Creature Handler, Commando, & Marksman.
Former Architect, Pistoleer & Combat Medic dabbler
Currently Master TKA, Master Artisian, Master Armorsmith.
Shop - Shadowfalls, Talus, Naritus
atimes
Fri Mar 05, 2004 1:19 am
#64

Ok devs let's try another approach.


You see how every single multi bar crafting profession hates this change so I'll ask this.


Tell us how this new system will benefit those type's of crafters. . .in other words how can those crafters consider this good?


Firetracker
Fri Mar 05, 2004 4:21 am
#65

Is this once-rejected poor idea still going?


Post constructive arguments? Why bother - you ignore and patronise those who have pointed out the flaws saying "we asked for it".....


"Wedo listen" that oft repeatedsound bite that you are so fond of repeating. It is clear that you have made a purchase from La-La Industries and do not want to hear sensible arguments.


Is this post constructive? Any post that airs problems, puts a point of view or even gives an emotional reaction is feedback which can be used constructively. It is not what is posted - its how you interpret those posts.


Page 5 of 8