Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

Zarny
Tue Mar 16, 2004 6:11 pm
#79

Well I extensively Tested this. I must have built about 20-30 scematics and weapons today, all of different types.


I find that I have always already been using the BEST or almost the BEST resoucres ever out. How ever no matter what I built, I got a 90% + on expermentation. I substitute in a metal with say 750 quality instead of 999 and Almost identical numbers.


With this new patch though everything I build with my 'GREAT' stuff has an EXTREME increase in damage and DECREASE in speed.


For example, my prepatch Adv barrel/stocked flamethrower. With all greats, 92%... 5.1 419-855.... Post patch 76% 5.2 467-906.


Now if I am able to acheive better stats with A LOWER overall PERCENT, then it gives room. There was a hardcap that the 'Lazy' weaponsmiths used as a crutch and that should be what it is and nothing more. These new changes allot room and I have no doubt that in a good 4 or 5 months, with the newest best stuff, I can build a 4.5 1000 damage flamethrower for example unslied with this system.


I LOVE THE CHANGES


I still vote to take them out though so everyone can stock up on prenerf stuff (Which is what everyone already did) and then make this live.

This patch seperates the boys from men. The higher end guys, become higher end guys. Its well worth it


Ive seen the light and dont want to look away



ZarnKano
DirkTheDaring
Tue Mar 16, 2004 6:17 pm
#80






Berious wrote:
Love every aspect of this patch I've come across so far except the experimentation changes. As a master doc (10 exp points) I just couldn't get results equal to what I was getting before and they seemed much more unpredictable. Buff sets that were all great successes (same resources & components of course) would come out with quite variable powers and durations, with quite a drop in both vs last night. It felt like a big nerf to be honest. Getting rid of the massive buffing randomisation was great by the way.

Thumbs up on listening to the player base.






I'll have to try out the buffs.


I am a relatively new master doc. I have 10 points. At lunchtime I was able to craft a health buffpack with over 800 power and over 11000 duration, but I'm not so sureif that isgood since my master doctor is pretty new to crafting buffpacks. I know that I saw someone state that over 600 is considered pretty good, so I'm assuming my new health buffs will be great. As a master Doctor I see no reason to put any points into adding charges or lowering med use. Ii I need more charges I can make more packsand I have 100 med use so making med use 92packs is no problem.

TroThorns
Tue Mar 16, 2004 6:25 pm
#81

Sure you can make better stuff if you get good rolls on some items. but has anyone noticed how buggy the relationship between the percentage and the effectiveness of tools are? I had a 90% at 6 effectivenesstill I experimented it up to 100%



Why did they waste development time on this system again when there are so many bugs in this game and still no real combat droids. This publish should have been called the stupidity invasion. Or the junk vendor invasion? hehe





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Demane
Tue Mar 16, 2004 6:27 pm
#82






NOPTRAIL wrote:


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






If anyone creates another post like this...admins please ban them for life.


...no really, I am serious. My eyes cannot take this abuse again.


Oh ya, about the crafting changes: I have a second accound. She is newWS and AS. Seeing how I have to either spend millions to get skill tapes from nerds who afk camp 24/7 or camp myself in order to make the best items I have to say that this character and account will shortly be cancelled. I want to be able to make the best things and if I find I have to be a min/maxer powergamer like the elites out there then crafting has no appeal to me.


The current system in place for aquiring tapes is terrible. Fist off needing things like taped in order to be the best crafter out there is a lame idea anyway. If tapes are here to stay, like I am sure they are, then they need to be pure random loot drops, quest based for profession (MUCH MUCH MUCH preferred) or crafted by other types of professions.


Crafting should stress player skill and time investment in order to make good products. It is understandable that certain things like good resources and schematics collected before nerfs will give some players and edge but things should be thought out to give players the ability to produce exceptional results if they just take the time to find good ingredients and puta little elbow grease in it...not just click one button and get the best results because they have the most uber skill enhancements.


If long time crafters want to prove themselves better than others there should be quests and a means to obtain legendary statis to give bonuses in place of skill tapes. This way a crafter 4 months old could have done (or can do) a crafting quest 4 times in order to get bonuses to their experimention or anyting else of their choice. The only way you could be the best is to be the most experienced crafter. As it stands now anyone with a ton of money or an alt with uber items can grind an armorsmith and be better than 99% of the rest out there. I am sure the players who stuck it out from day one would like their experience to count toward something. I believe this would be a much better system and reward the pure crafters out there.



Sinumbra (Flurry),
Officer at large.
Matsubaa
Tue Mar 16, 2004 6:47 pm
#83

Is the publish system so un-modular that this change couldn't have been removed before it was rolled out?


Maybe it needs to be fixed so that next time I don't have to wait for combat droids to be patched in for my carbineer specials to work properly. These systems are *not* related and shouldn't be tied into one publish when one of them is new content and another is just a fix.





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Masen
Tue Mar 16, 2004 7:07 pm
#84

worked fine for DE..since you just keep upping Effectiveness, and ignore everything else. my AS was totally fubared, and I tried a CDEF out of curiousity, and couldn't get it to have even fair damage/ham costs. (I'm MA btw. I tried some decent metal and chems).


BE, I wouldn't even want to IMAGINE the effects here.... with a ton of lines that all need to be experimented, this system would be a nightmare.


It's not as horrible as everyone made out, but it's still not gonna fix anything. And I did notice alot of those for it already had large piles of 1000 and 950+ meterials, anyone using what's on the server now (I don't think there's ONE material currently on naritus that has over 900 inanything important) the system sucks.



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
Cafa
Tue Mar 16, 2004 8:16 pm
#85


Xaul_Xan wrote:
I think the crafting changes should be kept this way for awhile at least, so that everyone in live can try them out. My experiences as a master doctor craftinghave been positive today. It seems that with the new crafting system I can experiment something to more power and not waste experiment points on attributes I don't care about as much.





I was looking for a good post to quote.

Someone started a rollback petition on Tempest. While I respect her, she is wrong in my opinion. Here's why:

I DO have 12 points and I was unable to create BER 14 harvs as SOME architects throughout the servers could today. Why? Because from records I've found the ONLY materials that were spawned on Tempest that would achieve the necessary BER 7 OMU's were before my time (Sept 14th 2003) too.

So, I had a fun day, created a few garages, got 8.7 million orders for lights and candles (aren't those damn lamps a bit too bright?) and I go on.

Overall, the changes make sense. Docs are all over the board from what I see, architects are NOT reaching BER 13 for the most part and AS/WS are losing their minds. There have been at least 3 major weapons nerfs before this supposed crafting change/nerf. We lived through those and no one had this idiotic appeal for a level playing field.

Games are not about level playing fields, people. Whether in life or SWG you do the things to achieve greatness, even if just in your own mind. Level playing fields are boring and provide ZERO incentive for continued achievement, again in life or the game. History proves me right again and again.



- Strength In Numbers - Loyal Subjects of the Empire
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ThalenCynelles
Tue Mar 16, 2004 8:23 pm
#86

Here are the findings for Starsider's armorsmiths, using Ubese gloves made with materials all OQ 897 or higher. The same resources were used in each case. 10 experimentation points were used, with all points applied to kinetic resistance.


Old Kinetic Layer:
base 1% Integrity 307 HAM 16/16/18 kinetic 13%


New Kinetic Layer:
base 1% Integrity 286 HAM 16/16/18 kinetic 12%


Not much difference here, though it was clear the experimentation line was not reaching quite as high. Next up, old and new segments.


Old Advanced Ubese Segment:
base 8% Integrity 546 HAM 24/26/26 kinetic 35%


New Advanced Ubese Segment with old kinetic layer
base 6% Integrity 554 HAM 24/26/26 kinetic 35%


New Advanced Ubese Segment with new kinetic layer
base 6% Integrity 533 HAM 24/26/24 kinetic 34%


So at the segment stage, it begins to become more apparant that things are taking a slight hit across the board, especially the baseeffectiveness. There's an insignifcant savings to the mind cost, but with the already lower resists, any damage you take is going tocost youmore than the two points you make up here. For the final tests, the segments were put into Ubese gloves, again using the same materials the old ones were made of.


Old Ubese gloves:
base 18% Condition 17537 HAM 35/53/44 kinetic 67%
It should be noted that I had one point left after maxxing the kinetic,
which I applied to the base.


New Ubese gloves, old segment and layer:
base 16% Condition 17588 HAM 35/53/44 kinetic 66%


New Ubese gloves, new segment with old kinetic layer:
base 14% Condition 17595 HAM 35/53/44 kinetic 66%


New Ubese gloves, new segment with new kinetic layer:
base 14% Condition 17574 HAM 35/53/44 kinetic 66%


Clearly experimentation is not what it used to be, with the slight hit to kinetic, which I was not able to max out despite it **looking** like it could go higher. Maybe with multiple amazing results, this is possible. As with most Master Armorsmiths, great results are the norm. But the big hit here is the inability to even TOUCH a second line of experimentation even when using the best resources possible. 40-60 more points of condition is, at best, 3-4 hits by a lower end blaster.


This is wrong. As a Master, I would expect to be able to put a point or two into another line.


My vote, as a Master Amorsmith, is AGAINST the change. I don't think a change is even possible, with large stashes of resources and the ability to retain schematics long before any change goes into effect. Is a change even necessary? Perhaps, but I have no suggestion for how to go about it. The changes that went in today were not the right way. That much is certain.





____Thalen_________________________________________
ANGEL KILLER INDUSTRIES
Caution, Live Crafters!
KrisYonuel
Tue Mar 16, 2004 8:24 pm
#87

and now most of u like the new system, okay devs change it!



Main: Imperial-Master Commando, Smuggler/ Bounty Hunter

Jedi: Rebel-Jedi Padawan Master Saber/Defender 4400 Enhance /MCH
Aristarchus52
Tue Mar 16, 2004 8:45 pm
#88

Continuing:

Expert WS with 8 points and typical resources.

ABPB crafted today - same everything: 4 points less max, 4 points less min, .2 slower, 3 less wound, same ideal, compared to yesterday.

Just to be clear, I do not like this change, nor do I see any good in it for this game.
Sullano
Tue Mar 16, 2004 8:52 pm
#89

I have 3 toons, each one a master in two of the artisan elites and so far I absolutely love the changes and I'm agitated that you're going to remove this patch already. So passive merchants won't like it but those who acutally put their time into the profession and work hard at it, this is a huge boon to us and differentiates us from the mindless masses. Oh well, here comes the nerf bat tomorrow morning.



If I do not beat her, she will not be scared enough to obey me.
Zarny
Tue Mar 16, 2004 8:55 pm
#90

The reason eveyone's stuff is dropping is because they were getting by with using half-decent metal.


If you have realgood metal/chemical though with this patch, your stuff's quality will rise.



ZarnKano
Lakys
Tue Mar 16, 2004 9:22 pm
#91

Thunderheart, this patch is nice. The change makes the crafting work more realistic. As a master weaponsmith I could make twenty items with the exactly same stats using all the possible bonus tapes. Now it is really hard to get twice in a rowthe same stats to some components. It probably creates a greater gap between novice weaponsmiths, master weaponsmiths and confirmed master weaponsmiths with +2 exp points. But I believe the system is not unfair as it gives the game other achievements than simply grinding weaponsmith to become master and makesimilar stuff than other masters.


But, reverting to the previous system would be bad. Several weapons or components have probably been made with the new and improved stats. So it would be even worst to see those changes canceled for the economy as the thousand items provided by schematicsmade today will remain and screw the whole economy.


Please do not revert. The experimentation system (and consequences) is now live. It is TOO late to come back.


Kyo - Master Weaponsmith - Farstar.




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