Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

SpaceGolfer
Tue Mar 16, 2004 11:04 pm
#105


I copied and pasted this post I made earlier in the Weaponsmith Forum and it was recommended that I add it here.


I'm curious about the feelings of other non-Masters out there. I'm currently 3/4/1/4 on the Skill tree and I am NOT a grinder. I am very meticulous and careful about the resources I obtain and I have been selling my weapons (which have been decent) at a good enough rate to make a living and keep my harvesters running.



Now, with this patch in place, My ABPH, ABPB and ABRB are 3/4 the stats of what I was able to make before when you put these together on a weapon that is only 3/4's of what I used to be able to make... I WILL NO LONGER BE ABLE TO SCRAPE A LIVING OUT OF THIS PROFESSION ANY MORE IF THE PATCH STAYS!!!


I'm going to say this again in case you missed it earlier...


I CAN NO LONGER MAKE A LIVING CRAFTING WEAPONS ANY MORE IF THIS PATCH STAYS!!!!!!!


I'm fairly close to MSW and my weapons now suck to high heaven. I can only imagine what kind of crap that a new WS will make.


Also I was under the impression that the Moderate Success Rates would be fixed. They seem to sting worse now than they ever did before. They happen with more regularity now than they every did before.


I was all for this change to the crafting system before I got to try it and now I'm glad there were whiners en'masse to convince the devs to revoke these changes.




Arguing on the internet is like competing in the special olympics. Even if you win, you're still retarded.


Scottus R'ic
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Three Stones Hill
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Kyloth
Tue Mar 16, 2004 11:05 pm
#106

Hello everyone,


Just wanted to put my 2 cents in as well as a little bit of hard data...


Firstly, for the record, I am for the hotfix and against the new crafting system.


I have 2 accounts, one is a master Doctor, the other Master Bio-Engineer. I have no skill tapes or attachments,

and I have not yet been able to complete a crafters apron, therefore I have the standard 10 points for

experimentation. I use a +42 crafting station and 14.88 crafting tools, FYI. I admit I have only been a MBE for a

few days, and a MD for a little over a month, but I have been collecting resources for medic crafting since well

before I was a Master Medic. As I'm sure many Master crafters would agree, collecting near "perfect" resources for

crafting is akin to winning the lottery. However, I have been able to collect some better resources, not only from

mining, but from shopping at vendors from almost every place imaginable. Though I'll agree that some of my

resources are not the best available, they are the best I have seen spawn or been able to buy.
Well, today, I decided to do some testing and see how exactly the new crafting system would work. I quickly

became appalled at what I saw. Now, I expected there to be a chance my results would decrease, but I had assumed

that since I was using "decent" resources, my results would be about the same as before. Here are some results,

along with the complete stats of the resources I was using:


*** Advanced Bio- Effect Controllers ***

Resources:
Lok Wild Wheat "Uva"
DR- 498
FL- 657
PE- 474
OQ- 661


Lok Wild Wheat "Asipaomne"
DR- 66
FL- 470
PE- 446
OQ- 849


Tatooine Fiberplast "Epomi"
DR- 506
MA- 757
OQ- 954
SR- 879
UT- 122


Results:
Old System- ABEC's 23/10 or 22/12 (w/Asip...)
" " 22/10 (w/Uva)
New System- ABEC's 23/8 or 19/10 (w/Asip...)
" " 16/10 (w/Uva)


*** Advanced Solid Delivery Shell ***


Resources:
Dolovite Iron "Epaix"
CR- 567
CD- 393
DR- 759
HR- 838
MA- 445
OQ- 877
SR- 807
UT- 806


Domesticated Oats "Ofiseass"
DR- 104
FL- 372
PE- 992
OQ- 998


Results:
Old System- ASDS's 72/0
New System- ASDS's 71/0


*** Advanced Chemical Release Duration Mech. ***


Resources:
Herbivore meat "Velfa"
DR-367
FL-604
PE-539
OQ-995


Class4 Petro "Iwicavo"
DR-462
PE-955
OQ-638


Results:
Old System- ACRDM's 61/0
New System- ACRDM's 59/0


*** Bio-Engineering: Broad Spectrum NUtrients ***


Resources:
Wild meat "Onaekido"
DR-120
FL-440
PE-959
OQ-845


Domesticated corn "Evef"
DR- 901
FL- 666
PE- 947
OQ- 980


Results:
Old System- BSN's Nutrition: 86
New System- BSN's Nutrition: 85


I wish I could have added the results of a Buff Pack or similar with these new components, but I didn't feel

like wasting more resources on factory runs than I already did testing. It's my opinion that these are some pretty

good resources to come from the Kettemoor server, and I have spent a great deal of effort collecting them. Though I

am quite certain some crafters have a supply of at least some, I would be a little skeptical of anyone claiming ALL

of their resources of a quality GREATLY better than these.
In conclusion, it seems obvious through actuall testing that the new expermientation system would indeed result

in generaly poorer quality items in at least Medical and Bio crafting. Furthermore, it would lead to even more

dependence on skill attachments, which would lead many a crafter to purchase SEA's from the lothesome

"cave-campers" who would become even richer for doing a tiny fraction of the work crafters do. And it certianly

would, as many have said before, lead us into a game economy of the rich getting richer, and poor and newer players

being walked all over.


Thanks for you time...
Kyloth
Tue Mar 16, 2004 11:06 pm
#107

Doh,


Sorry about the formatting... teach me to cut and paste from notepad again


OnlyOneShot
Tue Mar 16, 2004 11:17 pm
#108

If you do revert back to the old system, I think one thing you should consider in the future is retaining the old system, but allowing more diverse areas to apply experimentation points.


Let's look at Weaponsmith.


Weaponsmiths have the ability to modify 4 things currently, but usually end up only modifying one thing. They usually modify the attacking power and spend the one or two extra points on condition or HAM costs. Weaponsmiths usually never change the To-Hit bonuses.


I see a key problem here. We aren't going to see diverse products. I know for a fact that as a weapons shopper, I usually only look attacking power of my weapons. I only make a note of the condition if it is really low, and I honestly never look at the HAM costs or To Hit bonuses. So how can we change this?


Dissect the most popular target for experimentation points. This way, instead of increasing all aspects of the attacking power, weaponsmiths will have to choose between applying the points toward different aspects of attack power. One line could be max damage, another could be min damage, another could be weapon speed. To counteract this, you could lump HAM costs, To Hit bonus, and Condition all into one line. So you'd retain the original system of the four experimentation lines. Also, you'd eliminate the prominance of uber weapons that everyone wants. Non masters might want faster weapons when they are further away from the speed cap. People who don't fight extremely tough mobs would want higher minimum damage so they could kill smaller mobs easier, while those who fight tougher mobs would want the chance to deal bulky damage with a higher maximum damage.


I hope you see the merit in such a system.


One thing that I was hoping to be addressed soon is the crafting for non masters. Recently, I was checking out the World of Warcraft website, and analyzing their system. One of the points they stressed was that even as a newbie crafter, your items would still be useful. I won't doubt that this statement is exaggerated, but it distresses me when I remember SWG suffers from this problem. I was unfortunate enough to bear the burden of mastering weaponsmith.I had no interest in really making money. All I wanted was to make stuff to help my friends and my fellow SWG players out. However, I had problems helping them out because the stuff I made was so low level that for them to use it, would actually detract from their ability. I don't think that should ever be the case.


So in conclusion, if anyone would like to respond to this post, I'd like to hear of two things. First, I'd like to know what you think of the change I listed at the beginning of the post concerning more diversity among item experimentation. And secondly, I'd like to know if anyone has any solutions to make the crafting professions fun for Novices. Thanks for reading.
Naufragus
Tue Mar 16, 2004 11:21 pm
#109

regardless of what they do, this patch has done great harm the the economy.




FuelerMcDaven
Tue Mar 16, 2004 11:26 pm
#110

Please do not change the crafting system back to the old one. After crafting today I found that as a Master Armorsmith thereis morerandomness in the process. Some products I cannot make with the same quality as I couldpreviously. However, others I can do lot better after a few tries. I was able to get an extra 6% on my base effectiveness on my best piece of composite armor. The HAM was through the roof but when you are making PvP armor HAM is not as important.


All I'm saying this system gives us randomness which gives me joy when I do something better instead of the predetermined boring armor making process.
Ledao
Tue Mar 16, 2004 11:27 pm
#111

I think these changes achieved almost the exact opposite of what they were intended to achieve...


As a doctor, the new system emphasizes how many experimentation points I have over even resource quality. Rather than having to use my best resources to maximize power on Stims, for instance, I was able to hit 100% effectiveness with any resource that would have gotten me over 92% (or so) before. This would effectively level the top end of the market -- the 4 or 5 point variance between a "best" resource and a close second would be eliminated.


Enhance packs with only 10 points spent on power came out significantly worse than before (20-30 point drop I think), while those with 11 points in power turned out quite a bit more powerful than they should have been. In this case, the simple result is that anyone with 12 experimentation points can turn out 90-use Enhance Ds with 30-ish more power than the resources would otherwise allow, while only 11 point smiths can match the power level with default med use.


Further, I find the new system to be quite a bit *less* intuitive than the old one. In particular, the effect of amazing successes is now quite a bit more variant (and schematics are quite a bit harder to reproduce). Crafting Advanced Liquid Suspensions, for instance, I achieved the best result (I did more than 50 of these, so I'm pretty sure I couldn't have done better) when getting "great successes" on the first 10 exp points, and an amazing success on the last 1. Even if I used all 8 points possible in the first experiment run and got an amazing success, all that would happen is I would only be allowed to use 10 points, and so not quite reach the maximum (nor even reach what I would get with all "great successes").


Now, under the old system, a certain number of amazing successes on any given attribute would allow it to be filled up with 1 fewer point than was otherwise necessary. For instance, with a 5-point amazing success, I can hit 98% on charges on an ABEC with 9 points instead of 10. So, amazing successes provided an indirect benefit -- an extra point to be used elsewhere. This makes quite a bit more sense to me than their rather dubious value in the new system...


At any rate, a great deal of damage will be done even with these crafting changes in there for just a day. 12-point smiths will extend their lead in many fields, although since the changes are being pulled tomorrow, skilltapes shouldn't go through the roof... Ahh, and this was supposed to help the new smiths... I'm sure they'll all be happy to know that the old ones, with their 6 month old resources and extra experimentation points, have all made enough schematics today using the huge advantage in crafting that came their way to last for the next 6 months.


I figure 10,000 75 power ASDSs should last me a while... And I didn't even have to use my best iron!


/sigh


It is just sad to think of all the time and energy that was put into these changes... All those programmers that could have been making combat interesting, or stopping my bike from storing every time I get off of it...


Ledao, Valcyn





Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
Comprehensive Stock and Price Listing Here
cwhooks
Tue Mar 16, 2004 11:28 pm
#112

I'm a master weaponsmith and I jsut did 50 experimentation with Advance Weapon Stock and Advanced Blaster barrels. These are 2 of our msot gated items (I really consider the blaster pistol and rifle barrels the same from a resource point of view). I didn't see a single critical failure or amazign success... Which is quite different, I'm used to see crits at a 20% rate and amazings at an 5% rate... However, moderate and good success where much more common is it took many more attempts to get an all great success schematic. BTW... I still believe there should be no randomness in experimentation, just allocate your points and be done with it! We already have randomness with assembly, resource spawning, loot items and SEA! That aside, I'm at a loss to determine this 'constant' experimentation progression with points spent. I got anywhere from 5-7% with a great success on the stocks... Going from 7% to 67-71% with all great succcess. With the blaster barrels, I got 1-3% with great success going from 11% to 34%. Note that I only have 10 experimentation points. For both items I was unable to max out the 1 tree out of several available to me. For both items I came up 3-4 experimentation points short and my current schematics are 1-2 damage poitns less than my old ones, with of course no increase in ideal range or HAM reduction!


So in essence for some basic components for my weapons, there is a significant nerfing. The fact that a great success doesn't have a consistent meaning, keeps experimentation confusing. I thought one of the reason for this change was to make it more intuitive! I did a 2nd round of experiementation consuming qutie a bit of Bespin Port... It had no noticeable effect! So I doubt that it is working. I also played around with some DX2's. As reproted from the test center, I can make this weapon have the same damage for 1 point more than pre-patch. However it takes all of my experimentation points todo, leaving nothing left for ideal range or HAM! This effectively removes all variability from weapons unless you have SEA! One of the benefits of this change was to increase variability! It is interesting to ntoe that I started off with 1 less min and 2 less max and .3 mroe speed due to the poor blaster barrels and I was able to over come all of this.


I also experimented with a t21. I was unable to max the damage line with 10 exp points for my t21's. This is most likely due to the fact that even though I have the best iron that has spawned on the server, it is still not very good. My t21 only loses 2 points from min and 1 point from maximum, but it has an WHOLE extra point of speed!


In summary:

1) Critical and Amazing success now appears to be at 5%. However it takes longer to get all great success. Makign schematics will be more frustrating as a result.

2) Working with looted components. Less chance of the item being totally useless, but less chance of it being great too. THis is a push... Both systems have problems, but I think I like the new system better.

3) Intuitive experimentation system. Still nto intuitive guys! Really... Just make it: amazing, good, bad and ugly(fail)! Make the rate for each item constant! 10%, 5%, 2%, 0%!!! Though I would be best to jsut drop all the random stuff and just allocate points. The dice rolling here adds nothing but frustration!

4) Effective reduction in the number of experimentation points to spend. Big nerf and it really hurts everyone. This effectively reduce the variability in armor and weapons by a large margin! Having 3-4 extra points to spend on HAM or ideal range was nice for the really serious PvP players... At the same time it made it easier for new smiths to mass produce weapons of equal or near equal damage and thus make a living until they could start doing the highly customized and high money item weapons.

5) Resource quality more important. This jsut exagerrate the problem with named resources and the length of time it takes to collect good resources! The current resource advantage is at the point currently where new players can barely over come it. If you make it worse, you will slwoly strangle the craftign side of SWG to death.


So overall. 4 thumbs down and 1 wavering thumbs up for the craftign patch.


Roll it back!





Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
kordeth2
Tue Mar 16, 2004 11:53 pm
#113

i have been talking about this stuff for months ever since as a master archetect i failed on my first attempt at everything i tried always failed the FIRST attempts....this system would have made almost everyone of those failures<guildhall large house hospital cityhall etc>not fail and i wouldnt have lost all my resources and almost have a heartattack on several occasions. Masters should have better chances to craft things than nonmasters and if a non master wants to craft like a master then they will do the work TO GET THERE


all my master crafters have been crafting with the changes and i believe that it may need some tweaking but all in all i am most satisfied with the results SO QUIT COMPLAINING and try to work with the new system for in the long run i believe it will be more advantages to everyone not just the high end crafters


BTW i also believe that the ones that will be most rewarded are the ones dedicated to doing their craft and not the grinders that get the mastery just to mass produce high end gear to undercut or compete with the dedicated crafters


Kandorianan Kordeth MASTER ARTISAN MASTER ARCHETECT and have been that way for a LONG time


Sherinala Shirou MASTER MEDIC MASTER DOCTOR


Hodeni ClanKordeth MASTER ARTISAN working on master weaponsmith


Vekki of Margaritaville marksman master and needing app for master artisan Margaritaville Tailor


CapnSteve
Wed Mar 17, 2004 12:24 am
#114

The general consensus:


Being able to reach 100% experimentation without perfect resources: GOOD


Everything else: BAD





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

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(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
Lupaerian
Wed Mar 17, 2004 12:27 am
#115

I'm glad that they're removing the changes to the crafting system. Being a weaponsmith, I tried making an E11 carbine (requires plumbum iron and using advanced blaster rifle barrel) under boththe old and the new system. The carbine came out much worse under the new system. A few points less indamage, terrible range modifier and a few points worse in HAM. Okay, so I could have played around a bit in order to get the old damage back by getting an amazing or two instead of all greats. Still, the weapon would be a lot worse in range and would only be sellable to those that don't look at anything other than damage. If this system is ever to hit live again, it's obvious that the weaponsmith schematics need a lot of tweaking first. As for watching some people hit 100% using the new system - eh, not good really. What's the point in hoarding that rare rating 1000 resource if people can just "roll the dice" and get 100% anyway using rating 950 or even less resources? Seems to me that this is the exact opposite result of what was intended.


Anyway, there's an important lesson to be learned from this. We -need- the ability to copy our character(s) to test center and -some- features need to be tested for more than a month before going live.




"SOE is altering the deal. Pray they don't alter it any further."
Ozzma
Wed Mar 17, 2004 12:32 am
#116

I allways laugh out when I see the first couple of answers to DEV posts. Theya re so grammatically correct and focused to the points and so blatantly and obviously orchestrated.


I see all kinds of positive responses from 1-Line crafters here which is as expected. Anything more complicated is messed up. Damage is already done with 1000s of schematics already made. Consider this : these are the same folks who tried to nerf FWG5s because they are were unbalanced but now messed the whole economy themselves.


Now there is talk of making the game more loot dependant. If the aim is to cure the boredom of non-crafters by introducing more loot and turning this game into EQ then say it out loud ! There is nothing wrong with that and I am sure a lot of people will like it but just dont candy wrap it.


The reason I quit EQ was crafting in SWG and I was sick and tired of camp,kill,camp,kill,camp,kill. If this crafting change was part of a oh-so-big picture that we mere mortals were simply unable to see then pls complete the whole package and introduce at once.



jasski_vaarl
Wed Mar 17, 2004 12:49 am
#117


Here is what the new system is allowing...The crafters who have been at it for months, and have the best quality resources from the last 6 months WILL make better products.Most have the 12 points by now to create even better results.


The newbie crater will never be able to compete, unless there happens to be a magic spawn of everything they needed that was better then the previous 6 months. Not going to happen...



Problem with this is, the market will be flooded by even higher priced items, due to the fact that they are now better than before, and greed always wins...you know that. So again, inflation hits, all prices rise due to the crafters have more money to blow on resources, and the same problem is there...all vetran crafters will sell all the goods, and they will be exactly the same....still.




Now, a better approach to the crafting may be to think of something new. Why not let all armor be able to be crated to the same stats. Or weaponsmiths choosing damage types for their weapons. This at least adds more variety to the game...Time to try a new approach I think....and variety is the key.


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