Development Cycle Archive

Thread: IT 7-3: Crafting System Enhancements

Thunderheart
Fri Feb 27, 2004 7:55 pm
#1



One of the top concerns for crafters of all types was the issue of “critical fails”. Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter’s raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player’s assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.



Have you noticed a difference in the crafting results?fficeffice" />




Kurt "Thunderheart" Stangl
Community Relations Manager
Tricky5
Fri Feb 27, 2004 8:28 pm
#2

Woohoo!!

Great changes

I like being second as well



~ Nethel Orgoth

Member of BSS
BlackSunSyndicate.com
Utess
Fri Feb 27, 2004 8:31 pm
#3

Crafting on the whole seems to be much improved. Experimentation now gives better and more realistic feedback. However, some people do feel that currently the experimentation system is too reliant on the quality of materials used and that player skill has no impact at all beyond the number of points you have access too. In other words, the quality of the materials should be the most important factor, but at higher skill levels you should be able to do "more" with poorer quality materials than you could at lower skill levels.


On the whole though, I like the new system you do get hurt more with poorer quality stuff, but your successes with good materials are greater than they were pre-patch





________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Utess
Fri Feb 27, 2004 8:33 pm
#4

*sigh* no edit and I posted this one in the wrong thread. In regards to the critical fail rates, they do seem to feel less now than before, although I was worried at first when my first crafting attempt was a critical fail



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Bryan1138
Fri Feb 27, 2004 9:47 pm
#5

I have a bad feeling about this...


With material quality mattering so much are you guys planning on fixing all of the advanced components and high endweaponswhich require named materials? The current system allows for a few of these advanced components to be useful, but since things like Rhodium Steel and most iron having terrible conductance advanced parts and high end ranged weapons will have worse stats than the low end ranged weapons (which can use virtually any material allowing for higher quality) on most servers irregardless of crafter experience. This is backwards from the way it should be, high end weapons should be doing more damage and advanced components should improve weapons not detract from them.





Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

Leafthemedic
Fri Feb 27, 2004 10:25 pm
#6

"As crafters progress from Novice to Master they will have a reduced chance of a critical failure."


I have noticed this in med crafting.


"Have you noticed a difference in the crafting results?"


l have noticed a difference, using the same resources, having 12 experimentation points, using a 14.40% crafting tool, a 40.74% crafting station the fact is I cannot make buff packs even close to the ones I was making last night (pre-publish 7). While crit's are down so are the effects you get, in essence you get less crafting boxes filled for theexperimentationpoint used. While the crits are down the end product is not a success in my book. Before publish I was able to max the effect of the buff pack and have unused points to use to add charges or reduce the the med skill use. In over 40 attempts tonight I have yet to max the effect of a single buff pack let alone have any points to use for additional charges or reduced med use.


On the plus side on lower end items like a liquid suspension I was able to get a better result, 173 power last night vs 181power tonightusing the exact same resources. I will be doing further tests over the weekend, and hope to see more reports from crafters.


Took Alot

Master Doctor on tc1



________StarWars Galaxies ________
RETURN OF THE JEDI
I am not a Jedi, because everyone else is....
HoTron-rex
Fri Feb 27, 2004 11:22 pm
#7

what are the resource qualities of the stuff you're using for your buffs? experimentation is more dependent on resource quality now, so if you're using just "pretty good" resources you could be gimping yourself here... for example, whats the power on an old buff vs a new one



------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
Leafthemedic
Fri Feb 27, 2004 11:34 pm
#8

Using 908 OQ avian and 968 OQ reactive gas, before I was getting 853 packs now they can vary from 810 down to 300's depending on the "roll".


Took Alot


Master Doctor on tc1





________StarWars Galaxies ________
RETURN OF THE JEDI
I am not a Jedi, because everyone else is....
ShannonKnight
Sat Feb 28, 2004 4:14 am
#9

That doesn't bode good!
Hell making enhance D's was already a pain to do, and usually you have to settle with one "poorer" component it's just too hard to get ALL the resources needed in good quality.



_______________________________
Colonel Elalk Obesa
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes. That way I wouldn't have to have any goddamn stupid useless conversations with anybody. If anybody wanted to tell me something they'd have to write it on a piece of paper and shove it over to me. They'd get bored as hell doing that after a while, and then I'd be through with having conversations for the rest of my life."


"I don't suffer from insanity, I am enjoying it."


xUnkarNokataki
Sat Feb 28, 2004 4:53 am
#10

The difference I noticed is directly related to experimentation, I'm Artisan 4434 and I have much more average / good success than great / amazing. But maybe it was bad luck.


Tried to make a WS item right after (0101) and experimentation gave a critical failure ... oh .





Lt. Xunkar Nokataki
Officier de Vol, Leader d'Escadron (Beta)
Second du 37è de Chasseurs
Forces Impériales
Knightemplar
Sun Feb 29, 2004 8:27 pm
#11

I am also having problems with the medical experimentation. I am a full master dr, with a 14.0 crafter and a med droid as my station. Using 900-1000 oq materials for my packs and such, I am still getting hit with crit fails. I had3 fails and a crit failonone constitution d buff pack. Then I went to do my health d buff pack and crit fail on assembly. It seems a lot more pronounced lately, and the condition of my meds are less than what I was doing before the publish.
Skedoozy
Wed Mar 03, 2004 7:08 pm
#12

I see people are asking about the Research Facility that Player Cities can add on. I don't know if my fellow crafters have noticed this, and I ask some of you to test it out, but I have found that crafting INSIDE a building in a player city with that is a Research Facility is less succesful at experimenting then if you do it OUTSIDE in the player city with a crafting droid.


Outside in a research Facility PC my experiments are ALWAYS better than they are when I am inside my house with a 42+ Crafting station. I think there may be a problem here.



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 ++

xxsyrusvb
Wed Mar 03, 2004 8:46 pm
#13

AK420...you are absolutely right. You devs really need to understand players are morans and if you basically say crafting isnt goin to be as good then your giving them the WINK WINK HINT HINT to go stock up on there uber-prepatch stuff. This is rediculous and you guys better know what your getting yourselves into. AK420 hit it PERFECTLY...the richer will get richer poorer with get poorer. Iam an up and coming weaponsmith and after the patch hits i wouldnt be able to sell ANYTHING. even at master my stuff wouldnt compare to the CRATES of stock piled components that well known WS's are preparing for. Seriously i wont be able to sell MY SELF a weapon lol....thats how bad your making it for the newer or up and coming smiths and crafters....well...my template was goin to be master WS and the rest into combat...i guess ill just be nothing but combat now
Considering combat will get extremely boring i guess i too will have to leave cause of this "fix"...



---Syrus'Odin Awa---


--Master TKM, Master Doctor--

Helping the world, one buff at a time...
Page 1 of 3
Previous Next