Development Cycle Archive

Thread: Publish 7 Feedback: Crafting System Enhancements

Thunderheart
Tue Mar 16, 2004 2:07 pm
#1


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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.


What are your experiences with this new crafting enhancement?



Kurt "Thunderheart" Stangl
Community Relations Manager
Sgt_Rick
Tue Mar 16, 2004 2:12 pm
#2

To be perfectly honest, as a Master doctor and Master Chef i find the new crafting system to be excellent and i hope that it DOES NOT get reverted back to the previous system in the next couple days. My stims are more powerful, my food packs more punch, and my bio engineer loves the changes. I think that there was a large amount of misunderstanding with the new system, and a mass hysteria was started. I think the best way to avoid this in the future would be to fix the character upload/download commands so that we could try the new changes with out already established toons. Great job devs, keep it coming...........
bountyhunterzz
Tue Mar 16, 2004 2:17 pm
#3






Sgt_Rick wrote:
To be perfectly honest, as a Master doctor and Master Chef i find the new crafting system to be excellent and i hope that it DOES NOT get reverted back to the previous system in the next couple days. My stims are more powerful, my food packs more punch, and my bio engineer loves the changes. I think that there was a large amount of misunderstanding with the new system, and a mass hysteria was started. I think the best way to avoid this in the future would be to fix the character upload/download commands so that we could try the new changes with out already established toons. Great job devs, keep it coming...........






I culd not agree more with you. Now im making ber 14 harvesters without problems. =)



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SkyeDarkangel
Tue Mar 16, 2004 2:18 pm
#4

I've had good experiences so far with making and experimentation on the Crit/Amazing side. Very few poor tries and no criticals yet.

As for the experimenation system... it's worse than I'd feared. Using up all of my experimenation points I've been unable to max out even ONE bar so far. My max quality so far with the resources for what I've been making is 83% (mathematically) I can reach about 81% before my 10 Exp points run out.


Thats with nothing less than Greats. (I had one amazing which got me very close to maxing out one bar, but still couldn't quite do it)



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Animi
Tue Mar 16, 2004 2:20 pm
#5






Sgt_Rick wrote:
To be perfectly honest, as a Master doctor and Master Chef i find the new crafting system to be excellent and i hope that it DOES NOT get reverted back to the previous system in the next couple days. My stims are more powerful, my food packs more punch, and my bio engineer loves the changes. I think that there was a large amount of misunderstanding with the new system, and a mass hysteria was started. I think the best way to avoid this in the future would be to fix the character upload/download commands so that we could try the new changes with out already established toons. Great job devs, keep it coming...........







Well, this bioengineer tried making some BSN with the new system and didn't have much success. I was even using bespin port and was barely able to get most of them up to 85% using really good resources. I was taking two "passes" at experimentation and was often getting "success" or "moderate success." Very rarely was I getting great sucesses or amazing sucesses.


Of course, this is just anecdotal evidence, as I only messed around with it for about a half hour over lunch.




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Sgt_Rick
Tue Mar 16, 2004 2:25 pm
#6

BER 14 ?!?!.......holly jumpin crap, as soon as my buudy gets back from work hes got a little project for himself... lmao........
Sgt_Rick
Tue Mar 16, 2004 2:30 pm
#7

Let me be somewhat more technical.......


when crafting components for stims, i was able to get them to 100% effectiveness, although in order to achieve this i needed ot have at least one "amazing sucess".......


Icrafted about 7 of these consecutively, and i got: zero crit fails, zero moderate sucess, i got one good sucess, the rest great sucess and about ever 5th one or so i would say was amazing sucess.



One other small detail i noticed....all the boxes would fill up and the effectiveness would still be at about 96% not sure if this was intended or if there is an internal bug with the game.....
Zutan
Tue Mar 16, 2004 2:39 pm
#8






Sgt_Rick wrote:


One other small detail i noticed....all the boxes would fill up and the effectiveness would still be at about 96% not sure if this was intended or if there is an internal bug with the game.....






That is most likely due to the new changes on the way resource quality effects the experimentation. Only with 1000 stats in the required spots for the resource should you be able to reach a true 100%.
EvilDrider
Tue Mar 16, 2004 2:39 pm
#9

I like the new changes.. they seem to be a little erratic toward the end of anexperimentation line, but all in all it seems to be able to bolster most of the subcomponents, which gives you better results on final products.


I wish the devs would have stuck to their guns, but they have to keep the player base happy.






Drider
"I want to look at life, in the available light."
Cafa
Tue Mar 16, 2004 2:40 pm
#10

Although I do not seem to have the resources needed for 100% on mining units and other components I am hitting 100% on the harvestor which is still at BER 13. So here is evidence that someone cannot reach the pinnacle, and wants the changes to stay so I have a chance to do so someday.

Fivo Asia



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erroroccured
Tue Mar 16, 2004 2:40 pm
#11

All of my friends really enjoy the new changes & it sounds from this board the misconceptions have run wild. So my question is, what are your plans now?



Are you going to revert or let it settle for a week or two and let them see the changes??




DeQuosaek
Tue Mar 16, 2004 2:41 pm
#12






bountyhunterzz wrote:





Sgt_Rick wrote:
To be perfectly honest, as a Master doctor and Master Chef i find the new crafting system to be excellent and i hope that it DOES NOT get reverted back to the previous system in the next couple days. My stims are more powerful, my food packs more punch, and my bio engineer loves the changes. I think that there was a large amount of misunderstanding with the new system, and a mass hysteria was started. I think the best way to avoid this in the future would be to fix the character upload/download commands so that we could try the new changes with out already established toons. Great job devs, keep it coming...........





I culd not agree more with you. Now im making ber 14 harvesters without problems. =)




No kidding. Too bad everyone flipped out before they knew what they were talking about, huh?


Actually I can see how it's bad for the smiths, but for almost everything else it is great. Funny how many people jump on the bandwagon without knowing the facts.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Zutan
Tue Mar 16, 2004 2:42 pm
#13

Im hoping you guys will chose to leave the "new" changes to experimentation/resource in effect for at least a few days. I suspect most of the complaining was from people that had not really tested it and/or where not realizing the point of the change. The new system does seem to create more of a benefit for masters vs non-masters and even masters with extra experiment points vs standard masters.


Let us see how it works for a bit, if it truly is worse, or heads towards messing things in the economy then do the hotfix.


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