Doctor Archive

Thread: What's the first opinion of the crafting system????

BoomBoz
Tue Mar 16, 2004 10:55 am
#1

Ok...I need to rely on the community here. I am stuck at work and would like to know how you all are doing crafting some enhance packs. I made a few last night to compare with the same materials tonight. Anyone with some first impressions will help tide me over until 4:30 when I'm outta here.





Urlrayy - Tarquinas (silent)

Master Medic, Doc, Swordsman
Former Master Scout, Marksman, Bounty Hunter, Architect (1), Merchant(2), Musician (3), Entertainer, Artisan, TKA
Zutan
Tue Mar 16, 2004 10:59 am
#2

Some people are reporting (in other professions) better results using the new system provided you use *good* materials. Lower end materials there doesnt seem to be a change. I still havent been able to verify for myself whether you can experiment in more than one area of an item. (a problem which was never mentioned or verified by a DEV)
Bowoci
Tue Mar 16, 2004 11:03 am
#3


I thought the problem was that it took ALL your exp points to max out a particular line... so you had no points left to use in other lines? Not that you couldn't use your points in more than one line.


Former Master Doc

Message Edited by Bowoci on 03-16-2004 10:04 AM



Bowoci ~ Elder Enemy of the Republic ~
Peele Notoo ~ Medic ~
Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~
Notoo Shipyards - New Justice, Lok - West of the Shuttle
-I support crafting in SWG!

Nema0879
Tue Mar 16, 2004 11:04 am
#4

Using the same materials .... I'm getting a 75 asds instead of 72 ... a 183 als instead of 172 and a 70 acrdm instead of 63 ... only experimented abec once and i got 26/9 instead of 25/14 .... and with 2 crit failures using above ingrediants i got a 449/28 stim B ....


I'll be making schematics and tons of them today i see ....






~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


atimes
Tue Mar 16, 2004 11:05 am
#5


Yes so it seems that single line crafting is good just like what was reported on TC.


It'd be interesting to find out how weaponsmiths are liking the change.


Message Edited by atimes on 03-16-2004 01:05 PM

Itren
Tue Mar 16, 2004 11:09 am
#6

seems that if you've always used good materials, you still make a good product. my weapons on some parts come out with about 10 points higher max damage than before, using the same resources, but they are hot fixing this change out.. I was one of the few people that was FOR the change.



~~~~~~~~~~~~~~~~~~~~~~~
** Rivenmoor Landing **
** 5764, 115, Dantooine **
~~~~~~~~~~~~~~~~~~~~~~~
oulad
Tue Mar 16, 2004 11:16 am
#7

This is why we need to able to test this stuff. We really cant depend on the test center crowd to give us an accurate assessment of how the changes really work.



Torgo Ecry
Magnus Instruo - Rogue Squadron
Rebel Sharpshooter + some other stuff

RedAnubis
Tue Mar 16, 2004 11:18 am
#8

This new system maybe different but it seems it is a step in the right direction.



________________________________________________________
Eryn WarTooth - The Avengean Guard (Lowca Server)
Vendor: New Hope, Lok |3560 -5460|
Master Doctor - Master Combat Medic - Master Pilot
WarFerret
Tue Mar 16, 2004 11:29 am
#9

I think the basic opinion is if it's a single line of charges (ACRDM, ASDS, ALS) then you'll be able to make much better ones (so I'll be making a bundle of schematics today for sure , if it's a multiple option experimentation screen (ABEC, Stims) then you have to really choose which one to go for.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
vortexala
Tue Mar 16, 2004 11:57 am
#10

Enjoy it now...because unless something has changed which I've missed, this new crafting change is going to be removed this week and returned to the old way.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Makaijin
Tue Mar 16, 2004 12:02 pm
#11

I don't like the change. I tested today making someACRDM and ABECs. On the ACRDM, before patch my ACDRM maxed at62 with 2 experiment points left. In this patch I maxed at 64, but I used up ALL my experiment points. Then I tried making more ACRDM with some really bad stuff I had laying around. I used ALL of my experiment points, hit 29, and it wasn't even maxed out!


Now with ABECs, using some mid range stuff which is all I have.Before patch I managed 21-C/14-P. I experiemented on Charges first. I hit 21 with 3 experiment points left. last 3 points i spend on power for the 14. Today, I have use ALL 10 ofmy experiment points just to reach 21 charges, with no points left for power. Now I am stuck with 21C/9P ABECs.


Well I don't know if you class this as a step in the right direction, but it certainly to me a step away from improvement.
atimes
Tue Mar 16, 2004 12:09 pm
#12






oulad wrote:

This is why we need to able to test this stuff. We really cant depend on the test center crowd to give us an accurate assessment of how the changes really work.







We'vehad it for a few hours however on Test Center they had it for a month. In the beginning they like the crafters here initially liked the change. After being immersed in it for weeks though they all eventually changed their minds.


As far as the weaponsmith and armorsmithing goes we have yet to see a single suit of armor done where a smith started out with raw materials and made a suit of armor.


Those who have on TC though did NOT like the changes.


This changes ONLY helps crafters with excellent resources with a single attribute to experiment on or if you have 12 points. The moment you use less than top of the line resources OR you have to experiment with more than one attribute you get less than stellar results.


This has been the general consensus held by all crafters who have tested the changes.


The majority of crafters who have 10 points, multiple attributes to experiment on and less than perfect resources would have experienced a drop in quality as was made painfully evident from the sheer number of crafters on TC who DID test these changes.

Lexy
Tue Mar 16, 2004 12:14 pm
#13

I just did some testing on crafting enhance kits. I was using the same resources pre-patch and post patch. I have 12 experiment points and crafted in a research center.

Using 21c/18p Adv Bio's, 65 power Adv Chems, 64 power Adv Solid. Reactive gas is 939 OQ, 373 DR. Avian meat is 954 OQ, 879 PE, 740 DR.

Pre-patch Enhance Stamina D: 9 points in power (capped), 3 into charges. All great success or better, end result was 888 power, 33 charges, 10462 duration.

Post-patch Enhance Stamina D: 12 points in power (took all to max it), end result was 933 power, 29 charges, 12295 duration. When I had 11 points into power, it was at 888 power (same as pre-patch) so I could have thrown a point at med use to sell to non Master Docs too.
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