Doctor Archive
Thread: Possible huge nurf on Test Server.
Somewhat similar to taking out the variation of buffs.
Seesm like result of crafted items are several times more heavily depended on the resource used rather than experimentation. The "benifit" you get by experimentation have seem to been reduced by 1/2.
And if resource for the item we are trying to craft don't have the required quality, it is considered 0 quality (important for rez pack). This would further reduce the resource we can use to make certain stims. For example regardless of how good O.Q., we can't use them unless it has equally good P.E. or it would come out really really bad regardless of experimentation.
It seems it generally lower the result of crafted items across the board.
There is pretty big discussion going on on TC Forum. Head on over and check it out.
Anyone who've done some testing on TC?
1) Experimentation feels "low" to many people on the TC. They put in a change that effects how experimentation works. Right now it looks like it has reducted the increase when you get a success. Some are saying it's actually half. So when you experiment and get a "great Success", insted of getting a 7% increase in effectiveness, you get 4%. ****THIS IS STILL BEING LOOKED INTO AND NOT COMPLETELY CONFIRMED**** Though Thunderheart did confirm that there was a "change" and that change is going to effect how experimenting works. He also went on to say that this would basically "lower" the impact of experimenting, so we'll see how this works.
2) There is a HUGE change right now on how the "properties" of an ingredient are looked at in Crafting... Here's the details... (Snipped from a post over there)
Advanced Biological Effect Controller
Calculates values weighted on - 66% OQ 33% PE
18 Lokian Wild Wheat (ww) 600-OQ 600-PE
18 Tantooinian Fiberplast (tf) 600-OQ (there is no PE for fiberplast)
Under the old system (What's on live now), these adv. BEC's could be experimented up to a maximum at or very close to 60% of a "Perfect" BEC with the formula being a percentage from 0-100 based on .66(OQww+OQtf)/2 +.33(PEww+PEnull)/1 Which equals .66(600+600)/2 +.33(600)/1 or 600 out of a potential 1000 or 60%.
Under the new system the formula will be .66(OQww+OQtf)/2 +.33(PEww+PEnull)/2 Which equals .66(600+600)/2 +.33(600+0)/2 or 500 out of a potential 1000 or 50%.
Notice that on the PE side, that division is by TWO. So what we are thinking is that insted of ignoring that a resource didn't have that prperty, it's factoring it in as a ZERO.
If you use an 1000 OQ and 1000 PE organic and a 1000 OQ and 1000 UT inorganic, your stims would have a max effectiveness of 83.5% not 100%.
Fun no?
1) Experimentation feels "low" to many people on the TC. They put in a change that effects how experimentation works. Right now it looks like it has reducted the increase when you get a success. Some are saying it's actually half. So when you experiment and get a "great Success", insted of getting a 7% increase in effectiveness, you get 4%. ****THIS IS STILL BEING LOOKED INTO AND NOT COMPLETELY CONFIRMED**** Though Thunderheart did confirm that there was a "change" and that change is going to effect how experimenting works. He also went on to say that this would basically "lower" the impact of experimenting, so we'll see how this works.
2) There is a HUGE change right now on how the "properties" of an ingredient are looked at in Crafting... Here's the details... (Snipped from a post over there)
A clarification on #1... this appears to be affected by the quality of ingredients. So if you are using perfect resources, you still get 7% for each great success. So you start at 30%, and 10 great successes later, you end up at 100%. This is exactly like it currently is.
Now with resources of half the quality, you would start at 15%, max out at 50%, but only get 3.5% increase on each great success. So instead of taking 5 experimentation points to max out the line (to 50%), it will take all 10 experimentation points to max out the line. So this is only a nerf to things made with sub-par resources, which may be a good thing (it makes both good resources and multiple experimentation points more valuable)
Now #2 is a disaster. As long as we have schematics that call for resources that do not have required properties, the 100% experimentation will not be possible at all. That would include most of the advanced doctor and combat medic meds. Currently we can get 100% on all but a handful of combat medic meds (which call for conductivity, but also require 2 resources that both don't have conductivity, for example).
If this is the case, the medical market is going to shift to havily utilize things like petro fuel and radioactives as those inorganics provide a PE attribute. If people are after charges, they'll continue to use the same inorganics as now, but the organics will shift to structural organics, such as wood and bone, which have UT ratings. Of course, it seldom occurs that people are after charges before power. ![]()
Get your fusion generators soon, folks.
This I have no problem with.
#2 on the other hand is a big time killer. I cant tell you know, I've got 200k of 950+ OQ, 950+ PE unknown Liquid Petro I stock piled a while back.. I'll be storing that away in a safe place just in case.
If this is the case, the medical market is going to shift to havily utilize things like petro fuel and radioactives as those inorganics provide a PE attribute.
For stim-Bs agreed. The problem is we have too many schematics that require more specific resources than "inorganic" or "organic" and these frequently do not have the required properties. This is going to particularly ugly for combat medics, whose area C schematics (for both disease and poisons) call for OQ, PE, UT, DR, and CO while using Reactive Gas, Radioactive (or Liquid Petro on poison), and Aluminum. This is workable when only 1 of the resources has to have the property, but not so great when all 3 have to have it.
And it shouldn't affect our stim sales except for maybe those who sell uber stims since now it look like things will sorta even out more.
And overall decrease in stim power means more usage I hope.
We might see some notice on rez packs in slight lower charge per pack but that also might mean more pack sale so I'm more of lets wait and seel.
I am not so thrilled with my CM stuff tho'
I spread out my points pretty evenly on Range, Effectiveness and CM med use for radius so it might take bigger hit but if all other CM take same hit then again thats no biggie.
I just don't like the fact that they say they "fix" something when it look like they haven't paid any attention to how it would affect things overall especially given the way resoure requirements are.
Just make ya think if anybody's home.
I think Thunderheart knows disturbingly little about crafting in general.
I don't know if any of you caught it (I know Raphayl did), but he made a royal error in his "Weekly update 2" thread on insurance costs currently on TC. He was pleased as punch he could insure his breast plate on his Brawler for 160 credits.
He had no idea how much stuff crafters (like Doctors) carry around, and when someone asked him why it was costing tens of thousands of credits to insure....his response was along the lines of..."Why would a Crafter put themselves at risk by going overt?"
He either:
- Completely forgot about the dangers of tramping around in the wilderness for crafters. (Lok, anyone?)
- Has never played a crafter, and has no clue about whats involved in any crafting professions.
He never responded after after his comments so we will never know I guess. Here's to paying 20,000 credits to insure the inventory of an already poor profession. This is your future if this guy does not go back to read that thread.
OK, I dont need the "we are still IN beta" flame but, shouldt changes like this have been discovered/covered/changed in beta. This is another change to the fabric of gameplay. At this rate, the entire game will be new in 6.71 months.
Hmmm, 6.71 months...
Hopefully he'll actually listen to us a bit more when it comes to crafting issues, but it's doubtful.