Droid Engineer Archive
Thread: Droid Experimentation Ideas Add yours!
Rogue1970 wrote:
Alter Crafting Modules so Qualitycan be experimented up to +30 - like Private stations, but limited to +30 rather than +45. Make it actually MEAN the same as a private station, rather than NOTHING as it does now.
Rogue1970 wrote:
Ok, most of us know experimenting on droids or parts is a waste of time. Other than combat modules and Droid Storage Compartments, it makes little difference. Even with combat modules, it's been proven a difference of 50 means little to the damage output of identical droids.
Actually, I think most of us "presume" this.. since I have never seen a developer post that this is, in fact, the case. If you have something that you can re-post, from a developer, that states this as a fact, then I'll accept your statement at "face value."
Durability and Quality Experimentation on the final droid means absoloutly nothing, Effectiveness actually helps HAm tho.
So, how about some new ideas....
Change Durability to Speed - meaning how fast the droid MOVES.
It's annoying to have my gurreck chase me and keep up with my speeder, yet my Probot is lost in our dust. The thing can fly - sheesh, it should be able to move a tad faster.... Would sure be nice to have my LE actually WALK the same speed as me too.
Change Quality to effect the length a customization lasts or battery power consumption time could improve.
Alter Crafting Modules so Qualitycan be experimented up to +30 - like Private stations, but limited to +30 rather than +45. Make it actually MEAN the same as a private station, rather than NOTHING as it does now.
AND PLEASE, can the dev who does this actually make stats show up on our deeds/droids. How would you like a weapon that doesn't tell you it's damage output or speed when you examine it? Most Droids don't now....
Anyone else have any ideas?
Do the devs even care?
[edit] HAH.. I knew I'd get the old "one star" out of this. Do I care? Not at all... Does it show that some folks simply dont have a grip on reality? Absolutely. - Pallida -
ssssssssssssSSS(:-<
Message Edited by Pallida on 04-09-2004 01:41 PM
Kollos wrote:
Rogue1970 wrote:
Alter Crafting Modules so Qualitycan be experimented up to +30 - like Private stations, but limited to +30 rather than +45. Make it actually MEAN the same as a private station, rather than NOTHING as it does now.
First two ideas were great... it'd sure be nice to have speed be alterable based on quality and to have battery consumption based on quality also.
However, this one really doesn't make much sense. Why invest valuable programming time in making a change that has no effect? Or do you have proof that a +45 Architect crafting station is actually better than a -10 crafting station? I have yet to see any proof that this is the case - every test I have ever seen has indicated that crafting station ratings are meaningless.
My point exactly.
They MUST mean something - most assume it is 'assembly' effectiveness as in fewer crits. Maybe it once was, and if so, should be again.
If it doesn't then it would be a waste of time to do anything about it.
If it used to, then it should be fixed to work again, for both us and architects.
I'd rather see experimentation on Durability to mean an increase in HAM, and experimentation on Effectiveness to mean Speed or Combat ability or how effective your droid crafting/med module is (taking into account the base effectiveness of the module itself of course). Something like Droid repair kits.
Although this may mean I will have to purchase huge amounts of skill tapes in droid experimentation, urgh!
If we want this possibility, we need to get behind the change they had in place, since it would lead to the possibility of having a 'quality' arena in which we could compete.
One DE might have great combat, another might have great HAM, etc.
Until/unless the new crafting experimentation changes are pushed back to Live, we will be were we are right now in terms of experimentation mattering for our products.
/bow
Respectfully,
TheRealTK421 wrote:
Experimentation won't ever really matter (in the way we all want it to) unless or untill they implement the altered crafting experimentation changes they put up for a day or so when Publish 7 went Live.
If we want this possibility, we need to get behind the change they had in place, since it would lead to the possibility of having a 'quality' arena in which we could compete.
One DE might have great combat, another might have great HAM, etc.
Until/unless the new crafting experimentation changes are pushed back to Live, we will be were we are right now in terms of experimentation mattering for our products.
/bow
Respectfully,
I agree! People shot this idea down, sight unseen. The Devs should have just pushed it to live and left it in place. We have to many accountants who somehow convinced people they have it all worked out and that the changes were bad.
Yet, none of these math geniuses have been able to figure out the other formulae used behind the scenes. I find that curious... in-game they can see the numbers and can't figure out the math, but on pure speculation they were able to "prove" that the devs were out to get us all.
I experimented HEAVILY on that one fateful day and I loved the changes. Apparently a lot of other people liked the changes too. I'm still seeing things being sold with that day's change as the main selling point.
Some people complained that this change would give too much advantage to Master Crafters. Big Deal! Master Crafters should always have the advantage over lesser crafters. Others complained that people who had taken the time to collect really good materials would have an advantage... uh, yeah, right... they should have an advantage for the diligence required to get those materials. /rantoff
People just hate change, I guess. In the short term, they would have hurt a good amount since we ALL would have to differ in how we do things.
In the long run, I really think this change would have been a great benefit for the game and opened up much more diverse markets. Sad, really.
There's a movement afoot to see if this can be re-added (and stay). If we DEs ever want to see experimentation matter for our products (a key issue for many of us), we need to press to have this experimentation change to crafting reinstated.
/bow
Respectfully,
Where do I sign, TK? I was for thesechanges from the beginning, though I didn't fight for it. It looked pointless. It looked like trying to bail out the Titanic with a tea cup. If I had known the Devs were going to fold I might have tried to make a stand.
Deidre
It's never pointless. It depends, sometimes, on how convincing a case they see for issue X or item Y. If they can be convinced that one path or another is THE slam dunk answer for the ultimate betterment of the game (short, medium and/or long-term) and they will tend to follow that. That's just my impression anyway.
Deidre_DE wrote:
Where do I sign, TK? I was for thesechanges from the beginning, though I didn't fight for it. It looked pointless. It looked like trying to bail out the Titanic with a tea cup. If I had known the Devs were going to fold I might have tried to make a stand.
Deidre
There's no official sign-up yet...but I know this issue isn't dead. There's a good number of people that saw that the new craftnig system (once we were all used to it) would have been much better for the overall economic health of the game.
It also would have given people a possibility to get a specifically custom-crafted item that was the "best" of its kind...and someone else could get a similar (but different) item that was also the "best".
I don't know when this will resurface but I think it WILL happen someday...at least I hope it does. It's the only way that our products will have a "quality" on which we DEs can differentiate our products and have a better, more 'true' marketplace.
Note: One example of what I'm thinking along these lines is to have a droid's 'AI' be tied to these changes. So, if you get an uber experimented droid, its AI (in whatever way that might be able to apply) would be better than another, so-so droid.
/bow
Respectfully,
Deidre_DE wrote:
I experimented HEAVILY on that one fateful day and I loved the changes. Apparently a lot of other people liked the changes too. I'm still seeing things being sold with that day's change as the main selling point.
You loved the changes because you were a DE, and all the DE components are single stat based.Same with tailor. The changes were a lot less desirable for people like armorsmiths who have to worry about multiple qualities.
and TK, having one DE being great at combat and another at HAM would be a defacto nerf since right now we're great at both (in comparison.) Which was the overall problem with the new system. For weapons/armor it was a universal reduction in power, which im sure the Dev's loved on paper. But it would of created a huge imbalance for new vs old crafters. People were stocking up thousands of soon to be pre-nerf weapons.
Personally I didnt care either way, but leaned towards it was probably a bad idea.
Also TK, i kinda throw a flag on needing the new system to get fixed. Whether you get 70% on durability on the new system or the current, how would that affect that durability doesnt do anything?
Changing the way you get to a number doesnt magically fix the number doing something in the end result.
Message Edited by Lonkley on 04-10-2004 12:05 PM
Lonkley wrote:
Deidre_DE wrote:
I experimented HEAVILY on that one fateful day and I loved the changes. Apparently a lot of other people liked the changes too. I'm still seeing things being sold with that day's change as the main selling point.
You loved the changes because you were a DE, and all the DE components are single stat based.Same with tailor. The changes were a lot less desirable for people like armorsmiths who have to worry about multiple qualities.
I'm a master artisan too, so I experimented with quite a number of thingsbased on multiple stats. I liked the results there too. The system returned results I felt were more predictable, and where the improvement seemed to be steadier during experimentation.
and TK, having one DE being great at combat and another at HAM would be a defacto nerf since right now we're great at both (in comparison.) Which was the overall problem with the new system. For weapons/armor it was a universal reduction in power, which im sure the Dev's loved on paper. But it would of created a huge imbalance for new vs old crafters. People were stocking up thousands of soon to be pre-nerf weapons.
Personally I didnt care either way, but leaned towards it was probably a bad idea.
Also TK, i kinda throw a flag on needing the new system to get fixed. Whether you get 70% on durability on the new system or the current, how would that affect that durability doesnt do anything?
Changing the way you get to a number doesnt magically fix the number doing something in the end result.
Message Edited by Lonkley on 04-10-2004 12:05 PM