Droid Engineer Archive
Thread: Discussion: Hand-crafting vs. Factory-crafting (relating to Quality of product)
/bow
Snikrop wrote:
While all this goes on, there's
a) no animation during any of the activities for the player or people approaching a crafter.
Yea...that's true. Art time is hard to schedule (especially with JTL getting worked on). /shrug
b) a lot of possibilities for a client-side data storage of materials and schematics used in the last (or better yet, recent) crafting session(s) to make it much more user friendly when hand crafting multiple items
Mmmm...not sure about this one. I'd have to check. It might be 'abuseable'.
c) room for the more stat math opportunities (maybe it's time for a simple /spreadsheet command so we can get the merchants behind this addition)
The spreadsheet thing might have some legs....I think a really doable proposal would have to get placed on the table though for this to ever happen as an in-game tool. Maybe when the full-on Merchant revamp stuff comes along...
d) no way to crate up hand crafted materials.
Errr...I thought where called factories.
This is going to be a major problem for chef, med, and droids as part of the really handy thing about factory crates involves minimizing inventory usage. I'd hate to see a new "rares" market that didn't bring the same advantages to all crafters.
But if something's rare, that means there's a very small number of them, right? Doesn't sounds like a giant inventory issue to me. What specific issues do you see at play here?
e) no great difference between a "bad" crafting station and a "good" station so there's little incentive to work on a really nicely crafted station.
Yea...I'd agree on this. There needs to be a quantifiable difference (in Assembly primarily but may on Exper. too).
Respectfully,
Well...don't forget...I don't consider this a "job". I consider it a privilege to support and 'rep' the best profession community in the entirety of SWG.
babyblue_d wrote:
that to me means you do you job VERY well
TheRealTK421 wrote:
What's that mean?
/bow
Respectfully,
/bow
Respectfully,
TheRealTK421 wrote:
Correct....and to see if we can't find some reason to actually hand-craft. Right now, I just don't see (for the most part).
Akkori wrote:
It should be stated again that this isnt just about DE. Its a concept applied to ALL professions.
/bow
Respectfully,
LonelyGhost wrote:
After reflecting on the issue for the past couple days, I have come to realize that this issue, the specific one of granting a bonus to hand-crafted items, is actualy targetting a large issue...that of too many goods out there. There is too much in circulation. As others have said before, *why* should everyone have the same top-quality goods? How *can* they? Becuase it is so easy to produce and distribute them. And big WS makes hundreds of one type of weapon per schematic. Dont quote me, but I think the T-21 is the one where the factory run is the lowest due to 10 Blaster Power Barrels needed...so thats 100 T-21's per factory run. The need is there too since people buy them by the crate to be sliced and destroyed. And *that* is due to the overpayment of missions.
While I would love to see a proposal outlined in this thread added, I think a much more significant and worthy fix is in order...and I spoke of it once already. Nerf harv ber's and mission payouts. There can be no doubt that our economies are hyper-inflated. The credit is worthless. If we could buy a Snickers bar in SWG, it would cost about 200 creds at least. Until something like this happens, nothing significant is likely to fix anything. Yes, it would still be cool to buy better equipment, and the volume of that equipment would be much less than the current "best" stuff produced by all the Industrialists (hand crafting takes too long to make that much in one sitting). But as long as people are pulling multi-millions of units of resources out of the ground...a SINGLE player even....there can be little done. Not all nerfs are bad. Most are not, actually, when taken in the context of the whole game.
Whatever they do, I hope they do it real soon.
TheRealTK421 wrote:
Snikrop wrote:
You're sounding more and more like a dev these daysWhat's that mean?
/bow
Respectfully,
Specificly, doin' the SOE dance, and saying that it's "wrong" for everyone to have the best there is out there. It'd seem to me that a root cause of this is an underdeveloped crafting process that isn't as fun as it could be. In general "grinding" seems to be acceptable, and admittedly somewhat unavoidable, in an MMO, but the current crafting process isn't "a game." The move to nearly 100% factory crafted goods is not "wrong," it's the only sane thing to do unless you are really into S&M and carpal tunnel.
game
noun
1. An activity providing entertainment or amusement;
I can think of very few folk who describe the actual process of crafting as entertaining or amusing beyond the first fifty items. In the current system you pretty much have to be a stats/numbers geek to really have fun, let alone call it a "game." Organizing the crafted items, and dealing with the sale of said items, may be slightly more of a merchant issue so I'm not address that when I say it's not a game.
The process for crafting should be as fun as PvE combat, and hopefully PvP. The reward for hand crafting you've suggested is a higher potential stat value. I like this idea, so much so that I suggested similar things for new crafters to lessen the desire to grind blindly to master before ever unchecking the "practice" button. I posted across a number of the crafter forums: Check out the posts at the bottom of my tracker:
The weaponsmiths gave me the most feedback, but it was mostly "nice idea but it won't help" or "This change doesn't sodomize non-masters. It is therefore doomed to failure."
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=40338#M40338
Any more posts on the Revamp docs over in the Corr forums?
TheRealTK421 wrote:/bow
Snikrop wrote:
While all this (the crafting process) goes on, there's
a) no animation during any of the activities for the player or people approaching a crafter.
TK:Yea...that's true. Art time is hard to schedule (especially with JTL getting worked on). /shrugI thought we were discussing post-JTL when all the devs are done with the Jump to my Wallet expansion? At least let me /usecraftingstation it and then ever 5-10 seconds my character reaches out and presses a button on the console of that beast. I'd like to see more than this in terms of animated crafting process, even if was only on my screen. The materials turning into parts or the parts laying on a table waiting for me to assemble them, hell allowing me to see the finished item and throw my initials on.
b) a lot of possibilities for a client-side data storage of materials and schematics used in the last (or better yet, recent) crafting session(s) to make it much more user friendly when hand crafting multiple items
TK:Mmmm...not sure about this one. I'd have to check. It might be 'abuseable'.
I think it'd also be really nice to be able to open one crafting session and then craft the components and the final product without having to start a new crafting session for each. I can see this being a large coding change, so I'm less eager for the inevitable wait for this kind of change, but making the crafting process more user-friendly may help make it more of a game.
c) room for the more stat math opportunities (maybe it's time for a simple /spreadsheet command so we can get the merchants behind this addition)
TK:The spreadsheet thing might have some legs....I think a really doable proposal would have to get placed on the table though for this to ever happen as an in-game tool. Maybe when the full-on Merchant revamp stuff comes along...Snikrop: I'll start pokin' around for what I think are basic spreadsheet requirements and what kind of limits need to be set to keep this simple.
d) no way to crate up hand crafted materials.
TK:Errr...I thought where called factories.
This is going to be a major problem for chef, med, and droids as part of the really handy thing about factory crates involves minimizing inventory usage. I'd hate to see a new "rares" market that didn't bring the same advantages to all crafters.
TK:But if something's rare, that means there's a very small number of them, right? Doesn't sounds like a giant inventory issue to me. What specific issues do you see at play here?Snikrop: The first thing that came to mind is brandy, but almost everything a chef makes, bounty hunter droids, and all the "packs" a medic uses. I'd want much higher, like two or three times the current number, of "uses" on these rare items to
- a) make them easier to stock on vendors, especially with the hard limits on the number of items in the new vendor changes
- b) limit inventory space required to carry the items as compared to crated products
e) no great difference between a "bad" crafting station and a "good" station so there's little incentive to work on a really nicely crafted station.
TK:Yea...I'd agree on this. There needs to be a quantifiable difference (in Assembly primarily but may on Exper. too).
Respectfully,
Snikrop /thanks TK
babyblue_d wrote:
no my questions based off your answer to your self .. did you need to think for a while before you got your answers? my bet is yes.
LonelyGhost wrote:
Nerf harv ber's and mission payouts. There can be no doubt that our economies are hyper-inflated. The credit is worthless. If we could buy a Snickers bar in SWG, it would cost about 200 creds at least. Until something like this happens, nothing significant is likely to fix anything. Yes, it would still be cool to buy better equipment, and the volume of that equipment would be much less than the current "best" stuff produced by all the Industrialists (hand crafting takes too long to make that much in one sitting). But as long as people are pulling multi-millions of units of resources out of the ground...a SINGLE player even....there can be little done. Not all nerfs are bad. Most are not, actually, when taken in the context of the whole game.
Whatever they do, I hope they do it real soon.
Nerfing BER's hurts everyone except for the players who have already stockpiled millions and millions of resources. This means the nerfing BERs would hurt everyone except for the people that you are currently stating have an unfair advantage. It will simply increase the power of their current advantage. It would most definitely hurt the people you are trying to help more than anybody else.
Nerfing mission payouts does the same thing in the short term, and in the longterm does nothing. If you nerf mission payouts, the first thing that will happen is that only the people who are already rich will be able to afford the best things. Then slowly as money trickles out of the rich peoples hands, eventually the amount of money in the economy will be diminished, but prices of all items will diminish by exactly the same ratioand the overall net affect will be NULL.
Message Edited by Malitevv on 09-13-2004 12:40 PM
Like I said, all....I was very worried about trying to bring this up cause I knew it would be hard to explain via text/posts as opposed to in person. When we had a chance to really kick this around in person, we were able to cut right to the heart of things much faster and better. Comments and concerns weren't misread, glossed over or misunderstood. I'll have to think about how I can try to reproduce that here...
TK, it isn't that you are not able to communicate your desire in a fashion that can be understood -- it's that a significant number of people (myself included) understand what you're saying and disagree with it. Vehemently.
ArveMennderchukk wrote:
TK, it isn't that you are not able to communicate your desire in a fashion that can be understood -- it's that a significant number of people (myself included) understand what you're saying and disagree with it. Vehemently.
A. This isn't my desire. It's a topic that I wanted to discuss and get thoughts on since it was brought up by some Corrs. at the Summit as being fodder for a possible 'crafting revamp/balance' type thing (affecting core design issues).
B. I can see that there's a good number of people against changing hand-crafting in any way (and some that are for the idea of having it looked at in some way). If you all were universally against it...I'd have let the thread die. It's clear that there are some people for this.
C. This has less to do with how to 'buff' hand-crafting and more about how to get it fun/rewarding/worthwhile or simply give any reason to hand-craft in the face of factory use as the norm (as it relates to the overall marketplace).
/bow
ArveMennderchukk wrote:
The way it looks Straker is that it doesn't matter whether some people think this "handcrafting" proposal is slap-in-the-face madness -- it will be railroaded through by TK and the like-minded obstinate minority.
Straker_Atrella wrote:
I'm still fuzzy on the "need" for a reason to hand craft. Hand crafting is simply lower level crafting. People do it because they WANT to. Lot's of us do it. Why does there need to be a reason?
Again I say, the game is filled with lower level and higher level things. Should an Unarmed TKM do more damage with no weapon then he does with a VK? No, of course not. Sounds silly, but it's the same thing.
People use lower level things because they WANT too. That doesn't mean they should be better.
Whoa, whoa whoa. You've obviously misread the spirit and intent of the entire thread and discussion. No one's getting railroaded.
This is all just talk. Nothing more.
People who disagree with the "necessity" for hand-crafting rewards will be ignored.
I don't want the discussion to be about the "necessity" to handcraft. Instead, how to get it better/cooler/more fun so that there's reasons to hand-craft (even if it might not affect stats). It still can be on the table for a core design 'pass' and/or overhaul (and so should factory use as well).
We have no voice.
That's so silly I'm not even going to respond to it. Oh....wait,...
Chill out, man. We're just talking. Nothing is happening here and I'm not sold on anything. It doesn't really matter what I think. I bring forward what the community as a whole seems to fall behind on any issue or another. /shrug
Even though it may sound it, I'm not on a personal crusade or anything even marginally like that. We're just talkin'...
Respectfully,