Droid Engineer Archive
Thread: Should experimentation matter on everything? Sort of a poll.
One of things that happens when ever you experiment on sub components is that you end up with parts that have an increased Complexity. When combining items of an increased complexity, we see an increased rate of lesser successes, since Complexity is one of the biggest determinates in crafting.Take a look at this thread.
I did a study in Late December buy building 100 LEs with high Mechanism Ratings and one with low Mechanism Ratings. The LEs built using high rated parts had a higher percentage of less then perfect successes, yet the LEs built with lower rated parts had a higher success rate.
Allowing subcomponents to effect things such as movement speed, battery charge life, and increased stats would give DEs a more complex crafting system than we currently see.
As for other suggestions that you find, I included these because they were suggestions made in the original Centralized Droid Issues threads that have been part of this professions forum since long before I was even a DE.
This subject has been brought up a number of times, which is why it was added in the first place. If you will notice, many of the DE that have commented on wanting subcomponent experimentation to mean something are those that have been a part of the DE profession for quite a long time. There are a number of lurkers who have been DE since beta.
One of the ideas that I brought up at one point in time, to QA, was the suggestion of linking a droids battery life to an experimentation value. The Droid Motive System would be a perfect component to use for this purpose.
There is also the idea of being able to add loot items to subcomponents.
This could be easily changed to a module based system, similar to Integrity intergration listed in the Decay thread.
I think what you missed is that all of the items listed on the Wish list are items that the community has brought up over the last year. This was a year filled with having all of our droids look the same. The last few publishes have really helped to create a larger diversity.
You brought up not having enough of the best resources to build these droids. That is part of what makes it a more complex crafting system and what makes being a crafter more difficult to play then a combat junkie. You also bring up that we have X number of resources that we need, most of which having a name. Ever take a look at the requirements for Armorsmiths? The Kits are the most resource intense parts, which are an optional item for many DEs. None of the subcomponents require specific resources. All of the subcomponents also require the same stats. None of this is what is being requested by the DE community to be changed.
Message Edited by Drashk on 07-14-2004 11:23 PM
Message Edited by Drashk on 07-14-2004 11:24 PM
Respectfully,
Drashk wrote:
One of things that happens when ever you experiment on sub components is that you end up with parts that have an increased Complexity. When combining items of an increased complexity, we see an increased rate of lesser successes, since Complexity is one of the biggest determinates in crafting.Take a look at this thread. I did a study in Late December buy building 100 LEs with high Mechanism Ratings and one with low Mechanism Ratings. The LEs built using high rated parts had a higher percentage of less then perfect successes, yet the LEs built with lower rated parts had a higher success rate.
Ok I looked at that and it looks like a good test. It does seem that you are right that higher complexities may cause more critical failures. However, your own results also show that you get far more amazing sucesses by using the experimented parts. By me using 15% crafting tools, a 43.83 station, and skill tapes, I can "probably" knock off at least one or two critical failures. By doing that, your test numbers move the edge over into the experimented parts camp. I have never done a test as detailed as yours, but what I do know is that when I never used to experiment on subcomponants, my "bad droid" room always had members. Ever since I started experimenting on all of my factory parts, I have had far far less to put in there.
Allowing subcomponents to effect things such as movement speed, battery charge life, and increased stats would give DEs a more complex crafting system than we currently see.
As for other suggestions that you find, I included these because they were suggestions made in the original Centralized Droid Issues threads that have been part of this professions forum since long before I was even a DE.
Right, but times have changed. We got love and attention and have far more options now. Just because it was a problem before doesn't mean it still remains a problem. It may still be a problem, but one that can be fixed more when we get new content, such as JTL modules. I don't think changing the way things currently work is needed.
This subject has been brought up a number of times, which is why it was added in the first place. If you will notice, many of the DE that have commented on wanting subcomponent experimentation to mean something are those that have been a part of the DE profession for quite a long time. There are a number of lurkers who have been DE since beta.
Your right, I have only been a DE for about 5 or 6 months. So I'm not an old hand at it, I missed most (if not all) of the droids sucking period. I knew that Droids kind of sucked, yet wanted to be one, and was happy when I found out here that publish 7 and 8 would make them better. Even though I am new, I jumped in full throttle. I make over 100 droids (big droids's not like seekers and mse's) a week, and sell them at decent prices. A huge portion of my game time is dedicated to resources and making droids. So even though I am new, I make a ton of droids and have a very popular vendor.
One of the ideas that I brought up at one point in time, to QA, was the suggestion of linking a droids battery life to an experimentation value. The Droid Motive System would be a perfect component to use for this purpose.
There is also the idea of being able to add loot items to subcomponents.
This could be easily changed to a module based system, similar to Integrity intergration listed in the Decay thread.
I think what you missed is that all of the items listed on the Wish list are items that the community has brought up over the last year. This was a year filled with having all of our droids look the same. The last few publishes have really helped to create a larger diversity.
Right, we do have diversity now, so maybe we should take it off our wish list? While many droids are still the same, many are not. I'm not saying diversity isn't good, I'm just saying that other ideas such as decay and house binding are better.
You brought up not having enough of the best resources to build these droids. That is part of what makes it a more complex crafting system and what makes being a crafter more difficult to play then a combat junkie. You also bring up that we have X number of resources that we need, most of which having a name. Ever take a look at the requirements for Armorsmiths? The Kits are the most resource intense parts, which are an optional item for many DEs. None of the subcomponents require specific resources. All of the subcomponents also require the same stats. None of this is what is being requested by the DE community to be changed.
I own 3 accounts, I have 18-20 harvestors running at all times. Perhaps some DE's can keep up with my Harvesting capability, but many cannot. We can't drive the DE who has just one account out of business. As "guild resource manager" I deal with Weapon and Armorsmith resource needs constantly. I direct the guild fleet of Harvestors to aid them in getting resources, so I do know what they need.
Weaponsmiths probably need the largest variety, but their needs are diverse. Meaning if they don't have a certain named resource, they may not be able to make 1 or 2 different weapons, they can still make all of their others. Most Armorsmiths focus on KInetic, Energy and Stun armor, this actually gives them a fairly small list of what they need.
Droid Engineers also need far far more crated parts then other classes.
Now look at costs, Armor sets range from 250-750k, Weapons sell from 10k all the way up to well over a million for a good sliced T21. People pay those costs because they NEED armor and weapons. Better armor or weapons make them live longer and kill faster.
When was the last time you sold a droid for over 100K? 200k? 1 million? Most droids range in prices from 10k up to maybe 90k (what I sell my BLL med droids for,) this is what people are willing to pay. You and I both know that if we compared our time, factory time, and resources to what Armor and Weaponsmiths were charging, we "should" charge more. Yet people wouldn't pay it.
Now, you seem to want a more complex crafting system, one with varied options and such. It's a good goal, and I can understand that. The problem is that if you make droids better (faster, stronger, last longer,) you have balance issues. I strongly feel that many of the changes you propose may possibly make droids worse or less desirable. While good for the DE community, I think it would be bad for business.
Perhaps the problem is just that I don't see this lack of diversity that you do.
Drashk, I like you and respect your opinions, you provide clear and concise arguements and I enjoy debating with you. We just seem to disagree a lot lately and I want you to know it's not personal.
Message Edited by Drashk on 07-14-2004 11:23 PM
Message Edited by Drashk on 07-14-2004 11:24 PM