Droid Engineer Archive

Thread: Project: Droid Engineer Modular Upgrade System Synopsis

snoman321
Fri Nov 05, 2004 9:05 am
#14

Guys...seriously.


I think there is something to be said for a modular system. I really do. I've read and weighed both sets of arguments and think there is alot of merit to having the modular system in spite of the excellent arguments made against them.


But here's the thing:


In my honest opinion, DE just simply has more important things that need to be addressed. Assuming you guys in favor of the modular system "get your way" it would mean such a significant alteration in game code that it would simply mean that nothing else would get addressed. Bugs would not be fixed (in fact more would probably be introduced), functionality improvements would not be made, no new functions would be generated, decay would not be incorporated.


Some of you have suggested that all of these things would be addressed as part of your arguments in favor of a modular system.While it would be fantastic if that were the case, I'm here to tellyou there is absolutely no way it is going to happen. The devs have neither the time nor the inclination to devote that much manpower to one profession. I really feel that we have more important things that need to be addressed that are within the scope of the manpower the devs are willing to devote to us. There's no need to expand on them in this thread since the Tiggs thread & the "How Would You Improve DE" thread are taking care of that currently.


A modular system sounds cool. Don't get me wrong. I just think we have much more important fish to fry. I support DrashK's plan to leave this off the list of "To Do's."


Omab Espeonugik

MDE Bloodfin
YodaMac
Fri Nov 05, 2004 12:57 pm
#15

Thanks for posting your list, and when I get home tonite I will definately add my two or three credits worth. So far, I really like some of the "workarounds" and suggestions for what you call "cons". (I think your list is slightly skewed that direction...but I will post those thoughts tonite.)


Obviously, any kind of "major" change like this would mean bugs, postponements, etc. for the DEVs.. that is just a given. I'm looking past that initial phase towards the long-term game-play that is DE. I also suggest any DE who canshould spend some time playing a Shipwright to get a feel for how this kind of process would work for a DE.... and think of the possibilities.


Thanks again for all your AMAZING hard work.





Yod Amac - Head DE, Serenity, Naboo, Radiant Galaxy
Jenden
Fri Nov 05, 2004 2:02 pm
#16

I haven't had a chance to read through the whole thread, but here's my basic opinion of the system.

I do like the idea, I think it would make things more interesting and dynamic, but I also think there are too many drawbacks that outweight the benefits. First off, it would confuse the hell out of the customers. I don't know how many of you are shipwrights, but I get more people who can't figure that system out than I do for droids (and I'm generally known as the person on the server to talk to for any droid info). This confusion is not only in how to put everything in and get everything working but also information on all the modules. DE's currently provide a simplified interface to the customers. We tell them what they need to know or take what they want and transform it into what they need and how it works in the droid system. With people trying to buy their own modules and put together their own droids they lose that interface.


Secondly, sales will go down. You can add in module decay, but then again droid decay in general is already at the top of the list so there's no net change. In fact, if you only had module decay you'd be making less cash since you only had to replace the modules and not the droids. Add to that that no one would ever need more than one droid (except perhaps for storage) and there are more sales gone.


Along the same lines as the more complicated, its also more of a hassle. Customers are less likely to use a droid if it takes more workto get it working the way they want it. People already complain about the 15 second call wait, how do you think they'd feel if they had to go in and reconfigure the whole droid before they even got to use it?


Finally and one of the most important reasons to me, it takes something away from being a DE in my opinion. As it is we make someone a droid that they can use. If something like this went in we'd become a parts store, no real identifying product. While thats fine for some professions, it just doesn't feel right for DE's to me. It would be like going to a weaponsmith vendor and seeing power handlers, stock's, scope's, barrel's, etc, but no actual guns.



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Corran950
Fri Nov 05, 2004 3:37 pm
#17






BillyBobthe50th wrote:



Theres some pro's you forgot.


Easier for total non de's to understand: Non DE's can understand how ships work pretty easily, they buy a ship, and some components, and put them together at a terminal. They cant however understand the limitations of what a droid can do, even players that have been playing for almost a year still dont understand whata DE can and cant do. Every DE has gotten an order at one time or another asking for a droid that could "help me kill rancors" or "heal people for me" seriously, if we had a modular type system then it would be practical to put a more detailed description for the modules since they would actually have a chance to read them.



This reminds me when a buddy and I were doing missions on dath, hes been playing since thelaunch but left for a while till JTL came out. I have a few levels of scout and made a harvesting droid during the uber correlian insect meat spawn. I went out to hunt with him cause he needed the help, i needed the carbine xp, and the hearbavore meat. Well during the hunt i had my droid out collecting the meat, he noticed my droid harvesting and this was the conversation:


Him: Dude that droids harvesting for you?


Me: Yep made him a few days ago, aint it cool?


Him: Well ya.


I know its off the topic but it was cool none the less.


/getting Back On Topic


The only way I think that the moduler module thing would work is if DE's were only allowed to do it, or that all the components in a droid have a decay. Like the modivaters for one, it would be cool walking thru coronet and a docs bot blows its modivater in a big puff of smoke and sparks, the doc calls out is threre a DE in the house. You hear the call go over fix his droid for a fee and hecontinues doinghis thing.


One more thing we need to have something to vary the numbers of modules ina chassis, I have many ask for a R3 droid with this that and another thing. Unforcenantly im nota MDE yet, and there common responce to that is "Oh nevermind".


Message Edited by Corran950 on 11-05-2004 02:47 PM



Corran Tristen
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rushy68
Fri Nov 05, 2004 5:00 pm
#18

heres an idea... lets implement this new system, but make it so only the droid engineers can re-module them, we can price it kinda high, and it would really balance out our financial issues, give us another skill to play with, + it would be
awesome to have it so that novices can do it to, it would open the market to the whole pro.. give feedback plz



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Shikkari
Fri Nov 05, 2004 5:44 pm
#19

PRO - I think I would enjoy DE much more with a componant system like SW has!!!!




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Straker_Atrella
Fri Nov 05, 2004 8:23 pm
#20

While I agree that a system like this would be pretty cool philosophically, yet also as a Master Shipwright, be careful what you wish for.


I am against a system such as this, mostly because it is way to much of a change then we really need. SWG is grossly lacking in content, developers need to start spending more time focusing on that sometime in the near future or the game will start to spiral. JTL bought them some time, but not much.


A total revamp of the entire Droid system is not only a lot to ask, yet more then we actually NEED in my opinion.


Our profession isn't really that broken, two things are what we are lacking. The NEED for droids, and DECAY. Switching to a modular system by itself doesn't do anything to fix either. If you switch to a Modular system as part of Decay, your doing overkill, just add the decay. All that programming just for "coolness" doesn't make sense from a whole game point of view.


We don't need such a huge radical change as this. Tie decay into Battery use, or advance our market in space a lot with Droid decay there and we are fixed. We just need to accept that DE will never be as "cool," as it could be.


Plus with a modular system such as this, in the long run a DE WOULD lose money.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Drashk
Fri Nov 05, 2004 8:56 pm
#21




Straker_Atrella wrote:

While I agree that a system like this would be pretty cool philosophically, yet also as a Master Shipwright, be careful what you wish for.


I am against a system such as this, mostly because it is way to much of a change then we really need. SWG is grossly lacking in content, developers need to start spending more time focusing on that sometime in the near future or the game will start to spiral. JTL bought them some time, but not much.


A total revamp of the entire Droid system is not only a lot to ask, yet more then we actually NEED in my opinion.


Our profession isn't really that broken, two things are what we are lacking. The NEED for droids, and DECAY. Switching to a modular system by itself doesn't do anything to fix either. If you switch to a Modular system as part of Decay, your doing overkill, just add the decay. All that programming just for "coolness" doesn't make sense from a whole game point of view.


We don't need such a huge radical change as this. Tie decay into Battery use, or advance our market in space a lot with Droid decay there and we are fixed. We just need to accept that DE will never be as "cool," as it could be.


Plus with a modular system such as this, in the long run a DE WOULD lose money.




QFE


This basically points out a lot of what I was trying to get across with this post. A Modular Upgrade System has a lot of 'coolness' factor, but at what cost?


I was trying to let people understand that if this is truely the direction that the Community wishes to head towards, then we will lose out on a lot of other additions that are actually needed to make Droid Engineer a better profession. Completely revamping the Droid crafting system without addressing the major issues, such as making Droids more valuable to an average customer, would only make a prettier interface for the underlying problems. Maybe someday, after the core problems of our profession are handled, we can revisit this idea, but for now I think that we should put the idea of a Modular Upgrade System on the back burner.


This was the inital intent of this post; however if there is a resounding request from the community to push this forward, above such changes as making Droid functions more appealing, then that will be thegoal that I will move Project: Droid Engineertowards. There simply would not be enough spare production time to effect both issues, without cutting production time from the 20+ other profession that also need attention.



Just a side note for everyone to think about, in regards to production and development time for Droid Engineer. We are 1 of 30 ish profession. Everyone needs to keep this in mind. The Combat Professions are getting a major Revamp right now, and afterwards non-Combat Professions will see the same type of love. Don't fall under the false impression that the Developers used during JtL aren't already working on different projects. The development resources (the people who code) are hard at work with the Combat Balance, and other projects such as the Recursive Macro issue.


Development time is a very precious resource that should be used wisely. If you will notice, now that SOETyrant is running the show, the development cycles have change quite a lot. Much has improved in the short time that he has been given the reigns. He runs a pretty tight ship and is taking this game to new highest. He is alsoa no non-sense kind of guy, when it comes to the answer NO and when he delves out the production time.


There is no magic button, or secret team of developers that can be called in to increase the amount of production that can be done in a development cycle. The biggest thing that everyone needs to consider is that stacking features together does not cut down production time. Adding X, Y, and Z feature all at the same time does not equal the same amount of time needed to add only X, Y, or Z feature. It doesn't work that way.






Making SWG more Star Warsy. One droid at a time.
Micco30
Fri Nov 05, 2004 9:58 pm
#22

Drashk,


I respect your opinion and have no doubt that you have what is best for the profession at the heart of your words and actions, but I have to tell you that this seems like you are taking the "glass half empty" approach to this particular issue. You've listed Pro's which aren't all that strong and used potential negatives, some of which already exist in the game, to drive home the point that this wont work. I'd like to offer the following observations on the Con's you have listed.





  • Price Cutting - We already see this as an issue in our current market. If droids were redesigned, it is likely that we will see a greater increase in price gouging by other Droid Engineers. Such a system would cut back on the work load and make Droid Engineering a lot easier. Doing so would allow anyone the ability to factory run massive amounts of modules and chassis', and place them on a vendor. Since a number of the Chassis' and Modules do not need experimenation, many would be tempted to sale our product at 3-5 cpu.

This occurs on almost every server currently, and it was even worse when sub par items were being dropped on the market by hologrinders or people who didnt understand or care about the profession. I strongly disagree with the conclusion that the introduction of modular chassis will greatly increase price gouging. In fact, I see it as a more competitive market place for the Droids and the modules. Kind of like the "after market" parts market for cars. Tell me that none of you have ever bought after market stuff? I believe that this would allow specialization and allow for more DE's to participate in the market, including at the entry level, where they currently have almost no market value.




  • Loss of Sales - With the addition of a Modular Upgrade system, the potential for lost financial gain is increased. Allowing a customer to simply upgrade the modules on a droid reduces the need to sale additional droids down the line. Since modules cost less to produce then chassis, the overall pricing of modules will be lower then that of a current droid.

Again, I have to strongly disagree with this conclusion. I don't see this happening at all. The simple fix for this is to make the ability to upgrade the droid a DE only task, similar to Droid reconstruction kits. That way, instead of losing money, you actually turn this into a positive value task. Since I had a standard pricing for new modules, I would most likely take a percentage of the full cost when looking at upgrading or swapping out modules. I beleive that this ability, as long as it was DE only, would also increase customer interaction and promote a more personal relationship with your client. As their playstyle changes, their droid can change with them. I can't think of a better way to have continuity than to havea droid that you have had for years and take him to your local DE down the block to have that new widget making module put in. Besides, as we all know, people get attached to their droids. Why make them give them up just so that they can get an upgrade?




  • Increased DE Interaction - A Modular Upgrade System would lead to the need of increased interaction between DE and Customer. Imagine the number of times we are asked the same questions by different customers under the current droid design. Now imagine the number of times we will be asked the same question, if the same people are given the ability to install their own modules. Everything from 'Why doesn't my droid have more storage with 2 Level 6 modules?' to 'Why does my LE tank keep running away?I put 3 Auto-Repair Modules in it'.

Drashk, gotta say that this is a weak argument against the Modular approach You know we get all kinds of tells form people asking those exact same questions now. Explaining to the customer prior to the sale is an important part of customer relations. No, not every sale goes well, but I always try my best to make them understand exactly what they are getting. I don't see how the modular system changes that in any way at all.




  • Loss of other Development - The time that would be taken to revamp Droid Engineer would mean that time on other projects was sacrified. Each team of programmers is given a set number of tasks to work on for a Publish. If a Modular System was pushed for, it would cut into the time needed for other projects such as Decay, new Modules, new Droid Chassis, and other cool stuff.

This is the key argument against changing over to the Modular system, and it is a strong one. But what's to prevent us from having the things that NEED fixing be fixed while we hash out the improvements to the modular system? I agree we have too many items that require attention now to get off track, but lets not throw the baby out with the bathwater on this one. I believe the modular system may be a very important part of our future, and I don't think we can afford to ignore it and possibly lose out on the chance to get a much more flexible and interactive profession. I think we are one of the best professions now, so I start drolling thinking about what it could be with the modular system .




  • Information Overhaul - Many of the issues that we know about our profession would likely change after the introduction of an Upgrade System. Not only would we have to update ourselves on the different issues, but we would also have to update our customer base on the issues as well. Droid Engineers finding out the information is rather minor, since we have a handful of really great testers around. Its keeping our customer base informed, as well as updating local Droid Engineers that don't read the forums. Most of us have already run into damage control, by having to explain to a customer of a Droid Engineer that was not up-to-date on the issues.

I don't agree with this assessment either (go figure :smileyhappy. What you are saying here is that a modular system would change the context of our knowledge, but I dont see how? A combat module will still be a combat module. A crafting module will still be a crafting module. Our customer already know scant little about what we can do for them, so I'm not sure how this is really a negative. I see increasing the effectiveness and configuration potential of our droids as a huge positive step in getting players to know more about droids. Imagine that instead of the "dood" coming back and asking for a refund because he says it wasnt what he wanted and he wanted "this or that", we offer to pull out the old modules and give him "exactly" what he asked for and provide a CLEAR demonstration of why it isnt a good idea to have all auto repair in a combat Adv R3 Heck, I can even picture DE's doing demonstrations of the module functions for their clients. Kind of like the Fuller Brush man going door to door




  • Complete Droid design Overhaul - Completely pulling the code on an existing system isn't the easiest of jobs, nor is it the always 100% effective. Unlike the Ship upgrade system, Droids were not designed with this intent in mind.

While droids may not have been designed with the interchangeability that is currently in ships, failing to realize this as an important future step will doom our profession to stay in the virtual backwater of the game. I can imagine nothing worse than not following up on this and placing it in the "someday" category.




  • Droid Built before the Upgrade System - What would happen to droids built prior to the introduction of a Modular Upgrade System? It is apparent that the database does not track the number of modules installed into a droid, nor the rating of each individual module. If it did, then the issue of being able to stack Module Custers would have never been an issue. Designing a method of disassembling the droid from its modules is one thing. Not having a way to break apart the 6 Combat Modules, so that you end up with 6 modules instead of 1 overpowered module is another thing. Even this is a simplified example, since some droids that have stacked modules installed will more then likely not have the full number of possible modules installed. The potential for problems in the back engineering is a daunting task in itself.

I don't see this as being a very serious issue at all. Every nerf has it's "pre-nerf" remainder. Droids made prior to the upgrade would simply become obsolete, just like the FWG-5's and the first month Probots. Why back engineer it? Why not just realize that there will be a major shift in the way that droids are made and used and move on? Will they all disappear? Probably, over time. But because so many players keep their droids now, I can envision some old fogey pre-change droids hanging around for a while.




  • Increased Database Requirements - There would bean increased database requirement for upgrading droids to a Modular system.

Yes, this is a concern. But are we going to bypass this issue just because it "may" require too much space? I don't think that is a wise move.




  • Removal of Cluster Modules - Cluster Modules would more then likely need to be removed, to allow for a Modular System, so that each individual module could be installed, instead of a lumped together module. Leaving the Cluster Modules in would reduce the upgrade freedoms.

Disagree. Why would cluster modules have to be removed? Why can't you have nesting modules, such that you can pull the cluster module, open it up, swap out a single module in the cluster and slap it back in? If that wont work, why couldnt we just remove the existing cluster, File 13 it, and place a new one in where it was? I see no reason to totally do away with a system that works well. There is a work around for any item.




  • Revamp Module Listings - Majority of the listed information on the would need to be updated, so that non-Droid Engineers would understand the system.

We need to do this anyway. Noone really understands, no matter how many times I tell them, what the Module Rating on the Item Storage Module means. The majority of the listed information provides no value as it currently exists, so this is a non-issue in my view of the world




  • Removal of Level based Stacking - To help with Database tracking issues, and reduce confusion by non-DE, Level based stacking would need to be removed. A check would need to be placed on each droid that would only allowed one level of each level based module to be installed.

Again, I'm not sure why level based stacking would have to be removed if we moved to a modular system? Database tracking could be set to allow a maximum rating in any single value for the droid, no matter what you put in it. Or, conversely, the database could be set to recognize module levels and assign a maximum value based on the droid chassis, which also would effectively take care of the level based issue. Advanced droids would be allowed to have more modules than non-advanced, thereby allowing stacking of modules in some droids but maybe not all.




  • Revamping non-Level based Stacking - This would need to be addressed, to cut down on database requriements.

Not sure how this applies, can you give me an example??




  • IncreaseDroid ChassisRequirements - To off-set the changes made, Droid Chassis requirements would need to increase.

Why would this need to occur? If we use more resources in creating new modules and are not allowed to reuse cluster modules that are removed, arent we in effect increasing the resource requirements for the droid anyway? I don't concur that resource values need to be increased just to offset our ability to make changes. They can be built into this in other ways, such as special tools that would be required to make the module removal possible or a no-reuse option that once you remove the module, you cant replace it in the droid.




  • Removal of Basic Models - It would be easier to remove the basic model of each droid, instead of having to program 26 seperate droids. Though nota major issue, since most DE do not bother with the basic models, it cuts down on what a Droid Engineer can build.

I guess I see this another way. Why couldnt we keep the basic models of the droids, but make it so that they are the ones that cannot be upgraded or have modules swapped out? The basic models, in my view, would be more like the off the shelf "Yugo" versions of our droids and the Advanced models would be the BMW's You therefore increase your market and clearly differentiate your products and services. Modular droids would cost more, but you would be getting what you pay for




I'm not saying here that we should run out and start begging the Dev's to give us the Modular System, I'm saying that we can't take the approach that because we have other stuff that needs to happen NOW, we should abandon a very promising future. I think the modular system has some very real possiblities for expansion of both my business and the value of the DE to the community as a whole. Lets not just forget it Ok, I've typed too much and its late anyway, but I hope you can understand that I see this as a VERY important part of our future.




Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
Drashk
Fri Nov 05, 2004 10:32 pm
#23

I don't the time, nor the energy, to debate each persons views on what I've listed. I'm just one person for pete's sake.


I was just trying to point out the problems that I see with trying to introduce such a system, to prompt discussion within the community. As Correspondent, I try to stimulate discussions within the community to promote community health and communication, while gathering information that can be passed along to the developers.


When I put together this Synopsis, I did so relatively quickly, to generate a discussion. I know that it may come off as a 'half empty' approach, which is correct, from a certain point of view. It has achieved the goal of stimulating discussion and getting many people to post their feelings on the different subject matter. I tried to put this document together from the development stand point. Not everything listed here was posted from this point of view. I originally was going to break down the entire post into DEV and DE pro's and con's, but got side tracked with too much complexity. ( We've all seen the DE 101 post)



One issue that hasn't been pointed out so far about moving towards a Modular Upgrade System, from the Developers point of view.....


Creating such a system would devalue the uniqueness of the Shipwright profession.I know that the two systems would have differences; however the Devs have stated that time and time again that they wish to make each profession unique. Droid Engineers already have a unique system of crafting. It would be easier to upgrade our current system, slightly, then to completely revamp it, from the development stand point. The old axiom 'If it ain't broke....' applies here.


Later in Phase 1, of Project Droid Engineer, I plan on bringing up discussions on how to increase the crafting game and make such things as experimentation and specialization mean more.





Making SWG more Star Warsy. One droid at a time.
RasalTheWise
Sat Nov 06, 2004 1:37 am
#24

As exciting as a modular system for droids is, I'm not a proponent for it. As is listed here, there are too many cons involved, not to mention droids still don't play a big enough part in player's gaming for this to make a difference. Also, droid prices are low enough that people generally don't mind just buying a whole new droid.




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Micco30
Sat Nov 06, 2004 5:09 am
#25

Drashk,


I understand what you are trying to do here, and I appreciate the fact that you want to have a discussion about these items. Not inciting a riot over here or anything about this Modular system at all, just trying to make sure everyone else knew that there was another way to interpret how this change could effect us.


We need stuff fixed now that have been long standing issues, and I don't see a huge value to using lots of DEV time to possibly creating more problems than we have now.


Your Dev point of view is interesting, and I hadn't considered that aspect before either. I can imagine that it is a very small step from having DE's complain about this issue to having the weaponsmiths, armorsmiths and architects following right behind asking for the same benefits. A modular change that sweeping could devastate the virtual economy if some of the items you brought forward above came to pass. Not a happy thought at all.


If they could fix experimentation and added the ability in the game totruly specialize, then I think we would be a long way towards making DE a more fun and interactive profession. OK, i'll sit down and shut up now



Two accounts cancelled due to lack of Dev interest

The NGE, a sad end to a great game!
Straker_Atrella
Sat Nov 06, 2004 3:43 pm
#26

No matter what Drashks first post really said abotu pros and cons, I think it really comes down to this.


Developing takes time, lots of time in this case.

Modular desgin doesn't fix our "Need" or "Decay" issues.

We need to get what limited Dev time we have to fix those issues.


All other pros and cons really don't matter in the big picture.




-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
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