Droid Engineer Archive

Thread: Discussion: Hand-crafting vs. Factory-crafting (relating to Quality of product)

LonelyGhost
Wed Sep 15, 2004 8:32 pm
#261

Wow, go away for a day, and the thread keeps going....and going...and going....


I too seem to sense a couple different "flavors" moving in and out of focus. But the thing is, they are all relevant. Ther *are* several things playing into this concept, and it *should* because of the scope of the concept. This is a pretty big change and will make for some significant adjustments. I think the COmbat Revamp will sorta warm people up for the experience, if it ever comes about.


Factory vs. Hand-Crafting, to me, is NOT about who makes the "best" stuff, but aboutthe business model used by each player. The large-scale operation would continue to use factories to produce a lot of those items that regularly sell, and the quality would be consistent with these crafters standard of Quality. The Hand-Crafter might be considered a "Specialist", and gets a small bonus in some fashion to reflect the *time* and *risk* they take in making stuff by hand. Obviously this wont pertain to components. Time is important. At 40 seconds per item, it takes about an hour to make 100 items. It takes about 3.33 hours to make the same thing in a factory (at about 120s each). The difference is that the hand-crafters "pays" in *time* as well as resources for all the items, and Risk. The risk is simply the chance to get sub-par experimentation and crit fails.The factory crafter can be off watching TV and eating a pizza while the factory makes stuff. Power and maint is a joke for anyone dry behind the ears, so right now they dont hold water for me as justification for "balancing". Summary? Factory crafting has all sorts of advantages for free, over hand-crafting, and those who can not (or will not) meet the "standard" set by the factory crafters can not expect their "reward" to be balanced. Whereas the factory producers "reward" is unbalanced in the other direction.


Its not just about making the "best". The volume of hand-crafting is simply too little to be able to supply the servers with the expected and "standard" amount of current "uber" things. There will be a shortage. And thats a good thing, as it allows more and more crafters to take a tiny bite of the pie they did not have access to before. Yet it still allows the factory producers to run a store chock-full of a wide variety of goods.


I really like the idea where people get a "tangible" reward during the hand-crafting process they can use in a future assembly to give the item a small boost. Its this sort of thing that could make the small hand-crafter a more attractive destination for shoppers in the Galaxy.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
LonelyGhost
Wed Sep 15, 2004 8:40 pm
#262






Malitevv wrote:

We debated this notion very early in the thread. I'm fine with giving things the personal touch for hand crafting, but it's not generally true that hand-crafted goods are really better in RL, so there is no justification for making hand crafted goods generally better than factory crafted ones based on this notion.






I suspect that in many modern things you may be correct, but I wonder how many 50 inch plasma TV's are assembled totally by machine...or computers for that matter. While the automation of our industries has brought a lot of "hands-off" product, there is still a LOT where real people have to be there, putting the final touches on things. But a more classic example would be Swords. You dont buy a sword from a strip-mall joint and hope it can stand up to any use. They are made almost wholly in a factory, and are not designed for anything other than decoration. Anyone wanting a functional and lasting sword will go to a balcksmith and have one made....hammer and anvil stuff. No factory can effectively beat a real person banging steel. (Hatori Honzi?)


That hand-stiched leather jacket has the little touches that make a big difference. For a gun, it might not be as important, butgetting a custom walnut or ivory grip can make the experience of the user different..and could very well lead to better marksmanship through a sense of comfort and attachment they might not get with a Sports Authority gun.


But I think a nice middle ground would be some sort of "brainstorm bonus" crafters are rewarded after a particularly good experimentation. An non-trade "secret-data" component they can use in a subsequent assembly to get a little extra boost.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
LonelyGhost
Wed Sep 15, 2004 8:42 pm
#263






ArveMennderchukk wrote:
Rather than listen to what other people have to say, Drashk blithely continues to assert that handcrafting should somehow be an alternative to factory crafting and further should be better.

Never mind the fact that just about everyone else has come to some kind of concensus of shared compromise, Drashk just continues to push his agenda for a factory nerf.

It seems like there has to be some sort of motivation that he has not clarified -- certainly none of his arguments thus far have been compelling. He just baldly asserts that handcrafting should be better than factory crafting like it should be self-apparent.

WHY???

Who does this serve? Why is it good to destroy the fun of the many just to make Drashk happy?




So we should listen to you blithely preach that *your* view of this issue is "better" and abandon all our own thoughts and views? No one tells you what you should do in this THEORETICAL discussion, and you have no right to belittle others. It invalidates anything good you might be trying to achieve.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
ArveMennderchukk
Wed Sep 15, 2004 9:03 pm
#264


LonelyGhost wrote:So we should listen to you blithely preach that *your* view of this issue is "better" and abandon all our own thoughts and views? No one tells you what you should do in this THEORETICAL discussion, and you have no right to belittle others. It invalidates anything good you might be trying to achieve.



No, you shouldn't blindly listen to what I have to say. Make up your own mind. I'm just arguing that people should be honest.

However, neither Drashk nor TK have been clear in describing who their proposed factory nerf is supposed to benefit.

Hypothetically it is to benefit the casual player, but it is pretty clear that factories exist to benefit the casual player. Who does the factory nerf then benefit?
Drashk
Wed Sep 15, 2004 9:07 pm
#265




Malitevv wrote:
In any case. I am now confused again. Can we get a clear statement about what the issuewe are really trying to addressis here? Sorry, Drashk, but your comments are confusing the issue.




I think that the reason you are being confused is that I am trying to argue more then one point, but am doing so on a per response basis. All of what I have written must be looked at from the perspective of the whole debate and benefitting more then a single playstyle.


You mentioned earlier something about the 1000 schematic limit possibly being the problem. As painfull as it would be to Droid Engineers, when you look at the effect it would have on an item such as an Advanced Droid Brain, I think that the 100 item limit would more then likely quell many of the problems that we are starting to see.





Jenden wrote:


The only reason I can afford to stay in business is I've been around since launch and have an amazing reputation on the server (mainly since I've been around forever). That was what I was getting at, hand crafting should be competative.




Thanks Jenden.


That was basically the answer that I was looking for, since I know that you are one of the few primary hand crafters out there.


Factory crafting is currently looked at as the crafting standard.


Let us look at what we have learned about things that become standard



  • CH was considered standard for the serious Soloist. Where are CHs now?

  • At-Sts were considered the standard in PvP and PvE. What happened to them?

  • 1 Pet, 1 Droid, and 3 Faction Perks was once the main stay of may combat types. What happened to them?

What I am trying to get at here is that if we don't start thinking about solutions to bigger problems in certain aspects of the game, we may see a large hammer come down on us.


At some point in time, down the line, something is going to be done about the game economy. The DEVs have stated as much, though it has been some time now since the issue was brought up.


I know that this topic might not be considered as part of the main body of the topic we are currently discussing, however it does fit into the 'grand scheme of things' when talking about something that would effect all crafting professions. If some sort of Crafting Revamp is to happen down the road, we need to look at all aspects of a Hand Crafting vs Factory Crafting Discusssion in regards to all crafting professions. If we aren't able to help a development process, through our Correspondents, we may get steam rolled in the whole design of such a Revamp, if it was to happen.


I will intial Publish 10 scare that popped up with Merchant Vendors and Hologrind credit system. If it had not been for the Correspondents, and to some extent the direct community, it would have been a lot worse when the changes hit Live.






Making SWG more Star Warsy. One droid at a time.
ArveMennderchukk
Wed Sep 15, 2004 9:16 pm
#266


Drashk wrote:
At some point in time, down the line, something is going to be done about the game economy. The DEVs have stated as much, though it has been some time now since the issue was brought up.


So the devs are going to consistently cut off their noses to spite their faces? Do they care about keeping a player base?

If you had couched your perspective from the beginning as being a defense action against an even larger (and more insane) nerfing coming down the pike from the devs, everything you were saying earlier would have made a whole lot more sense.

However, do we as the paying customers have to accept these absurd policy decisions without attempting some sort of action other than damage mitigation? Can't we work to prevent insane nerfs altogether?

If, in fact, your suggestions are at root motivated by an attempt to pre-emptively nerf crafting more lightly than it would nerfed by the heavy dev hand, then your coquettish behavior with respect to stating motivation makes more sense.

If that is the case, could this instead be discussed from the perspective of what is feared the devs intend to do, divining what their motivations to do those things might be, and then designing preventive counter-measures in such a way to minimize the impact of their rogue behavior?
Drashk
Wed Sep 15, 2004 9:40 pm
#267

Arve,


You are looking too deeply into what I am saying, once again. Many in this forum already know me as being someone who is a bit of a 'What If' kind of guy.


We do know that Combat is getting a huge make over in the not to distant future. We also know that other aspects of the game will be effected by a Combat Balance/Revamp. We also know that the DEVs have looked at the game economy and have stated that something will be done at some point down the line to balance out certain areas.


One thing that can be said in the defense of the DEVs is that the orginial leadership of SW:AED is no longer around. Quite a few of the DEVs that we saw shaping this game, in its youth, are now gone. I'm not saying that it was the decisions of these DEVs that have put us in the realm that we are now, but I will say that the people who are 'running the show' now are much more in tune with using this games potential for growth.


Unfortuately, many will see some changes, that could happen to this game, as huge beat downs with the Nerf bat. Others will see that it isall part of the evolution of the game in the hopes thatwe can better seeit to itsfruition.


Galaxies has a lot of room to improve and grow, however as all things that growit will not be without our growing pains.






Making SWG more Star Warsy. One droid at a time.
ArveMennderchukk
Wed Sep 15, 2004 9:46 pm
#268


Drashk wrote:

Ya know Arve,

This is a discussion. This is not a thread to make personal attacks at someone just because you do not agree with what they are saying or have an issue with them because they are/were part of the Correspondents program. I have been around long enough to see through the guise of someone on the forums arguing a case yet doing so while trying to strike barbs at someone on a personal level.

If by this you mean that you once used to be a correspondent, I had no idea. Any criticisms that I have made of your arguments have been solely on the basis of what you have said in this thread. Before this thread, I didn't know you from a hole in the wall.

Half of your posts that you have made have been geared towards these sort of slinging tactics.

I'm not really interested in getting into this sort of he-said, she-said personal confrontation discussion. That's meta to this entire discussion and not really relevant. I never even heard of you before this thread, so it's not like there's any sort of previous history or grudge or anything motivating my disagreement with your perspective. Nope, the reason I disagree with you is not because I don't like you -- I'm sure you're a perfectly decent person. The reason I disagree with you is because I think you are WRONG.

This is the last I am going to comment on your chosen way of behavior. If you still feel the need to take things out in a personal manner, then send me a PM. I really don't want this thread, or one like it, locked because it turns into an anti-Correspondent or flamefest. If you have respect for the rest of the community, you will desist with the personal attacks.

I really don't appreciate you constantly turning my disagreement with your argument into me somehow engaging in a personal attack on you. I really couldn't care less what your current or previous statuses with SOE or the Queen of England are/were. I am highly invested in the current topic of discussion and I think that you are advocating a fundamentally flawed perspective with respect to crafting in SWG. My arguments are motivated solely at exploring the space suggested by TK and, as a group, coming to a common understanding of all the contributing elements. For this reason, I have repeatedly asked you to further describe the motivations, supporting reasoning, valid arguments, and benefited constituencies of your advocated approach. Rather than substantively address these questions (which you have consistently chosen not to answer), you have instead chosen to /shakefist at me and accuse me of engaging in personal attacks. I don't have a problem with you at all. I disagree with your perspective and have asked you repeatedly to explain it further. How is that a personal attack?


ArveMennderchukk wrote:
Hypothetically it is to benefit the casual player, but it is pretty clear that factories exist to benefit the casual player. Who does the factory nerf then benefit?

This comment right here narrows down were the problem is. Any change that is to be made is not being done so to cater to any one specific group.

You can't have it both ways. You can't say that any change isn't being made to cater to one group and then also say that "handcrafters" need to be provided some sort of boost. Those are two diametrically opposed statements. Clearly giving handcrafters a boost caters to handcrafters.

Although I have asked this question in vain multiple times in the past in this thread already (and have garnered little except accusations of personal attacks), I will ask you again: what kind of player is supposed to benefit from your proposed factory nerfing?


We are talking about more then Casual Players, Hand Crafters, Factory Crafters, Power Gamers. We are talking about the Crafting game in general. Casual vs Power and Hand vs Factory are just 2 of the many issues that some sort of Crafting Revamp would touch. I am a fault for bringing this all up in a thread specificly titled Hand Crafting vs Factory Crafting, instead of a thread entitled 'Crafting Revamp - What are your thoughts'.

The back and forth debating that we are seeing right now, goes back to why I really enjoy this community so much. Its good to see that a 'hot' topic has stired up a few people into posting more regularly again.



ArveMennderchukk
Wed Sep 15, 2004 9:50 pm
#269


Drashk wrote:

Arve,

You are looking too deeply into what I am saying, once again. Many in this forum already know me as being someone who is a bit of a 'What If' kind of guy.

We do know that Combat is getting a huge make over in the not to distant future. We also know that other aspects of the game will be effected by a Combat Balance/Revamp. We also know that the DEVs have looked at the game economy and have stated that something will be done at some point down the line to balance out certain areas.

One thing that can be said in the defense of the DEVs is that the orginial leadership of SW:AED is no longer around. Quite a few of the DEVs that we saw shaping this game, in its youth, are now gone. I'm not saying that it was the decisions of these DEVs that have put us in the realm that we are now, but I will say that the people who are 'running the show' now are much more in tune with using this games potential for growth.

Unfortuately, many will see some changes, that could happen to this game, as huge beat downs with the Nerf bat. Others will see that it is all part of the evolution of the game in the hopes that we can better see it to its fruition.

Galaxies has a lot of room to improve and grow, however as all things that grow it will not be without our growing pains.





To my ears, the translation of your above statement is: the cool game systems which attracted and held the current player base are going to be scrapped in favor of a completely different vision. Like it or lump it.

Is it just me or does this seem like foolhardy business practice? If they want to create a whole new game, aren't they better off doing that? Why not fix bugs rather than muck around and damage systems to the point where they need to be scrapped? Most of the problems that the game currently suffers from are the result of the new dev team haphazardly messing with the original design vision to the point where it becomes non-functional.
JavelinCatcher
Thu Sep 16, 2004 12:01 am
#270






TheRealTK421 wrote:





ArveMennderchukk wrote:

How can it be the best stuff if it didn't have rare loots? Couldn't have been armor. Couldn't have been weapons. Couldn't have been medic buffs. Must have been droids or food/drink.

Items made with rare loots are good examples of the system balancing for factory use v. hand-crafting. That system has had its share of problems, however. I'm not saying those should go away or get knocked down. Pointing to any specific example of how things are now is sorta moot in my thinking cause I'm talking about a change to crafting (at its core) that would mean that we'd have to forget all that we know now about how "quality" crafting works.

Being able to point to example X or item Y that shows there's already some hand-crafted items that ARE the best is fine. However, what I'm trying to get at here is how to ensure that all items can be manufactured in a similar situation but not always with loot drops as the key element that makes it rare.












You lost me. There are some things I expect to remain fundamentally the same.



----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
Malitevv
Thu Sep 16, 2004 12:16 am
#271






Drashk wrote:

Someone else mentioned the suggestion of the Phase 1 Crafting quest Mini-game. The above mentioned ideas could easily be adapoted to a 'Recalibration' mini-game such as we see in the Phase 1 Crafting Quest. Basically, we would once again have the choice of Complete the Item, Create a Manufactoring Schematic, but instead of Adding a Loot Component, we would see Recalibrate Item. Chosing 'Recalibrate Item' would open up 1 of X number of puzzles, where X would be the maximum number of mini-games that were created. The puzzles could range from Red, Blue and Green Wires, to the more complex slider puzzles we see in the Phase 1 Quest. The random factor of which puzzle you recieve would determine 'the payoff' if you suceed, or fail. The simple 'Rock, Sissor, Paper' style puzzles would result in the lowest Risk/Return factor while a puzzle such as the for the Solid State Array mini-game, from the Phase 1 Quest, would offer the highest Risk/Return and could even result in a lost item, if the puzzle is failed.

Comments?





As much as I like the idea of puzzles, I seriously doubt they will have the ability to create a set of puzzles to insert into the crafting process that will have enough flexibility and variety to stay interesting for more than say 5 or 10 tries. After which, the puzzles would just become an annoying and pointless grind because it's likely to be mindless permutations of the same small subset ofthings over and over and over again. Unless they have a dedicated team of people constantly creating new puzzles for us, even the interesting and difficult puzzles will likely get boring, and trivially easy, very fast.




---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Jenden
Thu Sep 16, 2004 12:21 am
#272

Ok, here's an idea thats been sitting in the back of my head since... well, since I started playing really. Just haven't seen a good opportunity to bring it up. The basis of it is the idea that someone who works a lot with an object knows it very well, whereas if he doesn't work too often with something his knowledge of it fades a little. For example, a weaponsmith that primarily makes melee weapons (power hammers, swords, knucklers, etc) or doesn't do much hand crafting wouldn't be nearly as skilled at making a T-21 as someone who made a living making custom T-21's for people. Now, in game terms you couldn't make the difference that huge, but I'd say just a small gradual progression (along with an eventual cap) in the experimentation of an object the more you use it. If you stop working with a particular item, your bonus with the item gradually drops back down (never falling below whatever the standard value is).


Its just a rough idea right now with plenty of problems, but whats everyone think?


On a side note, I really hate the idea of introducing more loot drop stuff... what there is out there is bad enough, thats one of the things I really like about DE is I don't have to worry about all that crap.



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

Malitevv
Thu Sep 16, 2004 12:32 am
#273






Drashk wrote:

After Experimentation if completed, you would have the choice to Complete the Item, Create a Manufactoring Schematic, or Add Loot Component. Chosing the 'Add Loot Component' option would bring you to a new crafting screen that would list the current attributes of the crafted item and 1slot for a loot component. Once the Loot item is installed, and the 'Retune' button is pushed, we see the final result of Good, Bad, or a lost item.







I very much like the idea of it being a post-process sort of thing. I was trying to stray away from that in my proposal because it would mean a revamp of an epic scale. But the notion of rewards that come from crafting rather than from looting dead bodies could work in with that idea too. But to get the post process sort of thing to work they really need to sit down and rework the whole notion of what it means for an item to have stats. They need a system where every item that has a variable stat has a consistent scale of quality (IMO) so that a post-process enhancement phase has identical results that scale across all professions and schematics. An example of what I am referring to is this: detonation modules and auto-repair modules have a quality scale that scales linearly with the efficiency percentage. So for those, a 2%delta in the quality of the resources has the same affect on the difference in the quality of the items that the resources produce no matter what the quality of those resources is. But for combat modules and harvest modules, though the rating scales linearly with the percentage, the in-game affect of the rating seems to scale logarithmicly or worse.


These kinds of inconsistency in terms of what quality means makes it difficult to come up with a general proposal for a "enhancement" phase that will cleanly apply accross the crafting profession. I think these sorts of inconsistencies are going to be a problem with equating stats to crafting ehancement bonuses no matter how we propose doing it, whether it is a post-process step or a pre-experimentation step.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
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