Droid Engineer Archive

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

Drashk
Thu Sep 16, 2004 12:43 am
#274




Malitevv wrote:
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.




I agree with you on this one Malitevv.


I wanted to suggest different puzzles as an alternative to the 'Rock, Paper, Sissor' method that Smugglers currently have and add a degree of 'variety' to the mini-games. Its not so much the variety of the puzzles that is the point though. Its the fact that they would be included to create a type of mini-game that would be used to replace the Loot drop item suggestion.


Honestly, my creative juices haven't been flowing much, when trying to come up with suggestions for this thread and I was reaching from something that might get someone else a thinking...






Jenden wrote:

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.




The only problem thatI could see with such a suggestion is that some sort of db tracking would need to be set up in the system to accomidate for such a bonus. It would lead to an increased number of 'Specialists' I think, which would help increase the number of Crafters that a Server could support. The question though is how item specific are we talking about?A pretty good number of crafters have taken up more then one Crafting Profession. Should the bonus be set up so that it is Profession specific or is limited to all crafted items by a single person?


As for the Loot drop items, one thing that you need to keep in mind about such a blanketed loot drop idea, that would touch all professions, is that the Loot drop items would be as common as the Rebel and Imperial Transmission disks, that still drop from the 'Monthly Story Archs'. If the Loot drop items were so common, were you could buy them in bulk, would you still have the same negative feelings about them?









Making SWG more Star Warsy. One droid at a time.
Malitevv
Thu Sep 16, 2004 12:46 am
#275






Jenden wrote:

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.





what if the "loot drops" were in the form of "crafting enhancement credits" that don't sit in your inventory and can't be traded or sold, but which are instead some new consumable stat that each crafter posseses. Instead of new optional boxes in the schematic where loot items can be inserted, what if there are new optional boxes in the schematic on which one can spend his "crafting enhancement credits"? The "credits" are gained randomly, like loot drops, as a result of successfully completing the crafting phase of certain schematics, but they aren't items. I actually like this basic idea best of all, because it has the randomness of a loot system which can help control rarity of the enhancements, but removes the inventory clutter issue, AND decouples the acquizition of the loot items from the economy (introducing theoptional items that can enhance the crafted item into the economy directlyhas a tendency to inflate the prices of these loot items and thereby drive the majority of them into the hands of the rich players). I'm fine with players having more of these credits if they play more (though there would probably need to be a cap on the number of credits a player can have), but I don't like the idea of the items that enable one to enhance the quality of ones items be circulating around the economy. We have enough of that already with the need to acquire resources.





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

T.S. Eliot
Jenden
Thu Sep 16, 2004 9:14 am
#276






Straker_Atrella wrote:


Now on Hand Crafting again. People keep saying over and over again that factories give businesses an edge, an edge that a hand crafter can't compete with. Your right, I have never really disagreed with that. My point is simply that nobody FORCES you to hand craft. You are just as capable of making factory runs as the next guy. You hand craft because you WANT too. That is your playstyle, now you want your playstyle to be "better."


There are pluses and minuses to both hand crafting and to factories. A plus to one is a minus to another, to get the best and optimum crafting, you do BOTH. However, some of you want to only use half of the crafting tools at your disposal (hand crafting,) then you complain about the minuses, and how you can't compete. The answer is simple, use ALL the tools available to you.


I have no problem using all my tools at my disposal, I do you factories for parts that I really need in large quantity or when it is required. Its that some people use more of one than another. Factory crafters and large scale industrialists use factories much more than hand crafting, I use hand crafting more than factories. Both options should be viable playstyles.


Now to be honest, I can see a lot of validity to the "other" side as well. Crafting should be more fun, as well as there should be another level of "uberness" to items. I support this. I am fully behind an idea, such as our group one in the other thread. This improves the "fun" of crafting, and adds a new level of interaction as well. Yet it's not done out of some need to "balance" hand crafting. Hand crafting is fine, when used with it's partner the factory.


/salute







This is the part that I don't think everyone is clear on. Its not that hand crafting should be better than factory crafting, its that it should be equal (not equal as in the same results, equal as in it has its own benefits to go along with the costs). Right now factory crafting produces more quantity, has no virtually no risk, and costs very little time (player time). The only minus to it is the power/maintenance, which is really a very small amount. Selling one droid pays for power and maintenance of a factory for what, a week? Lots are also a minus, but with all the current lot swapping going on thats not a very big minus.

Handcrafting in contrast takes more time (player time), produces fewer items, has much greater risk, and produces the exact same quality items. The only plusesare no maintenance (again, not a very good one with the cheap maintenance) and some very minor customization (which you can also achieve by doing multiple smaller factory runs).

Looking at these cost/benefit items, factory crafting is currently far superior to hand crafting. Hand crafting should not (in my opinion) be just a low level form of crafting that has no purpose. Obviously you can't just allow people to produce items faster, then hand crafting and factory crafting wouldn't be any different, so there are a couple options. First is to make the hand crafted items a little bit better. Then its a quantity vs quality issue, depending on which is more important to you. Another option is to give some really spectacular customization options to hand crafting, the main problem here though is how do you implement them so that they are desirable. All the items that you could notice customization on already have customization tools, with the exception of clothes which are already pretty much entirely hand crafted anyway and armor which currently has a "change color" option (and even with that option most people don't care about their armor color).

Message Edited by Jenden on 09-16-2004 09:15 AM



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

TheRealTK421
Thu Sep 16, 2004 9:47 am
#277






Jenden wrote:




Right now factory crafting produces more quantity, has no virtually no risk, and costs very little time (player time). The only minus to it is the power/maintenance, which is really a very small amount. Selling one droid pays for power and maintenance of a factory for what, a week? Lots are also a minus, but with all the current lot swapping going on thats not a very big minus.


Handcrafting in contrast takes more time (player time), produces fewer items, has much greater risk, and produces the exact same quality items. The only plusesare no maintenance (again, not a very good one with the cheap maintenance) and some very minor customization (which you can also achieve by doing multiple smaller factory runs).




I think JavelinCatcher was trying to find out....."What's the problem exactly?!?"


Jenden has pretty much put his finger on it, at least the problem I was trying to shed some light on.

I understand that hand-crafting is supposed to be a means to an end (ascending to a level where the 'factory game' takes over). That's fine.


However, I firmly believe that crafting would be more fun and better for the economy, potentially, if we find a way to ensure that hand-crafting doesn't simply dead-end itself as an option (as described by Jenden above).

This is the exact risk/cost vs. reward/benefit that I think is imbalanced and in need of revampin' love.


How we get there is another giant can of diseased vrelts....but I have to think we can come up with something that will fit both us and other crafting profs. as well.


For those that feel like I have some nefarious hidden agenda, maybe I do. To make the crafting aspects of the game better, maybe more fun (depending on what we can come up with) and.....this is key....to have a better overall impact on the economy. I want having the best to mean something...really mean something (and right now, it really doesn't so much).


Edit: If that goal is nefarious....then call me Darth.


/bow

Respectfully,


Message Edited by TheRealTK421 on 09-16-2004 09:55 AM



TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Malitevv
Thu Sep 16, 2004 10:38 am
#278






TheRealTK421 wrote:


I think JavelinCatcher was trying to find out....."What's the problem exactly?!?"







TK. I know this isn't going to be something popular to talk about: but to what degree is the "problem" that hand-crafting isn't entertaining enough or doesn't have a satisfying risk/reward structure, and to what degree is it simply a problem of factories being too damned efficient in the first place?


I understand that when this game was first designed, it was intended that manufacturing schematics cap at 100 items. But they accidentally set the cap at 1000 items (as a programer I have to laugh at accidents like this, I know they happen but god, don't you fell like a fool when they do!?). Anyway, TH has stated that the developers were reluctant to set the cap back to 100 because so many people would cry nerf, so they decided to live with it.Is this perceived glut of factory goods on the market a direct consequency of that choice? I mean the difference between 100 and 1000 is a10-fold delta inthe efficiency of the factory!


What I am curious about is what would happen if the cap was set back to 100? I know many, many people would be upset, and that is a valid concern which cannot be ignored. But baring that concern for the moment, what would the other consequences be?


  1. Are factory users over-supplying demand in some markets? Telling me to check some vendorsand count how many pages I see isn't helpful! That is anecdotal and deceiving/misleading. I'd rather answer that question by having the developers do some data sampling on their database, look at the rate at which itemsofeach type are added tovendors (summed accross an entiregalaxy) and compare it to the rate at which these items are purchased (again, summed accrossan entire galaxy). Of course, they aren't going to do that for us... but if they really do privately see a problem in the economy, they must see this as one of the potential concerns, and they may have plans to do this sort of analysis eventually all ready.

  2. If some markets are currenlty heavily over-supplied, would putting the cap back at 100 address that issue?

  3. But then again, maybe some markets are not currently over-supplied. If that is the case, lowering the factory cap might actually be a problem for those markets. So are there some professions where the 1000 cap is actually the only thing allowing suppliers to keep up with the total demand?

There's really no way to definitively answer any of these questions without getting some data from the game's database. But to the correspondents, and developers, is this 1000 limit issue even on the table as a potential "needs to be fixed" issue?

Message Edited by Malitevv on 09-16-2004 10:39 AM



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

T.S. Eliot
Snikrop
Thu Sep 16, 2004 11:51 am
#279

Can we have a new thread that states the goal again, as we seem to be reaching a focus of "Given free reign to change the entire crafting process, How would _you_ design it to be more fun?" "Hand crafting and factory crafting" is only a point in a long list of discussion topics related to what would make up a "crafting revamp."

Message Edited by Snikrop on 09-16-2004 01:55 PM



" When you go to sleep, if you in fact sleep, does it take two star wars fans' blood to calm your nerves or are you higher than that now?

justG - When I am trying to go to sleep, and I am tossing and turning at night, the things that keep me up at night are combat, and jedi, and spaceflight, and things like that. Let me tell you this, we absolutely LOVE our jobs. And we LOVE this game. We are dedicated to doing whatever we can to enhance your play experience. And it usually only takes one fan's blood to drift off...
" JustG
Straker_Atrella
Thu Sep 16, 2004 12:25 pm
#280

Arve, I realize you are just arguing your points and feelings, that is fine. Yet the nice thing about our DE boards here are that we often cover very hot topics (such as afk, macros, etc,) yet manage to do it in a friendly yet serious discussion way. I can't count how many times I have argued against the same exact people I am siding with now. This is why of all the gaming forums I have ever been on (there are many,) this is my favorite one.


So while I agree with your comments and what you have to say, please try and be a tad less errrrr confrontational about it


Ok back on target.


First Mal, my comment about people with extra accounts having an "edge," doesn't mean they should automatically be more successful, or be the only viable way to run a business. A good business should be able to be reached by anybody, as long as they are willing to work hard at it. All a second account does is help with lots and being able to experiance more of the game. Which is an edge, one that is paid for. Both people need to work equally hard at their business.


Now on Hand Crafting again. People keep saying over and over again that factories give businesses an edge, an edge that a hand crafter can't compete with. Your right, I have never really disagreed with that. My point is simply that nobody FORCES you to hand craft. You are just as capable of making factory runs as the next guy. You hand craft because you WANT too. That is your playstyle, now you want your playstyle to be "better."


There are pluses and minuses to both hand crafting and to factories. A plus to one is a minus to another, to get the best and optimum crafting, you do BOTH. However, some of you want to only use half of the crafting tools at your disposal (hand crafting,) then you complain about the minuses, and how you can't compete. The answer is simple, use ALL the tools available to you.


Now to be honest, I can see a lot of validity to the "other" side as well. Crafting should be more fun, as well as there should be another level of "uberness" to items. I support this. I am fully behind an idea, such as our group one in the other thread. This improves the "fun" of crafting, and adds a new level of interaction as well. Yet it's not done out of some need to "balance" hand crafting. Hand crafting is fine, when used with it's partner the factory.


/salute



-------------------------------------------------------------------------------------------------------------------------
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.
Straker_Atrella
Thu Sep 16, 2004 12:56 pm
#281

Lol, which problem? We have covered like 5 in this thread.


I honestly think we are on the right track on the other thread with the CIC reward system. On the surface it seems to address all of them.



-------------------------------------------------------------------------------------------------------------------------
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.
Malitevv
Thu Sep 16, 2004 1:07 pm
#282






Jenden wrote:



I think as long as you don't make the hand crafted items a lot better its not an issue. If it was then no one would buy non-loot items, since they're not "the best". I know people that go to weapon or food vendors that arent' the absolute best but they're always stocked. Its the same idea. On top of that, as people have said, many combat characters want to get a crate or two and have them sliced, then throw away the bad ones. Since a good factory sliced item would be better than a poorly sliced hand crafted item the people that already make up the bulk sale will still go for the bulk items to get them sliced.




I agree, that it can be done in such a way that that is not an issue, but one has to be careful I think. As I know I already mentioned somewhere, the decay rate of the item is an important issue here. Even if the bonuses from the hand-crafter version of the item is small, if the item doesn't decay and the demand is therefore small, that small delta in quality could be an issue if it isn't small enough. And what constitutes "small enough" for item's that don't decay is not clear to me and it does worry me that this could be screwed up.




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

T.S. Eliot
Jenden
Thu Sep 16, 2004 2:27 pm
#283






Malitevv wrote:


I agree, that it can be done in such a way that that is not an issue, but one has to be careful I think. As I know I already mentioned somewhere, the decay rate of the item is an important issue here. Even if the bonuses from the hand-crafter version of the item is small, if the item doesn't decay and the demand is therefore small, that small delta in quality could be an issue if it isn't small enough. And what constitutes "small enough" for item's that don't decay is not clear to me and it does worry me that this could be screwed up.







yea, for pretty much everyone but DE this isn't an issue, they've got a pretty good decay or consumption system in place.



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

TheRealTK421
Thu Sep 16, 2004 2:31 pm
#284






Jenden wrote:


yea, for pretty much everyone but DE this isn't an issue, they've got a pretty good decay or consumption system in place.




That's another huge reason why this entire thread is just so much hot air, right now.


Make no mistake about it......decay (for us) comes first. Period.



/bow

Respectfully,






TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Jenden
Thu Sep 16, 2004 2:32 pm
#285






TheRealTK421 wrote:

That's another huge reason why this entire thread is just so much hot air, right now.


Make no mistake about it......decay (for us) comes first. Period.



/bow

Respectfully,









yea, I think all of us can agree to that.



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

TheRealTK421
Thu Sep 16, 2004 2:36 pm
#286

That being said....it doesn't mean that we shouldn't be kickin' this 'can' all over the place. It's still important to keep our eyes on the ball, in some respect.

I feel like our decay proposal/situation is in a really good place and doesn't need much tweaking.



/bow

Respectfully,




TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


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