Droid Engineer Archive

Thread: (Unofficial)Discussion: Hand-crafting vs. Factory-crafting brainstorm ideas

Straker_Atrella
Wed Sep 15, 2004 5:15 pm
#27

In this idea, it would be far far more common to get them from crafting, then from loot. It may be possible for 1 person to get 1 from a quest, one time ever.


The most often way that these would be gotten would be from hand crafting. This by itself would give people more of a reason to hand craft. Plus making the hand crafting specialists more sought after.


Drashk making a comment to oyu on the other post lol.



-------------------------------------------------------------------------------------------------------------------------
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.
ArveMennderchukk
Wed Sep 15, 2004 7:19 pm
#28


Malitevv wrote:

The problem I see with this is I consider it very likely that any object in this game has any "memory" of the components that went into it and therefore can't really be deconstructed. The reason I consider it unlikely it remembers the components it was made from is because remembering all that cruft would be a considerable amount of data base space, which currently would serve no purpose. And I don't think adding that kind of load to the database would be worth adding the ability to deconstruct something. I suppose there may be a way to write algorithms that create new subcomponents that are likely different than the ones from which the item was made for the purposes of deconstruction, but that would be considerably less satisfying.




That stuff is all stored at present. For every crafted item with a serial number, the schematic used to craft it is stored as a single instance in the DB. The item itself doesn't track its subcomponents -- only its current stats. However, the serial number references the schematic (this is how you can save and continue create new items from a schematic as long as you have all the parts).
ArveMennderchukk
Wed Sep 15, 2004 7:42 pm
#29


Malitevv wrote:


ArveMennderchukk wrote:



That stuff is all stored at present. For every crafted item with a serial number, the schematic used to craft it is stored as a single instance in the DB. The item itself doesn't track its subcomponents -- only its current stats. However, the serial number references the schematic (this is how you can save and continue create new items from a schematic as long as you have all the parts).

of course. I'm talking about knowledge of the stats of the subcomponents and resourrces that were used. Not what the schematic was.




Not to put too fine a point on it Malitevv, but that's what I was talking about.

Each schematic describes exactly what resources and/or subcomponents (with their serials) were used.

Each of those resources has a "master copy" description stored in the database.

Even though a particular item, Widget A, doesn't store what all of its components are, it has a serial number. That serial number can be used to do a lookup on the Widget A Schematic. The Widget A Schematic described Resource B, Resource C, and Sub-Widget D. The Sub-Widget D Schematic describes Resource E.

Each of those references to resources goes to the master resource table in the DB.

This is how if you have an old old old schematic and you manage to find the old old old resources, you can still build it. All of that data is stored in the DB.

All you need to do to disassemble any object is roll backwards through the serial number to schematic to resource chain.
Malitevv
Wed Sep 15, 2004 8:13 pm
#30








ArveMennderchukk wrote:

Even though a particular item, Widget A, doesn't store what all of its components are, it has a serial number. That serial number can be used to do a lookup on the Widget A Schematic. The Widget A Schematic described Resource B, Resource C, and Sub-Widget D. The Sub-Widget D Schematic describes Resource E.





I know that! Telling me I can use the serial number to look up the schematic and see what the name of the subcomponents are,and then look them up too,is like telling me I can look up the definition of a word in the dictionary, and that if there are any words in that definition that I don't understand I can look them up in the dictionary too. I know that. That is obvious.


What I am talking about is the STATS of the subcomponents that were used. Simple example:Suppose I am holding a droidbattery. The item has a serial number. It's database entry surely contains a record indicating what theobject is (i.e., that it is a droid battery rather than a pair of dress slippers). And that fact contains everything I need to knowto figure out which schematic it was crafted from. Sure, from thereI know which types of resource were required to make it and in which quantities. I can look that up in a table. That is what you are telling me. But that is not what I am talking about.


What I am saying is that there is no reason for the database to store exactly which resources were used. E.g., do I now if the batterywas crafted with steel or with aluminum? I doubt it. Why would the database entry store this? There is no need. The only thing that needs to be stored is the type of object and the in-game stats (in-game stats in this case are the battery charge). Do I know if the OQ of the resources used were 800 or 900? I doubt that too, and for the same reason. But those things are the stats of the sub-components that I am talking about.


Deconstructing an object would be quite bland if all you are going to get out of it is a bunch of generic versions of the sub-components that bear no relation to the actual stats of the sub-components that were really used. I am assuming that if you want a nicely done mechanism for deconstructing and then reconstituting the object you would want the database to remember those kinds ofstats (details like whether aluminum or steel were used in some slot where you had a choice, to go back to the simple example (not exaclty those details, that is just my simple example that emphasises what I mean by the stat of a sub-component)), and am observing that it is very unlikely that the database contains that kind of detail.

Message Edited by Malitevv on 09-15-2004 08:25 PM



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

T.S. Eliot
ArveMennderchukk
Wed Sep 15, 2004 8:26 pm
#31

Of COURSE you know the stats. The exact resources used are recorded in the schematic.

It doesn't matter if I make a schematic yesterday or a year ago, I can make more items using that schematic if I have the resources named in that schematic.

All resources that have ever spawned on the server are recorded in the DB, uniquely by their name.

Just like you can roll back to a schematic from serial number, you can roll back from a schematic to a resource's stats by following the resource name from the schematic to the resource master in the DB.
Jjiaah
Wed Sep 15, 2004 8:27 pm
#32


Taken from the official thread:




Drashk wrote:

One thing thatwe need to keep in mind is that the loot drop item step up would have to be for a generic item, unless Malitevv's suggestion of 'discovered' items is further fleshed out.


Concentrating on specific loot items and effects, that are visable before use, would result in the ability to price accordingly. Think of the loot components as the 'old fashion' die roll. When you install a loot component, which would fit into key crafted items such as; the final droid deed, harvester deed, completed weapon, completed armor, food, ehancement packs, etc..a random effect, bonus, penality, or failureis added, dependent on the profession involved. By adding in penality and failure categories to the generic loot drop die roll, we would ensure that Factory crafting still has its place, as long as the failure/penality rate is about the same ratio as the effect/bonus rate.


For Chefs


  • Increased/Reduced Stomach fill

  • Increased/Reduced Attribute Bonus

  • Random added stat bonus (HAM and substat bonus for the duration of the food)

  • Random food attribute (Bonus to Dodge, Crafting, Wound treatment, etc)

  • Crafting Failure

For Doctors/Combat Medic



  • Increased/Reduced Medical Use Skill

  • Increased/Reduced Effectiveness

  • Increased/Reduced Number of Uses

  • Random added Immunization (Poision, Disease, Fire Innoculations)

  • Crafting Failure

For Weaponsmiths



  • Increased/Reduced Weapon Damage

  • Increased/Reduced Weapon Speed

  • Increased/Reduced HAM Costs

  • Random Damage type (Acid, Electricity, AR1)

  • Crafting Failure

For Armorsmiths



  • Increased/Reduced Resistance

  • Increased/Reduced HAM Costs

  • Random added Resistance type

  • Increased Color Palette

  • Crafting Failure

For Architects



  • Increased/Reduced Storage Capacity (Houses, Factories, Harvesters)

  • Increased/Reduced Maintenance Fees (Houses, Factories, Harvesters)

  • Increased/Reduced BER rating (Only effective to the absolute max rating. IE Heavy = BER 14)

  • Random Housing Bonus (105% Medical Healing, 105% Entertainment Healing, etc.)

  • Crafting Failure

For Tailors



  • Increased/Reduced Clothing Condition (Dependent on Condition working correctly)

  • Increased Color Palette

  • Random Skill enhancement bonus (+1-3 Cover, Experimentation, Assembly, Etc..)

  • Random Resistance Bonus (+5% Kinetic AR0, +5% Blast AR0, Etc)

  • Crafting Failure

Bio-Engineers



  • Increased/Reduced Pet HAM

  • Increased/Reduced Pet Damage

  • Increased/Reduced Bio-Effects (Nutrients, Active Biosensor, Etc)

  • Random Effect added to Bio-Effects(Treat Injury/Wound gains Bleed Resists, Etc)

  • Crafting Failure

Droid Engineers



  • Increased/Reduced Droid HAM

  • Increased/ReducedCombat Rating

  • Increased/Reduced Module Effects

  • Random Effects added to Armor or Damage

  • Crafting Failure

If you will notice, I left out the Basic Professions in the above listings. They could be added, if others feel it appropriate, however I feel that only the Advanced Professions should be included in such a revamp. I also did not include any of the professions that could be considered crafting dabblers such as Smugglers, Rangers, Musicians, and Dancers. I guess I ran out of 'creative' juices for ideas for each of those professions.


One thing that I should note about the Increased X suggestions. For reasons of balance, the increase should be no more then +5% with the Maximum value of 100% being an absolute. This would finally allow people that have 95% and above successes the ability to achieve 100% successes, after the crafting process. A +5% bonus could be extended beyond a 100% success, but I would have to caution that such a suggestion could 'overpower' certain items such as Armor, Weapons, and asome Droid Modules, to list a few.


Now, for my suggestion on how to make the process work...


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.


As an alternate suggestion to Loot Components -


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?






Combine this with the CiC or XP cost and I think we have a winner. I agree almost 100% with the suggestions made in this quoted post, plus several made about CiC's. No harm to straight factory-crafters, small edge to hand-crafters, and prevents a glut on the market for nonconsumables such as most droids.


A word on the CiC's however.


First, I personally don't believe that they should be tradable. If they are, that unfortunately gives the power gamer with afew different accounts a bit too much of an advantage. While I'm not against the powergamer or multiple accounts (as a multiple account owner myself - casual player) - if they can afford the accounts and have nothing better to do let them play and get uber and rich - if one person can trade all their CiC's to a single one of their characters we run the risk of a market glut of higher quality items. While it may seem insignificant at first, what if said person is in a large guild with several other crafters. He buys them from his guildies when they give up their professions. They then have a significant amount more points than they should, allowing them to increase their stock with premium goods on too large a scale. 100 Ultra-Doc droids from one person IS a problem. Not only do they not decay, but it can cause a hyper-inflated economy for buying CiC points, again giving the powergamer/multi-account person more advantage than I think is "fair". A CiC total cap would not prevent this. Unless there was some limit to the number of CiC's a character can receive in a given period of time, what's to stop said crafter from spending his points on an item, getting more, crafting, get more, craft, lather-rinse-repeat ad infinitum.


Second, from what I understand, JTL includes a system of reverse-engineering for shipwrights. I'm going purely on hear-sayat the moment, so if anyone knows for sure otherwise PLEASE say so and correct me. If reverse-engineering is indeed coming, there's another way to introduce essentially the same system. Spend CiC points for a better understanding of the examined item, giving the chance to perfectly reproduce said item 2, 3, 4, 5 times (as appropriate to the profession and item). The more you spend, the higher the chance. A failed attempt produces an item of say, 70% quality of the typical Master produced, max experimented product (ie med mod 6 with a 95 or so rating). This can work across the board with all professions (the pro's are listed in the quoted text above):


Chefs "taste"food/drink to find it's ingredients and proportions. They screw up and it won't taste right.


DE's take apart the effects module and find damaged programming. A failed recovery won't improve anything.


WS's disassemble the component to find what causes the laser to focus better. A fail smudges or cracks the crystal.


AS's peel away layers to discover how this one armor segment has superior stopping power. Dig to carelessly and the micro-thin layer is destroyed beyond the ability of the AS.


Tailors closely examine the stitching and the fabric to determine the technique. Wrong dertermination causes the garment to not look quite right.


BE's examine the DNA and find a mutation. A fail and it's something like an extra uvula... not something useful.


Docs/CBM's run an experiment to find how this one chemical causes rapid healing or enhanced attributes. A fail contaminates the sample.


This can to some degree return the RP experience for those that want it (mindlessly macroing or sitting for hours buffing is not RPing).


I agree that hybrid professions should not be affected by this change, as wellas starting professions.


<edit: fixed typos and made a clarification>

Message Edited by Jjiaah on 09-15-2004 08:30 PM

Malitevv
Wed Sep 15, 2004 8:38 pm
#33






ArveMennderchukk wrote:
Of COURSE you know the stats. The exact resources used are recorded in the schematic.

It doesn't matter if I make a schematic yesterday or a year ago, I can make more items using that schematic if I have the resources named in that schematic.

All resources that have ever spawned on the server are recorded in the DB, uniquely by their name.

Just like you can roll back to a schematic from serial number, you can roll back from a schematic to a resource's stats by following the resource name from the schematic to the resource master in the DB.






So you really think that every single battery ever crafted has 6 records in its database entry? one for each of the four boxes that are in the schematic to indicate exactly what resources were used, another to indicate that it is a batter, and sixth to indicate what the charge is? Why would they store all that information? None of that detail is needed for anything. In the case of the battery, you are telling me that what could be a 2 record database entry (object type, and charge) is actually stored as a 6 record entry?? That means every batterycurrently takes 3 times as much storage in their database than it needs to! It means that amore complex object may be taking 5 or 10 times more database space than it needs to!


Dude, if that is the way their database is organized, then they need to fire every programmer who had any role in designing it. If that is the way the database is organized, they couldcut their current database storage requirements for all the objects in the game in half (or likely better) if they just changedit to work the way I already outlined. All of that detail which you think is there is just wasted space in the database if it is there, I just can comprehend why it would be.

Message Edited by Malitevv on 09-15-2004 08:42 PM



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

T.S. Eliot
ArveMennderchukk
Wed Sep 15, 2004 8:58 pm
#34

Are you a moron?

Droid Battery

schematic serial
crafter
current charges
DB UID (hidden)


Droid Battery Schematic (accessed through serial)

schematic serial (this is the DB UID)
schematic type (references another table with all schematic types)
resource A: Mufulufugus (this is UID of a resource)
resource B: Qididigitus (this is UID of another resource)


Resource Master Table

resource name (this is UID, like Mufulufugus)
resource type descriptor (TYPE_SILICLASTIC_LOWGRADEORE)

Message Edited by ArveMennderchukk on 09-16-2004 07:12 AM

LonelyGhost
Wed Sep 15, 2004 9:14 pm
#35

I also dont think there would be a need for a "game" to determine the bonus for a Crafting Drop. Instead, why not make the bonus based on a set of attributes such as, Crafter Level (see below), Item Complexity (get better bonus from more complex items, signifying a more significant "breakthrough"), Tool and station rating (bleh,,,it needs to do *something* we can track!), Civic and Force bonus, etc...


As to the Crafter level playing in on the bonus amount, I would actually be in favor of *lower* level crafters getting a higher bonus than Masters. Think about it....a more inexperienced crafter has more "room to learn" stuff, and the "breakthroughs" they make would potentially be more significant than those of a Master. But, the resulting item would still not meet or exceed a Masters-level item due to the Master having more experimentation points. Maybe pretty dang close though!


I would not like to see tradeable bonuses though. Thats like learning something, then forgetting it and letting someone else benefit from the knowledge.


Would it be possible to have the Bonus be represented in the inventory? In-game right now are loot components that can be used to replace the regular components in crafting. What is the Crafting Drop was actually a physical component that could be used to replace the normal one in a schematic. Naturally, the Bounus would be a specific replacement used in the profession you are using when crafting that item. They should take the existing loot components like Barrels and Bile OUT of the regular loot tables and put them in the new Crafting Drop Tables).


I think this sort of adjustment would go a long way to bringing the hand-crafting game up to a better balance to itself. And it would also be more attractive to do as a choice between the factory vs hand issue.



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
Malitevv
Thu Sep 16, 2004 12:06 am
#36






ArveMennderchukk wrote:
I pretty much agree with everything you've said above Mal, with one small caveat. I'd like the "crafting drop" have the potential to drop more than a single serial. In combat loot drops you can sometimes be really lucky and get multiple items with the same serial (like three pieces of same serial heavy leather). It would be nice if the more complex the item being handcrafted were, the better the chance of dropping a multiple-serial "crafting loot" would be.





yeah. I didn't mean to necessarily exclude that possibility, though my post does read like maybe I did.



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

T.S. Eliot
Atan
Thu Sep 16, 2004 12:33 am
#37

Another Idea for the loot comonents...


How about giving the Junk dealer something to sell?

Like having them a Inventory of about 5-10 Items a day (Server Cycle) . You only see the name of it or maybe a statless examine or maybe just a description of the junk dealer.

From these are 85% Junk/decoration, 14.9% are Items en par with the Items a Master of the profession could craft (no 100% Stuff of course), another 0.09% are items with the max. rating possible ever (the 100% stuff) and then there is the 0.01% chance to find something excetional,legendary or how you want to name it.

Now the tricky part... the loot is instanced (spelling?) so no ninja buying after Server reset AND youonly get something out of your own profession! So at one day a architect might find a cheap power core, a musician maybe a legendary Instrument and a DE maybe only a 60 rated combat Module.


And for the industialist under us the loot could be non-serial stuff, so that they could buy/tradeseveral 109 rated combat mods over several weeks/month and could still do a factory run!


And there could be of course some nice surprises with it... imagine buying a datapad/data moduleand finding in itthe WP to a hidden ressource/component/money stack, or a combatant buying a droid component and he brings it to a DE to see if it worth something or just junk. Or buying a complete R2 and find out that it belongs to some old guy named Ben and it runs away from you


MfG

Atan




Infinity:
Atan Schmitz (Retired Master Droid Engineer, whatever SOE calls him)
Traal (Bounty Hunter, 13 confirmed Kills)
Currently looking into renewing my Subscription.
It is tentavely scheduled for Publish 29, but it might be pushed back to "soon"©

Drashk
Thu Sep 16, 2004 2:02 am
#38





Straker_Atrella wrote:


Drashk,

The Xp idea is a bad idea IMO. Using a crafting macro and grinding componants, you can get a lot of XP really fast. Not fun, and not giving people a reason to hand craft. Plus you open yourself up to people using mouse click programs.




Well the other two suggestions that I have are an AP cost or a direct Credit cost.


The reason that I am pointing out a cost, if we are suggesting a stepping away from the loot drop items, is that we need to have the contengency plan of having it place in case the suggestion of a crafting based credit system is rejected. The best plans, in my opinion, always cover many different aspects in case the focual point, in this case the CIC, comes under 'attack'.


Maybe instead of cost, I should be using the term limiting factor. I know that there is a suggested overall cap on how many CICs can be aquired at one time, however we might also want to look at another type of limiting factor, as in the case of the current loot items with serial numbers. In order for any suggestion to have the chance go through its paces, we need to have a lot of different possible options listed, so that the core system is flexable enough to make its rounds with all craftering communities.


Basically -



  • Core CIC idea


    • How to earn CICs


      • Through Crafting


        • Randomly aquired

        • Percentage based on Schematic complexity

      • Through moderate to easy aquired loot items


        • Profession specific

        • Generic loot item

        • Listed/Non-Listedattributes

      • Through quests


        • How often can the quest be preformed

        • What type of quest missions

      • Through Junk vendor


        • XP cost

        • AP cost

        • Credit cost

        • Resource cost

    • Would CIC be tradeable


      • Would they be profession specific

      • Would they be non-profession specific

    • ETC

I'm just trying to point out all sides that this proposal could be looked at from, from the DEVs persective and the crafting communtiy perspective. Remember, theremight needto be some kind of 'checkers' involved.


And as a retort to your counter-point of 3rd party programs, the same could be said about CICs being earned through crafting.






Making SWG more Star Warsy. One droid at a time.
Straker_Atrella
Thu Sep 16, 2004 3:52 am
#39






Drashk wrote:





Straker_Atrella wrote:


Drashk,

The Xp idea is a bad idea IMO. Using a crafting macro and grinding componants, you can get a lot of XP really fast. Not fun, and not giving people a reason to hand craft. Plus you open yourself up to people using mouse click programs.




Well the other two suggestions that I have are an AP cost or a direct Credit cost.


The reason that I am pointing out a cost, if we are suggesting a stepping away from the loot drop items, is that we need to have the contengency plan of having it place in case the suggestion of a crafting based credit system is rejected. The best plans, in my opinion, always cover many different aspects in case the focual point, in this case the CIC, comes under 'attack'.


Maybe instead of cost, I should be using the term limiting factor. I know that there is a suggested overall cap on how many CICs can be aquired at one time, however we might also want to look at another type of limiting factor, as in the case of the current loot items with serial numbers. In order for any suggestion to have the chance go through its paces, we need to have a lot of different possible options listed, so that the core system is flexable enough to make its rounds with all craftering communities.


Basically -



  • Core CIC idea


    • How to earn CICs


      • Through Crafting


        • Randomly aquired

        • Percentage based on Schematic complexity

      • Through moderate to easy aquired loot items


        • Profession specific

        • Generic loot item

        • Listed/Non-Listedattributes

      • Through quests


        • How often can the quest be preformed

        • What type of quest missions

      • Through Junk vendor


        • XP cost

        • AP cost

        • Credit cost

        • Resource cost

    • Would CIC be tradeable


      • Would they be profession specific

      • Would they be non-profession specific

    • ETC

I'm just trying to point out all sides that this proposal could be looked at from, from the DEVs persective and the crafting communtiy perspective. Remember, theremight needto be some kind of 'checkers' involved.


And as a retort to your counter-point of 3rd party programs, the same could be said about CICs being earned through crafting.







You would have a lot harder time getting CIC's through crafting. Here is why, since it is based on complexity, getting one off of say Advanced droid frames would be almost impossible. It's a lot harder to 3rd party the more complex items like full droids or chasis. Plus (I probably should have mentioned this,) you couldn't get them in "practice" mode. So even if somebdoy did 3rd party for CICs, they could only do it until their inventory was full.


I see where your going with different options for how to get them, options are good, but here are some other problems.


Ap is basically unlimited and a joke. If somebody wants AP, all they need to do is teach somebody Ranged support 1 or another skill over and over again. At the cost of 300 combat xp, that is cheap for 20 AP. The whole AP system needs a revam, but that's another topic.


The credit idea is a decent money sink, yet that would still mostly help the people with a lot of money already. Part of this idea is to get the little guys a little more business.



-------------------------------------------------------------------------------------------------------------------------
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.
Page 3 of 6