Droid Engineer Archive
Thread: Humbling asking for DE Support to the Architect Community
Sure there is...like sell stuff....and make people happy.....
Crafting is supposed to be a supporting profession for the combat arena...we are finally seeing that as opposed to crafting centric game. If this game remained crafting centric we'd all be gone in a year...the nifty loot spawns and the new dungeons are all part of this change, obviously. There can be joy in being a supporting profession, but no, you won't be 'reaching any pinacles'.....except money. This is why there is gleefully tons of skill points left over for you to do a combat profession as well, so long as you aren't **edit** enough to think you have to be able to make every single thing that goes into your stuff, instead of buying it off other people...which incidentally, it what helps keep the economy going anyway....
I love my crafting prof...I just stick stuff in factory, go kill stuff for a couple days, check on harvesters once every other day, put stuff on vendor, stick stuff in factory.....kill stuff all throughout this, find nifty loot spawns....successful crafting can be done with barely an hour a day except perhaps for 'gotta find a new resource spot' days...especially when you realize 'oh, I honestly don't need to master much of anything...since I can just go to a master and have em make a schem with my resources for like 5k max....'....crafting is such an easy, leisurely way to make money if you let it be.
You obviously never made a crafting station before. It is either the best on the server, or at least close to it, or it is crap that wont sale, even if it is only laggying a few points. Crafting stations are just not trival things to make.
This game is not combat centric nor crafter centric nor RP entertainer centric. It caters to many different types of players with different play styles that are each interdependant on each other. That is the beauty of this game and why it is so great. Which is also why people get so upset over gaming ending bugs like this. The 44+ rated crafting stations was the kryat for many crafters. That has now been effectively removed from the game, or the spawn rate reduced to an annual spawn of a kryat. This is why people are so upset about this stealth nerf.
If this isn't a part of the game that you enjoy fine, leave it for the rest of us.
mepl ----
what many of us are saying is that the 40+ level stations arent any better...test after test reveals that the stations ratings have a negligable effect...or some of us get worse results the higher the level....
you will get the same reults from a 6 as you will a 37...
but maybe one day they will actually make all that work right.
as an archtitect, it is actually a GOOD thing....we will be able to charge more for higher level stations....having them be more rare means that if the price will always stay high.
i took up armorsmith....i wont be able to ever make any aromr higher than a 56% until there is a decent spawn of some metals.
we archtiects have it really easy...we can basically use any materials and the stats we need spawn daily....
Message Edited by MachineZed on 02-17-2004 02:28 PM
Exactly. I've seen the EXACT same results with experimentation and FR on my +43 W/D/G crafting station and the W/D/G crafting module in my R3 Adv.
Tahqa wrote:
And for experimentation the FR does not matter at all. Experimentation failures are completely random. High FR crafting stations are mostly status symbols.
As far as I can see, this recent DSC situation has been making a huge mountain from what is, in reality, a much much smaller molehill.
I don't take anything away from the Arch's that are upset over being blind-sided by this. They probably are right in outcrying a change that they didn't want and in seeing this as sort of a nerf. However, as you point out, it's really a 'non-nerf'.
/bow
Respectfully,
Meplorium wrote:
Thanks for the clarification Drashk. I know a thing or to about programming and what you discribe as the situation is very possible, but god that is weak programming if that is truely the case, which I highly doubt and here is why.You do have objects or subroutines that handle those sort of things and by changing one variable it points things todifferent subroutine. However looking over the different profressions and how componentA takes quality x into concideration and component B in the same profession takes quality x and y into concideration I'll have to call BS on this one. The subroutines are passed variables from the properties of component A not the properties of profession 5. So that explaination is simply not consistant with how the software works. If that was the case then all components made by profession 5 would then consider property x and y in all components made by profession 5. That just isn't how the software works.
This isn't your fault Drashk and you are just passing on informationand doing a good job at it, but not allthe customers are that clueless about programmingto buy intothis stuff. It can not be so hard to admit a mistake. Really it is best if they did otherwise an honest mistake which everyone makes turns into them looking like fools. Could you please make this one of your issues for review. I know the list of DE issues is the longest in the game, but this affects all crafting professions as they all use the static crafting stations. Thanks
I was gonna say something like this, but you beat me to it.
Some of the mystisism about code that is sometimes projected is kinda silly. If you can't tweak your software to make it do what you want it to do, then it is just poorly written.
Let me play devil's advocate again here....you say that unless a higher rated station can be made than what could be made previously, you can't sell the things. So in the old system, with only OQ on it, the highest that could be made could be made...well...all the time, at least certainly on my server. Tons of top level OQ metals spawn each month, so everybody is making top notch, so once those are all sold...you'll never sell another, based on your theory.
New system, it is now harder to make the best, and the spawn rate of the resources needed is far reduced. So now, a new res could come up and suddenly people can make better, so they can now sell these better ones to the people who bought the older best-at-that-time version.
Yes, the market is saturated with the old 44 level stations...but that will weed itself out. On the old system, there was no hope, now there is somewhere in the future...am I getting lost somewhere here? As I said, the old way was buggy, this is now how it should be...not everybody and his mother should be able to make 44% crafting stations all the time...
Meplorium wrote:
Thanks for the clarification Drashk. I know a thing or to about programming and what you discribe as the situation is very possible, but god that is weak programming if that is truely the case, which I highly doubt and here is why.You do have objects or subroutines that handle those sort of things and by changing one variable it points things todifferent subroutine. However looking over the different profressions and how componentA takes quality x into concideration and component B in the same profession takes quality x and y into concideration I'll have to call BS on this one. The subroutines are passed variables from the properties of component A not the properties of profession 5. So that explaination is simply not consistant with how the software works. If that was the case then all components made by profession 5 would then consider property x and y in all components made by profession 5. That just isn't how the software works.
This isn't your fault Drashk and you are just passing on informationand doing a good job at it, but not allthe customers are that clueless about programmingto buy intothis stuff. It can not be so hard to admit a mistake. Really it is best if they did otherwise an honest mistake which everyone makes turns into them looking like fools. Could you please make this one of your issues for review. I know the list of DE issues is the longest in the game, but this affects all crafting professions as they all use the static crafting stations. Thanks
I was gonna say something like this, but you beat me to it.
Some of the mystisism about code that is sometimes projected is kinda silly. If you can't tweak your software to make it do what you want it to do, then it is just poorly written.
The issue is they aren't tweaking softwhere, they are modifying a database...these are not objects in code, they are objects in a database...programming practice does not apply. Database engineering does. And this makes complete, total sense in database engineering. Though honestly if I was still a college or lower kid who had never worked in entertprise, I wouldn't understand this. It takes time working on your own database in an enterprise level environment to see what he's talking about. It isn't mysticism, it's best practice.
Databases are software, and it is software that is set up specificallyto handle data easier, i.e. data is easier to change, not harder. Though some people like to put a spin on things to make it sound much more complicated than it actually is. Database programing, not engineering, is one of the easier programming jobs, mainly because is doesn't require higher order mathematics to do, just simple logic and the ability to put such logic into SQL script. This is why many of the DB programming jobs are being outsourced to 3rd world nations.
There are many conflicting reports about crafting stations. I've seen the different posts, and some of those studies were from several publishes ago. My own personal experience is that it does make a difference but everyone is welcomed to their own opinion on that. Just a few notes, first the crafting station is suppose to affect experimentation, not crit failures. Tool rating affects crit failure. Second droids do not have a rating for their stations and seem to work at the highest level. Third most servers do not have 44 rated stations, a few do, but just a few. To get the stations in the 40s you needed those DSC to be at 99% since the other electronics are difficult to get that high. In order to get a 44 rated station, you need 1000 Con copper and an average of 98% on the electronics and DSC. That is nearly very difficult to do, hence few servers have stations with that rating.
CaLVines wrote:
Scalda wrote:
Each crafting profession has key qualities for experimentation. You need to understand the way the crafting system works in this respect to understand why moving an item from one to the other would force the items key qualities to change.
What is being said is that if the item was moved into Weapon Smith then it would take different key qualities. If it was moved to Tailor, again, different key qaulities that are going to affect the experimentation/base quality.
Actually, this is non-sense. A weaponsmith has schematics that require 50%OQ/50%CD. Some require 100%UT. Some 100%SR. Some 66%CD/33OQ. Some 66%CD/33%SR. Some 100%OQ. I could go on...
Point is, there is no link between these attributes and the classes. There is no NEED to change those attributes just because they are moved somewhere else. There may be other reasons, but the one you state just does not make sense.
There is in fact a corelation, but I suppose if you refuse to see this (even after having TH and other state this as well) then hey, believe whatever you want. Just be prepared to feel like your standing out in the proverbial rainstorm wishing you werent so wet.