Droid Engineer Archive
Thread: Droid Decay System 2.0
ArdenStarmariner wrote:
In JTL, rumors has it that droids will learn to do ship management/repair over time and improve how good they are at it. So if/when Droid Decay is implemented and it becomes necessary for players to replace JTL astromech droids they use with their ships, its going to be painful for them to lose a droid that's become skilled over time. Such droid personalities are programming after all. With the decay system and option should also be added to download a droids personality and commands to a data disk. A new droid chassis could then be purchased and the personality and commands uploaded into it. To keep such droid personalities unique, downloading a droids personality also erases the personality from the droid itself. This keeps the droid personality unique in that it can only exist in one droid or on one data disk at any given time. The data disk also can not be copied and is itself erased during the upload procedure.
I do think tho, that such data disk should be storable in data storage modules AND sellable on vendors. So if someone wanted to go into the business of raising/training skilled astromech droid personalities, it would be possible to do so. Since they are unique can't be mass produced, each personality disk would probably be quite pricey. Not necessarily a bad thing tho considering it would probably involve weeks of game time to raise/train one such droid personality. No resources required beyond what it takes to make a data disk but is quite time intensive projects.
Nice idea. TK, you may want to look at that.
Batleh wrote:
For the "Level" modules the system could just assume for old droids that 2 identical modules of some minimum value were used in the construction of the droid. In the case of armor, if 2 armors were stacked to get you to 20% resists, the game could assume that the droid was built with 2 level 4 armor modules. If one goes away, treat the droid as if it only has a single level 4 module installed. Going forward, specific module values for the ranked modules would likely be tracked under the covers, so if you built a droid with a level 5 and a level 2, when one failed, it would know which, and adjust the abilities accordingly.
Yes but I know some unknowing DEs that tried to stack more than on level 6 module in a single droid. Now that R3 with 10 storage spaces were made with 6 Level 6 Item storage (they were trying to max the item storage, 60 items) One of them breaks would it reduce it by 1 or 2 storage spaces. Or by 10, because the Level 6 Item Storage broke. Same with the armor that 20% resisted droid was made with 2 Level 6 Droid Armor pieces. When 1 breaks does it act like a level 4 broke or a level 6.
Or one that actually makes sense. A Experimented level 3 module and a Level 4 module are combined to make a level 6 which one breaks?
There are some more possiblities that I can think of for the module breaking, that would make it much more difficult to program.
Straker_Atrella wrote:
ArdenStarmariner wrote:
In JTL, rumors has it that droids will learn to do ship management/repair over time and improve how good they are at it. So if/when Droid Decay is implemented and it becomes necessary for players to replace JTL astromech droids they use with their ships, its going to be painful for them to lose a droid that's become skilled over time. Such droid personalities are programming after all. With the decay system and option should also be added to download a droids personality and commands to a data disk. A new droid chassis could then be purchased and the personality and commands uploaded into it. To keep such droid personalities unique, downloading a droids personality also erases the personality from the droid itself. This keeps the droid personality unique in that it can only exist in one droid or on one data disk at any given time. The data disk also can not be copied and is itself erased during the upload procedure.
I do think tho, that such data disk should be storable in data storage modules AND sellable on vendors. So if someone wanted to go into the business of raising/training skilled astromech droid personalities, it would be possible to do so. Since they are unique can't be mass produced, each personality disk would probably be quite pricey. Not necessarily a bad thing tho considering it would probably involve weeks of game time to raise/train one such droid personality. No resources required beyond what it takes to make a data disk but is quite time intensive projects.
Nice idea. TK, you may want to look at that.
I agree. It'd also be nice to see personality 'quirks' so that droids take on more of a unique life to them.
This is, I suspect, no small change. The basic issue of making droid AI better and/or making droids seem more 'alive' is a fundamental thing that I'm sure all DEs and most players want (since it's a lot more Star Warsy).
I'll make sure to not the idea above.
/bow
Respectfully,
ArdenStarmariner wrote:
It's a change that's already in the works for JTL per one of the DEV quotes. The astromech droids "learn" how to become more effective at ship system tuning and repair. Apparently, the DEV's are implementing a mechanism where the astromech droid skill up or are upgraded somehow.
It's all based vs. one's 'Droid Programming' skill level, I believe.
What I'm not sure about is whether the 'program's will be removable/tranferrable items of any kind (I suspect not).
/bow
Respectfully,
TheRealTK421 wrote:
Straker_Atrella wrote:
ArdenStarmariner wrote:
In JTL, rumors has it that droids will learn to do ship management/repair over time and improve how good they are at it. So if/when Droid Decay is implemented and it becomes necessary for players to replace JTL astromech droids they use with their ships, its going to be painful for them to lose a droid that's become skilled over time. Such droid personalities are programming after all. With the decay system and option should also be added to download a droids personality and commands to a data disk. A new droid chassis could then be purchased and the personality and commands uploaded into it. To keep such droid personalities unique, downloading a droids personality also erases the personality from the droid itself. This keeps the droid personality unique in that it can only exist in one droid or on one data disk at any given time. The data disk also can not be copied and is itself erased during the upload procedure.
I do think tho, that such data disk should be storable in data storage modules AND sellable on vendors. So if someone wanted to go into the business of raising/training skilled astromech droid personalities, it would be possible to do so. Since they are unique can't be mass produced, each personality disk would probably be quite pricey. Not necessarily a bad thing tho considering it would probably involve weeks of game time to raise/train one such droid personality. No resources required beyond what it takes to make a data disk but is quite time intensive projects.Nice idea. TK, you may want to look at that.
I agree. It'd also be nice to see personality 'quirks' so that droids take on more of a unique life to them.
This is, I suspect, no small change. The basic issue of making droid AI better and/or making droids seem more 'alive' is a fundamental thing that I'm sure all DEs and most players want (since it's a lot more Star Warsy).
I'll make sure to not the idea above.
/bow
Respectfully,
It's a change that's already in the works for JTL per one of the DEV quotes. The astromech droids "learn" how to become more effective at ship system tuning and repair. Apparently, the DEV's are implementing a mechanism where the astromech droid skill up or are upgraded somehow.
Personally, I think any penality that istied to the calls of the droid is unfair to the customer because bugs where your droid auto-stores without the players consent/intent are just too frequent. It's not fair to penalize a player for something that they cannot control. Yes I know that customization lifespan is tied to the frequency with which the item is called out of the data pad, but I think that is a bad idea too, and for the same reason.
All droids lose 10% (of the total 100%) of their battery life when they are called. Easliy recharged when needed, but it does cause some decay over time under your plan...
What do you think?
I agree with this totally. For me anything that requires a direct interaction with the DE in order to make the repair happen is just a bad idea. Chassis specific kits that require the same components as the chassis are an excellent idea I think, though customers would initially be very confused about why these kitscost almost as much as the originaldroid in some cases.
OrionsByte wrote:
Here's the problem I see with this: way back in the day, if a customer wanted their droid chassis customized (colored) they had to seek out a DE and have them do it. We hated that - it was irritating to be bothered to paint someone's droid on a regular basis. Our customers hated that - it was irritating to have to find a DE somewhere just to get that red sheen back on their droid (or to keep it from randomly changing colors). The thing about chassis customization is that's it's basically optional. Yet now we're moving towards a decay solution that puts us right back where we were before - except customers would have to find a DE to get their droid up and running again - they wouldn't have a choice. We'd probably end up spending more time repairing droids than building new ones. Not an entirely bad situation for us, but in the end it's still an inconvenience to the customer, which would likely result in a drop in droid sales.
And, as several people have stated, there's no realbenefit to the user. I'm not going to back any proposal that makes the game more fun for me at the cost of making it more frustrating to the other 95% of the population.
In order to circumvent these two issues, I'd like to offer the following two suggestions:
- Introduce a "super battery" that would provide a much longer charge at a cost of a vitality hit.
- Essentially, this battery could be experimented for charge time and vitality cost. Thus you could have a battery that lasts 5 hours but causes a 25% vitality hit, or you could have a battery that lasts 2 hours that causes a 5% vitality hit (these numbers are just for example, and would have to be adjusted).
- The benefit to the customer is that they can use their droids for longer periods of time if they don't mind the decay. Using regular batteries would still cause no decay.
- The benefit to DEs isthat we'd have a new item to sell, and one that I think would probably sell very well. It also introduces some decay that could be taken care of with my next proposal:
- Introduce chassis-specific non-DE reconstruction kits
- If a droid has less than 10% vitality, it would cease to function and would need to be repaired. However, as I said before forcing someone to find a DE to do this would be irritating to our customers.
- Instead, I propose that we make kits that contain all the basic components (not modules) for a certain chassis type, that we can sell to customers or place on vendors, that would allow customers to completely restore their droid's vitality.
- The kits would contain all the parts necessary to build an advanced chassis (or advanced droid for the ones that don't have chassis). Essentially this could be accomplished by building an adv. chassis or adv. droid and using it as a component in the kit (that way we dont' have to have 80 billion droid repair kit schematics).
- The benefit to the customer is that they don't have to seek out a DE to get their droid back up and running. The more expensive droids will cost more to repair, but the customer always has the option of using normal droid batteries to avoid the decay.
- The benefit to DEs is a renewable market. In addition to the "super batteries", we could also stock repair kits for specific droids, that would probably cost as much as a chassis. It gives us our decay system without completely inconveniencing the player.
I think these two ideas, in and of themselves or in some combination with the system that Batleh outlined, would be a good compromise between us and our customers. Plus, it's all done with minimal coding changes to the current system and just the addition of a couple new components.
One final note before I go back to work...
I think we have to be careful that any system we put in place doesn't cater only to Master DEs. For instance, it makes perfect sense to be able to experiment on a droid's vitality, but linking any system other than decay to that vitality would effectively put novice DEs out of business, and I'd really like to avoid that if possible.
Batleh wrote:
Basically, I see things like this:
Causes a Vit Hit:
Out of Power Usage
Incap (don't remember if this currently causes a vit hit or not)
Death Blow
Causes a module "Break":
Vit < some % of total vit, perhaps based on number of modules, making more complex droids more likely to break faster.
Way to "Avoid" the break:
Keep the Droid Powered
Use Vitality Packs
Way to fix a "broken module"
Find a DE, pull out droid, DE does /debugdroid (or whatever), drops in replacement modules, and the droid is back upto 100% Vit.
- Introduce a "super battery" that would provide a much longer charge at a cost of a vitality hit.
- Essentially, this battery could be experimented for charge time and vitality cost. Thus you could have a battery that lasts 5 hours but causes a 25% vitality hit, or you could have a battery that lasts 2 hours that causes a 5% vitality hit (these numbers are just for example, and would have to be adjusted).
- The benefit to the customer is that they can use their droids for longer periods of time if they don't mind the decay. Using regular batteries would still cause no decay.
- The benefit to DEs isthat we'd have a new item to sell, and one that I think would probably sell very well. It also introduces some decay that could be taken care of with my next proposal:
- Introduce chassis-specific non-DE reconstruction kits
- If a droid has less than 10% vitality, it would cease to function and would need to be repaired. However, as I said before forcing someone to find a DE to do this would be irritating to our customers.
- Instead, I propose that we make kits that contain all the basic components (not modules) for a certain chassis type, that we can sell to customers or place on vendors, that would allow customers to completely restore their droid's vitality.
- The kits would contain all the parts necessary to build an advanced chassis (or advanced droid for the ones that don't have chassis). Essentially this could be accomplished by building an adv. chassis or adv. droid and using it as a component in the kit (that way we dont' have to have 80 billion droid repair kit schematics).
- The benefit to the customer is that they don't have to seek out a DE to get their droid back up and running. The more expensive droids will cost more to repair, but the customer always has the option of using normal droid batteries to avoid the decay.
- The benefit to DEs is a renewable market. In addition to the "super batteries", we could also stock repair kits for specific droids, that would probably cost as much as a chassis. It gives us our decay system without completely inconveniencing the player.
I think these two ideas, in and of themselves or in some combination with the system that Batleh outlined, would be a good compromise between us and our customers. Plus, it's all done with minimal coding changes to the current system and just the addition of a couple new components.
One final note before I go back to work... ![]()
I think we have to be careful that any system we put in place doesn't cater only to Master DEs. For instance, it makes perfect sense to be able to experiment on a droid's vitality, but linking any system other than decay to that vitality would effectively put novice DEs out of business, and I'd really like to avoid that if possible.
First, to be clear, I think a droid decay system is necessary and needs to come sooner, not later.
The system should be straight forward and natural. That is to say that it should feel like usage causes the decay. For example a gun decays during use, not when it is equiped. A usage system feels "right" to your average person and relates to things in the real world. Decay when pulling it out, or decay on death feel artificial and this allows people to argue against those forms of decay without having to argue the underlying reasons for why the decay is there. I think the decay system proposed at the start of this thread meets the criteria for usage based decay.
Droids engineers need decay because it is simply not fair they they are stuck in a profession where their primary products are infinitely durable.
What do I mean by infinitely durable? Their products either have no decay mechanism at all, or the decay mechanism is so flawed that for all practical purposes they have no decay system.
You can classify crafters into two major categories, crafters that make consumables, and crafters that make infinitely durable goods.
Doctor, Chef, Weaponsmith, Armorsmith - Consumables
Droid Engineer, Tailor, Architect - Infinite Durables
Note: Bio-engineers kind of fall into the middle. They make pets, which for practical purposes are infinitely durable (they can last 6+ months) and since clothers also last pretty much forever so do BE tissues. Food additives on the other hand are consumable. I guess BE got the good and the bad, although for those BE that wanted to be creature creators they have run into a similar problem as DE with decay, on top of the inherent problem that most of their best products go to a small population of MCH.
If you look at the categories I have defined and have played SWG for a while you will notice that the consumables category is a much more successful group than the infinitely durable category, both individually and together. This gap between the groups is the crafter equivalent of combat imbalance.
The cause for this imbalance can be found by considering one of the fundamental pinciples of capitalism. In a nutshell as long as people keep buying more junk the economy grows. The problem is that you can only buy so much junk before your house fills up. The solution is for the junk to not last that long. Anywhere from a few minutes (food) to a few years (cars), but within some reasonable time frame everything has to wear out and the whole cycle starts over again. Sometimes new junk is better than the old junk. Therefore product upgrades are a driver for sure, but decay is a critical factor. Since in SWG upgrading only takes you so far (most items have a quality hard cap) decay is left as the primary economic motivator for product revenue.
Consumption is pretty much how modern consumer capitalistic economies continue to grow. Now of course in the real world there are other problems, enviromental impact, finite world, etc etc...but this is SWG and it is virtual. No landfills required, just click destroy and no endangered animals were harmed.
With infinitely durable (or practically infinitely durable) professions they face the fundamental and insurmountable hurdle of a market that in a very short time frame can simply fill up. People just no longer have room for all that DE product. De for example is a hard cap, 5 / character.
MMOG designers are fond of telling us is that it is critical that an in game economy have taps and sinks. I agree with this principle because it is the principle of decay. Taps to let money and resources in and a sink to drain them out. In the case of DE the tap is the crafting of the new droid, the decay is the sink. Just like the macroscopic SWG economy the microscopic DE economy requires its own little version of the tap and sink model based around product creation and effective product decay.
Lets get to some examples. A doctor has probably one of the best sinks of all in this game. Not only do they produce, at their discretion, buffs for sale, they can also apply those buffs to other players for a price. For practical purposes these buffs are in essence a product, just like a T21, that just happen to decay really really fast.
In the examples I am going to adopt a measure of a product based on how many credits per hour it costs a consumer to use that product. This cost directly relates to how much revenue the producer recieves per hour of product use. This is a useful measure since it allows us to get a gauge of how much revenue potential a profession has from its products.
The Formula I am going to use is (cost of product)/(product lifetime in hours).
So in the doctor example I am going to peg buffs at 12,000 credits per set. This is about the price I usually pay, sometimes I pay 15,000, I even paid 23,000 once, but 12,000 seems reasonable. 12,000 credits / 3.5 hr = 3,428 credits/hr
I would say doctors are doing well. For every hour of buff they apply they recieve 3,428 credits of revenue. That is enough credits to form a healthy and lively economy around the medical profession I would say. Yes their costs are high, but I am speaking purely of revenue and since no doctor will sell at a loss for long their revenue will always grow to meet their costs and an appropriate net profit.
How about another consumable profession example, chef. Chef, like doctor produces products that decay rapidly, from a few minutes to about an hour. For this example I am going to choose a product that decays moderately (for chef items) and is popular, Vasarian Brandy.
On chilastra Vasarian brandy costs anywhere from 150,000-300,000 credits a crate for the top end stuff. The top end stuff usually has a 45 minute timer. Lets say a crate is about 225,000 credits per on average. A crate is 25 stacks and each stack is 18 uses. 25 units * 18 uses/unit = 450 uses. 450 uses at 45 minutes per use works out to 337.50 use hours for a crate. I use two brandy every 45 minutes when I am in combat so I actually get 169 (rounding up) hours of use from that crate.
250,000 credits / 169 hours = 1,479 credits / hour
Looks like the chefs are not generating the revenue per unit hour that doctors are, but it is still pretty good. They also can sell to more customers at the same time then a doctor can buff, everyone can use food, and they do not have to be on, so those benefits probably outweigh the lower credits/hour for each unit sold.
Now lets look at a Droid Engineer.
One other criteria that I did not mention for a successful profession is that the product be useful. Obviously if buffs and food were not useful then no one will buy the product. The same goes for a droid engineer. Luckily droid engineers do make amazingly useful products. One of the most widely used is the medical use droid. In order for a doctor to really get to his customers he needs to be able to set up shop anywhere. Anywhere meaning usually the coronet space port. Without these little droid wonders the doctor would be limited to medical centers. One needs only look around the starports, or outside the genosian cave to see the usefulness of his particular droid.
How does the DE make out for revenue per hour for this miracle of modern droid engineering in terms of credits per hour? Well it is not uncommon for people, particularly doctors to use the same droid for 6 months to a year. One poster in this thread said they know one player that used the droid they sold them late summer of 2003. Droids are such troopers. One year might be at the high end so lets say droids for a veteran doctor are on average 9 months old.
How much does a droid cost? Well I know from personally experience that a medical droid will sell off my vendors at around 45,000 credits. There are about 6480 hours in 9 months, but that is raw time. Lets say a person plays for on average 3 hours a day. At 3 hours a day you are a solid player, and if you are a combat person you are probably buffed and well fed for most of that 3 hours too. If you are a buffing doctor you probably have your droid out for that time. 3 hours a day for 9 months is 810 hours.
45000 credits / 810 hours = 55 credits / hour
A doctor by comparison makes 62 times the revenue per hour over their products life than a DE and they have a hard limit of 3.5 max hours on their buffs. No one can make the buffs last longer, and if you die or crash they can last a lot less. A droid engineer on the other hand has no such limit. It is easy to see as well that time is not on the DE's side. The longer that droid lasts the lower their revenue per hour goes.
I could provide easily a similar example for architect.
I think it is pretty obvious from a revenue perspective consumable professions are much better positioned in the SWG economy than the infinitely durable ones. Consumable professions get built in obsolescence to guarantee future revenue.
Imagine the uproar if pistoleers only got 1:62 the revenue of carbineers for missions and then have people argue that is fair?
So SWG has a problem. It has neatly split crafting professions iton the successful ones and the not so successful ones and I believe it is no coincidence that this split is along the same line as to whether or not that crafting professions primary product is infinitely durable or consumable.
It is simply not fair that droid engineers, architects and tailors not have both useful AND consumable primary products while other professions get to reap the benefits of their primary products being consumable.
Sure you can argue that droids hold sentimental value, but sentimentality is no reason to cripple a profession, particularly droid engineer which is so central to the setting of star wars. I loved my pets when I was a CH, and when I gave it up I still left them all in my datapad where they are today. I even named my tank droid after my best combat pet. I know all about sentimentality. There is plenty of room to exercise sentimentality in SWG and still give DE their decay. I would also caution that it is very easy to hide selfishness behind sentimentality.
You can also argue that people do not want to be inconvenienced by droids breaking down. Well that argument is hollow. Players seem more than happy to let their armor wear out, they weapons go bust and the buffs and food to wear off. Heck doctor buffs decay if your computer crashes for more than 3 or 4 minutes. I have not heard of that being changed, or even being seriously considered for change. Imagine if your droids went dead every time you logged off? I do not see any DE asking for that. The numbers I have seen suggest by DE are asking for droid decay over 1 - 2 month of play. I say no more than 1 month, which works out to 148 credits / hour at 3 hours of use per day.
Surely there is a compromise to be reached? What I have seen in this thread is DE bending over backwards in a way that the consumable professions would probably never do. I think the willingness to compromise underscores the need for an effective droid decay system. It also illustrates the power of setting expectations and how the developers set the expectation that droids last forever and how hard it is now to change that expectation.
The bottomline is that droid engineers deserve to have a product, and a primary product, not some component like batteries, that follows the consumable model.
Consider that while a DE gets his one time 45,000 credit payment for a medical droid the doctor who bought it can use that droid for month after month with only a few credits payed for batteries while at the same time the doctor is reaping 3,500 credits or more per hour for each person he buffs. The droid engineer is not even playing in the same galaxy as the doctor (or chef, or weaponsmith, or armorsmith) in terms of revenue potential.
I have made a point in this post to not offer any solutions. I think that the solutions so far posted are solid and try to take into account a wide variety of concerns. It is the argument for they implementation that has to be made and that is why I made this post.
DE's as well as the other infinitely durable professions need decay. They need a decay system that is effective, is usage based like other decay systems, and they need it now.