Droid Engineer Archive

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

ArdenStarmariner
Thu Sep 09, 2004 1:13 pm
#1

Hand built should have an advantage over factory built. Best droids should be the fully tinkered ones. Exactly how this should work, well, don't really have an input on that right now.

In addition, the reverse engineering stuff from JTL should be borrowed. It should be possible for a DE to reverse engineer a rare looted droid component to produce a one-time superior droid component module. However, without condition decay, such droids with the superior components would slowly increase in number on the server. They aren't removed the way loot crafted weapons are. That's bound to have a bad long term effect.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
MissileToad
Thu Sep 09, 2004 1:24 pm
#2

I think I like the idea, but...


What about professions in which you need highly experimented yet factory identical components like Combat Medic or Doctor?



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

TheRealTK421
Thu Sep 09, 2004 2:00 pm
#3

Note: Any posts I make in this thread (unless otherwise stated) are just my personal opinion. If the DE community comes down heavily against some kind of move of this kind...I will obviously back your wishes. This isn't a personal crusade on my part (far from it). Just an attempt to open up the dialog that relates to some core crafting system issues and such...






Mightion wrote:



I'm a bit torn, myself. On one side, if I manage to make the uberest R2 unit possible, then I should have the right to crank them out in factories.


That "right" needs to come with a cost of some kind though, man. It's our right to use Level 6 Item storage modules...the cost is that you have to use AS parts to do so. To every reward, there has to be a 'risk'. Right now, with most factory crating situations, there's simply no risk at all. That has to change....(IMO).


On the other side, given custom orders and the need to "grind" for exp for Force-sensitive crafting exp, I wouldn't mind hand-crafted final combines be given some type of bonus when I make a custom droid - say, I can get the HAM a little higher or improve it's battery efficiency a bit.


See....now you're thinking like we were. There's nothing inherently better about hand-crafting anything in most all crafting situations. For the most part, use of factories is always better. That's not balanced correctly and only leads to massive stocking in several markets of the absolute "best" _______ that's possible.


Final combines, mind you. I don't think subcomponents need to benefit from hand crafting, at least when it comes to droids. Weapons, and armor might be a different story.


Well,bear in mind, the type of change we were kickin' around was a core crafting design issue. If it hits Armor and Weapons, it'll need to hit us too. The devil's in the details, of course, but we're talking about a change that will affect any/all crafting situations across the board. This is analagous to the Combat Balance/Revamp....just for crafting.


EDIT: Keep in mind, though... if it comes to pass that you can make better items with hand-crafting, you're just gonna have people saying it's "unfair" they can't run that item then in their factory.


....maybe. But the 'fair' tradeoff here is that the hand-crafters can't crank out as many items.

Like I said....a tradeoff. A choice.

Right now, there's no real choice to be made. You pretty much will use a factory to make that "best" item. If the change we are discussing can be worked out, there will need to be a decision made by both client / crafter on how they'd like to proceed.

Just keep in mind that all aspects of the game should revolve around some kind of 'Risk vs. Reward' scenario.




/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."


JavelinCatcher
Thu Sep 09, 2004 2:29 pm
#4




This is going to get long....bear with me.





TheRealTK421 wrote:

Heya, all...

So, I figured I'd start a place where we could bring together all the viewpoints and such on this issue.

The short version is that there was/is an idea (or potential initiative) to change crafting about some so that there's a choice to be made when deciding to use factories or hand-craft in relation to the 'quality' of the final product.

This is a very big evil can of worms you've opened up.

The potential tradeoffs might be:

Factory use:

Pro: More product with less work (since the factories do it for you)


Con: Slightly less potential 'quality' than a hand-crafted item


Hand-crafting:


Pro: Slightly higher quality than would be possible in comparison to building via factories


Con: Longer build times / lower inventory possible


Ok, I think your pros/cons are slightly out of whack. First, doing the math for the exact amount of resources needed for [x] components in order to acheive [y] amount of product takes effort. In some cases, I think making sure you have enough components for [y]product runs is a lot of work. I don't see how much "less work" there is between hand crafting and factory crafting. The difference is in preparation.


Second, it takes longer for a factory to make a item than hand craft it. Don't believe me? Race the factory one time making R3 chassis. The BIG difference is that you don't have to be sitting logged on to make the items.


There are already viable tradeoffs between factory use and hand crafting/customised products.


Right now, this is all just talk. There are no official plans to do this or make any such change. It is simply something that came up between the crafting Corrs. at the SWG Summit. We'd like to hash this issue out and see if there's merit to it and if it can be done in a way that 'balances' correctly.


I just want to appologize now, 'cause I'm the one that got this whole thing started by asking "what did the correspondants talk about besides the CB/CR?".


Some notes to consider:



We need a way to ensure that the "best" in the game can't be simply be thrown up en masse to a vendor.




The "best" weapon and armor will never be "thrown en masse to a vendor" because they require loot components. As AudioOrgana stated before, the Architect's problem with managing qualityof their end products is their problem, not a universal crafting issue.



We need a way to ensure that there's an actual 'rares' market that has some kind of value or meaning.




Personally, if you really want to push "Rare DE products" then push for some loot enhancement. DE's (myself included) are notorious for not stocking vendors well due to the amount of options available to us (even before publish 7/8) and you'll find more often than not going to that it is not very well stocked.



We need a way to provide some decision or tradeoff on the part of both the crafter and his/her client.




Tradeoffs are already part of the end product. Variables in chassis, modules etc. If you're talking about weapons and armor, then there's the combat balance to make sure HAM costs become more of a tradeoff (that solves the problem for WS/AS). Chef's have tradeoffs on filling/uses/bonus for food.



This change (done right/well) would make the crafting game a lot more dynamic and interesting...hopefully.




I disagree. All it means is people will make stuff more by hand than with a factory.



There are no bad ideas, viewpoints or opinions (just make sure to be nice and respect the other peeps issues).


I'll leave this with a quote I love on the matter from the venerable Mark Twain:

"That which we obtain too cheaply, we value too poorly."


I get the impression that you think that people arn't charging enough for goods? Personally, I think stuff costs a lot already in every galaxy ....with the possible exception being TestCenter. (I have to admit, TestCenter is a great server for starting from scratch with the kinds of prices they have there!) As I said before, this is a big economic decision with larger ramifications. If a change like this occurs, I'm fairly certain the cost of every product will increase at a larger rate. Is this what we want?


Everyone seems to scale things in terms of # ofJanta missions nowadays (especially the Doc's). You still have to think about the noob who want a laser rifle or a scout blaster, and not just the Master Rifleman who wants a Krayt T21 or a Master Pistoleer who wants a DE-10. I'm exagerating, but I think I've made my point.



Please..........................do not flame here. I plan to have the Devs pay attention to this discussion if/when the time comes.



/bow

Respectfully,





I do NOT want to see industrialists punished for using a factory.


[Edit: stupid HTML]

Message Edited by JavelinCatcher on 09-09-2004 05:35 PM



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

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

CUAlpha: Team Droid Engineer
Jenden
Thu Sep 09, 2004 2:59 pm
#5


I think that having a difference between hand crafted items and factory made items is a great idea. It makes sense, and it would provide a real market for custom item salesman. While this isn't much of an issue for DE's, I think this is something weaponsmiths and armorsmiths are really missing out on. As it is there's absolutely no inscentive for them to make custom orders (other than obscenely priced loot component stuff). This was the primary reason I never even thought about picking up AS, WS, or Architect (and I know a couple people who have quit due to the lack of possibilities).



Couple responses to JC:

First, doing the math for the exact amount of resources needed for [x] components in order to acheive [y] amount of product takes effort. In some cases, I think making sure you have enough components for [y]product runs is a lot of work. I don't see how much "less work" there is between hand crafting and factory crafting. The difference is in preparation.


While it does take some math to make sure you've got enough components for a factory run of x droids, it isn't that much work and doesn't take much time. I've done some large runs of droids and didn't have any problems getting all the math right.


Second, it takes longer for a factory to make a item than hand craft it. Don't believe me? Race the factory one time making R3 chassis. The BIG difference is that you don't have to be sitting logged on to make the items.


Yes, and you can have 20 factories running at the same time making your parts, your factories will continue to make your parts while you sleep, and you can do other things while the factories make the parts. The time taken doesn't matter in my opinion, its the amount of time it costs you yourself.



The "best" weapon and armor will never be "thrown en masse to a vendor" because they require loot components. As AudioOrgana stated before, the Architect's problem with managing qualityof their end products is their problem, not a universal crafting issue.



Its adding another layer of quality to items. For DE's and Architects this means there's 2 layers instead of one, and for WS's and AS's it means there's 3 instead of 2... Hand crafted items won't be as high quality as the loot stuff, but will be more common (and therefore cheaper), whereas factory items are even lower quality but will be much cheaper and sold in bulk.



Personally, if you really want to push "Rare DE products" then push for some loot enhancement. DE's (myself included) are notorious for not stocking vendors well due to the amount of options available to us (even before publish 7/8) and you'll find more often than not going to that it is not very well stocked.



It may just be me, but I hate the idea of loot components... People expect you to always have them and you can't go get them yourself (so you have to spend more than they're worth buying them from other people).



If a change like this occurs, I'm fairly certain the cost of every product will increase at a larger rate. Is this what we want?


The cost of current quality products shouldn't increase, just the cost of higher quality hand crafted items. People will go for what they can afford.


I do NOT want to see industrialists punished for using a factory.


I don't think its about punishing industrialists, its about promoting those who run a custom order business. For most people the desire to not interact with other people is stronger than the want for slightly better items, so I don't think industrialists will really be hurt too much.

Message Edited by Jenden on 09-09-2004 03:09 PM



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 09, 2004 3:01 pm
#6






JavelinCatcher wrote:



TheRealTK421 wrote:


Heya, all...

So, I figured I'd start a place where we could bring together all the viewpoints and such on this issue.

The short version is that there was/is an idea (or potential initiative) to change crafting about some so that there's a choice to be made when deciding to use factories or hand-craft in relation to the 'quality' of the final product.


This is a very big evil can of worms you've opened up.

Hey....it's ME!



The potential tradeoffs might be:

Factory use:

Pro: More product with less work (since the factories do it for you)


Con: Slightly less potential 'quality' than a hand-crafted item


Hand-crafting:


Pro: Slightly higher quality than would be possible in comparison to building via factories


Con: Longer build times / lower inventory possible


Ok, I think your pros/cons are slightly out of whack.

It was just a very basicstatement to give abackground for what thecrafting Corrs. had kicked around. I understand there's energy / maintenance costs, lot costs, etc.


First, doing the math for the exact amount of resources needed for components in order to acheive amount of product takes effort. In some cases, I think making sure you have enough components for product runs is a lot of work. I don't see how much "less work" there is between hand crafting and factory crafting. The difference is in preparation.

That's true. After awhile, it's very possible to have set 'runs' setup such that you only need really do such preparation once. Once you have your system in place all you need to do is 'crate-by-numbers' and it's a done deal.

It wasn't the prep-time that was as much of a concern. I think you'd save a TON of time using factories (with preparation) in comparison to the time needed to hand-craft the same number of items, for us anyway. Yes?


Second, it takes longer for a factory to make a item than hand craft it.

But you don't need to be there to do it. Also, this depends partly on how the hand-crafting is done.
If you're parting the whole thing from scratch...that wouldn't be true of more complex products.



Don't believe me? Race the factory one time making R3 chassis. The BIG difference is that you don't have to be sitting logged on to make the items.

Well, I know that I can make 124 R3 Adv. chassis with a factory faster than I could by hand. Do you not agree?


There are already viable tradeoffs between factory use and hand crafting/customised products.


Right now, this is all just talk. There are no official plans to do this or make any such change. It is simply something that came up between the crafting Corrs. at the SWG Summit. We'd like to hash this issue out and see if there's merit to it and if it can be done in a way that 'balances' correctly.


I just want to appologize now, 'cause I'm the one that got this whole thing started by asking "what did the correspondants talk about besides the CB/CR?".

Don't apologize. I think I actually brought it up (or would have eventually). Where it started doesn't matter...it's where we finish that counts.



Some notes to consider:



We need a way to ensure that the "best" in the game can't be simply be thrown up en masse to a vendor.




The "best" weapon and armor will never be "thrown en masse to a vendor" because they require loot components. As AudioOrgana stated before, the Architect's problem with managing qualityof their end products is their problem, not a universal crafting issue.

This isn't just an Arch thing though. The looted comp. thing is noted and is definitely something to consider.



We need a way to ensure that there's an actual 'rares' market that has some kind of value or meaning.




Personally, if you really want to push "Rare DE products" then push for some loot enhancement. DE's (myself included) are notorious for not stocking vendors well due to the amount of options available to us (even before publish 7/8) and you'll find more often than not going to that it is not very well stocked.

It's not just our market..it's all of them. Player sare (were?) suppose to craft the best possible items in the game. That's not really the case for us as we well know. All MDEs make the same Level6 Medical module whether it's hand-crafted or crated. As it stands right now, we have no real practical "reward" for hand-crafting anything. As it relates to a 'rares' market for us, there would need to be inclusion of something that would make this possible at all.

Example: "Level6(Enhanced)Medical module" - produced via hand-crafting Med. Module with, say, tissue from a BE or components from a Master Doc box item.



We need a way to provide some decision or tradeoff on the part of both the crafter and his/her client.




Tradeoffs are already part of the end product. Variables in chassis, modules etc.

You'retalking about the product (R2,Probot, etc) instead of the quality available between identical products. That is, why is one MDEs R2 clearer "better" than anothers? Right now...they aren't.

If you're talking about weapons and armor, then there's the combat balance to make sure HAM costs become more of a tradeoff (that solves the problem for WS/AS). Chef's have tradeoffs on filling/uses/bonus for food.

Okay....but there's no unified standard. The fundamental issue here came up as a way to try to standardize the crafting systems and attain some kind of reason to hand-craft in comparison to always using factories.



This change (done right/well) would make the crafting game a lot more dynamic and interesting...hopefully.




I disagree. All it means is people will make stuff more by hand than with a factory.

Mmmm....maybe. The choice is there. This sort of harkens back to the one-day Crafting Experimentation change. Use a factory and get more convienence, inv. space, etc. but with a slight 'quality' hit. Use hand crafting and get a slightly better product that takes a bit longer to create(in any sort of quantity)



There are no bad ideas, viewpoints or opinions (just make sure to be nice and respect the other peeps issues).


I'll leave this with a quote I love on the matter from the venerable Mark Twain:

"That which we obtain too cheaply, we value too poorly."


I get the impression that you think that people arn't charging enough for goods?

Mmm...not that, so much. I think that some items aren't retaining their value in relation to what's needed to create them (especially using factories). Perhaps this is a server-dependent thing. /shrug


Personally, I think stuff costs a lot already in every galaxy ....with the possible exception being TestCenter. (I have to admit, TestCenter is a great server for starting from scratch with the kinds of prices they have there!)

I'd say that move Live servers have economies that are out of whack somewhat. TC seems a lot more close to where each Live server really should be...but that's just me.

Stuff may cost a lot, true. But the ease of obtaining the credit necessary to get said product is even easier. An example: A Doc can buy a 110 Med droid and recoup his costs in, what, maybe minutes? That's insane.

I know we can't really fix that overnight or anything...I'm just saying that it seems like the scales are out of balance (to me) and it would be good and healthy to see what (if any) kind of adjustments can or should be made. If the scales are fine...that's cool. It's all just talk.



As I said before, this is a big economic decision with larger ramifications.

That'swhy it's all justtalk. We're really in avery informal information gathering stage on this,JC.


If a change like this occurs, I'm fairly certain the cost of every product will increase at a larger rate. Is this what we want?

Yup...I do. Cause then having the "best" means more than it does now. When everyone can have the best of everything without proportional effort/time/money to obtain it...it loses its value. Do we want THAT?

Keep in mind, I'm not just talking about droids. I'm talking about every craftable across the board here.


Everyone seems to scale things in terms of # ofJanta missions nowadays (especially the Doc's). You still have to think about the noob who want a laser rifle or a scout blaster, and not just the Master Rifleman who wants a Krayt T21 or a Master Pistoleer who wants a DE-10. I'm exagerating, but I think I've made my point.


Yup...points made (and quite well too). It's great to have these opinions out there so that we can try to see what changes, if any, would be healthy for the economies and good for the crafting game. I just urge you all to keep an open mind on this (as I do). I don't want you all thinking I'm sold one way or another. As an industrialist type myself...remember that this would hit me where I 'live' too...





I do NOT want to see industrialists punished for using a factory.



Punished? No.

Having to face a tradeoff of some kind for the benefits factories bring? You bet.

Justconsider this question, which we crafting Corrs worked from,for yourselves...(assuming a Master level crafter with access to factories)...

Why hand-craft? What's the "reward"?







/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."


Zorkk
Thu Sep 09, 2004 3:15 pm
#7

One suggestion I can throw out there, and it just comes from the FS crafting quest unlock,


perhaps have the option to tune all hand crafted items? as a final stage of the crafting tool, allow you to get 1-5% extra experimentation if you 'tune' it right.


I'm a DE that hand crafts pretty much all my final deeds. the one exception so far is the bomb droids.....All my vendors have 70+ droid deeds in stock, of all different sorts & colors all Hand crafted.(not components) While it would be nice to have something 'extra' to make hand crafted better, I would really prefer some quests to be written, that involve crafting, that gives us FS xp for doing them! but that's neither here nor there


The best idea i can come up with involved droid decay.. lol... if droids decayed, it would be logical to make 'mass produced' items decay faster, or hand crafted to not decay as fast...


I've always wondered why the factories never produce 'duds'. say a .05% chance on each item in a crate that it's a 'dud' and will come out of the crate as "broken".


Can't think of anything else right now, but if i do, i'll be sure to add them.


Z




Zorkk the Droidsmith
Force Sensitive Crafting Master
Mayor of Mos Athens, Tatooine


Straker_Atrella
Thu Sep 09, 2004 3:19 pm
#8

Well I posted on the other thread, but I will move my thoughts here.


First, I am totally against the assumption that people are cranking out hundreds of uber items, then putting them on a vendor. Those are not uber items, those are standard items. A standard item becomes Uber when it gets that 35% damage or 45% speed slice. However, due to the randomness of slicing, your not going to see a vendor full of those items. So part of what your truly talking about is already in the game.


The truly uber items are those built with Loot drop parts AND get a good slice. No way you can factory those at all.


I just don't see what the problem is honestly. If you want more hand crafted items, add more loot drops that can't be factory ran.


On Factories:


Pros: They make crates of componants or items, that can easily be stored. They keep making these items, no matter what the owner is doing. They are all the same quality, no better or no worse then the schematic that was put in them.


Cons: They take longer then Hand Crafting. They take power and maintenanace. They take up lots. For every factory you have, you are losing a harvestor. You need large amounts of identical resources to make them work.


As you can see, there are already pro's and con's for using factories. You see them as a crafter however, not as a consumer on the final product.



On Handcrafting:


Pros: It's faster. You have more options and choices. All items are not identical. You are not tied to your factories, you can build anywhere.


Cons: It may take you many many tries to get a good final build.


Again, pros and cons already exist.



Now in general on the concept.


It was said before that Hand Crafted RL items are the best in the world. While true to some extent, some things require a precision and complexity that can only be done consistently using machines. Is hand crafting more efficient if it takes you 20 times to get 1 item right? Not really. In fact, this is close to what we do right now, experiment until we get a good result, then put that in a factory.


I'm not against hand crafting, a large portion of my droids are hand crafted, I'm against the idea that Hand Crafting in general should be better. There are already pluses and minuses to both types, if you want more hand crafted items, add things that can ONLY be hand crafted, like loot drops.


I think that large amounts of identical items, such as armor, is GOOD. In real life, people are forced to accept that some people will have more and some people will have less. They play the game to have fun and to get away from real life. People LIKE to know that the armor they are wearing is as good as the server can make. They still have to get it sliced, which is luck, but they know that Joe rich dudes armor started out the same. They feel equal.


Making hand crafted items better on a large scale and significant degree is bad for the game. First, obviously, Hand crafted items will be in smaller scale. The rich will buy them first, or a majority of them. This means that your taking the best gear in the game and putting it into the hands of the few. Not only does this cause resentment and disgruntlement from those who cant afford it, it is bad for game balance.


Let's say the devs make a new dungeon, good loot, and a lot of fun. They make it challenging for the majority of the player base. However, that upper 10% with the hand crafted stuff, performs far better inside. They end up with MORE loot and getting richer. More resentment from those who don't have it.


On top of all of these reasons, the best one against any plans for this is that the CR is coming. Droids, Armor, Weapons, and even food will play a far different role then they do now. Probably putting more variety into the crafting system as a result. You guys said this already.


I think that anything more then talking on this idea, at any level should wait until after the CR.



-------------------------------------------------------------------------------------------------------------------------
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.
JavelinCatcher
Thu Sep 09, 2004 3:59 pm
#9






TheRealTK421 wrote:





JavelinCatcher wrote:





TheRealTK421 wrote:

First, doing the math for the exact amount of resources needed for components in order to acheive amount of product takes effort. In some cases, I think making sure you have enough components for product runs is a lot of work. I don't see how much "less work" there is between hand crafting and factory crafting. The difference is in preparation.

That's true. After awhile, it's very possible to have set 'runs' setup such that you only need really do such preparation once. Once you have your system in place all you need to do is 'crate-by-numbers' and it's a done deal.

It wasn't the prep-time that was as much of a concern. I think you'd save a TON of time using factories (with preparation) in comparison to the time needed to hand-craft the same number of items, for us anyway. Yes?


*Sowhy did you say the factory could craft 124 R3's faster than you could?


Second, it takes longer for a factory to make a item than hand craft it.

But you don't need to be there to do it. Also, this depends partly on how the hand-crafting is done.
If you're parting the whole thing from scratch...that wouldn't be true of more complex products.


I agree you don't need to be there to do it. Which would you rather be doing, being escorted by elites through the DWB or making sure your vendor is stocked?



Don't believe me? Race the factory one time making R3 chassis. The BIG difference is that you don't have to be sitting logged on to make the items.

Well, I know that I can make 124 R3 Adv. chassis with a factory faster than I could by hand. Do you not agree?


*I don't agree. If all sub components are crated, I can crank out 5 chasis in less time than a factory does using 5 crafting tools. The timer on the factory is what? 120 something (I don't recall offhand). The timer on the crafting tool is much less.

Some notes to consider:






We need a way to ensure that there's an actual 'rares' market that has some kind of value or meaning.




Personally, if you really want to push "Rare DE products" then push for some loot enhancement. DE's (myself included) are notorious for not stocking vendors well due to the amount of options available to us (even before publish 7/8) and you'll find more often than not going to that it is not very well stocked.

It's not just our market..it's all of them. Player sare (were?) suppose to craft the best possible items in the game. That's not really the case for us as we well know. All MDEs make the same Level6 Medical module whether it's hand-crafted or crated. As it stands right now, we have no real practical "reward" for hand-crafting anything. As it relates to a 'rares' market for us, there would need to be inclusion of something that would make this possible at all.

Example: "Level6(Enhanced)Medical module" - produced via hand-crafting Med. Module with, say, tissue from a BE or components from a Master Doc box item.


Ok, the level'ed modules. It's my feeling now thatthis was a borked system to even begin with. At most we should have had 2: standard and advanced both with experimental maximums (ex: standard has the range from 1-3; advanced has range from 4-6). It just hasn't been a priority issue for us since we have other larger issues.


Already, the majority of the level 6 modules have their own gate: Lidium Extrusive ore andDioxis Inert gas anyone? You're lucky at this point if those have spawned on your server 5 times in the last year.



We need a way to provide some decision or tradeoff on the part of both the crafter and his/her client.




Tradeoffs are already part of the end product. Variables in chassis, modules etc.

You'retalking about the product (R2,Probot, etc) instead of the quality available between identical products. That is, why is one MDEs R2 clearer "better" than anothers? Right now...they aren't.


If 2 DE's used the same resources and crafted them both by hand, what's the difference then too?

If you're talking about weapons and armor, then there's the combat balance to make sure HAM costs become more of a tradeoff (that solves the problem for WS/AS). Chef's have tradeoffs on filling/uses/bonus for food.

Okay....but there's no unified standard. The fundamental issue here came up as a way to try to standardize the crafting systems and attain some kind of reason to hand-craft in comparison to always using factories.


Right now, you use factories if you have the resource stockpile....hand craft if you don't. This is more obvious to those using organic resources that have to be harvested (hide/meat/bone). What you are thinking of is the fact that WS/Arch/DE can mass produce items because harvesters harvest so much ...again, while we're away from the keyboard. With Armorsmiths, you have to pay huge contracts to get the hide you need. I've seen some chef's that will buy practically any meat in order to keep stock.


I'll leave this with a quote I love on the matter from the venerable Mark Twain:

"That which we obtain too cheaply, we value too poorly."


I get the impression that you think that people arn't charging enough for goods?

Mmm...not that, so much. I think that some items aren't retaining their value in relation to what's needed to create them (especially using factories). Perhaps this is a server-dependent thing. /shrug


Personally, I think stuff costs a lot already in every galaxy ....with the possible exception being TestCenter. (I have to admit, TestCenter is a great server for starting from scratch with the kinds of prices they have there!)

I'd say that more Live servers have economies that are out of whack somewhat. TC seems a lot more close to where each Live server really should be...but that's just me.


/agree

Stuff may cost a lot, true. But the ease of obtaining the credit necessary to get said product is even easier. An example: A Doc can buy a 110 Med droid and recoup his costs in, what, maybe minutes? That's insane.


Ok, the Doc issue. I've seen lines of 50 people long waiting on 1 Doc. I know players that won't play without getting a buff first. To me, that's just wrong. That is the reason why they can recoup that kind of money in minutes. If I see anything I wish I could see come out of the CB ...it's to see that concept go away. (Yes, I've played a Master Doc before).


If a change like this occurs, I'm fairly certain the cost of every product will increase at a larger rate. Is this what we want?

Yup...I do. Cause then having the "best" means more than it does now. When everyone can have the best of everything without proportional effort/time/money to obtain it...it loses its value. Do we want THAT?

Keep in mind, I'm not just talking about droids. I'm talking about every craftable across the board here.


Proportional time/effort/money is very relative. As a Master DE, if any of my RL friends started playing tomarrow I'd give him a Droid and a top-notch CDEF weapon at no charge. Expand this to guild operations and people can get all sorts of things without spending the time/money/effort to obtain them. You can't really limit that.


Everyone seems to scale things in terms of # ofJanta missions nowadays (especially the Doc's). You still have to think about the noob who wants a laser rifle or a scout blaster, and not just the Master Rifleman who wants a Krayt T21 or a Master Pistoleer who wants a DE-10. I'm exagerating, but I think I've made my point.


Yup...points made (and quite well too). It's great to have these opinions out there so that we can try to see what changes, if any, would be healthy for the economies and good for the crafting game. I just urge you all to keep an open mind on this (as I do). I don't want you all thinking I'm sold one way or another. As an industrialist type myself...remember that this would hit me where I 'live' too...






I do NOT want to see industrialists punished for using a factory.




Punished? No.

Having to face a tradeoff of some kind for the benefits factories bring? You bet.


As Audio put it, you would be punishing them for mass producing. As I said before, there are already tradeoffs.

Justconsider this question, which we crafting Corrs worked from,for yourselves...(assuming a Master level crafter with access to factories)...

Why hand-craft? What's the "reward"?


The Ability to use looted components and to make a product that is customized to the user (colors anyone?)

Allow me to ask the contrary question: Why waste the lots, the power, and the resources to make a schematic and use a factory?














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

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

CUAlpha: Team Droid Engineer
Kalano
Thu Sep 09, 2004 4:28 pm
#10

I posted this in the other forum post that started this all and TK suggested I copy it here. Probaby it will get seen a lot more. lol. Anyways, here it is.


Oh, and TK, thanks for the work and effort you are putting in. It is nice to see our corrospondents thinking of new things and discussing them, even if we all don't agree on it all. Does show you guys do care.







I been thinking about this a lot so i haven't posted for a few days. I been trying to chew over everyones thoughts and opinions, and no one is wrong for that at all.


I think one of the biggest problems that cause this thing is the fact of experimentation. It is stuck in a way so that the up and comers have to grind a long time to get anywhere competitive. And we all know how fun, time consuming, and costly grinding can be.


I know this is against the devs orginal thoughts and feelings one how crafting its, but I honestly think that if you become a novice, you should be allowed to have 10 or maybe just 9 experiment points, leaving the last 1 or 2 for master only. This would reduce the amount of grinding, and also open up one teir for new crafting items or a reoginization of where the items are place.Items placed in a way of one teir being final product and the new open teir being all the required items for the final product.It would open a whole new style of game. You could end up possably with items of all types of qualities and people can then pick and choose how far to go up. It would allow a crafter to pick and choose what he/she wants to create.

It would open people to do many different crafting things, and maybe be a better combat or crafter, even master merchant and not have to compete on every level just to get a business going. Maybe it will allow someone to just to create the resistant armor attachments which they sell to someone else who decieds they want to make the best chitin armor but not wanting to grind to master. This of course will work best after a CB/CR that, urg.....i hate to say it but, nerfs composite and the other armors to be more valuable to comsumers. Maybe someone just wants to go into making only meele weapons but don't have to master weaponsmith to compete. they end up making awsome weapons but only meele since they didn't go up the other tiers. Blah blah blah blah, i think you get my point.


The other major problem i see is there is now way to have mid level items. there is no middle class in the game, either you are high class, master of some profession and able to make millions of credits in a day. Or you are poor grinding your buttocks off to make enough to get that next item that will make life a little bit easier. there is no poor man composite, there is no poor man rocket launchers. yes, there is the poor man's homes, because no one wants to pay the price for a house that is more than 3cpu. lack of reason to experiment and fine quality items for architects. There needs to be a way, which i have not figured out anything that is guarentied to work, that will create a middle class society in the game. There is not enought reason to buy a weapon that is decent, but what is decent in the game is a top quality factory made gun and the top is the one with loot drop items. Well, IMO, the only way to get close to being able to possibly make a middle class society is first to balance the combat out of the game. unfortunatly you have to buy the top bin items to compete. it is too easy for a 80%+ resist composite, buffed, master combatant to make several mill in an hour, while those who are new to the game or just creating a new characture, have nothing to start out with. Bone armor is crap, even for a new characture, it is crap. It only resist energy damage which, every critter is kinetic and only the very low end npcs do. (i am not even 50% positive on that either)


Ok, i think i know how to solve the second problem a bit, not positive on it either, but, low end items need to be more variable in it resistance, ie: bone armor, mambari, chitten, need to be able to resist possibly more damages or changed to resist different damgages. Make them worth buying and using. More types of damages on low end weapons instead of all be energy damage which is the first thing everything can resist in the game. So, basiclly, low end variety so that we can have a Walmart type vendors out there that actually are worth some merchants time and efforts.


All i can ask you is for you to chew over my post, yeah, there is probably more holes than swiss cheese but i think it might be a way to go too. Let me know what you think.



_______________________________________________________________________

Blah, Blah, Blah, Yackity, Smackity. Its all the same bull, just new packaging

Ithorians do it in stereo - Ikkoso Ylise

So long, and thanks for all the fish.
ShirkiRed
Thu Sep 09, 2004 5:02 pm
#11

I like the idea of hand crafted items being slightly better than factory items. Before anything like this is put in place though, quality needs to become a factor in DE products. Aside from a few modules and the HAM of the droid, quality is not important. Also, I think if something like this is going to be done, then modules need changed so that they give useful information.


I would really like to see all the modules changed so that usefull information is shown rather than some number or rating that doesn't mean anything or is not self explanitory. If modules/droid deeds where changed in this manner, then it would make it easier for a person to see the difference in the hand crafted or factory made items.
Lycids
Thu Sep 09, 2004 6:15 pm
#12

Lately i have been crafting a lot of droids by hand. I still do factory runs for the componets but the final assembly is done by hand. I do this for a few reasons. First off I like to add a variety of colors to my droids and i try to use it as selling point that no two droids are the same and all have been made by hand. I just do this for the role playing aspect.

My thought on this is i like the idea of hand crafted droids being of higher quality and maybe we could get an option to have factory run droids be given random color patterns. Gets a little dull to crank thirty droids with all the same color.




Lycids Thorn
Retired Jedi Knight
Dark Troll Master

Malitevv
Thu Sep 09, 2004 10:09 pm
#13


I want to say that I agree with Straker when he said that we already have pro and con tradeoff's between hand crafting and factory crafting. I don't think there need to be anymore. And I definitely think that it is a bad idea to create a situation where one style of play (hand crafting your items) is going to regularly produce better results than another style of play (not hand crafting your items). If two players invest the same resources and the same skills, they should have equal chances of producing a quality item. It should not matter whether or not the player chooses to use a factory.


Comparisons to real life that try to demonstrate why it should be otherwise don't hold any weight in my opinion. The notion that hand-crafted is better quality than machine made in real life is largely a myth. Yes, there is that TLC aspect to the hand-crafted item, but "tender loving care" is not about quality. It's about customization and out of the ordinary styles and/or colors. In short, it's about making the item unique, and not about making it higher quality. And quite honestly, that benefit of hand-crafting is already in the game. If you make your droids in a factory, they are all the same color. If you make them by hand, they will have a wide array of colors.


And to say even a little more about RL examples: complex items like guns and microchips are clearexamples of how the notionthat hand crafted is of higher quality is completely wrong. Ever try to "hand-craft" a microprocessor in real life? It is impossible. If we didn't have machines to help us with the crafting of these items, microprocessors would not exist.And the microprocessor is the closest RL example you are going to get for droids. So if you want to talk about real life, for micro-electronics at least, the notion that hand-crafted is somehow better is more than wrong. It's silly.


And consider firearms.Imagine thatsomeone gave the Los Angeles police department a billion dollar grant that had to be spent on weapons and armor for the police officers. Do you think they are going to use the extra money to hire weaponsmiths and armor smiths to hand-craft the department's arsenal since the billion dollar's means they can afford to do so?!?? Of course they aren't. And it's not because it would take too long. It's because reliability is of the utmost importance with a weapon and uniqueness is irrelevant. And the best way to ensure a weapon is reliable is to have it crafted by a well oiled machine.


In RL, the best quality items in the marketplace are high quality because somebodyput a lot of time and care into designing them. That often means that they spent extra time designing the intricacies of the machine that made the item; into designing the fine details of the "schematic" that went into that machine; into acquiring and utilizing the best quality components and resources to place into the machine.Rarely, if ever,is the quality a directresult of the fact that somebody made the item itself by hand.


The notion that machine made is lower quality comes from the fact that mass produced items that are intended to sell into the millions of unitsare intentionally made with cheap equipment and low quality materials because it saves the company money. It's wrong to assume that the low quality in such cases is a consequence of the fact that a machine was used though. The lack of hand crafting has nothing to do with the low quality of mass produced items in RL. It's a consequence ofa rush to design and the use of cheapmaterials.


I'll be greatly annoyed if the hand-crafter who uses lower quality materials than I do ends up with better quality items than I do because I chose to use a schematic and a factory.

Message Edited by Malitevv on 09-09-2004 10:13 PM



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

T.S. Eliot
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