Droid Engineer Archive
Thread: Important Crafting change!! Go read this...right now!
I need to clue you in to an important change that's on the "In Testing" forum.
It will be very much worth your time to go read this thread below ASAP.
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=7255#M7255
/bow
Respectfully,
I like this part the best...
"That may be a little confusing to follow so I will try to explain a little better with an example. Very simply, say that you have an Advanced R4droid, and we want the maximumeffectiveness for thatdroid to be no less than 50, and no greater than 100. Say that experimentation for*whatever* depends on conductivity, and thefinal assemblyrequires only subcomponents, and no resources. For the sake of argument, let's say that iron conductivity is capped at 10% of resource maximum, and aluminum conductivity is capped at 90% of resource maximum, just for sake of clarity.Ifthese two resources are used in crafting the item, but they aren't... nothing is, the maximum conductivity possible is averaged out to be 50%. With this in mind, we have set the range of values for max*whatever* on this droid to be 0. Zero. Zilch. Nada. The result of this is that with the maximum conductivity possible with these hypothetical capped resources (50%) used in the hypothetical building of this droid which requires no resources in the final assembly, the maximum *whatever* that can be achieved with thisdroid is what we wanted it to be (50% x 0 = 0)!"
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Message Edited by Virtanis on 03-12-2004 01:43 PM
Kilarny wrote:
Yeah. Means more for my Weaponsmithing than it does for my Droid Engineering...
...since half our stuff it still doesn't matter if you experiment on it.
LoL, yeah...the things I am worried about are the things that I can buy, not the things that I can make.
Virtanis wrote:
I like this part the best...
"That may be a little confusing to follow so I will try to explain a little better with an example. Very simply, say that you have an Advanced R4droid, and we want the maximumeffectiveness for thatdroid to be no less than 50, and no greater than 100. Say that experimentation for*whatever* depends on conductivity, and thefinal assemblyrequires only subcomponents, and no resources. For the sake of argument, let's say that iron conductivity is capped at 10% of resource maximum, and aluminum conductivity is capped at 90% of resource maximum, just for sake of clarity.Ifthese two resources are used in crafting the item, but they aren't... nothing is, the maximum conductivity possible is averaged out to be 50%. With this in mind, we have set the range of values for max*whatever* on this droid to be 0. Zero. Zilch. Nada. The result of this is that with the maximum conductivity possible with these hypothetical capped resources (50%) used in the hypothetical building of this droid which requires no resources in the final assembly, the maximum *whatever* that can be achieved with thisdroid is what we wanted it to be (50% x 0 = 0)!"
Message Edited by Virtanis on 03-12-2004 01:43 PM
actually, one thing I forgot to mention that I found out the other day while making some droids, adv. R4's now take some resources on the final step (some form of metal or steel, can't remember), so you can experiment on them quite a bit.
Is it more than one bar to exp on Jenden? I understand the multi-bar exp is impacted the most.
Jenden wrote:
Virtanis wrote:
I like this part the best...
"That may be a little confusing to follow so I will try to explain a little better with an example. Very simply, say that you have an Advanced R4droid, and we want the maximumeffectiveness for thatdroid to be no less than 50, and no greater than 100. Say that experimentation for*whatever* depends on conductivity, and thefinal assemblyrequires only subcomponents, and no resources. For the sake of argument, let's say that iron conductivity is capped at 10% of resource maximum, and aluminum conductivity is capped at 90% of resource maximum, just for sake of clarity.Ifthese two resources are used in crafting the item, but they aren't... nothing is, the maximum conductivity possible is averaged out to be 50%. With this in mind, we have set the range of values for max*whatever* on this droid to be 0. Zero. Zilch. Nada. The result of this is that with the maximum conductivity possible with these hypothetical capped resources (50%) used in the hypothetical building of this droid which requires no resources in the final assembly, the maximum *whatever* that can be achieved with thisdroid is what we wanted it to be (50% x 0 = 0)!"
Message Edited by Virtanis on 03-12-2004 01:43 PM
actually, one thing I forgot to mention that I found out the other day while making some droids, adv. R4's now take some resources on the final step (some form of metal or steel, can't remember), so you can experiment on them quite a bit.
Jenden wrote:
He referred to the R4, which we can't experiment on right now since it takes no resources. On TC, it takes some resources now, so you can experiment on them.
I agree with the reasons they've given for this, but since I'm a DE and experimentation is meaningless in my profession except when I am crafting storage compartments for an architect customer, this change means absolutely nothing to me.
Unless this crafting change is going to hamper my ability to reach the max module capability rating. Is that going to be the case?
Mosati wrote in reply to:
<snip>
I'm a combat player and I could personally do just fine with a current stat probot if I could heal it. I think a currentprobot with medium armor/40% armorand 1k ham would be just as powerful as my old rock beetle was with light/25% armor and 2k ham if I could heal it quickly and efficiently in combat as I could with myfavorite oldpet.
I think if the droid repair kits are good enough, this WILL be a droid invasion. A an 800 ham probot with medium/40% armor will only take 15% damage per hit,making its effective ham5333. A 4k ham cl10 BE pet with none/%14 armor will take 86% damage per hit and has an effective ham of only 4651. The big difference between them right now is that you can't heal the probot so after you fight two battles you have to wait half an hour or more to use it again. Useless! Now if the repair kits change all that, they also change the usefulness of that 800 hp probot by quite a bit.
Think again, because we now have repair kits the Devs believed that our armour gave our droids an unfair combat advantage. Our armour have been nerfed to oblivion. Our level 6 armour module still gives 40% resists but we no longer have light or medium armour. Droids have nothing but resists to protect themselves.
The very sad thing about this nerf to armour, is that no rational reason has been presented by the DEVS as to why.
Just for once, in all the 9 months of playing, I would like to know the thinking behind this, and numbers to prove the thinking.
There is a detailed rationale posted by the devs about the changes to crafting/experimentation, so why do DE's not deserve the same rationale being presented.
I do hope that someone, somewhere in DEVland reads this and tells me why, when trying to balance DE against CL10 BE pets, we have to lose the major distinguishing feature of a droid, its armour.
We cannot get a droid Buffed by a doctor
We cannot feed it Chef created enhancements
We do have batteries, albeit they have doubled the time a battery lasts, its still going to give out in combat.
SO, Devs, please do what Chrys (SOE) has done in the experimentation thread (link in TK's post above), and explain why you are doing this to our droids. I doubt there is a rational explaination, but if there is I am willing to hear it.
Thankyou