Droid Engineer Archive

Thread: A note to all the newer DE's, please read.

Straker_Atrella
Tue Aug 02, 2005 1:07 pm
#1


I just thought of what "could" be a problem in the DE world if the profession ever gets "fixed."


People need to remember that the current state of crafting just about any droid is considered bugged right now. While in the past Experimentation didn't matter nearly as much as we would have liked, it mattered a ton more then it does now. Jenden and many others are fighting to get experimentation to matter again,to includeHealth, Combat rating and many other things.


The "problem" that I see maybe is that many new DE's are coming in with the currently bugged state. They are making maxed combat droids with crafting, medical, storage and whatever. Basically perfect droids with no downside. If we ever get the system "fixed" where exp matters, and you need to pick your modules wisely (can't have it all in one droid,) they may consider it a nerf. No longerare they making perfect droids just as good as somebody with good resources.


Please remember that "fixing" the system is important, and it is not a nerf. It isrestoring it to how it should be. My best advice is to chase resources and plan for the fact that eventually things will work as they should.


The lastthingwe need if the devs fix the system is newer DE's crying Nerf.

Message Edited by Straker_Atrella on 08-02-2005 01:12 PM



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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.
RHYN0X
Tue Aug 02, 2005 1:11 pm
#2

/clap well said.



********************************************
Mathia
-Master Smuggler
-Master Bounty Hunter
-Tier 3 Imperial Navy Pilot

Vodoo
-Master Artisan
-Master Droid Engineer
-Master Merchant
Corran950
Tue Aug 02, 2005 1:15 pm
#3


/agree


I miss the days of experinmenint on droid chassis on final combine. I liked trying to beat my own personal best max ham on probots.





Corran Tristen
Master Artisan - Master Droid Engineer - Master Carbineer - Rebel Pilot 4/4/4/3
Corran DroidWorks {CDW} Reopening Soon (TM)
"If you take sexual advantage of her, you're going to burn in a very special level of hell. A level they reserve for child molesters and people who talk at the theater." Book - Firefly
- Help Control The Jedi Population, Have Your Jedi Spade Or Neutered.
FIREFLY SEASON 2: help transmit the signal



SidNitz
Tue Aug 02, 2005 1:45 pm
#4

As a newer DE I guess I would be part of the target audience for this post. I'm all for having experimentation matterand having a maxed combat droid take more than a single combat module and a couple armor modules installed, but have we ever heard that droid crafting isn't working as intended? I don't think I've caught any officially confirmed communique to that effect in the couple of months I've been lurking this board. It's totally possible I just missed it though.


I think the devs need to be proactive and *gasp* post some info one way or another (ie:lack ofexperimentation is a bug or isn't a bug) and then announce (to DE's andthen thegeneral player base)the bug fix/mechanics change prior to implementation in live if they want tominimize cries ofnerf.


I can also seealot DEs with PO'd customers screaming at them when their 75K creditcombat droidthat could solo a couple of CL20-25 mobsthe night before can't take out a single CL10 if this process goes like the majority of past SWG fixes/changes I have experienced seemed to.


Just my thoughts on the subject, FWIW...



Os'khar Ackbhar, Mon Calamari - Master Droid Engineer - Master Merchant - Master Artisan - Novice Marksman - Novice Scout
Sullik Kree, Ithorian - Master Musician - Novice Smuggler - Explorer - Novice Medic - Fledgling Pilot
SHADOWFIRE - Visit AKTeknik Showroom & Cafe @ -400 -5570, Coronet
Tien Tzen, Zabrak - Teras Kasi Master - Master Swordsman - Field Surgeon
Syliene Skyed'oh, Twilek - Novice Carbineer - Explorer & Hunter - Emergency Technician & Stimpack Chemist - Novice Entertainer - Novice Artisan
RADIANT
Hyung Tso'lo, Transdoshan - Rogue - Teras Kasi Novice - Novice Creature Handler - Emergency Technician, Field Stabilizer, & First Responder
SUNRUNNER
Straker_Atrella
Tue Aug 02, 2005 1:54 pm
#5

Thx for the input, I agree 100%, I recently asked Jenden to try and get clarification of if the armor and Combat system is bugged or not.


I don't think customers are really that big of a problem. In todays world of million credit weapons and armor, to most people 75k isn't much. Most people I know totally understand that the DE profession is broken and want it fixed.


I'm not against if the currently made droids stayed level 30 for example though.





-------------------------------------------------------------------------------------------------------------------------
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.
Xrystal
Tue Aug 02, 2005 2:27 pm
#6






SidNitz wrote:

As a newer DE I guess I would be part of the target audience for this post. I'm all for having experimentation matterand having a maxed combat droid take more than a single combat module and a couple armor modules installed, but have we ever heard that droid crafting isn't working as intended? I don't think I've caught any officially confirmed communique to that effect in the couple of months I've been lurking this board. It's totally possible I just missed it though.


I think the devs need to be proactive and *gasp* post some info one way or another (ie:lack ofexperimentation is a bug or isn't a bug) and then announce (to DE's andthen thegeneral player base)the bug fix/mechanics change prior to implementation in live if they want tominimize cries ofnerf.


I can also seealot DEs with PO'd customers screaming at them when their 75K creditcombat droidthat could solo a couple of CL20-25 mobsthe night before can't take out a single CL10 if this process goes like the majority of past SWG fixes/changes I have experienced seemed to.


Just my thoughts on the subject, FWIW...






Well, if you take into account the following Publish 18 notes for Droid Engineer changes, you may see what we are wondering:


Droid Engineer:



  • Droids crafted without either a combat module or armor module are level 1. (Working as described)
  • Droids with either combat or armor modules will now increase the level in 5 unit increments up to a maximum of 30.
  • Crafting a droid with combat modules will increase min damage, max damage, to-hit, and give the droid the ability to attack your current target. Combat modules will also add a bit of armor.
  • Crafting a droid with armor modules will increase its general protection armor value at a greater rate than combat modules, and will also increase the droid's defense value. Armor modules will not affect the droid's to-Hit or min and max damage attributes.
  • Players with older droid deeds and pcd's will be fixed retroactively. (This worked too)

At the moment 1 combat module and 1 armor module gives you level 30. I would guess that the 2nd description could mean that a single armor of a specific level will give youa set value:


Level 1 - Level 5 , Level 2 - Level 10 , Level 3 - Level 15, Level 4 - Level 20 , Level 5 - Level 25 , Level 6 - Level 30


Now, regardless of how many combat modules you have in a droid the result is the same. Kinda makes the 3rd description slightly wrong as damage doesn't change.


Item 4 initially works but then it looks like some other code kicks in when you store the droid which then validates the armor effectiveness and corrects it. However, I can't recall where the armor min max values were taken from as they are not listed here. So maybe what we have now is correct (compared to other pets anyway).


So, even if we give the devs benefit of a doubt that most of what we have is now standard, we can't ignore the fact that the Combat Rating no longer has any affect on the end result. Which by their own description should.

SidNitz
Tue Aug 02, 2005 2:59 pm
#7

I definitely agree items 2 &4 in those notesare unambiguous bugs, IMO. Item 3 seems not so clear to me as they don't seem to mention stacking combat modules at all and the statement by itself seems to be true.


Regardless, I wouldn't see the fixing of any of these as a nerf personally,but I think it would feel alot less like one to those who wouldsee them as a nerf if these fixes are clearly described as fixes to long standing bugsand notchangesto the droid crafting process.



Os'khar Ackbhar, Mon Calamari - Master Droid Engineer - Master Merchant - Master Artisan - Novice Marksman - Novice Scout
Sullik Kree, Ithorian - Master Musician - Novice Smuggler - Explorer - Novice Medic - Fledgling Pilot
SHADOWFIRE - Visit AKTeknik Showroom & Cafe @ -400 -5570, Coronet
Tien Tzen, Zabrak - Teras Kasi Master - Master Swordsman - Field Surgeon
Syliene Skyed'oh, Twilek - Novice Carbineer - Explorer & Hunter - Emergency Technician & Stimpack Chemist - Novice Entertainer - Novice Artisan
RADIANT
Hyung Tso'lo, Transdoshan - Rogue - Teras Kasi Novice - Novice Creature Handler - Emergency Technician, Field Stabilizer, & First Responder
SUNRUNNER
Infje
Tue Aug 02, 2005 4:10 pm
#8


Very pro-active post, but at the rate Devs "fix" anything, it might well be July 2031 before we see any changes that major.


I am also a new DE, butcompletely agree on putting experimentation and resource quality back in the equasion. For example, one would expect combat modules to increase a droids defensive/offensive capabilities with algorithms to dodge bullets/aim better/etc. The quality of the resources/experimentation used by a DE should be the main influence in a droids overall structural strength (health).


I built my first combat droid yesterday, and you can imagine my extreme disappointment when I realized that my freshly-harvested 995 OQ chemicals had no bearings whatsoever on the droids overall health.


From my first glimpses into the DE profession, it seems like there are so many opportunities to make DE incredible amounts better. And the devs seem to forego all of them




Faelyn Kartho :: Nerfed Glowstick Newbie
Imaladris
Tue Aug 02, 2005 6:21 pm
#9

Good post yet again Staker.



Olo'rin
-Former12pt Master Droid Engineer -Still selling Droids until I run out-
Venodors:Caerbannog, Naboo(-3141,-2),MO Dantoonie, Coronet, Corellia-On Planetary Map
Squygxicus
Tue Aug 02, 2005 11:10 pm
#10

I like the new system. It fits the concept of a droid for everyone. Being more flexible in the configurations I think help the profession. You can max out a DZ70 now with one combat mod and one lvl 6 armour and still have one slot left over for whatever. You can make a CL 30 droid like that, and keep the price low or load up an R3 with a bunch of other modules to help out specific professions. If all the modules were working as intended you could tailor make a droid for scouts with trapping modules, a medic with a medical module and maybe a bunch of stim modules. A total battle bot with all auto repairs, etc., etc., etc., Maybe there will be a larger market with the way it works now.


If it is broken who knows how long it will take to fix it. I would like to see HAM working out a bit more along the lines of better resources creating more "HP's", but I can live with the way it is now.


And really these are only max CL 30 droids. If 80 is max they are still less than half as effective. Its not like they are game breakers or anything.


Squygxicus
Wed Aug 03, 2005 5:04 am
#11

With the CL all I meant was if the max CL in the game is 80 (character) then 30 for the droid isnt that overpowering.


I understand where you are coming from. But I like the look and feel of these "unique" combat droids. A scout might actually use a droid now that he can get combat and still combine modules that allow him to throw traps. I can see him actually purchasing more than one combatdroid too, one with combat and 5 trap modules and one with combat and healing, or heck if he wants a good distraction one with combat and all auto repair.


Its not this system or the last system that have created the problem of "never decaying droids" that was always here. At least this way, the new characters might be able to get a straight combat droid for less (DZ70), discover there is actually a use for droids and after they "tweak" their character, come back for a little more diversity.


Im all for the chassis' having extra abilities. But in a way the Probot is still better combat than the R3 if it is now the only ranged droid, and it fires faster. You still can produce a better combat droid with a Probot than an R3, its just that the R3 has that extra module for any add on abilities. It just feels with this system, I can actually have more variety on my vendor instead of the LE with one combat and two auto repair, the Probot fully tricked out with combat modules or the R3 fully tricked out with combat modules.

Zenoee
Wed Aug 03, 2005 5:45 am
#12

I agree Straker. This is something I have feared. When the system gets 'fixed', if it's not already, some will see it as a nerf. I do feel if they change it back to stacking combat mods, that the droids with 1 combat and 1 armor should be fixed to the new system. I hate to think of all the angry customers, but when things change like this in a system it should be retroactive. The 'super' probots you hear about from 'back in the day' should, and I guess did, fall down a notch when the system was changed. It does seem like nerfing but all droids should fall under what ever system of checks and balances we have. We as players did during the CU.


I have wondered and even posted to this effect, 1 and 1 the new way or a bug. I feel the all-in-one may have been put in to try to stimulate the droid market by the devs, even if most of us DEs don't like it. That or it was a bug they didn't fix cause they figured it would help us. It may make selling all-in-one droids easier but it makes no sense in true application. DZ70 should not be as powerful as a Adv. Probot. Since it is, why build a Adv. Probot? You can't even get a true tank droid like this. The only reason for variation now is customer preference on chassis. For max efficency a cheap combat DZ70 or a mulit-fucntion R3 is the only way to go. I don't even think R2, R3, R4, R5s should be combat droids.It's not in their design. It is nice that you can put some combat in them so Harvest/Trappers won't run if aggro'd. It is also nice because they are easier to see over when manually targeting mobs. However that is discussion for another post. LOL


All in all it would be nice to know if this is the way droids are suppose to be or a bug that got overlooked.
MachineZed
Wed Aug 03, 2005 11:26 am
#13






Squygxicus wrote:

With the CL all I meant was if the max CL in the game is 80 (character) then 30 for the droid isnt that overpowering.


I understand where you are coming from. But I like the look and feel of these "unique" combat droids. A scout might actually use a droid now that he can get combat and still combine modules that allow him to throw traps. I can see him actually purchasing more than one combatdroid too, one with combat and 5 trap modules and one with combat and healing, or heck if he wants a good distraction one with combat and all auto repair.


Its not this system or the last system that have created the problem of "never decaying droids" that was always here. At least this way, the new characters might be able to get a straight combat droid for less (DZ70), discover there is actually a use for droids and after they "tweak" their character, come back for a little more diversity.


Im all for the chassis' having extra abilities. But in a way the Probot is still better combat than the R3 if it is now the only ranged droid, and it fires faster. You still can produce a better combat droid with a Probot than an R3, its just that the R3 has that extra module for any add on abilities. It just feels with this system, I can actually have more variety on my vendor instead of the LE with one combat and two auto repair, the Probot fully tricked out with combat modules or the R3 fully tricked out with combat modules.







I agree with you, it gives us the freedom to truly customize a single droid to our customers liking. I believe part of the problem is the Level or the Armor plates, if the devs got rid of each level we could then experiment on them to make the droid a better defender or make him a higher CL.


As for the droid not decaying,it used to be only combat droids decay. Well now we can add crafting stations and still have the droid a effective gaurd while out at your factory. Now you crafting droid can decay, or you Medical helper droid, cause you have him follow you around in the wild to check up on you factories for protection.


Sure someone only needs one all in one droid, but with each incapp the droid (is supposed) to be less effective. Sending the people back to us to buy another droid (albeit very slowly, infact we probably already have moved on).





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