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Thread: Reverse Engineering from an Engineer's perspective
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Dae
Wed Nov 03, 2004 1:33 am
#1
From my perspective asan engineer, and as a gamer, I have a small problem with how reverse engineering works in the game. Any design is a careful process,involving a good deal of planning and forethought. Now, this applies to both forward, and reverse engineering. This is captured in crafting to a certain degree by deciding what to experiment and to what degree to do so. However, the ability to plan in reverse engineering seems to be lacking somewhat. Specifically, I refer to the selection of the "highest" stat from each input item. If a person is reverse engineering one item to improve upon another, he should know what he is trying to improve. However, it is somewhat difficult to quantify what the "highest" stat actually is. I think that it would be a very good change if the tools indicated what stat(s) would be used from each input item. I've often expected one stat to be taken, while the internal weightings actually picked another. Even better might be the option to select the target stats to transfer from one item to the final product, or to at least indicate importance weights. The bigproblem is that thethings important to one particular design might not always be what an algorithm determines to be the best. Therefore, I'd advocate some higher level of user control.I can accept that changing one section of a product might have adverse effect on another, but it seems logical that you should at least be able to(a) be able to change - i.e. readout of what stats will go into the final item before you commit, or (b) select which section you initially try to change.
Manusara
Wed Nov 03, 2004 1:57 am
#3
I agree 100%, you should be able to decide what stats to keep.
Now, next order of business is to show you the enter key 
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