Politician Archive

Thread: City Specializations???

-Stinky
Wed Dec 24, 2003 6:42 am
#1

Anyone ever seen any of these work??



I dont seem to notice a bit of a diff with Research and that is oe expensive "don't work" to ahve in place....




Stinky, Master Smuggler ` Master DE `
Colonel - Imperial Army
General, SoL - Sect of Laereth
Wanderhome

Custom and BH droids.
Xscape
Thu Dec 25, 2003 8:46 am
#2

the 2 supposedly best ones give no apparent benefit, our city has the research special and were probably gonna disable it within a few weeks cause it does not seem to be working or it gives us something we dont really need.







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Shann0w
Thu Dec 25, 2003 3:04 pm
#3

Is there an explanation of the different specializations somewhere? Somewhere that non-politicians can see. I want to make in informed decision when I pick a city.
Reasonable1
Thu Dec 25, 2003 4:59 pm
#4

We've been doing tests on Wanderhome, and there is no discernible benefit from Research or Manufacturing. I'm a BE, so I don't know who the correspondent is for Politicians. Any chance we can get a comment from the Dev? I know the BE dev has never answered a direct question like this, but he's a pathetic waste.



Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
AyahtollahofRockNRolla
Fri Dec 26, 2003 12:08 am
#5






Shann0w wrote:
Is there an explanation of the different specializations somewhere? Somewhere that non-politicians can see. I want to make in informed decision when I pick a city.





Go look at the skills page (cntrl-s) and move ur cursor over the skills & it gives a detailed explanation






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kaid23
Fri Dec 26, 2003 8:14 am
#6

My PA TCON from wanderhome is one of the largest crafting PA's on our server and through extensive testing by all our master craftsmen none have detected any benefit for either manufacturing or production. Any boost it gives if it is even working is so minor that it is imperceptible from random statistical static.



I would have to say at the moment the improved job market or clone center are probably the best specs cause they at least DO something visable.



kaide

BrianAlt
Fri Dec 26, 2003 8:22 am
#7

Research should be pretty obvious. At +15% everyone should have one more experimentation point...


...Ah! Ok, I've just realized! It's not +15% to experimentation. It's +15% to experimentation success. Meaning you fail less often on experimentation, NOT your experimentation % improves. Yes, that should be impossible to see if it's working or not. [I left the top part in cause that was my actual thought process.]




Norel Dragonslayer - Master Architect - Master Artisan
Mayor - New Coventry - ♥ The Heart of Corellia ♥
Coventry - Coventry PA
kaid23
Fri Dec 26, 2003 9:26 am
#8

The production which is I think the 10% less crit failure one is also unnoticable. In theory it should be something you could see pretty easily if you had made a few hundred items but in our testing we were not able to detect any boost at all let alone 10%.



Kaide

HolyHell
Sat Dec 27, 2003 5:19 am
#9

the way this research bonus works.. is it gives +15% to your experimental roll.. so you are more likely to get great success and amazing success.. i personally did an experiment on light ore mining units.. 30 with exp on.. and 30 with exp off..


with it off i got ..


1 crit failure


1 moderate failure


1 success


2 moderate success


7good success


19great success


and 1 amazing


with research on..


i got


1 moderate success


5 good successes


17 great successes


7amazing


that is a noticable difference to me.. just got to know what to look for.. also .. the manufacturing bonus works same way .. 10% added to your assembly roll.. so odds are higher to get an amazing assembly ..





Ral'phQuHurl MasterPolitician


I tell the truth all the time... Even when I lie




charb
Sat Dec 27, 2003 11:44 am
#10

i still get the same amount of crap kicked out of me in PVP in my own city as stronghold, fight in city, took down dodge/hit/miss ratio, went outside city with same player, same amount of rounds, IDENTICAL dodge/hit/miss ratio, this can't be right, either that, or bonus stayed with us even after we left city
Reasonable1
Sat Dec 27, 2003 6:45 pm
#11

An interesting thing about how the successes are described - For BE's there are several stats being checked during manufacturing. And during experimentation there are always two DNA pairs being experimented on. If one is an amazing success and the rest are great successes, the UI will report "A great success!" The average of all stats being experimented on (or produced in initial combine) has to be in the "Amazing" range for it to report an amazing result. You could have a crit fail on one stat and amazing results on another, for a "good" success. I think this system bites the big one, but I'm not writing the code.


So ... a 15% increase in experimentation should result in a marked increase in Great succeses, a huge decrease in crit fails, and an small increase in amazing success. But I'm not seeing it. And I'm using +14 tool, +42 station.




Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
Dvnce
Sun Dec 28, 2003 12:36 am
#12

i have asked every citizan tp perform similar test as HolyHell did... and results .. we roughly the same.. on the handfull that did it..





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

LLJK_Griz
Sun Dec 28, 2003 11:15 am
#13

Sample size of 30 probably isn't large enough to produce any meaningful comparison since the system isn't perfectly random. Sometimes I can make five weapons in a row (20 experimentation attempts) with all great successes, sometimes I getten moderate successes in thirty attempts.


I'd test it myself with a sample size of 100+ if I could, but I'm home on winter break with no game access.




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