Scout Archive
Thread: Experimenting gone, with general crafting tool
Delta, do you know if this was intentional. I have seen a couple other people mention this as well. I have noticed since update, that when I make traps and camps now with my genernal crafting tool, the experimentation is not there anymore. Now I don't know if it was actually doing anything, and I have never used a public station. But I have noticed, that the traps I have made, with pretty much the same resources, since update, aren't working as well, or lasting as long. I could use some good quality hides and bones, get about 10% experiment on my traps, and they would work good, even against higher level mobs, and last longer.
Any info on this yet? If it was intentional, I think that is not right. Scouts and rangers are in the field most of the time, and thats how it should be. To make us have to go into town in order to make quality traps, is not cool. Especially since the crafting of that gives us Survival xp now, we should be Surviving.
Squid,
I've seen this complaint, but to be honest, it hasn't been on my top priority list (the harvesting thing is #1), because prior to the change we really had no idea if the experimentation did anything anyway.
I'll add it to my list now though.
B
Squidwalker wrote:
I hope not. Hopefully its a bug or something weird. I'm not sure if the experimentation actually was doing anything on the general crafting tool for traps, but it did show up, and depending on quality of resources give different values. And my traps were more effective before this change.
The thing about spending most of our time in the wild is, I run out of traps after a while. I only have so much storage space. Especially now that I keep resources for, and my actual camo kits. I usually stock up with about 20-30 traps, 5-6 stacks, of my three main traps, and then maybe 6 or so adhesive mesh. Well on big hunts I can run out in under an hour, or if I'm out doing a resource hunt, I can run out in a couple three hours.
The nice thing was, I just setup a camp, reset up, heal, and restalk my traps. And of course that's the most common way I make survival xp when I'm solo. But now, my restalked traps are less quality, and less effective. Providing the lack of experimentation is lowering their quality.
Can't a Droid Engineer stick a general crafting station in an MSE?
NP Delta, I agree that the harvesting is our biggest problem atm. I hadn't seen any posts on just this. Kind of wanted to know if anyone noticed if their traps were less effective since update, or if Ihave justbeen eating to much Correllian grass root. ![]()
I don't know how it used to be, but I know that currently you MUST use a specialty crafting tool, and be standing near it's corresponding type of crafting station in order to experiment. For traps, that would be the Weapon, Droid, and Generic crafting tool.
Guess we'll just have to make sure to make plenty of traps while we're in town ![]()
I hope not. Hopefully its a bug or something weird. I'm not sure if the experimentation actually was doing anything on the general crafting tool for traps, but it did show up, and depending on quality of resources give different values. And my traps were more effective before this change.
The thing about spending most of our time in the wild is, I run out of traps after a while. I only have so much storage space. Especially now that I keep resources for, and my actual camo kits. I usually stock up with about 20-30 traps, 5-6 stacks, of my three main traps, and then maybe 6 or so adhesive mesh. Well on big hunts I can run out in under an hour, or if I'm out doing a resource hunt, I can run out in a couple three hours.
The nice thing was, I just setup a camp, reset up, heal, and restalk my traps. And of course that's the most common way I make survival xp when I'm solo. But now, my restalked traps are less quality, and less effective. Providing the lack of experimentation is lowering their quality.
As an artisan I've noticed that one of the recent patches changed some of the crafting stuff around. For instance, durability was removed as an experimental trait from all weapon power-ups. So it may be that an old bug allowing you to experiment with the wrong tool was removed at the same time.
I'm still at L1 trapping, and can only make two types of traps. But those two don't seem to show any advantages to certain materials stats. IOW, there is no "Strength: 33%/Overall Quality: 66%" stat (as an example). Unless I'm wrong, this means you cannot improve the quality of the trap by using high quality materials.
When you make anything in this game, it usually has a bar at the bottom indicating "experimental effectiveness". This is the bar you can alter by experimentation. Every trap I've ever made, no matter the materials, just shows 0% in this area. Much like clothes and camps and other things that cannot be experimented on (houses also fit into this category of being "non-experiment improvable").
I've been meaning to come onto this forum and ask Delta to request that this feature be implemented for traps. Now I find out that it was apparently in effect at one point and no longer is. Am I right in this? If so, do you think it's a bug, or was is one of the "stealth" changes?
Dega,
I've never noticed a difference in the quality, even when experimented. But I only tried this a few times. This is on my list of questions to ask, though.
B