Shipwright Archive
Thread: Focus Thread: Loot Versus Craftables
Kiashia wrote:
I also have a major issue wirth reverse eng. That being that a novice can reverse eng any level loot item and skill improvement does not increase the bonus gained.. so anyone that wants to make good money as a parts sales person only needs to be a good pilot with novice shipwright skills and you get better items then a master can make.. seems backwards to me.
This is (or was) a limit on what you could RE according to RE level and skill level - as a 1000 SW I couldn't RE level 2+ weapons.
Message Edited by styx66 on 11-22-2004 10:07 PM
After I do that, then weapons have MUCH better modifiers to shields and armor (plus combining disruptors with ion cannons in RE lets in insane modifiers...which is cool for a pilot like me I guess!) than my crafted ones do...my 18k crafted reactor can't compete with the RE one I just made for 1/5 of the mass and 16k energy (use that sucker on a fast little ship, yum!) and I consistently see high reactor energy generation on loots. Capacitors are of course broken, I usually average 35-47 on level 6-8 drops...dunno if that's too high or not. Shields: don't loot many for some reason, but loot WEIRD ones (826 front HP, 2600 back, 12 regen, level 6?!?)
You know what, it seems ALL the level 6 stuff I loot is WAY better than the level 7 stuff I can craft. Even my experimental blasters aren't better than most of the level 6 guns I've looted.
Again, that could just be a luck thing.
=)
pervel wrote:
A few thoughts. While it might be a good idea to collect "evidence" to strengthen our case, I don't actually feel it should be necessary at all. The devs know exactly what the stats are on both crafted and looted parts. They also know exactly what the drop frequency of looted parts is. So I personally feel it is more important that we argue our case on why it is bad for the game that looted parts are better than crafted parts.
Technically there is one important reason that especially higher level loot will too often beat crafted parts. This has to do with reverse-engineering versus experimentation during crafting. For instance, if you RE 6 lvl 6 components, you basically have the possibility of maximising 6 stats. When experimenting, you can generally only maximise 1 stat. This in itself is a cause of unbalance for parts like engines where there are many important stats.
The fact still remains though that they like to have all their eggs in one basket. And not to knock them (devs) or anything, but its not always true that they know exactly what is happening in game. Often times it looks good in beta or on paper and turns out completely different due to a misplaced decimal point or what have you. They ship it off to live and head off to do something else (like the CU), and we get a week or two to see whats actually going on. If we have 20 posts with 5-10 replies about loot > crafted,it's hard for me to make a compelling case.
As for the RE bonuses, yeah I'm starting to see this as a problem and an obvious overcompensation of a once useless system. RE used to be very difficult and rare - needing identical items and averaging the stats. Perhaps a middle of the road option would have been better.
Loot vs. Crafted is an argument thats only heating up, and so it will be addressed. Lets help point them to the right places right off the bat so they can take a look at what is going on...
I feel the rest isreally moot because not much other than missle-counter/measure packs are viable to sell as a shipwright for most. I feel even with a 30%-50% reduction in crafted components mass we will not come close to looted components. We need much higher craftable values and much smaller mass across the board!!!
I have a master SW character and I will never need to craft myself a reactor/capacitor/droid interface/engine because I have so many looted ones that I will never, even with perfect 1000 resources, be able to craft anything close.
And as far as decay goes? Well after some of the things like engines get too low, I will just RE them with 6 other level 6 motors and get the armor and hp back up. I know this only works once. But for me it means that I probably will not need another engine for another year or more. And I (just like everyone who will want to compete) am storing these nice looted components for myself: i.e.
- themany level 1 >500 mass >500 energy 15 second droid interfaces
- Capactors over 40 recharge under 15000 mass
So unless we can get our crafted numbersto be better than95% of the looted components allreadystored in space loot houses out there, we will never get caught up. They can adjust the loot all they want, won't make a difference IMHO. The answer?
Raise the crafted numbers with 80% resources (all green) to the 90th percentile of the best space loot they have ever let into the game.
So the worst that happens with my solution? You end up with many players that out class the NPC's out there.The simple fix for this?All you do is up the AI numbers of the NPC ships to match. So easy a solution; increade their speed, armor, and hit per shot. Very easy to tweak along the way.
This way you keep the best equipment (minus the rare exceptional loot) in the hands of the crafters, available to all players, and a fair playing field.
Anything else and we have a loot game in space and a crafters ground game nothing more.
General impression is that there seems to be a strong case that the looted items are far better than crafted, before RE'ing, and the items mentioned seem to be the main culprits.
I'm pretty surprised this happened though, I expected the system to just take the same basic limits to the stats that crafted items have and then use some statistical spread - perhaps a normal distribution - to pull numbers for the device.
This would give maybe 1 in 10 or 20 chance of an exceptional stat -per stat-, but within the normal crafted ranges. So a normal looted item might be useless, might be useful but generally doesn't beat crafted (apart from on price). A cunningly RE'd component *will* typically beat crafted, but will be really rare.
But they seem to have gone for something simpler(?) and much more error prone.. It looks harder to fix though.
Would make some nice interaction
styx66 wrote:So I can have a single thread to point our devs at, lets get a single comprehensive thread on your thoughts and examples of how (and which) looted items are better than crafted.My experience so far is that the major blunder is capacitors, followed by engines (low YPR on crafted) and, honestly, weapons (low Vs. A and Vs. S drop damage (.5 avg compared to .6 or more on loot).Share some examples of what you've found on a consistent basis that is always better than what we can loot.For instance: I'm finding most level 2 or 3 looted capacitors with approx 800-900 total energy and a recharge of anywhere from 32 to 35. My crafted (with very good materials) maxes at about 700 energy, with about 23 recharge. Usually at twice the mass as well. Just not worth making.Keep in mind there will be loot that is better, that won't go away. It seems that the frequency needs to be toned down. I'm using a lot of loot in my own ships and my parts are free. It was worse in beta. My ships were almost 100% loot. Is this happening to you and your customers?Message Edited by styx66 on 11-22-2004
I have to disagree with the fact of dropping the rate of drops due to the fact of the way we get disks is through RE. So with that being said I think they need to LOWER the stats on ALL looted stuff to be comparable with our craft abilities. Otherwise a. we will have to raise prices that we pay for parts to RE, and b. this will raises the price of firesprays through the roof. We already get complained to about our prices on ships can u imagine when we are charging 30 million for a firespray.
So with that being said I think the stats need to be dropped on ALL the loot and keep some "uber" loot thats rare to make us more of a valuable asset. These values should have never been added to begin with if our craft abilities were going to be so low. We had discussed this in beta and it was still not able to be changed back then. so I hope something can be done for us soon.
Message Edited by Ricven on 11-23-2004 10:36 AM