Shipwright Archive

Thread: Any news on resources quality and experimentation making a bigger difference?

Boooozark
Tue Nov 16, 2004 12:50 pm
#1

Since the poll on SW just closed last week, I was wondering if the Devs have said anything about increasing the effect that resource quality has on finished goods.


Also, is there any word on experimentation effectivenessgoing up as well?


Thanks,


Boo



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Boooozark
Tue Nov 16, 2004 4:21 pm
#2

anyone?



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Mkappus
Tue Nov 16, 2004 4:22 pm
#3

The poll was done by our correspondent not a dev. I would be surprised if he has even had a chance for anyone to look at it yet.


They are still busy tweaking the game of problems they know about it. No way they are looking for player feedback less than 1 month after launch.



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Ackew
Tue Nov 16, 2004 7:11 pm
#4

Not sure if this applies to chassi's or components. But resources sure make a HUGE difference in components. I would'nt want then to in chassi's. i use enough of them as it is trying to keep with thedemand.




RIP SWG April 27th 2005
pervel
Tue Nov 16, 2004 8:12 pm
#5






Ackew wrote:

Not sure if this applies to chassi's or components. But resources sure make a HUGE difference in components. I would'nt want then to in chassi's. i use enough of them as it is trying to keep with thedemand.








I would like to see experimentation matter a bit more for components. But I would, in fact, like to see experimentation removed completely from chassis. As it stands now, you cannot really improve your chassis much but you always face a risk of having a critical failure.


In general, there needs to be a balance between the amount of resources and how much the quality of them matters. If they increase the importance of resource qualities, they also need to reduce the amount of resources used - and vice versa. For chassis I feel that the amount of resourcesneeded right now should mean NO experimentation at all.


StumanKadir
Tue Nov 16, 2004 10:53 pm
#6

You're kidding? I made a Tie Opressor using run of the mill resources (post patch 11.2) and made a 155k model. Using my good resources I got it up too 172k. Thats a big difference in mass that people tend to pay very well for (the 172k model sold for 1.3m btw which was close to 9.5cpu. A good price for a chassis by my reckoning considering I used only harvested materials in the construction.




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

pervel
Tue Nov 16, 2004 11:12 pm
#7






StumanKadir wrote:
You're kidding? I made a Tie Opressor using run of the mill resources (post patch 11.2) and made a 155k model. Using my good resources I got it up too 172k. Thats a big difference in mass that people tend to pay very well for (the 172k model sold for 1.3m btw which was close to 9.5cpu. A good price for a chassis by my reckoning considering I used only harvested materials in the construction.






That can simply not be true. Since the mass (and all other stats) scales linearly while experimenting, it is quite easy to see how high a stat can possibly be. I have been writing down the stats during experimentation for most chassis and components. For the post-patch Opressor I got the following values for the mass


10% --> 147070


48% --> 149920


Now you can easily scale this up to 100%:


100% --> 153820


There can be some slight rounding error but I would say this shows that the post-patch Opressor cannot get a higher mass than 154k even when using perfect resources. And I doubtit is even possible to get 1000 stats on all of the resources used.


What might have happened for that Opressor is that it appears they actually changed the mass before the real patch. I say this because a friend of mine bought an Opressor with 170k before shutdown last night (on Chimaera).


Zaket
Tue Nov 16, 2004 11:26 pm
#8






pervel wrote:






StumanKadir wrote:
You're kidding? I made a Tie Opressor using run of the mill resources (post patch 11.2) and made a 155k model. Using my good resources I got it up too 172k. Thats a big difference in mass that people tend to pay very well for (the 172k model sold for 1.3m btw which was close to 9.5cpu. A good price for a chassis by my reckoning considering I used only harvested materials in the construction.






That can simply not be true. Since the mass (and all other stats) scales linearly while experimenting, it is quite easy to see how high a stat can possibly be. I have been writing down the stats during experimentation for most chassis and components. For the post-patch Opressor I got the following values for the mass


10% --> 147070


48% --> 149920


Now you can easily scale this up to 100%:


100% --> 153820


There can be some slight rounding error but I would say this shows that the post-patch Opressor cannot get a higher mass than 154k even when using perfect resources. And I doubtit is even possible to get 1000 stats on all of the resources used.


What might have happened for that Opressor is that it appears they actually changed the mass before the real patch. I say this because a friend of mine bought an Opressor with 170k before shutdown last night (on Chimaera).







Pervel, did you actually mean to say pre-patch Oppressor? Otherwise you post doesn't make any sense. Also, he's talking about post-patch. Since the mass of the Oppressor increased to 170k, it perfectly possible he got one to 172. I made one earlier today with middle of the road resources and got the mass to a little over 171.



----------------------------------
Clerista Iewie
Master Shipwright
pervel
Tue Nov 16, 2004 11:40 pm
#9


Doh, you are right I confused "post" and "pre" here.


Erm... let's see... I haven't got the values written down yet for the post-patch Opressor. But I still maintain that the mass will only vary about 2-3% or there about. IMO that is not enough to even consider using high quality resources.

Vymordryss
Wed Nov 17, 2004 1:48 am
#10

I'm waiting to hear on this too.





Vymordryss Akaetwa Of Cats
Malaydra Jedi Knight of the Rebellion
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Cats vs IMPHL
StumanKadir
Wed Nov 17, 2004 2:35 am
#11

I;d be happy to post a screenie of the 171.8k one and see i the customer can provide me with one of the 172k unit. It is possible to go higher as the stats on the resources whilst good, could of been better.




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

Vymordryss
Wed Nov 17, 2004 7:52 am
#12

Why would you not want quality involved in Chassis?


And no, quality does not make a HUGE differance in equipment. Amarginal differance yes, a huge differance, nope. Certainly not enough differance to set appart extreamly good resources from junk pulled out of the ground at any given time.



Vymordryss Akaetwa Of Cats
Malaydra Jedi Knight of the Rebellion
CATS Theme Music - http://www.rathergood.com/laibach/
Cats vs IMPHL
Vymordryss
Wed Nov 17, 2004 2:21 pm
#13






Ricven wrote:
Well unsure about you all, but I do not use ALL EXTRAORDINARILY GREAT RESOURCES in all areas of the chasis however I do use in most of it. I have made 2 master ships one the Neutral yt-1300 with mass of 5 million, and I also made the rebel one forget the name off hand, and it had the mass of 5.5 million. Then last night I made a b-wing for a customer with 280k mass, I have tried with piss porr stuff, and great stuff really not that big of difference in the chasis. Of course like everyone has said in components different story.






Are you sure that was a B-Wing with 280K Mass?


If so, I'll have to throw the BS flag on this one. Standard average resource B-Wing is 240K mass. I happen to love the B-Wing, and I just hit master pilot last nite and had one of our Shipwrights make me an "Uber" one with extreamly good resources. I did this knowing it was not going to be worth the little mass I got. B-Wings made with decent resouces by a master with full mass experimentation typically we make at 241K mass. Mine with uber grade resources came out at 243K and change. I could maybe see getting to 244K mass but no higher, definatly no where close to 280K.


As for MP ships, weather you use 1OQ material or 1000OQ material, your going to have more mass than you could ever possibly use. If you actually use good resources on Multi-ships...thats nutty. I don't think the costomer cares of they have 4,999,999 mass or 5,100,000 mass.


I did a down and dirty study on some stat differances in Tomo's engine thread. I'll post the results here.





Vymordryss Akaetwa Of Cats
Malaydra Jedi Knight of the Rebellion
CATS Theme Music - http://www.rathergood.com/laibach/
Cats vs IMPHL
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