Shipwright Archive

Thread: Focus Thread: Loot Versus Craftables

pervel
Thu Nov 25, 2004 8:49 pm
#40






Golrok wrote:

I have only looted two level 10 somethings and I'm 3443 unless I'm real unlucky, 10's are rare.

If devs totally nerf loot to oblivion we will have no customers in the future with there being no rewards in space after their honeymoons end they'll redeed their ships for good with nothing good to loot, IMO. Thats really the only thing left thrilling about space is the chance of looting something good, spectacular backgrounds and killing AI? That honeymoon ends quick, and with no one pvping, loot is all there is to motivate ppl to launch.

If ALL loot is nerfed to be inferior to crafted, then ppl won't be enjoying space for very long and we will have very few customers to service, imo.





Level 10 loot is rare. But the level is not really the issue. The stats are. You can quite easily find extremely good looted level 2 engines that have speed stats similar to lvl 7 crafted engines but mass and energy of lvl 2. Therein lies some of the problem.


If the devs do not do something about the loot, we will not have crafters in the future. Shipwrights need to be a profession that makes a difference in the game. Just like weaponsmiths are armorsmiths. It is the entire basis of this game that players depend on crafters to make them stuff. The chance to loot some really good stuff has been added as an extra excitement to the game. IMO, it is well and balanced for the ground-game today. But it is still severely unbalanced for JTL. Whenalmost no master shipwright use their own capacitors, boosters, engines, droid-interfaces, and weapons, something is clearly wrong.

Zilod
Thu Nov 25, 2004 11:02 pm
#41






pervel wrote:






Golrok wrote:

I have only looted two level 10 somethings and I'm 3443 unless I'm real unlucky, 10's are rare.

If devs totally nerf loot to oblivion we will have no customers in the future with there being no rewards in space after their honeymoons end they'll redeed their ships for good with nothing good to loot, IMO. Thats really the only thing left thrilling about space is the chance of looting something good, spectacular backgrounds and killing AI? That honeymoon ends quick, and with no one pvping, loot is all there is to motivate ppl to launch.

If ALL loot is nerfed to be inferior to crafted, then ppl won't be enjoying space for very long and we will have very few customers to service, imo.





Level 10 loot is rare. But the level is not really the issue. The stats are. You can quite easily find extremely good looted level 2 engines that have speed stats similar to lvl 7 crafted engines but mass and energy of lvl 2. Therein lies some of the problem.


If the devs do not do something about the loot, we will not have crafters in the future. Shipwrights need to be a profession that makes a difference in the game. Just like weaponsmiths are armorsmiths. It is the entire basis of this game that players depend on crafters to make them stuff. The chance to loot some really good stuff has been added as an extra excitement to the game. IMO, it is well and balanced for the ground-game today. But it is still severely unbalanced for JTL. Whenalmost no master shipwright use their own capacitors, boosters, engines, droid-interfaces, and weapons, something is clearly wrong.







good looted components are quite rare, if you take out capacitators (looted are really better) and some reactors, is really difficult to find comps with very good stats, i loot a lot of comps to "craft" RE stuff and is not so common to see engines with crazy speed or awesome weapons, for engines i think they got rebalanced in the last patch as is a lot of time that i don't loot a low level one with 60+ speed and same for high end engines with 100+ speed.


Shields are similar i have yet to see a lv10 shield with more than 2.3k front or rear, or a lv7 (i'm "building" one) superior to 1.6-1.7k... probably with all the lv7 shields i looted i will end with stats quite similar to a good crafted one... not to say that i never found a shield with all stats superior to crafted ones.


again guns seem umbalanced, but again we must considers what level/stats they have lv 5-7-9 guns have low damage, lower efficency vs shields and armor but higher speed, lv 6-8-10 have huge damage but are sloooow, i think many time people underestimate the speed factor but is probably the most important one. for example i have a lv7 and a lv8 RE guns made with reward items the lv8 have around 1k more max damage than lv7, if you look at them you tell aaa this level 8 outdamages the other gun even if is slower... nope the lv7 is far superior to the other one. Same with the crafted guns, to beat a good crafted ion cannon you need an exeptional lv9 or 10 gun or a good RE one don't be fooled when you see 4+k dmg that if the speed is 0.42 or 0.43 the DOT will probably be far inferior to a good crafted lv9 weapon.

PetaByte32
Fri Nov 26, 2004 6:50 am
#42

I like the enhancers idea myself. Only thing I would suggest is make it a differentoutcome of REing. Same tool but you gotta dont get a better RE'd item. Just enhancers that you can then use.


Tyranus





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Golrok
Fri Nov 26, 2004 9:48 am
#43

Please don't nerf the loot anymore. They already nerfed the reward engine to 78 to speed instead of 92.6, they nerfed loot already no need to do it more.

Exactly what was said earlier it adds variation to the game instead of one stereotype uber ship- composite in space and little variation is what we fear.

Loot is in no way going to bankrupt you. Players still are buying my chaff packs for 5k everyday. Not to mention what they'll fork out for space bombs..

Besides, with decay as it is (hopefully they'll leave decay in there) no ones uber loot will last forever, and someone always must resort to crafted. Its balanced especially with looted comps HPs so low.

Loot is fun. Let them have some fun or we won't have customers if there is no fun in space.

Rhysen
Fri Nov 26, 2004 11:02 am
#44






Golrok wrote:
Please don't nerf the loot anymore. They already nerfed the reward engine to 78 to speed instead of 92.6, they nerfed loot already no need to do it more.

Exactly what was said earlier it adds variation to the game instead of one stereotype uber ship- composite in space and little variation is what we fear.

Loot is in no way going to bankrupt you. Players still are buying my chaff packs for 5k everyday. Not to mention what they'll fork out for space bombs..

Besides, with decay as it is (hopefully they'll leave decay in there) no ones uber loot will last forever, and someone always must resort to crafted. Its balanced especially with looted comps HPs so low.

Loot is fun. Let them have some fun or we won't have customers if there is no fun in space.






Loot removed variation, not adds to it, because of Reverse Engineering. Shipwright crafted components are restricted in their top end values by the resources usd to make the component, luck during the experimentation rollsand the limited number of experimentation points. The limited experimentation points guarantees that all characterstics cannot be fully experimented, with further variation being forced in by resource availibility and good/bad/indifferent experimentation rolls.


Reverse Engineering, however, ensures thatthe individualcharacterstics of a component can be maximized creating your 'composite in space' scenario, as it takes the best value of each of the individual characterstics used in the process and augments them further based on the RE level. So it's completely feasible to create, for example, a RE lvl 4+ reactorwitheach of its individual characteristics maximized to theirlimitations via reverse engineering.


As for the topic of Loot vs Crafted, do crafted components have to be better than loot? No, not necessarily. One of the major advantages of crafted components over looted ones is its availibility. A crafted component is essentially availible on demand, with resource spawns affecting the quality in some degree (able to be worked around via resource purchasing to some extent). The customer askes themselves "Do I want to spend the next 3 days grinding NPCs in this sector on the chance I might loot a component that's 10%-15% better than a crafted one?". Some people will answer yes, though prolly most will say "No" (with various comments on SOE's sadistic tendencies). Decay is not a reliable sales factor. There are very few reasons, imo, to fret over keeping every component in factory fresh condition and I don't.


BUT looted components of higher quality than crafted ones cannot be commonly found. The 92.6 engine is a prime example of this.It wasn't commonly availible loot. It wasn't even loot. It was a guaranteed availible itemwith guaranteed characteristics. One that because of the abnormally low certifcation level and characteristics had a much longer usable lifetime than should be expected. Essentially it came availible too early and stuck around for too long. Its situations like that when Looted vs Crafted cause conflict that has to be resolved (aka, something is gonna get nerfed).


Shipwright as a profession is almost completely separate from the ground game. However, that means the reverse is true and present a large danger: the ground game is almost completely separate from Shipwrights. The onlysource of demand for Shipwrights is from pilots. Even Bio-Engineer has demand generated from Creature Handlers, Non-Creature Handlers and Chefs. Loot superior to crafted items cannot be common for the sake of people's desire to go



'Ooooo...shiny!'

Message Edited by Rhysen on 11-26-2004 01:04 PM

FlukeSkyjacker
Fri Nov 26, 2004 4:31 pm
#45

Well, the only items I use that i can make are shields , armor.


Loot is not that rare, you can get levels 10 drops fairly easily you just have to be high level pilot. Getting 10 lvl 8-9 parts is not easy but doable for RE. I have never seen or made a item compatable to a RE part at high level, any type.


Looted capacitors = better than made by far. Biggest issue is recharge on made = sucks


Looted weapon = better than made by far, RE looted weapons not to much different the non RE. Any good looted weapon has 6/6 or better armor shield penetration this is 20% better damage then any manufactured. Only 2 stats really matter on a weapon atm Damage and penetration UNLESS you have a crap capacitor.


Looted engines = very similar to made. Problem is mass on looted can be MUCH lower. Biggest issue on made engines is speed/ mass.

Quest engine is best in game with a cuple exceptions for RE


Boosters = ehh dont really know


Shieilds = made is fine. Recharge rates on looted tend to be better, in some cases MUCH higher but rare. Looted high recharge shields are the best


Armor = mostly useless item unless you have terrible shields. Almost all players dont use high level armor 15k mass for 1k armor per part is very high. Looted = almost identical to crafted.


Reactors = Made is great , mass definatlely higher, looted mid level reactors tend to be the best cause of low mass.


Driod interface = commad rates WAY to variable, Can find a lvl 10 with 15 command or a level 1 with 16 command. Not shure whats going on with this item


thanx


BigDaddy
Spinnthrift
Fri Nov 26, 2004 4:32 pm
#46

I'd like to make an addition to my previous post:


What I would like to see Shipwrights create is variable components.


I.E. Components that are designed purely for a specific type of ship. I *personally* like flying small fast light fighters. I accept that I cannot do anywhere close to the damage of a bomber or heavy fighter but I'm galled by the fact that said heavy bomber can outsprint and outperform me in many circumstances.


I'd like to remind some of you to the original game X-Wing, where an A-Wing was an immensly fast but fragile ship, the Y-Wing was a slow and ponderous creature that could take a battering, the B-Wing was an advanced version of the Y-Wing and the X-Wing was a middle of the road fighter, good in dogfighting, but inferior to the A-Wing, capable of delivering a payload but unable to deal or withstand anywhere near the damage limits of the B or Y-Wing.


For those who have read my posts on the Pilot forums about this issue - we're losing this distinction. The heavier mass ships can now outperform the lighter ones in *all* forms - especially with the current AI. Why have a super fast ship that's meant to outmanouver and outsprint and outspeed an opponent when not only is this impossible, but playing a stationary turret is a more efficient and quick manner of exp. I mean - seriously, those who have played the original games *know* that stopping and trying to kill things would be tantamount to suicide.


I think Shipwrights need their ability to create ship specific items increased, i.e. engines for light fighters vs engines for bombers. Keep loot in as it's fun though. You guys make more than enough profit as is to boot. If you guys could make fast, lightweight engines that were light fighter specific - hell, I'd use you over looted engines - knowing that the B-Wing was going, "hey slow down while we get to the mission, I know you want to kill TIE's but I can't keep up". This is still Star Wars, however much the Devs have butchered it. Let's work together - both Pilots and Shipwrights to help get that feel to the game. I know you guys are envious of loot and reward - and currently - rightly so, but so far the devs have taken quick and easy options rather than providing solutions to *everyones* benefit.


This is a game, therefore loot is fun. For those of you who've been combat monsters before taking shipwright would appreciate the rarity of loot and how much the new system makes players feel rewarded and gives them a sense of worth other than "Oooh, another 32k from a Janta/Mokk mission." For those of you who didn't play combat characters - and were armoursmiths and weaponsmiths before hand - you might appreciate the familiarity of creating the *same* items for everyone. AS's created 80% kin res for grinders, ws's max damage, min speed with little else as concern. Here we have a system that's begging for variety and a lot of what I see are people begging for bigger numbers.


Maybe I'm wrong, maybe I have no clue as to the game, or being a Pilot... but I think I'm right. I think players want and need that variety and now is the time to ask for it before any more stupid and silly nerfs removing *fun* are thrown in.


I've already seen first hand the effects of the *fix* on your engines... sure they go fast, but can they turn on a dime? Guys - leave loot be and start asking for the *right* things... things that put you on a par with the game - and let you have an effect - other than a mechanism to kill what fun Joe Casual has.


I think I'm done.



Gabriel' Nightstalker
Jedi Padawan - Guru - Bearer of Oakleys
Hunted Hunter


-Droideka-
Fri Nov 26, 2004 7:22 pm
#47

I see the loot being better than crafted as a problem, but one with a fairly easy solution that could be tried out. Let the mass experimentation affect the crafted object at least 3X what it does now. Yeah, you'd still have RE'd being far far better, but at least people could fit your crafted items into their ships to see how much better that loot really was. Right now, people ask


"can you make me a capacitor?"

"yes, I have one that I made this morning. Here it is."


"Holy ****, that won't even come close to fitting into a ship I get in my next tier, let alone this one. Thanks anyway."



Now that it's OK to support the removal of classes in your signature, I firmly support the removal of all the benny hill glowstick fanclub from the game; it was a lot more fun before they came.
-Redux-
Fri Nov 26, 2004 11:13 pm
#48

Mass isn't the only issue on craftables.


I find it ridiculous that I can't craft a Y-Wing and all of theMark II (Level 3) components that fit in it (shield gen, engine, booster, capacitor, 2 mid-grade blasters, 1 mid-grade ion cannon, and 1 Mark II proton launcher), butnot have enough power from a craftedMark II reactor to power all of the components, but a pilot can easily loot a reactor that will do it. What they heck is the deal with that???


Yet the pilot can go out and loot a reactor that will easily power all of the components. Kind of frustrating to sell someone a ship and have to say "You will only be able to use two of your weapons until you loot a reactor with 15k energy output. Don't worry, it shouldn't take you long to loot one with that power." Makes the shipwright look likea goober.





**NEW SIG COMING SOON! WATCH THIS SPACE!**
Zilod
Sat Nov 27, 2004 1:04 am
#49






Rhysen wrote:


Reverse Engineering, however, ensures thatthe individualcharacterstics of a component can be maximized creating your 'composite in space' scenario, as it takes the best value of each of the individual characterstics used in the process and augments them further based on the RE level. So it's completely feasible to create, for example, a RE lvl 4+ reactorwitheach of its individual characteristics maximized to theirlimitations via reverse engineering.





true with RE youcan "maximize" your stats, the problem is that is not so easy, from what i saw every class/level of items have "common" and uncommon high stats. just an example



lv7 weapons

common: speed

uncommon:efficency vs armor, efficency vs shield



lv8 weapons


common:efficency vs armor, efficency vs shield

uncommon: speed


engines

common: YPR

uncommon: speed, mass


these are just example, as you can see is not that you can grab 7-8 random loot, put them togather and get some uber component, for example i have tons of lv8 to 10 engines but if i will put them togather i will have still a pretti slow engine because i have not a good speed one (so far i have looted only 1 engine over 100 speed)

same for example for lv8 weapons.. you can find a lot of these weapons with very good efficency but quite slow, generally 0.42+ the thing that can make these guns uber (exept the reward one ) will be a lv8 good speed one, but again is not so usual to find them, best i found so far is a 0.39 and i have a lot of them.


another thing to keep in account is that when an item drop with these rare stats it could be not overall a good item by itself, for example my engine had poor YPR values and high mass so in that case was "necessary" a RE to make it really worth, same for the shields and weapons... good or rare stat stuff generally have very bad mass in these case the RE is acting more like a correction than a real improvement.


i alredyREd some high level items but so far if i don't consider the ones in wich i used reward items, the only uber RE i've done is the one of the engine. The other ones i've done generally end up in good items but in my opinion comparable to good crafted ones, is true that i'm storing also some "rare" components, but to RE them to make some "uber" items i want to mix with some other with another rare value or very good mass, and as said these items are not so easy to find. Not to say that probably i will never use these items in PvP in wich i plan to use some full crafted ships.




as a pilot player also i like RE, is nice to hunt an item with some rare stats, and begin to know (and hate) various average quality components , also i see many complains about this, as SW see it as a lack of profit. In my opinion in this case is SW fault, RE is a service that a SW provide and as a player i don't see anything bad in paying a service, during beta i suggested that but probably now is too late to make to pay for RE.
lisasdarren
Sat Nov 27, 2004 3:51 am
#50

I am not a SW myself, but I am good friends with the SW in my guild and know what he is producing.


There are any number of SW's here complaining that they can't craft items to compete with loot:


  • reactors

  • boosters

  • shields

  • weapons

Well you can, I have yet to see a looted reactor that compares with the Mk II crafted one I use, weapons and shields he crafts out-do nearly all looted ones, heck I have done the sums on what looked like a fantastic looted one (0.8 vs A & S) and it was weaker than an equivelent crafted one (though I havn't looked and RE level 8 and above). We used to all use looted boosters, until he figured out the trick for making them and now his crafted ones far outstrip looted ones.


The only components that he cannot compete on are capacitors and engines. Even on engines he can make ones that are faster for their mass than most looted ones, and driving a bomber the YPR doesn't matter much.


So in summary, currently the only item that is always worse than looted are capacitors, and in many cases, but not always, engines.


Maybe with capacitors it is a case of finding the trick to producing them, or maybe crafted really are worse in all cases (which i agree is a bit borked, there should be some way to make it better under certain circumstances)


However crafted should not be best under all conditions, the fact that there is usable loot makes the game more fun, SW's still have the ability to make the best in most categories.


This gives you a sustainable business, maybe you need to spend more time learning your craft, maybe you just need to wait for better resources, maybe looted capacitors will always have the potential to out-do crafted, but there are plenty of components that don't.


I'd suggest waiting at least a couple more months to see the effect of new resource spawns, new tricks that are discovered by the SW community etc. before crying NERF on loot and alienating your main customers, the pilots who love the looting in space.




Trax Treort - Rifleman, Fencer & Imperial Pilot
Kinot33
Sat Nov 27, 2004 4:13 am
#51


Regarding Engines and YPR


I think maybe the system is too constrained for the differences in chassis turning capabilites to actually be shown in play.


Explanation:


YPR values *appear* to be an actual speed value. Meaning that no matter what chassis you use, the XYZ axis thrusts will always have the same caps on them similar to your Top Speed cap. So accelerating to55.3 axial thrust is a matter of multiplication by the Acceleration rates. But this changes in relation to forward speed, there is arelationalequation in there I believe that creates those turning "sweet spots" that make faster engines using Overload X negate the effects of theequation since you can slow down to your sweet spot and still maintain a fighting speed. And since it takes more mass to fit a bigger/badder engine, then behemoths will wind up just as agile as dragonflies.


My opinion on this would be to really open up the A-Wing and the Advanced. 450+ YPR on the chassis to give them nearly uncontrollable turning power (and to make them turn better than a Kihraxz). And kick them down to 55K or less mass to make squeezing everything into them very difficult and make fitting a Level 8 gun into one an exercise in patience. Light fighter means LIGHT fighter!


Why do I say that after they just added mass to these ships? Because I have a Kihraxz light at 40K mass that has only 3 "god" pieces in it and its sick. I have a level 2 engine with 69.6 top speed (runs at 904 with Overload 3 on), a pre-fix droid interface with a 15.1 speed and level 2 Capacitor that is 700+ power and 38+ Regen. I also have a loot reactor with only 9k-ish generation cause I don't need more, crap armor, crap booster for JICand a hot shield (1100+ front and back). Oh....and a level 8 blaster with 23K mass, double .6's and 2k-3k damage. No Ordnance, no Countermeasures cause I ran out of mass. If this was an A-wing, I would have both of those and a much better engine for that 25K extra mass. The only way anyone in an A-wing or a Advanced would beat me right now is if they used their extra speed to out run me long enough to turn around and attack me head-on because I have a better turn rate than they do in a Tier *2* ship (400/400/200). So cut their mass back down for trade in turning acceleration and the fighters are quite viable in their assigned role. They become easily capable of out-turning any other ship, but cannot take much damage and thus must RELY on that turning capability.


Now some will argue that if you make these ships have such a high YPR acceleration they won't be able to be touched in PvP by heavier fighters. This is true yet untrue. Firstly, different pilots want different engines. Speedy Racer here in his Advanced may want the fastest engine he can cram into his shipwith indifferent YPR values, whereas Mickey Barishnikoff (misspelled on purpose) may want hisA-wing to do backflips and cartwheels and want the highest YPR values he can get out of an engine that will fit into his ship. But bigger engines should have better YPR values to allow larger ships a chance to "keep up" and stand a chance at hitting the agile fighter if it doesn't slow down. 400x60.1/1204 (and this is a made up equation, I do not know what the real one is) is comparable to 100x80.4/402 making the behemoth fly much slower but giving him a decent chance to shoot back.




With all that in mind, increasing the crafted engine's YPR rates would only be for the good. As the difference in axial acceleration becomes more pronounced, the difference between ships and their roles will become more apparent. While they can turn at the same rate eventually, the one who can hit top turn speed the fastest will get those hits in. And looted engines simply cannot be touched on YPR maximums by crafters.




A final note to people who wish to argue about what should be the "fastest" ship in space and whether big ships should be able to go the same speed as smaller ships. With enough time, anything in space can go any speed. It is about acceleration values people, not the top speed of the engine (which is where its acceleration value drops so low as to be measured in time instead of distance traveled). The A-wing and Advanced had the best acceleration due to low mass and powerful engines. "Riding a rocket" is not far from truth! I think personally that the "fastest" ships (including theother ones that are classified as fast) should have higher acceleration rates than they have now. The difference between 35 and 40 is pretty negligible from what I have seen and experienced. tweaking those to have a greater variety might be a better answer than having crafters make "better" top speed engines because nothing will change by altering that number. Changing the Engines YPR values and the Chassis' acceleration values would get you the "tactical classification" distinctions you desire.
Kiashia
Sat Nov 27, 2004 5:36 am
#52






lisasdarren wrote:

I am not a SW myself, but I am good friends with the SW in my guild and know what he is producing.


There are any number of SW's here complaining that they can't craft items to compete with loot:


  • reactors

  • boosters

  • shields

  • weapons

Well you can, I have yet to see a looted reactor that compares with the Mk II crafted one I use, weapons and shields he crafts out-do nearly all looted ones, heck I have done the sums on what looked like a fantastic looted one (0.8 vs A & S) and it was weaker than an equivelent crafted one (though I havn't looked and RE level 8 and above). We used to all use looted boosters, until he figured out the trick for making them and now his crafted ones far outstrip looted ones.



The only components that he cannot compete on are capacitors and engines. Even on engines he can make ones that are faster for their mass than most looted ones, and driving a bomber the YPR doesn't matter much.


So in summary, currently the only item that is always worse than looted are capacitors, and in many cases, but not always, engines.


Maybe with capacitors it is a case of finding the trick to producing them, or maybe crafted really are worse in all cases (which i agree is a bit borked, there should be some way to make it better under certain circumstances)


However crafted should not be best under all conditions, the fact that there is usable loot makes the game more fun, SW's still have the ability to make the best in most categories.


This gives you a sustainable business, maybe you need to spend more time learning your craft, maybe you just need to wait for better resources, maybe looted capacitors will always have the potential to out-do crafted, but there are plenty of components that don't.


I'd suggest waiting at least a couple more months to see the effect of new resource spawns, new tricks that are discovered by the SW community etc. before crying NERF on loot and alienating your main customers, the pilots who love the looting in space.






All i have to say is this:



I can craft 16 k level 7 reactors, I have a looted level 8 28k reactor.

I can craft 1500+ shields, i have looted 2500+ shields

I can craft 1300 level 7 armor,I have looted 1500 level 7 armor

I can craft 1500-2500 level 7 weapons, i have looted 2000-3000 level 8 weapons.

I can craft 89-91 engines (with enhancers) i have a fewlooted 92 engines and I have looted level 2 engines with 70+ speeds

I have a looted 48.9 recharge cap and looted many level 2 caps with 37-40 recharge

I have looted 8.5 droid interfaces


Do we really want loot nerfed?OR do we want to craft better i think crafting better withmore options would be better solution then pissing off the masses by nerfing loot.



Kiashia [90 Elder Jedi, 90 Spy, 90 Medic, 90 Bounty hunter, 90 Commando] The crystal is the heart of the blade. The heart is the crystal of the Jedi. The Jedi is the crystal of the Force. The Force is the blade of the heart.

nnn((((((((((nnnn]9X9ggggggggggggggggggggg)


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