Shipwright Archive
Thread: Focus Thread: Loot Versus Craftables
Rao
Kiashia wrote:
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 have looted a 17k mass 18k energy reactor... but still i use low level one... for example i have a crafted lv1 reactor 1k mass 11k energy and it power a 3 weapon 2.5k shield X-wing running engine and weapon3... why i should put in it a 17k mass awesome uber looted reactor when a 1k mass crafted one is just fine? (this both for looted and crafted) Also yup some looted are better than crafted but from the last patch 99% of them are crap.
I can craft 1500+ shields, i have looted 2500+ shields
This is not a looted shield but a tier4 reward one, i have it too and is awesome but is not a loot problem is a reward one.
I can craft 1300 level 7 armor,I have looted 1500 level 7 armor
I have a crafted lv5 armors with 1k armor/hits and decent mass, why i should use a lv7 that weight 3 times of it to grab just 200-400 hps? not to say that armor decay faaaaaaast so dunno how much a rare looted one is really worth.
I can craft 1500-2500 level 7 weapons, i have looted 2000-3000 level 8 weapons.
level7 weapons with around 0.3 speed, lv8 ones with over 0.4 speed and more efficency... craftedlv7 weight almost half than a lv8 for generally same or better damage over time (there is a lv8 reward gun with 2.5k-3.6k damage but again this is a reward problem)
I can craft 89-91 engines (with enhancers) i have a fewlooted 92 engines and I have looted level 2 engines with 70+ speeds
A looted engine that doesn't exist enymore, probably same for the level 2 ones, all the engines post patch i looted have crappy speed, best lv10 i found is 90 speed and 50k mass...
Also crafted engines can be used with Engine4 that can give them 10% more speed and good maneuverability, whitout the fear to loose an uber item.
I have a looted 48.9 recharge cap and looted many level 2 caps with 37-40 recharge
I agree looted caps are waaaaay better than crafted ones, some fix is necessary (hopefully a boost in SW ones) also as for most items i will never use a 50+ recharge item if it weight 30k mass.
I have looted 8.5 droid interfaces
With 20k mass at best, you can put them only in a multiplayer ship, actually droid interfaces are quite "useless" in my opinion lowest mass in this component is the thing to look at.
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.
I agree that there are some imbalances, but most of the time is due to reward items not looted ones, while other times simply items works in a different way (like lv7 vs lv8 guns).
I will also like to see items utility fixed, for a lot of items a lv1 to 3 is just sufficent to run the ship well so all other higher level ones are simply useless.
For other items (like armors) sometimes the mass required for a minimal benefit is also so high that is not worth even in the highest mass fighters.
Zilod wrote:
Kiashia wrote:
All i have to say is this:
I can craft 16 k level 7 reactors, I have a looted level 8 28k reactor.
I have looted a 17k mass 18k energy reactor... but still i use low level one... for example i have a crafted lv1 reactor 1k mass 11k energy and it power a 3 weapon 2.5k shield X-wing running engine and weapon3... why i should put in it a 17k mass awesome uber looted reactor when a 1k mass crafted one is just fine? (this both for looted and crafted) Also yup some looted are better than crafted but from the last patch 99% of them are crap.
I have a 13k level 2 one i use in my own ship. I find 11 12 and 13k level 1 and 2's all the time.
I can craft 1500+ shields, i have looted 2500+ shields
This is not a looted shield but a tier4 reward one, i have it too and is awesome but is not a loot problem is a reward one.
No not the reward one i have that too, i have a couple loot ones that go 2300-2500 even level 7's that break 2 k.
I can craft 1300 level 7 armor,I have looted 1500 level 7 armor
I have a crafted lv5 armors with 1k armor/hits and decent mass, why i should use a lv7 that weight 3 times of it to grab just 200-400 hps? not to say that armor decay faaaaaaast so dunno how much a rare looted one is really worth.
Thats not the point, itsthe fact they are better then crafted.
I can craft 1500-2500 level 7 weapons, i have looted 2000-3000 level 8 weapons.
level7 weapons with around 0.3 speed, lv8 ones with over 0.4 speed and more efficency... craftedlv7 weight almost half than a lv8 for generally same or better damage over time (there is a lv8 reward gun with 2.5k-3.6k damage but again this is a reward problem)
Tick for tack. You can RE them, lighter and faster. I craft my blasters with a .25 speed fires so fast a 48 cap cant cope.
I can craft 89-91 engines (with enhancers) i have a fewlooted 92 engines and I have looted level 2 engines with 70+ speeds
A looted engine that doesn't exist enymore, probably same for the level 2 ones, all the engines post patch i looted have crappy speed, best lv10 i found is 90 speed and 50k mass...
Also crafted engines can be used with Engine4 that can give them 10% more speed and good maneuverability, whitout the fear to loose an uber item.
LOL WRONG I JUST got a 71 speed level 2 on thursday.
I have a looted 48.9 recharge cap and looted many level 2 caps with 37-40 recharge
I agree looted caps are waaaaay better than crafted ones, some fix is necessary (hopefully a boost in SW ones) also as for most items i will never use a 50+ recharge item if it weight 30k mass.
I have looted 8.5 droid interfaces
With 20k mass at best, you can put them only in a multiplayer ship, actually droid interfaces are quite "useless" in my opinion lowest mass in this component is the thing to look at.
I don't use droid interfaces either but crafted ones are just as heavy.
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.
I agree that there are some imbalances, but most of the time is due to reward items not looted ones, while other times simply items works in a different way (like lv7 vs lv8 guns).
I will also like to see items utility fixed, for a lot of items a lv1 to 3 is just sufficent to run the ship well so all other higher level ones are simply useless.
For other items (like armors) sometimes the mass required for a minimal benefit is also so high that is not worth even in the highest mass fighters.
- markIV shields 15 k
- 90 speed engine 35k
- advanced blaster15k
- low end high speed engines loot
- low end super light reactorsloot
- crafted shields
- crafted weapons
- light weight armor (crafted or looted)
- lightweight higer speed looted boosters
- No droid interface or old lightweight high speed ones
- No ordinance
- No counter mesures
Kiashia wrote:
The issues are not so much with the loot items to me as it is the issues are with the crafted items. Looted items can be made better, ALOT better in many cases, crafted items come as is. They need to look more on fixing the crafting then nerfing the loot cause if they nerf the loot, with out fixing the crafting first then there will be major issues.
For one you can not fit all player crafted items into anA wing, there simply is not enough mass unless you use low end crafted items.
A wing holds around 65k mass.
- markIV shields 15 k
- 90 speed engine 35k
- advanced blaster15k
Thats 65 k right there with no cap no armor no reactor droid interface etc etc etc etc. Now this is suposed to be a super fast ship, highly manuverable.
So what fits the bill?
- low end high speed engines loot
- low end super light reactorsloot
- crafted shields
- crafted weapons
- light weight armor (crafted or looted)
- lightweight higer speed looted boosters
- No droid interface or old lightweight high speed ones
- No ordinance
- No counter mesures
If they nerf the looted items with out fixing the craftable or adding light weight high end motors, the A wingand all other low mass ships like it will bevery un-fun when as they are putting around at a snappy 800 they are suddenly faced with tier 4 fighters that move at least 1100 cruising speeds .
MK V - 103-105 as above
- lv7 crafted shield 15k
- lv7 90speed crafted engine 15k
- lv7 adv speed blaster or ion 15k
- lv1 crafted 1k mass 11k energy reactor
- lv1 droid comp 500 mass
- lv2 30+ looted capacitator 1.5k
it come out with 48k mass, i have 17k more mass to fit armor and booster or maybe a lv9 weapon with a bit of luck and an high quality chassis or even the reward shield if i can RE it for a decent mass.... it can even try to fit a 100speed engine but he have to drop the shield to a lv5 1.2k (who in the end is just 500 points less than the lv7
as you can see using mostly crafted components i can end up with a very good A-wing that with engine4 should have a speed of around 1250 and a very good maneuverability.
with some very good (rare) loot probably it can come out even better, but with some really rare or reward stuff, also looking around i don't see many A-wing superior to this one for speed, even among the ones that use the old engine or some "common" loot.
Now if the A-wing is still quite viable ship is not the same for lighter fighters like the BS light fighterand the TIE In, with their 40k is way more harder to keep a good functionality but this not because differences between looted or crafted but just because with their low mass they have troubles to fit competitive equipement, expecially the engine to be able to have their superior speed that is needed for they style of flightm.
For exampleeven if one of the uber old "uber" 70speed lv2 looted enginesthey will never be able to catch an oppressor with a craftedspeed 100 engine.
Message Edited by Craxus on 11-29-2004 12:20 AM
I'm a master SW, but just working for my guild
I'm also a complete geek and have spreadsheeted everything to work out what's the best kit to send them out with.
Notatti looks closest to what I've found, just got a few comments to add for anyone who cares about the details.
Notatti wrote:
I process and reverse alot of loot as I am the master shipwright for a 5 player group.From what I have been able to tell, good quality seems to run on the odds.
Armor : Crafted has more strength but higher mass.
Boosters : Odd rule here. Level 2 4 6 and 8 are better than 1 3 7 9 respectfully. So a looted level 2 is better overall then a looted level 3. All equal levels are better then crafted.
Reactors : Odd rule again : Looted 2 is better than 3 ect... Sweet spot is a looted level 4 that can have close to 15k output. The one I personally use is a level 4 reversed with 2315 mass and 14573.6 output.
Shields : Tough one actually. I feel that all shields in the game are less than what they need to be. If npc and playerstrength was increased I think it would provide longer more involved battles. Though, much could be debated on which stat is best on shields, I prefer a high recharge rate.
Julia_uk wrote:
Still, I'm sure SWs can find muppets who want to buy engines that go fast in straight lines... it means they'll be coming back for more armour!
lol ![]()
just a thing... with engine overload4 the YPR is not so important as the program will boost it a lot, for eample i found the same ship with a 60 YPR engine and EO4 more maneuverable than with a 74 YPR one and EO3.
also in some rare occasionsEO4 can end in a ship difficult to maneuver if the YPR is too high, during beta sometimes it happened and even if here the engines have less YPR i think that it could still happen for some looted high end ones with some flight models (just speculation).
Zilod wrote:
Julia_uk wrote:
Still, I'm sure SWs can find muppets who want to buy engines that go fast in straight lines... it means they'll be coming back for more armour!
lol
just a thing... with engine overload4 the YPR is not so important as the program will boost it a lot, for eample i found the same ship with a 60 YPR engine and EO4 more maneuverable than with a 74 YPR one and EO3.
also in some rare occasionsEO4 can end in a ship difficult to maneuver if the YPR is too high, during beta sometimes it happened and even if here the engines have less YPR i think that it could still happen for some looted high end ones with some flight models (just speculation).
Using the Force, or rather past experience with developers in the real world, I predict that if this continues on the path it's on that EO will get nerfed to not affect he YPR characteristics on a ship. Not sure why it does so already as it skews the roles of the ship tremendously. I mean, what's the point of flying an X-Wing if you can use a Y-Wing LongPig with EO tonegate the deficient maneuverability? To be entirely honest, I don't even understand why engines have YPR values on them. That's really a flight characterstic of the chassis and has nothing to do with the engine in my mind, short of stress on the craft's frame which isn't as large aconcern in SciFi space sims (lower inertia than atmospheric flight and all the fictional equipment like inertial compensators/structural integrity fields to explain away the impossible).
Rhysen wrote:
Using the Force, or rather past experience with developers in the real world, I predict that if this continues on the path it's on that EO will get nerfed to not affect he YPR characteristics on a ship. Not sure why it does so already as it skews the roles of the ship tremendously. I mean, what's the point of flying an X-Wing if you can use a Y-Wing LongPig with EO tonegate the deficient maneuverability? To be entirely honest, I don't even understand why engines have YPR values on them. That's really a flight characterstic of the chassis and has nothing to do with the engine in my mind, short of stress on the craft's frame which isn't as large aconcern in SciFi space sims (lower inertia than atmospheric flight and all the fictional equipment like inertial compensators/structural integrity fields to explain away the impossible).
Kiashia wrote:
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.
QFE, I totally, totally agree with that last statement. Here's what it boils down to for me: a looted component, as-is, should *never* be better overall than what we can craft....there should be one random stat thatalso has a random chance of being better, but that's it. RE'ing, however, should produce components that *are* better than crafted. And before anyone balks at that, keep in mind, to RE a component, the higher the level the more components of that type it takes to reverse engineer....so having RE'd components be better would do little harm to the profession because it's not like you'd see a plethora of these better RE'd components just overrunning your business or driving it away. So basically here's what I would do:
(1.) Increase our ability/range of affectation during experimentation on crafting components, with particular emphasis on areas where it's just stupidly wrong/out of whack(i.e. capacitor recharge rates for example). Also in general along this line of thinking, if you're going to have the highest tier components increase so rapidly in mass, make the other stats scale proportionally and in parallel fashion. It's ridiculous when you have Mark IV/Level 7 crafted components that have an incredibly higher mass value but yet by comparison maybe have 10-15% higher stats in the important categories.
(2.) Leave the loot rates as-is, but do a balance pass on loot to make sure there's never more than one stat (at random) that can be better than the max craftable range after #1 is taken care of.
(3.)Changethe RE percentage rates that get tacked on after the highest stat values are tossed in the pota little so that you get a bit more of an increase and a bit more of a reward for RE'ing higher end component that take alot of time/effort to acquire all the pieces for.....but do so with balance in mind (i.e. make getting higher end RE's more rewarding but don't go overboard with it and create ridiculously unbalanced items). As an example. I'd probably change the rates at each level to 1.5x and adjust/balance as necessary from there if any tweaking was needed.