Tailor Archive
Thread: Experimentation +10
SueDenim wrote:
Yeah, I think the outcry over the "removal" of experimentation is kinda overblown, like patients in the control group of a medical study complaining afterward that their placebos were taken away, and demanding the doctors give their placebo prescriptions back.
Now, arguing for *real* medicine (i.e., experimentation that has some genuine purpose and reason to exist) is all quite correct and proper, but I've yet to understand what the big deal is about removing a GNDN (Goes Nowhere, Does Nothing) aspect of tailoring....
Well, except for the "fun" factor of it, I am still expecting them to someday put *real* experimentation in. Unless they do it in a totally unexpected way, I am left with clothes out there that just weren't well made. I am just now beginning to make a name for myself as a tailor, and I am finally turning a decent profit. I would hate it if everything I made suddenly rapidly began to fall apart because people might not want to come back and buy stuff from me.
Anyway, this assumes that tailoring gets fixed. I have some hope for it. I noticed on the dev tracker that they are planning to revamp the user interface for Image Designer, so that means that they are paying attention to a non-combat class (and a pretty ignored one at that). I think that it is only a matter of time before they do something for the tailors. Those poor squad leaders on the other hand....
Gyopi wrote:
Well, except for the "fun" factor of it, I am still expecting them to someday put *real* experimentation in. Unless they do it in a totally unexpected way, I am left with clothes out there that just weren't well made. I am just now beginning to make a name for myself as a tailor, and I am finally turning a decent profit. I would hate it if everything I made suddenly rapidly began to fall apart because people might not want to come back and buy stuff from me.
But... OK, maybe I'm misunderstanding something here, but my current understanding is that experimented items and non-experimented items were literally identical when all was said, done, and crafted. I.e., if I made one black Smock on August 1 with full, grandly successful, experimentation, and one with no experimentation, their database records would be identical except for the serial number. That there's no "hidden" Durability rating being recorded somewhere that would make a difference on the day decay is introduced? If I'm wrong about that, I concede the point....
SueDenim wrote:
But... OK, maybe I'm misunderstanding something here, but my current understanding is that experimented items and non-experimented items were literally identical when all was said, done, and crafted. I.e., if I made one black Smock on August 1 with full, grandly successful, experimentation, and one with no experimentation, their database records would be identical except for the serial number. That there's no "hidden" Durability rating being recorded somewhere that would make a difference on the day decay is introduced? If I'm wrong about that, I concede the point....
You could be right about that. I will have to check to see if there are still any of my old pre-patch clothes left anywhere. I seem to remember my old clothing having a durability rating which simply didn't do anything since there was no decay. I could be wrong about that, though. It might have been like experimentation on personal harvesters and wind generators (it doesn't seem to make any difference). Anyway, if that is the case, then there really isn't anything to be upset about except for the implication that it is going to be a *long* while before the fix things.
As far as I remember, experimentation was removed because the devs were getting huge masses of queries from tailors and others as to whether it worked, how it worked, and why it didn't seem to be working, even though you could technically use it. It didn't do a single thing, and was removed to avoid confusion in the grand majority of folks -- who don't actually read these boards and simply didn't know.
I'm relieved to know that armourcrafters hadn't actually suffered as a result after all, though! *grins*
donnah42 wrote:
Am I the only one that thought experimentation was fun? I know it didn't do anything. But I still loved getting that "amazing success!" It was worthless, but it made me feel better. It was an extra fun little thing to play around with. Now crafting is boring.
No, you're not the only one. I don't think there'd be quite so many people quite so upset if experimentation weren't fun
YukonSam wrote:
I don't think there'd be quite so many people quite so upset if experimentation weren't fun
Actually for myself... it's when experimentationdoes have an effect on your item thatit becomes the absolute opposite of fun. When creating an item using 8 or 9 experimentation points that is ruined by anything less than a great success, it becomes terribly unfun ![]()
I'm glad I don't have to experiment on clothing, to be quite honest. Good and moderate successes can make an item pretty worthless (especially in the case of armor), and all I mainly get out of it is frustration and an added wait until it's finished being created.
The only experimented thing I actually have fun with are weapon powerups (it's like a lotto what combo you'll get hehe) and CDEF weapons for newbies. It's amazing what you can do with 21 units of high quality materials and 11 experimentation points ![]()