Weaponsmith Archive

Thread: new crafting system tests here (added more tests)

Biggens77
Tue Mar 16, 2004 10:32 am
#1



well so far i madea couple of guns and let me say that having 2 extra exp points i was able to improve dmg and spd on the weapons. i was able to put all 12 points into the dmg exp line. people with less then 12 poitns should be very happy this didnt go thru.


Old system laser carbine 12 exp points


40-269 3.6 spd 1036 cond


New Laser 12 exp points


41-279 3.4 spd 918 condition


new laser 10 exp points


41-267 3.6spd 918 cond - used all 10 points on dmg



old jawa


124-228 5.5spd 1000 cond


new


129-236 5.3spd 919 cond



so with just those 2 examples of very popular wepaons the new system woudl have lowered the bar. it woudl have made weaponsmith skill tapes be worth abotu 10 mill a point lol. now i wil be stocking up my quasi nerf weapons




Message Edited by Biggens77 on 03-16-2004 12:38 PM

Message Edited by Biggens77 on 03-16-2004 07:03 PM



Biggens
Master Weaponsmith
Corellia 1060 -4916 (East of Coronet)
Biggens Weapons Stock List And Lower Prices 3/05
Radiant
Be0Wulfe
Tue Mar 16, 2004 10:43 am
#2

Summary: promising change, needs work, would NOT have fixed economy.


I have to agree with Biggens.


Old vs New, +112 experiment +128 assembly, 39.45 Station, 14.79 tools, no other bonuses


ABPH : 21 41 -.42 vs 22 45 -.44 (and still not maxed out with 11 pts)


APFM 19 39 -.39 vs 20 41 -.41 (maxed out but took all 11pts)


I'm going to work up some more but one very bothersome thing I noticed is that 'successes' are still broken.

Moderates invariably knock down you stats, greats return from 1% to 7% - that's some variance for a 'great' success.


I believe that some weapons (quasinerf or otherwise) - if not most - would have been a little better given the best possible resources.

However, this would in NO way have fixed the economy. Non-Masters would be SOL. Masters with 10pts of experiment, with good resources, may as well cut prices deeply or sell their resources. Masters with 12pts would rule the server. And yes, each skill tape would SKYROCKET in price from 1-2m per pt to much much more than that.





Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
Bestine, Tatooine -1260 -2990

Be0Wulfe
Tue Mar 16, 2004 10:45 am
#3

One more pt of disturbance.


I experimented two pfm's the exact same way, same distribution, same 'results'. One came out 21 41 -.41 the other 20 40 -.41 maxed out ... more randomness ... ?





Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
Bestine, Tatooine -1260 -2990

atimes
Tue Mar 16, 2004 11:08 am
#4

good job.


Yes I agree. This change would NOT have fixed the economy. That was our reasoning all along. Everyone calling us whiners saying the game was too easy didn't get the point.


If the devs had said they were doing this to make the game harder it would have been ok. However they said they were doing this to fix the economy and we told them over and over and over again that it would NOT.


Biggens77
Tue Mar 16, 2004 11:11 am
#5

lol yeah this change would have fattened my bank roll even more because i do ahve 12 exp points. any new smiths would nto stand a chance and that is nto good for the future of this game.



Biggens
Master Weaponsmith
Corellia 1060 -4916 (East of Coronet)
Biggens Weapons Stock List And Lower Prices 3/05
Radiant
AtlantisCH
Tue Mar 16, 2004 11:23 am
#6

It would have fattened mine also, I've made 15% kinetic layers, along with 80% Kinetic Ubese (on some test gloves). Another Armorsmith I've talked to got 73% base on some composite gloves. (Both of us have more than 10 experimentation points)



AtlantisCH

Master Armorsmith (Radiant)
Vendors: TBA
MatchstickNaritus
Tue Mar 16, 2004 12:03 pm
#7






atimes wrote:

good job.


Yes I agree. This change would NOT have fixed the economy. That was our reasoning all along. Everyone calling us whiners saying the game was too easy didn't get the point.


If the devs had said they were doing this to make the game harder it would have been ok. However they said they were doing this to fix the economy and we told them over and over and over again that it would NOT.









It would have helped the economy because reducing the overall capability of combat players to earn money doing missions. That's where the SW:G economy starts. When you can do 27K missions with ease because you're invincible with buffs/armor/weapons taht are ALL top of the line... you can just pump out the creds. And when EVERYONE can do taht with ease... you have a flood of credits entering your server.


And think of how much faster you can run mission with vehicles now vs. before. That's how it would help fix the economy. Would have it actually accomplished it? I don't know. But it would have hopefully stemmed the bleeding that is massive amounts of new credits entering the servers everyday.




Matchstick


Be0Wulfe
Tue Mar 16, 2004 12:14 pm
#8



MatchstickNaritus wrote:


atimes wrote:

good job.

Yes I agree. This change would NOT have fixed the economy. That was our reasoning all along. Everyone calling us whiners saying the game was too easy didn't get the point.

If the devs had said they were doing this to make the game harder it would have been ok. However they said they were doing this to fix the economy and we told them over and over and over again that it would NOT.




It would have helped the economy because reducing the overall capability of combat players to earn money doing missions. That's where the SW:G economy starts. When you can do 27K missions with ease because you're invincible with buffs/armor/weapons taht are ALL top of the line... you can just pump out the creds. And when EVERYONE can do taht with ease... you have a flood of credits entering your server.

And think of how much faster you can run mission with vehicles now vs. before. That's how it would help fix the economy. Would have it actually accomplished it? I don't know. But it would have hopefully stemmed the bleeding that is massive amounts of new credits entering the servers everyday.







Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
Bestine, Tatooine -1260 -2990

Biggens77
Tue Mar 16, 2004 12:28 pm
#9






MatchstickNaritus wrote:





It would have helped the economy because reducing the overall capability of combat players to earn money doing missions. That's where the SW:G economy starts. When you can do 27K missions with ease because you're invincible with buffs/armor/weapons taht are ALL top of the line... you can just pump out the creds. And when EVERYONE can do taht with ease... you have a flood of credits entering your server.


And think of how much faster you can run mission with vehicles now vs. before. That's how it would help fix the economy. Would have it actually accomplished it? I don't know. But it would have hopefully stemmed the bleeding that is massive amounts of new credits entering the servers everyday.







lol it owuld have cleared out other players wallets and made mine max out.



Biggens
Master Weaponsmith
Corellia 1060 -4916 (East of Coronet)
Biggens Weapons Stock List And Lower Prices 3/05
Radiant
Be0Wulfe
Tue Mar 16, 2004 12:28 pm
#10






MatchstickNaritus wrote:


It would have helped the economy because reducing the overall capability of combat players to earn money doing missions. That's where the SW:G economy starts. When you can do 27K missions with ease because you're invincible with buffs/armor/weapons taht are ALL top of the line... you can just pump out the creds. And when EVERYONE can do taht with ease... you have a flood of credits entering your server.


And think of how much faster you can run mission with vehicles now vs. before. That's how it would help fix the economy. Would have it actually accomplished it? I don't know. But it would have hopefully stemmed the bleeding that is massive amounts of new credits entering the servers everyday.






Sorry for the blank post.


You completely missed the point. Combat is not going to vary suddenly because you have a weapon that does 5 more pts damage vanilla, 15 more sliced, nor is PvP going to suddenly change, esp since the ranges just float for mitigation.


As it stands now, ANY character can come in and mission grind up to master marksman and will have money along the way to spend on top of the line armor and weapons - it is not a difficult deal to hit novice rifleman with a nice suit of composite and a nice T21. I've done it on an alt without a credit transfer.


Furthermore, final stats vary by 1-2 pts - regardless of how consistently you experiment. I've experimented with great successes all the way on ABPH - bread and butter component of blaster weapons - some weapons end up 22 44 -.44 some end up 21 44 -.41 and some end up 22 45 -.40 with a wide variety of every possible value in between. So right of the bat, I'm going to spend more time creating component schematics as a master.


Second, the final stats of a weapon also vary. Speed by +/- .1 and damage accordingly. I'm gettting laser rifles between 5.9 & 6.1 and max damage between 445 and 455 - again great successes but there's a variance in there somewhere - not sure if it is in how I distribute the points or how the results are coming back. So, doI make a 61. 445 or do I strive fopr a 5.9 455 - because that is what combat players will want? Again, I am spending more time trying to hit just the right schematic. Should it be this hard at master? I am of the opinion that is should not. There needs to be some consistency in somewhere in crafting.


The variance should come in choosing between a powerhammer that does 20-40 pts less damage but +20 to +50 more range mods (the high ends are rough extrapolations do not quote them as researched). I'll make weapons that are more accurate but less damage or more damage but less accurate all day long - but I don't want to go 5-10 tries to 'max' it out.


Which in turn raises the entire question on min-maxing: why does it matter? Any decent combat char is going to go for the lowest speed highest damage weapon everytime - and if it has any other benefits such as condition or range so much the better. What this means is Master will spend more time & resources trying to hit that ideal combination of speed & damage and Masters with +120 will still outstrip them by being able to throw at most 2 more points into range or condition.


In the end, the overall effect on crafting and the economy will not meet the stated design goal of fixing the economy.


This fix to crafting does however show promise. SOE should pursue this design decision further and refine it - with input from the community that will be using the system - and not in a vacuum.


However, regardless of which 'version' of the crafting fix that goes in, the economy will still not be entirely addressed. Novices will struggle, Masters will get by +120 Masters will rule servers and skilltapes will inflate while +120 Master weapons will probably do somewhat the same. If anything it will only break the economy.


The end result will effect you as the consumer - if a weaponsmith with a fat bankroll starts spending big money on Krayt, he's going to charge big money for Krayt Weapons. Those with the bankrolls already built up will be able to afford it, newer or intermediate players will not. There will be a sharp, jagged distinction between the super rich and everyone else, with no possible means of breaking in against more established business and players, short of demise.







Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
Bestine, Tatooine -1260 -2990

Jedi_Titus
Tue Mar 16, 2004 12:34 pm
#11






MatchstickNaritus wrote:




It would have helped the economy because reducing the overall capability of combat players to earn money doing missions. That's where the SW:G economy starts. When you can do 27K missions with ease because you're invincible with buffs/armor/weapons taht are ALL top of the line... you can just pump out the creds. And when EVERYONE can do taht with ease... you have a flood of credits entering your server.






I don't think it would really accomplish that very well at all. "Everyone" would still have the equipment they had before the patch to pull in all the crash they need to turn around and spend insane cash on equipment that is even more powerful than what they had before. The crafters with less than 12 points would be out in the cold, and likely leave the game. All the older wealthy characters that you see as the problem would not be effected by the changes. At least not for many many months.


I agree though, we are both speculating.

Message Edited by Jedi_Titus on 03-16-2004 03:36 PM



Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
LLJK_Griz
Tue Mar 16, 2004 2:00 pm
#12






atimes wrote:


Where are these 27K missions. Please tell me so I can start doing them.





Join a group, look on Dant or any other high level planet. Lots of 20k+ missions for Jantas and stuff.


The change would have been bad for the economy by driving all customers to 12 point crafters. It would not encourage variety and competition; it would stifle both. The rich get richer, andeveryone else can't sell anythingunless the 12 point crafters are all sold out.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Eliss
Tue Mar 16, 2004 2:53 pm
#13

I have One BIG beef about the new changes that Purely DOESN'T make sense...


I'm crafting Advanced Blaster Power handlers on Lowca. i have +11 weapons experimentatin and +10 weapons assembly. When i experiment i experiment 4 boxes at a time.. using the same resources, same combine order, etc.


Combine 1: Great Success ...Experimentation: all great Successes.. Final outcome = 22, 44, -0.45 spd


Combine 2: Great Success... Experimentation: Great, Amazing, Great .. Final outcome = 21, 42, -0.41


Combine 3Amazing Success... Experimentation: Great Great Great, Final outcome = 22, 44, -0.44



I can't for the LIFE of me figure out why an amazing success would ever yield a WORSE product than something with all greats.






Eliss Breen
Master Weaponsmith +24 Assembly/+24 Experimentation - Lowca, Naboo, Serenity
Vendors for 5 Master Weaponsmiths located in the Serenity Merchant square @ 2915 -5444
Every Pistol, Carbine, and Rifle is stocked.. Over 1000 Items in the tent.

If you want you can drop off auction wins on my "Weapons by Eliss - Sliced" vendor.
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