Weaponsmith Archive

Thread: Crafting bug fixed!!!

Ybagi
Mon Oct 25, 2004 4:06 am
#14






Grisbilen wrote:





Lupaerian wrote:
Heh, sounds more like a "nerf" than a fix since it sounds to me that it'll now take longer to produce stuff. Meanwhile, I'm getting more and more grey hair (what's left of it anyway) thanks to my factories eating stuff if I don't put the EXACT amount needed in, or happen to sleep on my job and stick in the wrong resource. Sometimes I spend more time double and triple checking things before starting the factory than actually making the schematic :/

Oh well... guess that one is too difficult to fix.






Fix = Alter something from a state if "not working as intended" to "working as intended" (ex. this)


Nerf = Alter something from "working as intended, but intended was too darn overpowered" to "working in another way making it crappier and underpowered" (ex. creature handlers a long time ago)








I think after more than a yearwe should be able to assume that the game system was working as intended.


I don't see how this enhances my game play experience, balances the game, or fixes anything at all.


I'm just glad I'm not a chef or a doctor, they are the ones that got the biggest shaft here.





Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
d0qtrX
Mon Oct 25, 2004 5:33 am
#15






nojediiam wrote:

Slight workaround to help:


If you put points into multiple lines at the same time the complexity only goes up 1 pt. So once you know your weapons and how much you typically experiment you can do something like experiment with 3 pts in damage line and 3 pts in ham line at the same time so you experiment with 6 pts but only increase complexity by 1.


This should save you a few pts of compexity and since 1 compexity = 8 seconds in factory time it can add up, especially for grenades and the subs.







Experimenting 2 lines at once = critical failure. It's really tempting the experimentation gods to ram a ligtning bolt up your...


I get moderates like the plague with 1 or 2 points on a single line. 2 lines? May as well quit now.

PaladinX333
Mon Oct 25, 2004 8:00 am
#16

While this is was not an actual nerf, it had the same effect as one. Factories were already pretty darn slow and now they are worse.


I have a solution though: Cut the time it takes to make items in a factory in half.



If it looks like a nerf and it smells like a nerf...
ofim
Mon Oct 25, 2004 8:13 am
#17






CorenLanra wrote:
Man am I glad I just made 1200 VKs






Lucky you.....i just started a run of just the ABVU's....51 hours just for500 motors so that would be 102 hours for a full 1krun of motors.



Nice job Dev's....3 crafter nerfs in a row






Ofim Fote
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New Camelot Mall-- New Camelot, Dantooine

Funkbacca
Mon Oct 25, 2004 9:37 am
#18

So the end result here is that they made production slower across the boared or that they're trying to reduce experimentation?

Is there a glut of items for sale?? Just wondering about the logic.... there has to be some motivating factor for this.... fix. A pre JTL adjustment?



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niemic
Mon Oct 25, 2004 2:13 pm
#19

im pretty sure they want all of us running around with no weapons, then trando tkm's will rule all



Seraphem -SSA-
papajedi
Mon Oct 25, 2004 2:41 pm
#20

lol - well, siuts me fine...as well as WS, Iam TKM


I win either way
Karok69
Mon Oct 25, 2004 4:27 pm
#21






PaladinX333 wrote:

While this is was not an actual nerf, it had the same effect as one. Factories were already pretty darn slow and now they are worse.


I have a solution though: Cut the time it takes to make items in a factory in half.



If it looks like a nerf and it smells like a nerf...






\#ff0000NERF nuff said
papajedi
Tue Oct 26, 2004 12:05 am
#22

That's a good question. What is the motivation?


Is there a link between the slowing of factory production and the (reported but unconfirmed by devs) increase in weapon decay rates?


Any thoughts anyone?
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