Weaponsmith Archive
Thread: new crafting system tests here (added more tests)
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.
Where are these 27K missions. Please tell me so I can start doing them. ![]()
On a side note. The devs nerfed mission payouts twice. If they want to slow down money from missions they would just nerf mission payouts again not nerf players ability to do them.![]()
This change would not have fostered the competition that the devs wanted. You got more than 10 points and absolute top of the line resources then you do business. If you "only" have 10 points and only medium to high quality resources you don't sell jack because the 3-4 uber smiths have enough cash andresources to pretty much supply a large part of the server. You would only do business if the uber smiths sold out. experimentation tapes become a requirement instead of a luxury.
Those were the basics of the new system.
Be0Wulfe wrote:
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.
...
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.
Be0Wulfe hit the issue spot on with his post. I spent some time this morning playing with the new system, and it's true that I can make better weapons. Even as a 10-point smith, if I go for all the bonuses (food, city spec) I can. However, because of the ?bug? allowing you to exceed the normal maximums (even without amazing successes if you have 11 or 12 points), the stats vary wildly. I can make ABPHs with an extra 2 min damage this time, or an extra -0.04 speed next time, but it's going to take me dozens of tries to get "the best" effect I can out of my experimentation. Not a particularly fun proposition.
Add in a few of the other fun effects this change is introducing, like schematic stats differing from stats coming out of the factory, and I'm all for purging this change ASAP.
Did I post here that I made 3 ABPH's and the ones with Amazing successes were WORSE than the ones with Great Successes?
As Far as I am concerned the crafting system is MORE broke than ever.... this is how I believe the successes SHOULDwork.
Amazing successes should Fill LESS bubbles than a Great Successand increase the attriubutes MORE than a Great Success...
Great successes should Fill some bubbles, and increase the attributes... (this is the ONLY part that actually works)
Good Success shoud Fill More bubbles than a Great success, and increase the values Less than a great success
Moderate Successes should NOT reduce the attributes (THIS IS CURRENTLY BROKEN), but rather increase them by little or none and fill in same or more bubbles than a Good Success...
Moderate FAILURE should Reduce the attribuites by a little, and fill in the same number of bubbles as a Great Success
Critical FAILURE should reduce the attributes by a lot (the opposide of Amazing success) and fill in the same number of bubbles as a Moderate Success.
Message Edited by Eliss on 03-17-2004 10:31 AM
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.