Weaponsmith Archive

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

SpaceGolfer
Tue Mar 16, 2004 10:08 pm
#27

I'm curious about the feelings of other non-Masters out there. I'm currently 3/4/1/4 on the Skill tree and I am NOT a grinder. I am very meticulous and careful about the resources I obtain and I have been selling my weapons (which have been decent) at a good enough rate to make a living and keep my harvesters running.


Now, with this patch in place, My ABPH, ABPB and ABRB are 3/4 the stats of what I was able to make before when you put these together on a weapon that is only 3/4's of what I used to be able to make... I WILL NO LONGER BE ABLE TO SCRAPE A LIVING OUT OF THIS PROFESSION ANY MORE IF THE PATCH STAYS!!!


I'm going to say this again in case you missed it earlier...


I CAN NO LONGER MAKE A LIVING CRAFTING WEAPONS ANY MORE IF THIS PATCH STAYS!!!!!!!


I'm fairly close to MSW and my weapons now suck to high heaven. I can only imagine what kind of crap that a new WS will make.


Also I was under the impression that the Moderate Success Rates would be fixed. They seem to sting worse now than they ever did before. They happen with more regularity now than they every did before.


I was all for this change to the crafting system before I got to try it and now I'm glad there were whiners en'masse to convince the devs to revoke these changes.


And my own message to all the MWS's out there with your multi-million dollar skill tapes that are happy with this patch.


KISS MY #$%!



Arguing on the internet is like competing in the special olympics. Even if you win, you're still retarded.


Scottus R'ic
Master Bounty Hunter, Master Carbineer, Medic

Three Stones Hill
The Best Community of Roleplayers on Chilastra
3k nw of miners outpost, dantooine -3346/3956
Chilastra
LLJK_Griz
Tue Mar 16, 2004 10:12 pm
#28

Ah, finally a non-master speaks up! I thought you guys would get screwed big time, and you've confirmed it.


Hopefully all these threads will show Sony what they need to fix before they try pushing this system on us again.



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
SpaceGolfer
Tue Mar 16, 2004 11:00 pm
#29

Be happy to.


Thanks for the suggestion.



Arguing on the internet is like competing in the special olympics. Even if you win, you're still retarded.


Scottus R'ic
Master Bounty Hunter, Master Carbineer, Medic

Three Stones Hill
The Best Community of Roleplayers on Chilastra
3k nw of miners outpost, dantooine -3346/3956
Chilastra
atimes
Wed Mar 17, 2004 1:15 am
#30






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.

Quujquux
Wed Mar 17, 2004 1:40 am
#31






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.




Quujquux Thraeryn :: Novice Hologrinder
Stasia Thraeryn :: Master Weaponsmith || Master Artisan || Master Merchant
Thraeryn Industries :: Weapon Vendors on Naboo @ 2900 -5572
Kershakk
Wed Mar 17, 2004 1:52 am
#32

As an aside, remember how they said they had to change it this way so they could fix experimentation on things like the advanced weapon stock? Guess what? It is still broke!
LLJK_Griz
Wed Mar 17, 2004 2:58 am
#33

Something's broken here.


I made two advanced barrels. One point at a time. All great successes.


First: 12 12 .31 2 accuracy (all 12 points into damage)

Second: 12 12 .35 5 accuracy (all 12 points into damage)


Identical experiment rolls with identical materials, tool, etc should have produced identical parts,but it didn't. Either there's a random factor (NO ONE LIKES RANDOM FACTORS) or it's bugged.



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
Kupaasi
Wed Mar 17, 2004 4:04 am
#34


I got also few very good results I could not reproduce. I immediately started to hate the new system. It would mean we had to spend tons of time and resources to get the best T21 out, for example.





-G- Garhu
Making weapons since Nov 2003
Mayor of Misty Island, the home of Team Spirit [T-S], Corellia

Eliss
Wed Mar 17, 2004 8:25 am
#35


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.


Another thing I have noticed is that there is ABSOLUTELY no difference between an AMAZING Success and GREAT success on the initial combine (Assembly).


Edit: Fixed typos

Message Edited by Eliss on 03-17-2004 10:31 AM



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.
JavaKodar
Wed Mar 17, 2004 12:28 pm
#36

Heh, yes, I did find that rather odd and annoying that amazing successes basically completely destroy an experimentation attempt unless it happens on the very last point or box.


They really need to work out what each type of success is supposed to do. It seems that the only one that works as planned is a critical fail.



Vertex Starlighter [TCON]

Former Master Weaponsmith of Wanderhome

MatchstickNaritus
Sat May 28, 2005 11:03 am
#37






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


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