Weaponsmith Archive

Thread: More crackpot ideas, this time on UXP

p4Samwise
Wed Mar 03, 2004 8:17 pm
#1

I've updated the document with some examples that use actual numbers, drawing from the Weaponsmith skill tree and schematics to present ways that weaponsmiths could advance in skill under the proposed system.





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LLJK_Griz
Thu Mar 04, 2004 12:55 am
#2

The problem with UXP is that it is onlya significant source of experienceon brand new servers where most crafters have not mastered. After a few weeks, UXP becomes useless because most players will buy their items from master crafters who don't need experience, instead of from the non-master crafters making lower quality products (weapons/armor withworse stats, limited selection of clothing with limited palette, etc). As soon as decent harvesters become available, resources will be plentiful enough that players can easily grind to master in a few days and produce high-quality easily-sellable products.


Possible ways to advance to a second-tier skill box (49000 XP):
  • Craft/grind 490 projectile rifle barrels
  • Sell 50 scout blasters
  • Sell 100 gaderiffi batons
  • Sell 200 crates of C12 grenades

  • 490 projectile rifle barrels requires about 24k steel, which can be produced in a day byfive BER-4 small harvesters on an 80% spot, which will probably be available within two days of server launch unless the initial resource set is exceptionally poor. Fifty scout blasters requires six different types of resources (aluminum, gemstone, copper, reactive gas, inert petro, ore), can't be macroed, and making fifty good ones will probably take a lot longer to craftthan 490 rifle barrels because of the high rate of poor assembly and experiment results at low levels. While you were making all those scout blasters, someone else was dropping harvesters on steel and grinding rifle barrels, and they'll be making better weapons and getting more sales because of that.




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    p4Samwise
    Thu Mar 04, 2004 1:50 am
    #3

    Me again. I posted this in Core Systems since it affects all crafters (and to some extent all players), but it was written primarily from my perspective as a grind-weary Master Weaponsmith, so you all might like to look at it too.




    As I said in the CS forum, constructive comments are very much appreciated and will be incorporated into the document if possible before I wave it under the noses of SOE devs (in person if necessary). Poo-flinging will be ignored.



    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
    p4Samwise
    Thu Mar 04, 2004 9:46 am
    #4

    Under the system I proposed, UXP awards are 10x the CXP awards (as opposed to the previous UXP system in which it was what, 1% of that?), which makes UXP a much more significant factor in advancement.


    People with large support networks (guilds who'll help them grind) will pretty much always have the edge, and I don't think there's any system that can really stop that in a MMOG - in fact, it seems quite reasonable that a character with a lot of help will have the edge over a solo character, unless the solo character has some other ace up his/her sleeve. The problem I'm trying to address is the complete lack of options for someone trying to advance in a crafting profession.


    Speaking from my own experience, I actually sold a fair number of weapons as I was grinding up the weaponsmith tree. The problem, though, was that most of my sales were factory-made weapons, since that was the only way I could mitigate the high frequency of experimentation failures. Factory weapons, of course, give no CXP (if they did, grinding would be ridiculously easy). So even though I was doing very well for a non-master weaponsmith in terms of having customers and making a name for myself, I wasn't advancing at all until I ground out some rifle barrels.


    Now, if every factory-made scout blaster and sword I sold on the bazaar had been getting me up to 2000 UXP (and yes, there ARE plenty of Joe Newbies who won't necessarily be able to find a master weaponsmith's vendor, or even know that that's what they should be doing - it took me a long time to find my first laser rifle because they weren't sold on the bazaar,and it wasn't even master-crafted), I'd have logged in each day and found myself with another few thousand XP, and I'd have felt much less compelled to grind.



    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
    Chavabegga
    Thu Mar 04, 2004 12:02 pm
    #5


    Something like this would be great. I hated the grind to master. Took me 3 months because I didn't have the time or patience to sit there and constantly click my mouse. I made a few weapons along the way, tested each new skill out, see what I could make etc but the xp I got for the time it took to make a complete gun was not worth it for advancement. If by making the gun and then finding someone to buy it I could have gotten a UXP bonus that would be worth the time to make the gun I would not have grinded at all. I hated it. I enjoyed crafting but grinding barrels for hours in order to advance was stupid.


    /bitterness on


    But we will never see something like this. Something like this would allow a casual gamer to compete and it would cause power gamers to go even faster through stuff. We have to keep the power gamer happy by giving him things to grind. To bad if it hurts the casual gamer. We don't have to worry about him quitting because it will take him 10x as long to finish a profession.


    /bitterness off


    Oh wait, dang it. Its stuck on.


    Hey look at that, I made veteran, I can edit now. Bitterness switch still stuck though.

    Message Edited by Chavabegga on 03-04-2004 11:03 AM



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    p4Samwise
    Thu Mar 04, 2004 1:04 pm
    #6

    So is the problem an intractable one, in your opinion? Or might it be fixable by:


    1. Lowering CXP awards

    2. Increasing UXP awards

    3. Retooling the skill tree to make novices more competitive

    In my opinion, even an imperfect UXP system would be far preferable to none at all - sure, the hardcore grinder can still get there faster by grinding some warheads, but I know for a fact that there's still a market for cheap noviceweapons, even on old servers.


    The way I envision this playing out, novices would waaay undercut masters on prices, because their goal is to get their weapons into peoples' hands and to make a name for themselves, not to make money hand over fist (at least not at first). There will always be people who don't mind buying sub-master quality weapons if they're a lot cheaper, and will run those guns into the ground because they don't feel a need to replace them. Of course, there are also people who always have to have the best of everything. The point is, there are different markets that smiths can target.




    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
    LLJK_Griz
    Thu Mar 04, 2004 1:31 pm
    #7

    The problem stems mainly from the very large amounts of exp required to advance and the small, slow exp gain from UXP. If CXP is reduced, people will still grind because resources are readily available and it'll still be faster and easier than trying to get UXP ... unless UXP is greatly increased, in which case you end up with people having guildmates/alts spamming overcharge shot on each other with uncertified weapons to farm UXP. The end result of that situation is the same - the players with large guilds supporting them with lots, harvesters, resources, and UXP will master much faster than those without these benefits and thus corner the high-end market before everyone else is anywhere near them.


    Weapons are fairly cheap and last a long time, and missions pay a lot. Joe Newbie could buy one of thedozens of low-quality scout blasters off the bazaar for 4k or whatever, or he could go do another half hour of missions and buy one with better stats from a master weaponsmith vendor for 10k (and that's Lowca prices, which seem to be much higher than most other servers).


    UXP may be more helpful to professions like armorsmith who have more complex grind items, but I can't see it becoming a useful factor for weaponsmiths without a total rewrite of the crafting system.



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    p4Samwise
    Thu Mar 04, 2004 2:38 pm
    #8

    Thanks, Chava. Your bitterness is my bitterness. From what I've seen of Runesabre, though, I think he might actually listen to something like this.


    Also, Jennai, I want to clarify that I'm not dissingyou or brushing you off at all - you have a very valid point that it can betough for a novice weaponsmith to sell stuff. However, I think that's a separate issue, and it's tougher to address while keeping everyone happy, since a lot of master weaponsmiths get REALLY upset any time somebody suggests making novice any more powerful. (I personally feel that you could solve a whole lot of problems by moving +15 experimentation out of master and into novice, giving novices and expertsa niceleg up but still giving the master an extra coveted experimentation point in addition to many highly sought after schematics [DX2, T21, etc]).


    The UXP system as I propose it at least shouldn't bother anybody who's already comfortable with the current system. If/when it's more firmly established, it might become clear that novice weaponsmiths are having a hard time selling enough to advance at a reasonable rate, at which time the skill trees can be re-evaluated. The problem is that right now, selling items isn't at all related to advancement, so it's tough to evaluate the skill tree issue by looking at advancement rates.



    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
    p4Samwise
    Thu Mar 04, 2004 2:45 pm
    #9

    Something I was mulling over last night and would like to bring up here - what about simplifying the UXP equation such that each condition point lost equates to 2 UXP, regardless of what type of weapon it was? That takes resource consumption out of the UXP equation, but it still factors in indirectly since a smith who uses more resources in maintaining a more diversely stocked shop will sell more (and get more UXP) than a smith who tries to game the system by making nothing but low-resource-usage weapons.


    The logic behind this is twofold:


    1. It greatly simplifies the example calculations for figuring out how much usage goes into a skill box, as well as the actual implementation in code (most likely).

    2. The actual crafting effort involved in making a gun is more or less equivalent regardless of whether it's a rifle that uses 200 resources or a pistol that uses 100, so the XP payoff should be fairly similar.

    The main thing that makes mehesitant is intensely low-resource weapons like swords - under the more resource-based system you generally have to sell twice as many melee weapons as firearms in order to advance, so making it purely condition-based changes those numbers by a lot. On the other hand, I don't think the market demand for melee weapons is anywhere near twice (or even as much as) the demand for firearms, so the resource-based system seems to unfairly discriminate against swordsmiths in that regard.


    I'm thinking I'll change the doc to reflect the condition-based system, but archive the resource*condition-based system and link to it as an alternate example. Any other thoughts?




    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
    LLJK_Griz
    Thu Mar 04, 2004 3:14 pm
    #10

    Novice will always be inferior to an xxx4 crafter who will always be inferior to a master. The servers already have established economies; the two-week window where non-masters can sell is long gone. Any revision of the UXP system at this point, no matter how well thought out, would be a waste of a programmer who could be put to better use on a different project.


    You have a solid plan, but if it was implemented now, no one would see any real change. The hologrinders and anyone who wants to get master fast would keep grinding because it's easily macroable, the casual players (who are usually the ones who take months to get master and then whine about not being able to make anything because they don't have time to monitor resource spawns) would still take forever to reach master and then whine about being limited by resources that they didn't have time to search for.


    A guildmate recently made master after over two months of grinding in his spare time. During all this time, he was only able to sell grenades and WUKs because there's like three people on the server who make grenades and WUKs aren't affected by experimentation. Any revision of UXP would have to add it to factory-created items to benefit lower-level crafters, because no one wants single grenades and WUKs.



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    p4Samwise
    Thu Mar 04, 2004 5:06 pm
    #11






    LLJK_Griz wrote:


    You have a solid plan, but if it was implemented now, no one would see any real change. The hologrinders and anyone who wants to get master fast would keep grinding because it's easily macroable, the casual players (who are usually the ones who take months to get master and then whine about not being able to make anything because they don't have time to monitor resource spawns) would still take forever to reach master and then whine about being limited by resources that they didn't have time to search for.


    A guildmate recently made master after over two months of grinding in his spare time. During all this time, he was only able to sell grenades and WUKs because there's like three people on the server who make grenades and WUKs aren't affected by experimentation. Any revision of UXP would have to add it to factory-created items to benefit lower-level crafters, because no one wants single grenades and WUKs.





    Actually, on the topic of monitoring resource spawns, I think that's one of the things that makes the crafting system very casual-friendly; resources are in shift for an entire week, so you only need to do a quick spot-check once every couple of days in order to keep up with everyone else. (Better yet, scan SWGCraft quickly once in a while!) I consider myself a very casual player (I log in maybe a couple of times a week), but I always stay on top of the resource spawns. Of course, I also deliberately operate my shop in an out-of-the-way area so I have a relatively low customer volume, so I don't need more than a stack or two of each resource.


    I digress, though - the point is, a casual non-master could actually compete with a quick-grind master by having a better resource cache. And again, the non-master, if he/she is smart, is waaay undercutting the master on prices. I sold my firearms for something like 5 cpu before I hit master.



    Regarding factory-created items, I agree 100%! That's in fact a HUGE part of why I think we need UXP - giving ordinary factory XP is really easily exploited, so I can understand why they took that out, but a properly implemented UXP system would let crafters get credit for factory-created items that theysell. In fact, you'll note that in the examples section I specifically mention crates of consumable items. (Technically, you could grind out a lot of stuff in a factory and give it to guildmates to use up quickly, but it wouldn't be any easier or faster than the existing macro-grind system, so who cares?)

    Message Edited by p4Samwise on 03-04-2004 04:12 PM



    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
    p4Samwise
    Thu Mar 04, 2004 7:42 pm
    #12

    Updated the example section to reflect the pure condition-based system. Under that system, it basically works out that to achieve a given skill box, you sell either(XP needed / 1000) weapons or twice that number of crates of consumables, assuming that weapons get used for 500 condition points before being discarded in favor of something better.



    "Prettiest shim on Bria!" - Sev
    Certified "cool" by the Darth Vader of Bria

    Blue glowie.
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