Weaponsmith Archive
Thread: Craft Day?
TheWok wrote:
A while back, the devs put some changes to experimentation on the Test Center. Word from TC players was apparently that these changes were bad. So, the community at the time urged the devs not to include the changes in the next patch. However, the changes slipped in anyway, and the devs removed them the next day.
These changes, that were supposedly bad, actually allowed crafters to turn out better items than normal. BER 15 fusion generators, BER 14 heavies, BER 11 mediums and BER 5 personals were made (you'll notice these are 1 higher than the current maximums), as were some pretty amazing weapons.
That is "Craft Day." It was the day when "horrible" changes to experimentation allowed for some amazing items.
No, it really was a bad change.
Suppose your resource is capped at OQ500 and the schem calls for OQ. You say sure, I'll get 50% in one line and it will only cost me 5 points, right?
WRONG.
To get that 1 line to 50% you had to spend all 10 points.
On 1-line experiment items like harvesters, that's great. On weapons, the condition, range, and Hams would suffer as you would have to spend all your points to get damage maxed unless you were a 12-pointer.
The change would have protected ancient WS's monopolies, as only the uberest resources/12 pointscould make anything worth a damn.
What they should have did was fixed the rounding.And left point investment alone. If I experiment an OMU and a final harvie assembly to 100% I should get BER14, not BER 13.9999999 and have it truncated down to 13.
Message Edited by d0qtrX on 06-04-2004 11:50 AM