Weaponsmith Archive

Thread: Craft Day?

Vexor
Thu Jun 03, 2004 8:39 pm
#1

Sorry to barge in here, but I've been collecting resources for some time preparing to become a weaponsmith. Many times I've read through threads and came upon someone saying they made a great weapon or component on "craft day", or patch day? Do the dice roll more your way on experimentation on these days or what?



\\\\Lunase Bahaba////

228 2675--900m East of Dantooine Mining Outpost
j Lunasoar Spacecraft Inc j

TheWok
Thu Jun 03, 2004 8:49 pm
#2

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.



---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
Avock
Thu Jun 03, 2004 9:49 pm
#3

Yup, crafting day was awesome for weaponsmiths. Just about everything I made that day is still better than what I can make now (although they had higher HAM costs cause I spent on damage instead of HAMs). It probably wasn't good for armorsmiths (unless you like high effectiveness, and don't care about encumberance) cause as an armorsmith you want to spend on base and encumberance.



- Avock
Retired Master Weaponsmith, Master Merchant, Master Artisan, [combat challenged]
Core Tech - Weapons - East Dune Sea Oasis, Tatooine (5012, 3260)
d0qtrX
Fri Jun 04, 2004 9:48 am
#4






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

Page 1 of 1
Previous Next