Weaponsmith Archive

Thread: Reflection: Crafting Change A New Perspective

Be0Wulfe
Tue Mar 16, 2004 2:13 pm
#1

I stated I would eat my words if I had a glimmer of a feeling that the crafting change was for the better, well here goes: I am eating my words - only half of them however.


SOE has come very close to making crafting better - not for purposes of economy, or purposes of equalizing the crafting playing field for non-Masters, Masters & +12 Masters, but for the purposes of making it a more creative, engaging, slightly-fun, slightly-frustrating process.


The good:


  • The ability to majorly affect stats, spd\dmg vs range, etc

  • Resources having a greater impact than before on final quality

The bad:



  • Volatile, variance in a schematic's final results


    • Reduce the variance in a schematic's final results, I shouldn't be getting 1% to 5% variances on final stats if I use the same resources and get the same experiment results - there is no net gain here.

  • Advantage Canyon of +12 Smiths capping out a category that <+12's will NOT be able to do


    • Certainly, +12 smiths should have some advantage in that, on averge, they will have 2 pts to put into range, condition etc, but those extra 2 pts should not be a final determinant on maxing a category out.

  • Volatile returns of succeses


    • Moderate successes sometimes reduce stats

    • Great successes vary in return from 1% to 7%or more - that's some variance.

    • This just plain needs to be fixed - it's inconsistent and all over the board.

  • Some schematics (adv wp stocks) are still borked on experimentation

  • Resource caps will still impact dependent weapons until the rebalance goes through.

Now, here's an idea for levelling the playing field between non-masters, masters & +12 masters. Instead of handing outa different number of experiment points, everyone starts with 10. The return result of each point you put in varies depending on your skill level in Techniques. A 1111 Novice for example would have a 1% to 10% variance in how much each point returns, where a Master would have an 8% to 10% variance. Skilltapes would never reduce that 8% to 10%, but they would allow you MORE points to tweak secondary attributes such as range or condition.


This means a nonMaster has at least a chance, if he works very hard and uses the same resources, to hit a schematic with the same or very close stats. A Master just has an easier time making the same schematic. It may take a Novice 50 tries, a master only 5.


At first blush, this sounds like a way to level the playing field, while giving an advantage to masters and rewarding those with +12 points by allowing their weapons to be a bit more than what they are. This does, in a readily apparent way, impact the economy or address the question of variety in weapons.


So - half a pat on the back, take this back to the design board. In the meantime, we'll be dealing with theone-day quasinerf weapons




Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
Bestine, Tatooine -1260 -2990

Sesshomaru78
Tue Mar 16, 2004 3:03 pm
#2



How much work are they willing to do... imagine this...


To simplify this I am going to use a fake metal and schematic as an example.


Say there is a schematic that requires 50 units of metal.

The experimental stuff is:
50% OQ and 50% CD for Damage
50% OQ and 50% UT for Range


The metal is:
CD 500
OQ 700
SR 900


Crafting Results:


Novice - Weapons Assembly 10 (used as 10% in the equation)
Damage=((50%*700)+(50%*500))*10%/10=5.50%
Range=((50%*700)+(50%*900))*10%/10=8.00%


Master - Weapons Assembly 100 (used as 100% in the equation)
Damage=((50%*700)+(50%*500))*100%/10=55.0%
Range=((50%*700)+(50%*900))*100%/10=80.0%


Experiment Results:
(each point is worth 10% of the previous result)


Novice - Weapons Experimentation 10 (one point)
Damage=5.50%+(5.50*10%)=6.05%
Range=8.00%


Master - WeaponsExperimentation 100 (ten points)
Damage=55.0%+(55.0*80%)=99%
Range=80.0%+(80.0*20%)=96%


This is a bad example because it only has two experimental properties. Using a system like this, you can have much more complex schematics that actually make sense. With only 2 things to experiment with, you can't see how this works. We would break down the experimental catagories even more than they are now. Damage, Speed, HAM Cost, Point Blank Mod, Ideal Mod, and Max Range Mod would be my picks with the actual ranges set buy the weapon type.


I hate the randomness in crafting now. If I am a master, there shouldn't be any guesswork in the weapons I make. I know all the tricks (experiments) to get the best results every time. I think this system would reflect that. It would also allow for very custom weapons to be made to order by the different customer likes and dislikes.


-Bob


Be0Wulfe
Wed Mar 17, 2004 5:40 am
#3

selfless /bump



Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
Bestine, Tatooine -1260 -2990

Jedi_Titus
Wed Mar 17, 2004 6:40 am
#4

I actually found the new system to be very... well.... boring.


I'm forced to put everything into dmg if I want to make a good weapon. I didn't find any room for creativity.


Plus it takes demotes me and any other 10 point master to 2nd rate weapons. I've been a master over 4 months that is a slap in the face to me. I take pride in the quality of my weapons, under this new system my best is 2nd rate, so much for pride.





Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
FreeEnterprise
Wed Mar 17, 2004 6:56 am
#5

After the FWG5 nerf, I figured ok, the devs made a mistake they realize their mistake, they wont do that again. This is absolute idiocy on the part of the devs. WHY TELL PLAYERS when you are going to change back or forth......you know what you did yesterday? You just made WS even more impossible to break in to. If you werent a seasoned WS with 12 exp points yesterday, you are now screwed. Every 12pt WS on every server made schems for superior components and weapons numbering in the 10's of thousands each. If you missed this, well too bad.....even with 12points you cant duplicate this no matter what you do.

There are valid reasons for surprising players, you want a balanced economy devs? Quit acting like a bunch of baboons without a leader and think about the effects of your actions.

Of course all this is null and void if they delete everything that was made yesterday.



Ravage O'Reilly
Master Weaponsmith
Wandering around Tatooine in a drunken stooper
Sesshomaru78
Wed Mar 17, 2004 8:37 am
#6

I take back my post... hehe... after thinking about it, like the ideas Be0Wulfe has.
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