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Author Topic: (QOTW 09292008) Crafting and statistics  (Read 4141 times)
Moll
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« on: September 29, 2008, 04:59:01 AM »

Hi everyone!

Today's question of the week is short, sweet, and all for the crafter minded.


Necris' question about whether crafted items will have random or static statistics was under our radar for some time and it's about time we put it in the spotlight.

When designing Earthrise's crafting system, we wanted to encourage mass manufacturing with marginal failure rate and predictable item qualities, allowing the crafter to set a long-term strategy how to use his acquired resources in order to meet the market demand. There's rarely a sizable chance of failure except when using poorly equipped factories or aiming at a very difficult product, in all other cases the failure margins are minimal or non-existing. The items quality is not left to chance either - when using the same technology and the same designs, the player will end up with the same item. The only notable exception is the item quality - depending on the quality of the components used while crafting, the final product might be of exceptional quality, which allows that item to break less often due to extended durability, as well as minor bonuses to its statistics. That's why crafters will aim to create better quality products that require less maintenance and provide superior results compared to standard, stock items that will undoubtedly be widely available on the market.

Enjoy!
~ m.
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Magunnus
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« Reply #1 on: September 29, 2008, 05:51:33 AM »

Groovy.
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Thatim
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« Reply #2 on: September 29, 2008, 06:45:19 AM »

Thanks for giving this clear explanation.

Also nice newsletter  Wink
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CursedSeishi
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« Reply #3 on: September 29, 2008, 07:15:13 AM »

Yeah, I kinda figured that since materials had quality, it would affect the quality of the item made from it, but its nice to know that besides it being better quality that it could get a nice little perk as well.
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« Reply #4 on: September 29, 2008, 07:41:05 AM »

Smiley Yay! It feels good to hear about crafting for some reason.
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« Reply #5 on: September 29, 2008, 08:22:12 AM »

Sounds good  Grin
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Aldoe Nova
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« Reply #6 on: September 29, 2008, 11:31:48 AM »

I can't wait till the Dev's start really letting out information on the dynamic stats of resources and how they are going to effect the end results of player crafted items. I always loved playing the numbers game with resources in SWG. Picking out the material with the best stats for the item you wanted to create.
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« Reply #7 on: September 29, 2008, 10:35:27 PM »

Sounds good and will keep the crafter types experimenting too!
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« Reply #8 on: September 30, 2008, 12:46:44 AM »

The crafting system in this game sounds great. I may actually get into it.
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« Reply #9 on: September 30, 2008, 03:46:38 AM »

i always love hearing about the crafting system. i may actually take up some crafting in this game
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« Reply #10 on: September 30, 2008, 06:32:51 AM »

This is a good answer and all....but I am missing one key answer I was hoping to hear from this.

 What effects the actual statistics and its values on the crafted item??

is it solely the componets that contribute to the actuall statistics (not durability) of the item...or what? the ore used? everything?

does this mean that the statistic that each component can contribute to the finished item is pre-set and the quality of the crafted item or the quality of the component then only determines how big the value will be. meaning better quality = bigger statistic value from a pre-set optimal value?

(complicating much?)
« Last Edit: September 30, 2008, 06:37:30 AM by Alucard » Logged

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« Reply #11 on: September 30, 2008, 06:38:34 AM »

sounds awesome
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« Reply #12 on: October 01, 2008, 01:50:44 AM »

Very well worded. I was already looking forward to the crafting system. The more that is posted about it, the more anxious I get to use it first-hand.
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« Reply #13 on: October 01, 2008, 02:31:54 AM »

This reminds me a lot of the SWG crafting system, which I really enjoyed.  It made crafting personalized enough so that the market was competitve with a range of low quality to high quality.

If it does turn out to be similar, there will no doubt be multiple statistics that will factor into the quality of an item.  I am pretty new to the forums, so I still have a lot of reading to do, but this is what it sounds like to me.

 Grin

** I just found this, so I thought I would add it to this post.  It looks like so far there are just different quality levels to the resources used to craft things.

Materials for Crafting:
Masthead has announced 3 categories of materials for crafting: common, uncommon, and 'special'. Common items will be purchasable in shops, but it's still unclear right now if it'll be possible to directly loot them off of monsters. We're told that junk loot from monsters can be broken down into commonly used items for crafting. Uncommon materials will be farmed by guild bases and in mines. As for the special category, it seems there's only a single resource qualified to be in this category, and that resource is only found in dangerous zones swarmed with mutants and other players who want to kill you. Mechs will have to be used to farm this special resource.

This is how I see it going ---
Majority of common resources = higher probability that the item will have common stats/quality upon completion.  If 75% common are used and 25% uncommon, there should be a 25% chance to pop out an uncommon item.  Same goes for all the other types.  I would assume they will all be given a numerical value and the average w/ a roll will determine what the final outcome will be.

As for specifics on just exactly what makes an uncommon item better/different than a common one -- I havent found.  If the devs follow suit of the other games on the market, it will probably be:

Common - Basic stats (if any at all) used to increase crafting skill.
Uncommon - Basic stat increase of item
Special - High stat increase, possible additional effects added.  This could be that one stat is raised a great amount on the item, or that now there is more than one stat increased per item.

Another aspect to crafting I like a lot, that kind of fits into this category, is slotting.  Not sure if this is the right post to ramble on and on in though!
« Last Edit: October 01, 2008, 03:17:15 AM by Xavya » Logged
Ael
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« Reply #14 on: October 01, 2008, 03:46:30 AM »

That's why crafters will aim to create better quality products that require less maintenance and provide superior results compared to standard, stock items that will undoubtedly be widely available on the market.

I wonder how much I can infer from the above sentence.

Things that are widely available on the market tend to be those things that make money.
I.e. things that people actually buy.  People tend to buy things that are 'useful" in some way.  But, if you don't use something at all, by definition, it can't be useful.

Therefore, I conclude that the developers intend that a large  number of players will be using "standard, stock" items for their normal activities.  Since players don't use stuff that isn't really "competitive",  I conclude that standard, stock items will be competitive with the high quality stuff.

What is competitive?  I'd guess 10%.  Anything more and it really isn't a "minor" improvement. (if it is more, it stops being a nice to have, and becomes "gotta have if you want to live", which means that nobody will buy the lesser crap, etc.

Next, challenge/cost of manufacturing:  If you can mass produce "exceptional" items at a reasonable cost, they will also displace the standard,stock items.  After all, who would pay $10 for an item, when could pay $11 for something that was 10% better.  MMOs are not that price sensitive.  Again, if you can build a better item for only slightly more, you displace entirely the less useful item. 

Since we have the developers assurance that standard, stock items will "*undoubtedly* be widely available on the market", I conclude that manufacturing these items will cost much more.  (I'd guess a factor of 10).

Therefore, I conclude that the manufacturing system will end up looking much like EvE (where there will be "standard" tech I items which are used in "blob" warfare, and "Exceptional" tech II items for specialty roles (including possibly PvE solo).
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