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Author Topic: (QOTW 10192009) Mass Production, Crafting  (Read 2688 times)
Moll
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« on: October 19, 2009, 06:18:30 AM »

Greetings!

This week and most likely next week, we're going to talk about crafting.

You can find the question of the week in its original form here:
http://forums.play-earthrise.com/index.php?topic=4322.msg78118#msg78118


Q: Will there be ways to mass produce off schematics to make replicas of the rare, elite item? If so, what would be the limit? If not, what is in place to make crafting, not less time consuming, but less tedious?"

 
A: What makes an item extremely rare or "elite" could be one of many factors - Quality of used ingredients or Designs used along with the manufacturing Technology. Crafters can mass produce items that are "elite" due to their powerful Designs as long as they don't "wear off" their Designs. Each Design, upon creation either by a crafter or receiving it as a reputation reward from an Organization, comes with an Edge property. Once placed in a Technology, each time the attached Technology is used to manufacture an item, Design's Edge will drop. If Design's Edge reaches zero, the Design is no more usable and vacants its slot in the Technology. This limitation requires crafters to stock in Designs and limits the mass production of excess of powerful items. Access to "elite" items is constrained by the availability of Designs on the market. While Crafters will always keep the demand for Designs high, it depends on players who either provide resources for the Blueprinting process (the way Designs are created) or those who trade their reputation with Organizations to gain Designs as reward and sell it on the market, to support the economy with the means to create so called "Designer Items".


And now, time for our Earthrise Fun Fact:
All shaders in ER are created from one uber-shader called Amber.

Amber is called that because all object shaders in Earthrise are but a shadow of the true capabilities of this one proto shader. The system that determines the correct 'shadow of Amber' that has to be compiled for some object is called Dworkin. This is a tribute to Roger Zelazny.

Tune in this Wednesday - we've got another Earthrise Fun Fact for you. Come follow us on Twitter to get the exclusive Fun Fact before it appears in the forums, but be sure to read QOTW to get more information.

Coming up next week, a little more about crafting. See you then!

~ m.

 
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Xyleya
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« Reply #1 on: October 19, 2009, 06:30:12 AM »

Good decision.

This keeps the people busy running missions to get their technologies over and over again.
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Tallath
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« Reply #2 on: October 19, 2009, 06:50:58 AM »

So blue print crafting, is a type of crafting then? Interesting.... Any lore reason why a design would cease to work? (maybe I'm just reading it wrong)
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Mogeley
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« Reply #3 on: October 19, 2009, 07:18:08 AM »

Each Design, upon creation either by a crafter or receiving it as a reputation reward from an Organization, comes with an Edge property.

Am I understanding this correctly that "Edge" designs can be created by a crafter alone? Can a crafter create an "Edge" design without ever receiving an "Edge" design as a reward? Or is it that "Edge" designs only can only be received as a reward?
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« Reply #4 on: October 19, 2009, 07:27:46 AM »

Each design comes with with its "Edge" upon creation or upon getting it as a reward.
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Kole
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« Reply #5 on: October 19, 2009, 07:30:20 AM »

Amber is called that because all object shaders in Earthrise are but a shadow of the true capabilities of this one proto shader. The system that determines the correct 'shadow of Amber' that has to be compiled for some object is called Dworkin. This is a tribute to Roger Zelazny

Wow, nice!
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Harabeck
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« Reply #6 on: October 19, 2009, 08:15:29 AM »

Ya, I think "edge" is like durability for weapons.
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Kole
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« Reply #7 on: October 19, 2009, 08:43:14 AM »

Ya, I think "edge" is like durability for weapons.

I think the same rthing and it makes me wonder how the resources that go into making a design affect it Edge.
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Setesh
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« Reply #8 on: October 19, 2009, 09:42:54 AM »

That's a beautiful idea, it fixes several things that are wrong with a lot of other implemented crafting systems. 
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Ael
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« Reply #9 on: October 19, 2009, 02:58:05 PM »

Ick, "mass produced rare elite items". 
Can you say "oxymoron"?

I suppose it depends on where the true bottleneck in production lies.
If the bottleneck is in design availability, then that is where the value lies
and there will be great compeition for the materials to make designs.
(and faction mission runners will be rich). 
This means that the materials to actually make the items will tend to be less valued.

If the bottlenect ends up being the materials to make the items,
then the design simply becomes another hoop to jump through
and design prices will drop.

Sounds to me like the intent is to keep designs rare and the materials to
"mass produce rare elite items" will be widely available via territorial warfare.
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ghstwolf
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« Reply #10 on: October 19, 2009, 04:00:36 PM »

This means that the materials to actually make the items will tend to be less valued.

Sounds to me like the intent is to keep designs rare and the materials to
"mass produce rare elite items" will be widely available via territorial warfare.


It sounds like a 50/50 split to me.  Both the designs and the rare resources to produce the products will be of value and consumed to create a constant demand for both.  At any given moment it could be either the designs or the resources that present the obstacle.

This should be good for really integrating many play styles, giving every approach something of value to everyone else.
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Maelstrom
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« Reply #11 on: October 19, 2009, 10:47:47 PM »

It sounds like a 50/50 split to me.  Both the designs and the rare resources to produce the products will be of value and consumed to create a constant demand for both.  At any given moment it could be either the designs or the resources that present the obstacle.

This should be good for really integrating many play styles, giving every approach something of value to everyone else.

That's how I see it as well.  Either the resources, the design or both will be the challenge in making a healthy production run of elite items.  I like this system, not only will resource availability factor into production, but so will design accrument.  This crafting system is sounding better and better.
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Kole
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« Reply #12 on: October 20, 2009, 01:01:19 AM »

What does this term "elite" encompass? Is it just any item with a design attached to it? Or is it items with the maximum number of designs attached?

The latter having the highest and rarest material requirements and burning Edge of multiple designs simultaneously.

And wouldn't elite items require elite components - exasperating the edge consumption?

In theory I guess such items could be mass produceable but one would need a hell of a stockpile of designs and rare mats along with a heady influx of the same to maintain the rate of production. A large guild might accomplish it but I doubt an individual would be able to produce more than a few one offs.
« Last Edit: October 20, 2009, 01:04:36 AM by Kole » Logged

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Harabeck
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« Reply #13 on: October 20, 2009, 01:10:14 AM »

"Elite" was just a word Moll pulled from the original question (notice it's always in quotes in the OP). I think it's just a stand in for "high end items" or other such similar terms.
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Ael
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« Reply #14 on: October 20, 2009, 02:51:54 AM »

It sounds like a 50/50 split to me.  Both the designs and the rare resources to produce the products will be of value and consumed to create a constant demand for both.  At any given moment it could be either the designs or the resources that present the obstacle.

In practice, a 50/50 split is really hard to do.  You have to balance supply of both items to within a tiny tolerance.
If, for example you outproduce material compared to designs, then the materials will build up, further preventing a "50/50" split.  You then have to really boost design creation in order to absorb the extra material.
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