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(QOTW 11092009) The Crafting Process, Part 2 (of 2)
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Topic: (QOTW 11092009) The Crafting Process, Part 2 (of 2) (Read 6160 times)
Kole
Hero of Sal Vitas
Posts: 3850
Beware my raincloud of reality!
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #15 on:
November 09, 2009, 08:19:36 AM »
Quote from: kayeffem on November 09, 2009, 05:08:03 AM
i'll post this again since you guys seem to have glossed over it:
"Usually, when an item is disassembled, resulting parts inherits the quality of the disassembled item."
I highly doubt that you can go from lvl 1 to lvl 5 in 1 go.
No, thats not what I expect. I am simply wondering if its possible to keep assembling and diassembly the same modules until they've gone from quality level 1 to quality level 5.
Quote from: kayeffem on November 09, 2009, 05:08:03 AM
You'd also need to have other modules of higher quality for when you assemble the pieces back together.
Possibly, but the way the QOTW is worded, all modules get a quality bump upon a critical dissaembly and the item gets a quality bump on a crit assemly. In the best case scenario, a crafter could take a level 1 item, crit on the disassembly and get quality 2 modules, crit on reassembling them and get a quality 3 item, crit on disassemling the item and get quality 4 modules, then crit on the assembly and get a quality 5 item.
Sure 5 crits in a row is a statical anamoly, but with high skill and high level facilities providing bonus some characters may reach a level where criticals successes can occur as or more frequently than critical failures (Usually in critical chance systems, skills/levels/ranks/etc. increase crit success chance goes up while crit fail chance is reduced or stays the same).
So I'm just wondering if there is anything to stop a high level crafter in a high ranking facility from continually disassembling and reassembling the same modules until the crafter has locked down 4 critical successes.
A credit cost to use the facility may make it financially unfeasible.
A lose of item/module on a critical failure may make it unfeasible.
However, both of these limitations are also barriers to anyone else crafting. Ideally we want something that reduces the occurance of "quality grinding" without putting a damper on every day crafting.
In which case I like the idea of a critical success in disassembly only improves the quality of some of the modules produced. Reassembly with the exact same modules would probably give back an item of the same quality and subsequent dissasembly would undo the crit bonus. It still wouldn't stop someone from quality grinding by cycling a series of assemblies and disassemblies to eventually get 4 assembly crits but it does double the number of assembly and disassembly required to get 4 crits (for a statistical standard deviation) while allowing each assembly and disassembly can critically fail.
Quote from: kayeffem on November 09, 2009, 05:08:03 AM
The 3 options seem to be destruction, success (same lvl), or crit (+1 lvl).
Did I miss anywhere were it said that a critical failure destroyed an module/item? The only failure I thought they provide an example for is the designs and the succes or failure of those seems to be a rare duck in the crafting system as in each case you can get some portion of your starting material back.
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Last Edit: November 09, 2009, 08:21:13 AM by Kole
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Mogeley
Honorary Citizen
Posts: 303
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
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Reply #16 on:
November 09, 2009, 08:33:00 AM »
Maybe I'm not understanding this right but it seems there is a constant chance of complete failure in each step of the process. My only concern in this is the exponential increase in chances of failure with each step. These kinds of critical failures simply do not happen in real life to skilled workers. Maybe you have to manufacture a single new part, but the constant chance of failure seems a bit excessive to me.
I'd also be interested to see a more "research" based system set in place for Design Experimentation, where the player learns from their failures as well as their successes. Most "research" in life is full of failures, but those failures eventually bring a success as one learns from it.
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Darkoray
Citizen
Posts: 92
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #17 on:
November 09, 2009, 08:39:29 AM »
it seems to me that you have a better chance of succsess if you have higher skill lvls and better quality items. So im guessing you can get to the point where you wouldnt be able to fail.
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Itoao
Newcomer
Posts: 27
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #18 on:
November 09, 2009, 01:41:02 PM »
This process just makes me think of how much opportunity you will have to make lots of items and fit in to the economy. Complicated as you want to make it, o simple as you want to make it. I look forward to more information.
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Womack
Model Citizen
Posts: 230
L-I-V-I-N
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #19 on:
November 09, 2009, 04:27:01 PM »
Quote from: Mogeley on November 09, 2009, 08:33:00 AM
These kinds of critical failures simply do not happen in real life to skilled workers. Maybe you have to manufacture a single new part, but the constant chance of failure seems a bit excessive to me.
The "in real life" debate is one that should not be used in games imo. This is not ment to be real life, otherwise it would take more that a couple of minutes to build a gun, mech, base, ect. from scratch. This system sound fine to me. I like the chance to fail as I wanted there to be a risk. The more time you invest in skills the lower the risk. I say good job MS, maybe not perfect but good enough for me.
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Uwi
Model Citizen
Posts: 224
Walter for president!
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #20 on:
November 09, 2009, 08:23:34 PM »
Awesome QOTW, only thing I don't like is "the chance" to get better quality items.
Luck should be kept out of a crafting process as much as possible.
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twistay
Newcomer
Posts: 1
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #21 on:
November 09, 2009, 09:36:01 PM »
so if u can disassemble stuff can u keep remaking the same thing until u get lucky and get a high quality one?
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Ael
Hero of Sal Vitas
Posts: 732
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #22 on:
November 10, 2009, 02:41:06 AM »
Quote from: twistay on November 09, 2009, 09:36:01 PM
so if u can disassemble stuff can u keep remaking the same thing until u get lucky and get a high quality one?
According to the description, the answer is yes. You can lather rinse repeat until everything is gone (bad rolls) or you get the highest quality item (good rolls). After crafter's skill up a bit, I expect that this means everyone will end up with highest quality.
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Ael
Hero of Sal Vitas
Posts: 732
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #23 on:
November 10, 2009, 03:10:22 AM »
Quote from: Kole on November 09, 2009, 08:19:36 AM
So I'm just wondering if there is anything to stop a high level crafter in a high ranking facility from continually disassembling and reassembling the same modules until the crafter has locked down 4 critical successes.
I fully expect that "quality grinding" will be a normal part of the game.
I also expect that the various costs of doing it will compensate whatever advantage it gives.
In other words, if a skilled player has a 10% improvement chance and a 10% chance to degrade and if they start with middling quality stuff they will end up with about half their stuff upgraded to maximum quality at the expense of the other half of their material (plus the expense of the factory and carpal tunnel syndrom for clicking so much).
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kayeffem
Hero of Sal Vitas
Posts: 775
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #24 on:
November 10, 2009, 05:25:40 AM »
Quote from: Kole on November 09, 2009, 08:19:36 AM
No, thats not what I expect. I am simply wondering if its possible to keep assembling and diassembly the same modules until they've gone from quality level 1 to quality level 5.
From what was posted it's possible, the question is how easily is it done.
Quote from: Kole on November 09, 2009, 08:19:36 AM
Possibly, but the way the QOTW is worded, all modules get a quality bump upon a critical dissaembly and the item gets a quality bump on a crit assemly. In the best case scenario, a crafter could take a level 1 item, crit on the disassembly and get quality 2 modules, crit on reassembling them and get a quality 3 item, crit on disassemling the item and get quality 4 modules, then crit on the assembly and get a quality 5 item.
But remember you need to have the same quality items or higher when you assemble the item.
Quote from: Kole on November 09, 2009, 08:19:36 AM
So I'm just wondering if there is anything to stop a high level crafter in a high ranking facility from continually disassembling and reassembling the same modules until the crafter has locked down 4 critical successes.
Unknown, but my guess is cost/time being the limiting factors.
Quote from: Kole on November 09, 2009, 08:19:36 AM
In which case I like the idea of a critical success in disassembly only improves the quality of some of the modules produced. Reassembly with the exact same modules would probably give back an item of the same quality and subsequent dissasembly would undo the crit bonus. It still wouldn't stop someone from quality grinding by cycling a series of assemblies and disassemblies to eventually get 4 assembly crits but it does double the number of assembly and disassembly required to get 4 crits (for a statistical standard deviation) while allowing each assembly and disassembly can critically fail.
Quote from: Moll on November 08, 2009, 10:22:03 PM
His Small Pulse Generator would have ended Quality 4, but because he made a critical success it has a chance of coming out at Quality 5 which it does!
Rifle Frame RF-2000 if not so lucky, and remains at Quality 4.
It's already setup that crit chance is done per component, so while you may crit on one you may not be so lucky on the others.
Quote from: Kole on November 09, 2009, 08:19:36 AM
Did I miss anywhere were it said that a critical failure destroyed an module/item? The only failure I thought they provide an example for is the designs and the succes or failure of those seems to be a rare duck in the crafting system as in each case you can get some portion of your starting material back.
They didnt come outright and say it, but from the wording it sounds like skill in technology, quality, and good facilities will all reduce the chance of failure. From what was posted, not knowing the technology will hamper disassembly of an item either destroying it or reducing the quality. Assembly success will depend on quality, skills, item difficulty (normal, rare, epic, ect), and facilities. I would then say that the success would hinge on quality and item dfficulty.
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Mogeley
Honorary Citizen
Posts: 303
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #25 on:
November 10, 2009, 06:31:12 AM »
The critical success in disassembly is kind of weird. I can understand it in assembly, sometimes you get really lucky making something and it's better then you expected. I'd be fine if the component returned to it's original quality level in disassembly. That would make the Small Pulse Generator level 5 anyways, as it was originally quality level 5.
The chance for critical success may be such that quality grinding may be futile. As you may lose quality more often than gaining quality. That would make quality grinding a waste of money and resources.
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kayeffem
Hero of Sal Vitas
Posts: 775
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #26 on:
November 10, 2009, 07:26:33 AM »
could be lazy programming. Just copy the assembly process over to disassembly and you're done. You'd just take one item to make many instead of many items to make one.
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Harabeck
Hero of Sal Vitas
Posts: 1737
Do, or do not. There is no 'try.'
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #27 on:
November 10, 2009, 08:16:14 AM »
Quote from: kayeffem on November 10, 2009, 07:26:33 AM
could be lazy programming. Just copy the assembly process over to disassembly and you're done. You'd just take one item to make many instead of many items to make one.
Lazy programming can't be the excuse. Changing something like that could be only a few lines of code. There has to be a design reason they chose to go that way.
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Mogeley
Honorary Citizen
Posts: 303
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #28 on:
November 10, 2009, 01:00:54 PM »
Quote from: Harabeck on November 10, 2009, 08:16:14 AM
Lazy programming can't be the excuse. Changing something like that could be only a few lines of code. There has to be a design reason they chose to go that way.
Like???
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Mogeley
Honorary Citizen
Posts: 303
Re: (QOTW 11092009) The Crafting Process, Part 2 (of 2)
«
Reply #29 on:
November 10, 2009, 01:05:44 PM »
Quote from: Harabeck on November 10, 2009, 08:16:14 AM
Lazy programming can't be the excuse. Changing something like that could be only a few lines of code. There has to be a design reason they chose to go that way.
Here's a good design reason for you. They decided to implement critical successes because it's chances of happening are 10% where a chance of losing quality is 50%. Build something and take it apart a million times and you essentially destroy the item.
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