Death penalty a little to much for high lvl crafters/harvesters?

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toneh
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by toneh »

Ah I got you.

:D

Cheers!

Toneh
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borg9
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by borg9 »

toneh wrote:Hi,

Can you explain to a n00b crafter, how you can make things your lvl+50?

Keep it simple though, using words of max 10 letters, for us thick combat types please!

Thanks

Toneh

Its similar to being able to use a skill much greater than you level in fight.

At lvl 50 the skill trees split into different branches.

If you level one of these braches you gain skills for the level you are in that branch. So you get to level 100 in 2 hd sword, you are still able to use the increase damge that goes with that level, even when using a 1 hd sword. Its just not as effective.

The same is true of craft:

At level 50 Armour crafting splits into Heavy, Medium and Light. when you get to lvl 100 in say Heavy the tree splits again in to the different armour peices (helm, vest, pants, sleeves, boots, gloves).

So you get to lvl 90 Hvy you can make ql100 Hvy armour bits. You buy a plan for a piece of light armour piece. But your skill is 51 in light armour, however you have the 'skills' to make ql100.

This means that the difference between you skill (51) and the item made (ql100) is 49. You only get 5% chance to make it, but if you succeed you get loads of XP. The same as if a lvl 51 fight killed a level 100 mob.

Hope that makes sense.
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hans1976
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by hans1976 »

mboeing wrote:I assume it has something to do with the number of mats. Items with even mat numbers seem to degrade far more often then items with uneven mat numbers. Or is that just coincidence.
Lets assume that the random number Psylo mentioned had to come from somewhere that keep in account the things that have influence on a success. So far the only one I know that actually has notible effect on degrades is the armor you wear, heavy, light, none at all.

Now I am curious about the other factors, what comes into play when crafting?

[entering hypothetical mode]

Possible factors that are seen by longtime crafters:
- the amount of mats
- The life of your tool

Possible factors that *could* have influence on the process:
- amount of focus
- max amount of focus
- where do the mats come from (bag or packer)
- quality of mats (basic etc)
- type of mats (lake, desert, etc)
- the total amount of mats available for the crafter
- the result of the color the item will get
- The crafters lvl.

Some of these are check, others or all are calculation factors (as a random number has to come from somewhere), some are both (lets assume all are).

Checks
- the amount of mats is correct (not moved anything away while the window was open)
- where do the mats come from (bag or packer) (not moved anything away while the window was open, not moved away from stables)
- The life of your tool (more then 0)
- amount of focus (got enough for the crafting?)
- the result of the color the item will get (the color will use different qualities, especially when crafting non red/blue/black/white)

Calculation factor
- max amount of focus
- quality of mats (basic etc)
- type of mats (lake, desert, etc)
- the total amount of mats available for the crafter

So when I would make a random number from this and I had to take at least som of these in account (armor, life of tool) I would use two things:
1. A true random number generator
2. A caculationfactor that goes up or down depending on some other (seemingly) non related number.

Lets say that I have success rate of 50%. My random number generator gives me 50. Should be a success. Now I need a 1 as a caculationfactor to actually get a success.

Things that cause the number to rise or fall are seen already:
- armor
- tool life

(hmmm, this is getting somewhere)

Things I would use also:
- relative amount of focus available.
- the location of the mats (the further away, the less the success)
- the absolute amount of mats he has (if he has a whole lot)
- the avg lvls in a certain tree
- the color of the item
- the quality of the mats used (basic get it up, sup gets it down)

The thing that interests me most, actually, is what the % consists of? What is a sucess? What is a fail?
I think from looking at the screen that a successfactor is the number of times I click "craft item" before I get a perfect item. Point why it worries me is that a 5% perfect chance means that 19 or 20 clicks should get me that perfect item. So 19 minus fails, will get you the number of degrades.


End conclusion from this:
- below a certain number success rate, the randomizing of successes goes monkeypoo.
- Test with everything maxed (toollife, focus, naked)
- Test with mat q (basic, etc)

Heh, just realized that NEL is GPL'ed. It wouldnt surprise me if the process to determine a number like this can be found in the CVS...

[end all modes, shutdown]
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toneh
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by toneh »

Thanks Neun too!
zippo123
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by zippo123 »

What I am happy about tho is that the number of fails exeed the numer of degrades a lot. If it was purely random from q[min(=0?)]-q[max] i would expect a lot more degrades and loose a lot of mats...
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hans1976
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by hans1976 »

zippo123 wrote:What I am happy about tho is that the number of fails exeed the numer of degrades a lot. If it was purely random from q[min(=0?)]-q[max] i would expect a lot more degrades and loose a lot of mats...
I thought the same, but when I take my fails and add them to my degrades, my successrate is *much* lower then the one displayed.
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zippo123
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by zippo123 »

zippo123 wrote:DOH Earrings never degrade with me :-) Well some, but earrings are my favorite really..

Its normal rings that are doomed for me lol

DANG,,,,

I jinxed it
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boinged
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by boinged »

Here's another factor for you:

The ql of the mats. I.e. using ql 200 mats to make a ql 150 item MAY be more successful (but I doubt it).

Do you have proof that the life in the tool has some bearing on successes though?
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sprite
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by sprite »

zippo123 wrote:DANG,,,,

I jinxed it
haha the devs saw this and reduced your success %age :p
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hans1976
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by hans1976 »

boinged wrote:Do you have proof that the life in the tool has some bearing on successes though?
Proof no, gutfeeling yes.

A tool with 100/100 will get almost no degrades. A tool that has 99/100 will start causing degrades fast! I noticed tonight when I was trying to make Pebbles a blue heavy armor. As I am lazy, I have only heavy vest at 144, the others somewhere around lvl 103~109. Vest, perfect at once, same for pants and sleeves. Then my tool wore a point. Poof! took me about 10gloves, 10 boots and 15 helmets to get a ql150 on them.

Still dont get it but will keep a sharp eye on my tool when crafting will above my lvl and replace it every time it drops from 100 to 99, as the tool costs 1000 dappers and a degrade will cost me up to 200K as the ql34 item just cant be sold...
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