I tend to stockpile "to decomp" emails, and while the luggable's useful, it's nowhere near "everything that coders want." All the luggable does is halve the timer. 5 seconds is still a long time when you've got thousands of things to decompile. 1 second reuse decomp tool would be nice. Don't care about how hard it is to get.
EDIT: Actually, had an idea. What if there was, in the vein of old "Coding grandmaster" ideas, sort of a tier system: The devs make progressively better and better non tradeable decompile tools, in terms of reuse timer. The recipes are "taught" to your character luggable style when you reach a certain codestructs benchmark, say, 4-5 thousand items decomped for the best one. This way, there's already a time sink to get the item -- the time that avid coders have put in already. And the benefit of this item would go directly to the people who need it.
Only thing is, I don't know if the database stores a "size" number for how many recipes a player has learned. If it does already, that's swell, and it shouldn't be that hard to do some sort of OnEvent(size == requiredForItem) teach(). But, if not, it'd require the server to cycle through all players' codestructs at least once to generate a number, and I really don't see a field being added to the database to store such a value.
i say get rid of the timer.
I think it needs a timer since it saves data when you learn new code, but I bet it could be lowered to two seconds.
atleast a reducd timer >.>
ZaneZavin wrote:
I was going to say, Im pretty sure the timer exists to allow the system to keep up with updating your library as you add new codes. That being said, the fact that there is a luggable that reduces the time by 50% means that this is at least feasible. The question is more what the minimum amount of time the system needs to record the data is. I for one would not want to zip through my decomp, onyl to find that the system had lost half the codes.
So... yeah, a shortening of the timer would be nice. And that luggable is about worthless, other than the 50% decomp rate bonus. I mean, come on, 1 pt bonuses of the crafts? woowoo. 5pts on decomp? I have two clothing items that give me a combined decomp bonus of 24PTS!! Im sure with a few more i could decmop a lvl 90 item! YES!!!
seriously, what a waste of code. A level50 decomper with the maximum possible decomp rate, and just remove that silly lugg from the game.
I mean, financially i know SOE wants us to spend our whole lives in here, but this seems pretty ridiculous.
EndlessVoid wrote:
Although technically if they made an 'Advanced Decompiler Tool' and limited it to lvl 50 characters, the XP argument would be null, because there's no way to level past 50 at the moment. - Void
Although technically if they made an 'Advanced Decompiler Tool' and limited it to lvl 50 characters, the XP argument would be null, because there's no way to level past 50 at the moment.
- Void
heh. the make it 40... it'd be better than what we have now...
I did some digging.
Comment by Rarebit
Doozie - Multiple items you say?
My old B-ess link.
To sum up, Dracomet would be the one to develop this, if he wants to.
I propose the following:
Item Decompiler 2.0Re-Use Timer 1 SecondMinimum Character Level 50
Item Decompiler 3.0Re-Use Timer 1 SecondMinimum Character Level 50Decompiles 2 items or less
Item Decompiler 4.0Re-Use Timer 1 SecondMinimum Character Level 50Decompiles 4 items or less
Item Decompiler 5.0Re-Use Timer 1 SecondMinimum Character Level 50Decompiles 8 items or less
I would be would be willing to farm the heck out of these permanent tools.
Also, a lvl 20-something that decompiles a lvl 50 item gets 30k xp. That's like defeating a high level npc. So exploits can be done, but they are finite. Think of how many items it will take to farm to be able to exploit decompiling. Very time consuming, etc, etc, etc.