Change to the current percent values of space loot

Change to the current percent values of space loot
This prefix is applied by a Galactic Senator when they are officially sponsoring a post for consideration by the Development Team.

ksully09

Galactic Senator
Proposal
Move to a tier style/ color coded system, based on rarity. Have a letter next to the stat instead of a percent
Example -
armor level 10 mass -
10,000-9,099 is (K) Keeper - Blue (below 3 deviations but still valuable)
9,100-7099 is (G) Good - Green (3-3.25 deviations)
7100-5100 is (E) Elite - Orange (3.25-3.5 deviations)
5101-3100 is (NU) Near Unicorn - Yellow (3.5-3.75 deviations)
3101-1100 is (U) Unicorn - Gold (3.75-4 deviations)
Above or.. below the Unicorn threshold (SS) Super Stat 4+ deviations

The abbreviations can be changed, the colors can be changed, to whatever the community , senate or devs think is best. But this is the easiest example. Some sort of abbreviation, based on deviation.
Justification
This will make everyone vet and noob be on the same page of evaluating parts, quicker, easier, and help establish an even playing field when a noob looks something, they will not question if they know if they have a great part or not.
Motivation
This topic is brought up multiple times a month, spread sheets are still used, old links, people dont know how rare an item is, new folks have no clue what the precents mean, we have unicorns at 400% on some parts, unicorns at 96%, fantastic parts at 93%, trash items at 97%, the percent system doesnt work at scale, doesn't help the population determining if a value is good or not on a space part.
I feel as if we need move away from the current percent style space loot evaluation tool on the in- game UI to a more tier style system or color coded system.
 
Great idea, I agree with others that it would need a bit of manual involvement for parts like w8 reward parts with min/max damage and EPS.

Regardless, it is no-brainer for newer spacers to see part grading in a more understandable manner, and will help with space growth in my opinion.
Newer players see 'S tier' part, straight away this encourages communication with the community at large.
 
Ok. Someone asked for opinions from new players and average joe spacers in the other thread. I guess I do fall into at least one of those categories, considering I haven't been active for more than a few months, and this is the first time i play SWG since live, and that was before NGE. That said, I do love space and I spend much of my time in space, trying and failing spectacularly at various AoA activities.

Now, I think it was Drake who actually brought up one of my questions as a recent example where I found an armor piece with a good mass stat. That is actually the first thing I wanted to point out - Armor is a perfect example, because that's where there is such a huge variation on the stats. The first time i got a 110% armor value on an armor piece, I was really excited, only to be told it was middling at best, since armor values for those pieces can go up to over 220% or 240%, cant remeber exactly which, but it was high.

Then, I find a shield with a 109% recharge rate value which quickly sold for 10 million, and a shield with 112%? back strength Something like that, which sold for 40 mil within a day. But both shields seemed to me at first to be, well, not great, because if values go up over 200%, then 110% is on the lowest grade of good. Of course, now I know that armor can have really high % values, but for other parts, finding a 110-120% value can be striking gold and then some. But as a new player, this was impossible for me to know. The only reason I have started to learn more about it is because I really like playing in space, so I stick with it, but if it wasn't a passion of mine? I don't think i'm overstating saying that for both new and average players it is a frustrating barrier, trying to learn what makes for a good stat and what doesn't. And yes, I currently use 3rd party tools and websites for much of my space activity, the RE and checking loadouts etc. I know that a lot of that is beyond the scope of this PV of course, but I truly believe that the game, space specifically, would become a much more inviting activity if there were ways for players to learn, but also, finding some way of grading parts that doesn't become confusing and contrary.

Apologies. I havent slept for a bit and i guess I rambled a bit, but I hope it made some sort of sense, disjointed or not. I am simply trying to describe how I experienced it as a new player, and to some extent still do as I have a lot to learn still.

Tl;Dr - Current ssystem confusing and contrary. make better.

Thank you for your consideration and listening to my soapboax rambling.
 
Ok. Someone asked for opinions from new players and average joe spacers in the other thread. I guess I do fall into at least one of those categories, considering I haven't been active for more than a few months, and this is the first time i play SWG since live, and that was before NGE. That said, I do love space and I spend much of my time in space, trying and failing spectacularly at various AoA activities.

Now, I think it was Drake who actually brought up one of my questions as a recent example where I found an armor piece with a good mass stat. That is actually the first thing I wanted to point out - Armor is a perfect example, because that's where there is such a huge variation on the stats. The first time i got a 110% armor value on an armor piece, I was really excited, only to be told it was middling at best, since armor values for those pieces can go up to over 220% or 240%, cant remeber exactly which, but it was high.

Then, I find a shield with a 109% recharge rate value which quickly sold for 10 million, and a shield with 112%? back strength Something like that, which sold for 40 mil within a day. But both shields seemed to me at first to be, well, not great, because if values go up over 200%, then 110% is on the lowest grade of good. Of course, now I know that armor can have really high % values, but for other parts, finding a 110-120% value can be striking gold and then some. But as a new player, this was impossible for me to know. The only reason I have started to learn more about it is because I really like playing in space, so I stick with it, but if it wasn't a passion of mine? I don't think i'm overstating saying that for both new and average players it is a frustrating barrier, trying to learn what makes for a good stat and what doesn't. And yes, I currently use 3rd party tools and websites for much of my space activity, the RE and checking loadouts etc. I know that a lot of that is beyond the scope of this PV of course, but I truly believe that the game, space specifically, would become a much more inviting activity if there were ways for players to learn, but also, finding some way of grading parts that doesn't become confusing and contrary.

Apologies. I havent slept for a bit and i guess I rambled a bit, but I hope it made some sort of sense, disjointed or not. I am simply trying to describe how I experienced it as a new player, and to some extent still do as I have a lot to learn still.

Tl;Dr - Current ssystem confusing and contrary. make better.

Thank you for your consideration and listening to my soapboax rambling.
I found your response perfectly stated, and appreciate your time for responding Lion, good to see ya dude!

Your comment perfectly aligns with some of thinking on why a new eval system would be a great addition to the game!
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
This would be a reasonable take if SWG wasn't the first video game ever made, and this wasn't a private server where player intrigue and retention should be probably one the the highest priorities for staff. I'm all for purposefully obtuse game features in janky classic games like this one, but not at the cost of frustrating newcomers and making the path forward cloudy for them. Every new player has the potential to be a community staple, but plenty of people may shy away from systems that don't make sense or are difficult to understand and get into. The barrier for entry for piloting is already fairly intense. Even getting AoA on a character is a tutorial when it comes to the IA content, or space PVP. A major part of player retention philosophy rests on things like color-coded gear and weapon tiers, where finding something really interesting, and knowing immediately at a glance that it's extremely rare is a really good mental boost, and it makes the player want to chase that feeling. If a new pilot gets a lucky unicorn drop and does a PC in trade-space and most of the pilots go nuts over it, that's the second hit of dopamine and your intro to the greater community.

tl;dr Ship RE market is pokemon cards, and helping people identify things is a net increase to player retention which is paramount for a private server of an ancient game.
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
This is like requiring me to talk to the merchant before buying a piece of armor. And requiring people to go to discord and leave the game. Sandbox play the game your way. And no better way than to achieve that by not making someone go look up guides and download discord, that’s silly. And space is hard. And to your point about green stats, some blue stats are unicorns.

I understand your post, and your take on it, i appreciate your response and the time it took, I just completely disagree at all angles.

Thanks Anthis
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
Regarding your statement:

"The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat"

I respect your opinions, but this one isn't true for a number of parts which is part of the issue. I can give an easy example:
Engine (level 8) -> Pitch/Yaw/Roll -> 75.5+ is worth multiple millions and shows as blue. I have a 76.2 which shows as blue.

Part of the issue I am seeing right now is that newcomers are asking if parts of no value are worth anything and are then subsequently told "No it's trash give it to the chassis dealer". This could easily be avoided with this PV. It removes the excitement for the new player entirely if you think you've hit a goldmine to be told otherwise. With this PV, the newcomer would do the same thing but be told it's worth something every time. The people asking the question on green values wouldn't decrease because they would still be asking as they are now, people ask all the time, its just that the values aren't effective enough at implying how good something is. I don't see how a correction/updating of values would change that in any way.

It would just be more accurate and they would get a positive result. You are entitled to your thoughts on this of course as we are talking theory here, but a better system for grading parts that is not misleading in any facet (as it currently is) is something that is essential, it makes no sense for multi-million credits to have stats displayed as 'blue'.

Just my thoughts is all!
 
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Regarding your statement:

"The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat"

I respect your opinions, but this one isn't true for a number of parts which is part of the issue. I can give an easy example:
Engine (level 8) -> Pitch/Yaw/Roll -> 75.5+ is worth multiple millions and shows as blue. I have a 76.2 which shows as blue.

Part of the issue I am seeing right now is that newcomers are asking if parts of no value are worth anything and are then subsequently told "No it's trash give it to the chassis dealer". This could easily be avoided with this PV. It removes the excitement for the new player entirely if you think you've hit a goldmine to be told otherwise. With this PV, the newcomer would do the same thing but be told it's worth something every time. The people asking the question on green values wouldn't decrease because they would still be asking as they are now, people ask all the time, its just that the values aren't effective enough at implying how good something is. I don't see how a correction/updating of values would change that in any way.

It would just be more accurate and they would get a positive result. You are entitled to your thoughts on this of course as we are talking theory here, but a better system for grading parts that is not misleading in any facet (as it currently is) is something that is essential, it makes no sense for multi-million credits to have stats displayed as 'blue'.

Just my thoughts is all!
Saying "easily" added is wrong. Every component, at every level will need to be assigned a graded value with breakpoints specific to that component class/level. A 1300 RED is pretty good for E8, but it isn't for E0 ect. What we have now is a result of attempting a one size fits all solution and we have discrepancies like you identified.
 
Saying "easily" added is wrong. Every component, at every level will need to be assigned a graded value with breakpoints specific to that component class/level. A 1300 RED is pretty good for E8, but it isn't for E0 ect. What we have now is a result of attempting a one size fits all solution and we have discrepancies like you identified.
Yes you are quite right, I shouldn't have said 'easily' that was vastly overexaggerating based on the actual work required so thanks for pointing that out.

I do still think this is a good idea however.