Architect Archive
Thread: Resource Decay: The Only viable option since hoarders don't want others to compete.
Akkori wrote:
The perfect solution is to enhance the rest of us, particularly Architect and DE.
Yes.
Pawlin wrote:
Oops sorry, I said lets agree to disagree then I continued to make my argument. he he
Cafa, if you want to explain why you think the +10 resouces would have helped Chef for example then I'm interested. I play a chef casually but don't see the exact implication of the change to Chef immediately. But you've got a different playing style / perspective than me in general and you often make good points I wouldn't have thought of. So I'm interested in hearing how you think it would have panned out.
Do you have any chefs out there with stockpiles of 'beat ever' meat? Of course, for a starting point, there is no difference between a BE or Chefs on Tempest as all Chef of volume sales possess both. New guys haven't a chance with ONE TOON of breaking into the market or cornering anything. The resources requirement is steep and spawns of meat go for 2 to 4 months without making a 58 bonus light additive possible.
+10% would give new chefs and BE that umph to compete with more standard resources.
Fivo Asia
Message Edited by Cafa on 08-26-2005 10:13 AM
Opie76 wrote:
...Back to the issue at hand. I Respeced out of Shipwright/Artisan a few months ago to give BE/CHef a chance. It's been fun ,but frustrating. I don't have the RL time to harvest the best resoruces. This buff would have provided me with a little better chance to make foods of greater quality. I'm just lazy and I buy 800-850 OQ quality stuff off vendors and even at 5% i'd be happy.
I don't mind the buff, even at 10%. I do bigg @ss harvs when I feel like it, but mostly I do housing and furniture.
But.... What you put as the issue at hand is the deal (and in combat arenas as well!). You want to craft high quality items without taking the time to harvest, the credits to buy it, or ask a guildie to hunt it. Sorry, if you don't want to try for high quality resources, you shouldn't be able to make high quality stuff! Make low quality stuff, and throw it on the bazaar in Mos Noobton cheap.
I wonder..... do lvl 20 players who don't understand their specials complain about their low PVP ratings and want the playing field with experienced lvl 80 players as much? (sorry, *just* had a similar discussion over in Force Sensitive. Apparently the economy is broken, because with all the high end loot, the high prices of hide, hunting groups on dath, space loot, etc means people have to take a small amount of time to ear credits
Dazzydoodle wrote:
Opie76 wrote:
...
Back to the issue at hand. I Respeced out of Shipwright/Artisan a few months ago to give BE/CHef a chance. It's been fun ,but frustrating. I don't have the RL time to harvest the best resoruces. This buff would have provided me with a little better chance to make foods of greater quality. I'm just lazy and I buy 800-850 OQ quality stuff off vendors and even at 5% i'd be happy.
I don't mind the buff, even at 10%. I do bigg @ss harvs when I feel like it, but mostly I do housing and furniture.
But.... What you put as the issue at hand is the deal (and in combat arenas as well!). You want to craft high quality items without taking the time to harvest, the credits to buy it, or ask a guildie to hunt it. Sorry, if you don't want to try for high quality resources, you shouldn't be able to make high quality stuff! Make low quality stuff, and throw it on the bazaar in Mos Noobton cheap.
I wonder..... do lvl 20 players who don't understand their specials complain about their low PVP ratings and want the playing field with experienced lvl 80 players as much? (sorry, *just* had a similar discussion over in Force Sensitive. Apparently the economy is broken, because with all the high end loot, the high prices of hide, hunting groups on dath, space loot, etc means people have to take a small amount of time to ear credits
People who can't make credits in this game just aren't trying. Seriously, combat missions alone net me millions a week.
Fivo Asia
Cafa wrote:
...Do you have any chefs out there with stockpiles of 'beat ever' meat? Of course, for a starting point, there is no difference between a BE or Chefs on Tempest as all Chef of volume sales possess both. New guys haven't a chance with ONE TOON of breaking into the market or cornering anything. The resources requirement is steep and spawns of meat go for 2 to 4 months without making a 58 bonus light additive possible.
+10% would give new chefs and BE that umph to compete with more standard resources.
Grr.
Pawlin wrote:
Cafa wrote:
...Do you have any chefs out there with stockpiles of 'beat ever' meat? Of course, for a starting point, there is no difference between a BE or Chefs on Tempest as all Chef of volume sales possess both. New guys haven't a chance with ONE TOON of breaking into the market or cornering anything. The resources requirement is steep and spawns of meat go for 2 to 4 months without making a 58 bonus light additive possible.
+10% would give new chefs and BE that umph to compete with more standard resources.
Ok Cafa I see your side better now.
Thing is I think it could go either way. We won't know for sure how +10% would pan out cause they aren't doing it. We all just have theories and speculation.
The end result would probably vary from profession to profession. It could vary from item to item. And it would vary from server to server. It depends on who the players are and what the resource picture is like and what stat mix and the item uses and what its cap is.
I think the +10% would really just ruin the crafting station market on my server. But on yours it might instead level the playing field and give the market a boost.
/shrug
I think the overall picture is pretty complex and we are probably both right to an extent.
Lets not bash the Weaponsmiths ok? And lets not have the class war among crafters either please?
Many crafters including weaponsmiths and myself opposed this change. The reason I opposed it was cause it would mean capped stats on items for a lot of things and little challenge to obtain those caps. Thats not healthy for crafters as a whole, newbie or vet.
Pawlin wrote:
Lets not bash the Weaponsmiths ok? And lets not have the class war among crafters either please?
Many crafters including weaponsmiths and myself opposed this change. The reason I opposed it was cause it would mean capped stats on items for a lot of things and little challenge to obtain those caps. Thats not healthy for crafters as a whole, newbie or vet.
Cafa wrote:
...If you truly believe what you say then I fully expect calls to remove the ranged experimentation on resources that basically only helps two professions.
Dvnce wrote:
...
ah... I dont know if I would say Big Time...
Pawlin wrote:
Cafa wrote:
...If you truly believe what you say then I fully expect calls to remove the ranged experimentation on resources that basically only helps two professions.
You'll have to explain that cause I have no idea what you're goin on about.
Serously. I honestly don't see why that change was bad. I don't even understand why you think its similar in nature.
Did that nerf people in some way I didn't see? Did it dumb down crafting? I didn't think so. I was just a relative adjustment to the equation. How did it hurt??
Say an iron had a CD cap of 100. Well, NOW, instead of maxxing at 10% on the experimentation table for having a CD of 100, said iron will NOW experiment at 100%. Essentially a 1,000% bonus for weaponsmiths and armorsmiths in that specific example.