Architect Archive

Thread: BER 14 Heavies ? This is a joke SOE !

Undergrid
Wed Mar 17, 2004 2:47 am
#14



Bandola wrote:


Undergrid wrote:
BER 11 Mediums (rumor),
Not a rumor, see Pawlin's post above, pictorial evidence.





Oops, didn't see that..





Undergrid (Chimaera)
Master Smuggler / Master Pistoleer / Teras Kasi Master / Master Pilot / Rebel Colonel

Pawlin
Wed Mar 17, 2004 3:19 am
#15

I only had 10 experiment points but I did use very good steel average 990 stats for HR/SR/UT.


It did require amazing success(es) to break into 100% and get the extra BER point. It took me several tries to get above BER 13/10 for each schematic.


Going toa research center seem to help get more amazing success results.


I was wearing my architect apron even though it didn't give me an extra experiment point.


Bedtime for Pawlin.



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
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** Please refer to Elyssa's answer
Cuttle44
Wed Mar 17, 2004 4:06 am
#16

Not true. I have no skill tapes and was able to make both BER 11's and BER 14's. On the BER 11's you need to get 100% on the mining unit and then 100% on the final as well. To get it on the mining unit you just need one amazing success if you are experimenting 2 at a time. On the final product you need an amazing success going three at a time.


It's not easy. I worked this all night and managed to get schematics for BER 14 heavy flora and min as well as BER 11 Min. I'd go for the rest but am too tired. I should be able to survive with these. I don't think this will kill the market for BER 13's or BER 10's. Only a few archs are going to have made any of these schematics. There will be a huge price difference between the 14's and the 13's so a lot of people will still opt for the 13's.


I actually like the changes they made and the challenge of making these schematics. Too bad this patch isn't going to stick.





Cuttle
Master Architect
~Retired~
Forum junkie.

Bandola
Wed Mar 17, 2004 4:11 am
#17






Cuttle44 wrote:

I actually like the changes they made and the challenge of making these schematics. Too bad this patch isn't going to stick.





I would be happy for the patch to stick, at least that keeps it a level paying field, right now if they pull the patch then they have created haves and have nots, except that the have nots are really never will haves. They are compounding the error by pulling this patch after they published. At least if it stays the have nots will have the opportunity to become haves later on. (if that all makes sense.)




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

EnFERn0
Wed Mar 17, 2004 5:12 am
#18

Can someone verify if it is still possible to make BER11 & Ber14's ?



-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

-----------------------------------------------------------------------------------------------

dulee
Wed Mar 17, 2004 5:27 am
#19

I for one don't have the resources available to make hundreds and hundreds of the higher output harvesters. Basically I remade the schematics I had on my mediums and was lucky enough to get them up to BER11. As some have already mentioned, it's not that easy since you need at least one amazing success on the mining unit/fluid pump/harvesting mechanism and on the final combine to get 100%. I took me quite a few tries and I nearly ran out of structural modules.

I guess how recently good resources have been available will also affect how many of these harvesters will appear on each server. The resources I was using was saved up from a few months ago, so I'm not expecting to be able to purchase any resources once I run out of what I currently have.


I also made a fusion with a BER7 OMU, but the final BER still came out at 14.


Personally I don't think these higher output harvesters will revive the market. The market is saturatedand I think customers will think twice about upgrading for 1 additional BER especially if these harvesters are priced at a premium.


Oh well, it was fun while it lasted,but it's back to making lamps and candles now,
Youch1
Wed Mar 17, 2004 5:28 am
#20

Made a BER 11 med min schematic just before the server went down - see post just below this one. What's the betting they roll back the servers 20 minutes?


Skarra, Master Architect



~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

Skarra, Master Architect of West Bestine, Tatooine, Radiant - fine Furniture, Homes, Harvesters and Resources at -2200, -3444 just 1 minute west of town.

~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

Undergrid
Wed Mar 17, 2004 5:39 am
#21



Bandola wrote:


Cuttle44 wrote:

I actually like the changes they made and the challenge of making these schematics. Too bad this patch isn't going to stick.



I would be happy for the patch to stick, at least that keeps it a level paying field, right now if they pull the patch then they have created haves and have nots, except that the have nots are really never will haves. They are compounding the error by pulling this patch after they published. At least if it stays the have nots will have the opportunity to become haves later on. (if that all makes sense.)





Yes, it does make sense, and is exaclty the point. I dont know if Chimara has ever had high enough quality resources to make BER14/BER11, but if it does, those with stores of said resources now have a cornered market. Those of us, like myself, that don't have any resources of high enough quality right now will never ever be able to make these higher quality items (weapons, armor etc are all included in this). Theres no possiblilty of this happening, even if a good enough resource spawns in the future.

SOE should never have pushed this patch with the experementation modifications in it if they were not intending to keep them. I wonder if they are considering removing any high quality schematics (read BER14 heavies, BER 11 mediums, armor with 90% effectiveness etc) that were made in the period of time between publish 7 and the hotfix..





Undergrid (Chimaera)
Master Smuggler / Master Pistoleer / Teras Kasi Master / Master Pilot / Rebel Colonel

StumanKadir
Wed Mar 17, 2004 5:43 am
#22

It should of been left as it was.


We finally get what we ask for, and they take it away owing to "we got asked to do it by the customer".


Oh well, what a wonderful economy we are going to have now .






Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

GogoDodo
Wed Mar 17, 2004 6:54 am
#23

I was able to make 100% mining modules, and produce schematics for a ber 14 mineral and ber 14 flora. But i'll only be able to make a small quantity as they consume so many high level resources.


Right now i've got very mixxed feelings about the temp exp thing, on one hand its given some masters a unique ability that not all others have, granting their work a touch of individuality. On the other hand, its gone the next day and everyone will be wanting to get BER 14s which won't be available and will cause more grumbling among customers.


Then again it could be like the ber 28 fusion fiasco of a few months ago, those fusions are still around but not sold very often and usually reserved for those who horded them.



G





Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
MistakenIdent
Wed Mar 17, 2004 7:49 am
#24






Meplorium wrote:

Here is the deal, it takes 11 points of exp to get the BER 14s and 12 points of exp to get the BER 11s. If you don't have the skill tapes, you don't make these harvesters. You might might get one of these with a couple amazing successes, but even then an extra exp points goes further than two amazings.


That fact is why this crafting publish is wrong. Either you have top resources AND skill tapes, or you are SOL.









Sorry but you are not correct.


I have the craftors apron (+5 Exp), a +5 Bandolear and +3 Boots for a total of +13 Exp which gives me one more exp point. I was able to make 100% LOMU's, OMU's, Harvesting Mechs (Both), and Fluidatic Pumps (Both) with just 11 points. I was also able to make 11ber medium water and mineral, and 14 ber heavy minerals. With two amazing successes, I also once had 1 point left for the hopper, which of course crited on me and droped my harvester back to 13. (Bah!)


I used the following materials for the units:



  • Amecauim Steel UT: 945, SR: 969, HR:989

  • Liquid Petrochemicals. (Forget which one)

  • Ofik Low Grade Ore (Stats unavialbe on SWGCraft.com)

(So this disprooves the theory that you need 1000/1000/1000 to achieve max rate as well)


I did try to get 15BER fusions but couldn't manage an amazing success on the initial roll, which I believe would be required to even come close to achieving this.


ZenDragonMLS
Wed Mar 17, 2004 10:03 am
#25

I posted my results in another thread, but this one seems to be getting all the heat right now.

I ended the day with schematics for:

+15.00 crafting tools (all 4 of them)
+100% OMU
+100% TFDPU
BER14 Heavy Mineral
BER14 Heavy Chemical

I had a crafter's apron which probably didn't help, since I don't have any other pluses. I had only 10 experimentation points. I went to a city with Research Center. I used +15.00 tools with a crafting droid.

For the harvesters and their components I had steel that calculated out ((2*UT)+HR+SR)/4) at 979, so it was very good but NOT 990 territory. I had to get 2-3 "amazings" (1 point at a time) to hit these.

As others have pointed out, there is a real limit to how many harvesters I'll be able to make. I have enough of the raw resources (steel, ore, chemical, gas) to make a huge number, but I'll be limited by the generator turbines and small storage modules. I used existing stock for those. Obviously the first thing I'm going to do is to grab every resource / component / resource for componet that funnel into those two harvesters and tuck them away in a vault someplace, so I don't use them for ANY other purpose. I'll calculate how many I can make, and then make them in very limited runs.

My guess is that I'll probably be capable of making less than 100 total of those two harvesters.



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Naufragus
Wed Mar 17, 2004 10:06 am
#26






Tunturi wrote:

I keep hearing about Medium BER 11's and Heavy BER 14's, but i've yet to see one. Until I actually see one, I think this is just a fairy tale.


I have materials with all 900's stats in Heat, Shock and Toughness and i still can't get above BER 10 on mediums and BER 13 on heavys.








i cant either...


i think the trick is to have UT around 970...


but these people also have tapes and are crafting in cities with exp bonuses....


they also appear to be getting a lot of amazing successes....


basically i built about 50 harvestors a month ago..my focus the past month has been on making gen turbines...so this change caught me off guard.


even if they dont rmove the patch, those of us who dont have the steel are screwed until a spawn

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