Architect Archive
Thread: Crafting after patch 7.
Will probably increase prices on +exp tapes even more as well, beacause of the higher demand, ugh!
I think there is one issue everyone is overlooking and it will possibly effect every single crafting trade... factory crates. When this new and unwanted, yes it did hit test center and everyone was pissed, crafting system goes into effect will they pull another stealth nerf like they did on the crates of pre-patch FWG5's and scatters. Will i get a message that all of my crates of armor and components are now useless and should be deleted since they were made before this new system? If it is in fact a new way of balancing the game then every single crafted item in a factory crate will potentially be at risk, by the new system and resource stats or the lack there of. Composite will be at 50% resists and be uber so you can bet the farm that they will start nerfing old comp since it is too strong, where will they stop, who knows but it is a concern that should definately be addressed immediatly since it can and probably will effect every single crafter. If it isn't broke better nerf it to be sure it is broke seems to be the mentality of late, bribe people with crappy components and new schematics, but don't bother fixing the things that have been broke since launch. Lets just make it even more difficult for everyone, isn't that what we want? I know that I am so happy to have mastered profession number 20 something for nothing, so lets make sure to ruin the game even better by making it pointless to craft too, then maybe we will make all the weapons max damage 25 so nunas are challenging.
Dude,
you are walking dangerously close to the path of the flame.....calm down....
In reality, these changes affect everyone...If 50% composite is the best around, then that is what everyone will pay for. Making tons of money on missions doesn't require much greater armor than that anyway, so the truth of the matter is that people will still have cash to spend on armor. Thegame would change invery few ways, other thanEVERYTHING isn't as 'uber' as it is now....equally for everyone. It is a RELATIVE change. It doesn't do anything to combat other than make weapons kill faster in PvP and make the insane creatures a little less solo-able. And if this is crafter wide, then weapons will become worse too, meaning that in PvP, it will be even more the same as it is now, and the only measurable change is that the environment is tougher for all. While I don't particularly like this idea, cause i have enough trouble surviving with my crappy combat abilities now, it doesn't sound like an end of the world scenario you describe.
OK that's just dumb then. Making 7% the max will mean that current armor prices will be very high and "post nerf" prices will be low. If they actually rewarded us for having great resources by making the max per point 10% for a great, so you'd need 700 oq/sr resources to obtain the same results as now, that would make sense. Forcing us to have perfect resources when many are gated just means all crafting goods will take a dive in quality, and for what? I wish they'd add in more difficult content rather than introducing an economy where people will just want "pre nerf" armor and not be interested in what we can currently make to anywhere near the same extent.
- Rorrak
No. currently the system works this way:
With perfect (1000 qual) resources you start out with about 30% as your experimental percentage. The maximum you can hit is 100%. Each point you spend gives you a 7% benefit. Thus, you have to spend 10 points to hit 100%.
With average (500 qual) resources you start out with about 15% as your experimental percentage. The maximum you can hit is 50%. Each point you spend gives you a 7 percent benefit. Thus, you have to spend about 5 points to hit 50%, leaving you with 5 points to spend in other areas.
Under the new system, the amount of benefit you get from spending each point ranges from 0%-7% depending on the quality of the resources. Thus, when using 1000 quality resources you get the exact same results. each point gives you 100% of 7%, or 7%. It still takes 10 points to max out an attribute.
The difference is when using resources of any quality other than perfect, you will receive fewer experimentation points under the new system. Thus, when using average (500 qual) resources, you'll get 50% of 7% or 3.5% per point spent. Thus, rather than needing 5 points to hit the cap (50%), you'll need to spend all 10. There will be no points left over to spend in other areas. Likewise, if you were using 900 qual resources you'd need to spend all 10 to max out an attribute (rather than 9 under the current system).
The crux of this difference is that the benefit you get from spending each experimentation point is changed from a fixed amount (7%) to a variable amount (0%-7%). Unless you are crafting with theoretically perfect resources (1000 in all relevant statistics), you will have lower results than you currently enjoy.
ok, i went to the main site and here it is.
Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
hmm, ok
my apologies yall.
Thanks jaato I re read yer post and it all makes sence now.
But i have 1 question. how come they are changing this part of it. But other parts of armor crafting are still bugged?
personaly id rather have gear with the crafted stats rather than the wanderign stat ptroblem. or psgs that actualy worked. LOL
and if you try , notice the method used for getting 80% kin adv composite only works on padded and composite. shouldnt they fix it so methods are the same? I also have 200 Rancor Padded segments that state to be used for making padded , but the only schematic i can fit it into is bone armor schematics. very mis leading.
but i stillt hink they need to fix the rate at which decent or better recources spawn on a server. having 90% of the resources on a server spawn bad stats for 4 months straight is sad LOL.
anyways, yall have a good day.. Im taking more pills and going to bed. gnight yall.
Rolganth wrote:
i musta missed something somewhere, I read and re read the initial posting, and all i get out of it is, they are trying to fix the amount of crit failes you get at master. I did not read anywhere where it says they are changing the whole system. there for a while on these threads most of the postings were complaints about the crit failes. true or false?
Yes, sorry, that was my fault. I got over excited and did the "Oh, he's talking about the Publish 7 stuff, I know all about that" thing without actually reading which bit he was talking about ![]()
Sorry 'bout that ![]()
-Orobas
If this goes live what I am going to do is make stock up on a few specific resources, make a gazillion schematics for layers, segments and finally composite. with some carefull planning this can all be done. That way i will have the capability to make pre nerf composite for months after the nerf. Myself like everyone else will hold on to what they currently have and no one will want to sell their pre nerf. After a little while when those uninformed souls who didnt notice the change have sold out the prices on pre nerf will raise fast.
Those who withdrew their stock and stored their armors and schematics will be able to make composite for a long time that will sell for prices that anyone else couldnt possibly dream of.
This will eventually end when there is no more pre nerf schematics and factory crates left but it will take time, alot of time for the big smiths who have several hundred thousand of every resource they need in store.
Personally I would probably benefit shortterm from this change but i think it is bad for the community and it will also seriously reduce the viability of armor. Not to talk about the thousands of people who are going to send you tells asking why you are selling so crappy armor all of a sudden.
So in general this is a BAD idea. I mean resources are already extreemly important in armorcrafting please dont make it even more so.
As a non-crafter I must say this proposed change will break the game. Many people will take this nerf as the last straw and leave, I know I will. I cannot believe they are even thinking about doing this.
The combat professions are what put the money into the game. Worse equipment and consumables means that there will be less money in the economy. Less money means prices will have to be lowered OR the uber rich will remain that way, while the "poor" gamers continue to spiral downward.
This is pretty simple in my mind. Nerf the crafting professions in publish7with nomeaningfulboost by publish 8 and I am gone. I'm not even a crafter, but I know what this is going to do to the market.
/wonders when WoW will gogold
So far, we really have no idea if what we are saying is what's going to happen so threatening to quit at this stage is a tad foolish. What we need to do is wait to see what actually gets put on Test Center, and then work with the development team to make it work for both us and them. Obviously this means that they will have to tell us what they are trying to achieve with the changes, but it also means that we are going to have to be reasonable.
It's no good getting upset about it all now, but we do need to make sure enough people are aware of the fact that there is a proposed change. That way we get the greatest coverage of views and ideas and can hopefully make the system better for everyone.
Hoarding schematics and factory crates of "pre-nerf" stuff is a Bad Thing, it puts an un-necessary load on the Database, and causes huge upset when they get taken out of the system 3 months later. If we all work together, we can make sure that it's not necessary.