Architect Archive
Thread: FIGHT THE CRAFTING NERF!
I am a little confused about the sentence that I highlighted.. do you mean that I am not going to be able to max out a BER13 with 12 experimentation points.. SO I need skill tapes ???????????
Phetro wrote:
The devs have "explained" the crafting nerf as something that is intended to fix the economy, despite the hundreds of posts giving concrete reason of how it will do the opposite.
This nerf will effectively render useless all new crafters and even masters without 12 experimentation points, by making it take far more experimentation points to max a crafting attribute than it currently does. This means ALL multi-line items will soon be clones, and much, much worse versions than the items possible now. It also means that the prices on the myriad pre-nerf items will skyrocket to unbelievable heights.
Speak out against this game-breaking idea! Believe it or not, the devs ARE monitoring the thread for feedback!!!
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=7255&page=8
The original poster cross posted this to a few crafting profession forums.
I don't think he knows specifically how architect crafting works. From all the reports I've seen this change won't have as much of an impact to items that only have one experimentation line.
As far as harvesters go, it looks like we'll still be able to get maximum BER but probably won't have points left over afterwards. Thats my vague impression of the impact to us from what I've read.
1 ) personally... If I am using 970 average resources ... I think its lame that someone using 800 average can get same results.. though other crafting professions have a larger range that the 13 ber points that we have.. the differences are similar enough..
also I was told that the new process does take into consideration multi lines to exp. on.. (to a degree) what that means it was not elaborated on..
Pawlin wrote:The original poster cross posted this to a few crafting profession forums.
I don't think he knows specifically how architect crafting works. From all the reports I've seen this change won't have as much of an impact to items that only have one experimentation line.
As far as harvesters go, it looks like we'll still be able to get maximum BER but probably won't have points left over afterwards. Thats my vague impression of the impact to us from what I've read.
Yes, I do know, Pawlin. I have a master architect on Flurry, who makes BER 13 harvesters.
It will be harder to max even that one line. Does this affect architects SPECIFICALLY? Not really, but if you're planning on sitting back and watching the rest of the crafting professions suffer without defending their positions, just because you're unaffected, then that is a selfish and reprehensible attitude to take. This is about crafting in general. It is about the game in general, and its entertainment value to everyone, not just yourself.
My Question is this... What Kind of crafter do you have on Test Center>? If you do not have one then How do you really know the magnitude of this change?
Ultimatly The people that I have heard complain the most on TestCenter are the ones that were able to make Highest Quality Product with Sub Premium Resources.. Those that Use the best Resources are making As Good Or some cases better items..
Most of the People that I have seen complain on the forums Dont Have a Toon On TestCenter And Are Basing their Argument on what the people who dont Use The best Resources .. Say...
I am not Trying to get down on you.. This Change may very well be a tuff one to get use to.. But no one will know How this effects them (and their resources that they have to Use) until they get to actually try to craft under these new rules.
If all they're doing is requiring 900 average stats to get top BER, then I don't see a problem. I had 750k HQ ore (Oceoleo on Chilastra) and it lasted me ages even though I use millions of resources. Good steel isn't that hard to come by (>915 average) and while it may take a couple tries to get BER13, it works just fine.
Better hopper size seldom matters to buyers if your prices are reasonable.
If we need skill tapes to get top BER then I agree that the change will suck, and I will probably quit Arch and possibly SWG. If all they're doing is requiring good materials then I don't see this as a huge change.
Phetro wrote:
Yes, I do know, Pawlin. I have a master architect on Flurry, who makes BER 13 harvesters.
It will be harder to max even that one line. Does this affect architects SPECIFICALLY? Not really, but if you're planning on sitting back and watching the rest of the crafting professions suffer without defending their positions, just because you're unaffected, then that is a selfish and reprehensible attitude to take. This is about crafting in general. It is about the game in general, and its entertainment value to everyone, not just yourself.
If this fubars other crafting professions then I'll voice my unhappiness in their support. But only IF and when that does happen for real.
However, I think that the jury is really out on the impact of these changes until we get some real idea of what it all means.
Thus far it looks to me like it will be harder for some people to get max stats on items and for some items it will require more trade offs between stats. And in general it looks like more work and better resource requirements are going to be the standard. Is this a crafting nerf? Yes it sounds like it. Will it ruin crafting? I don't think so.
My opinion is that SOE should work on fixing money sinks first and that this crafting change will probably hurt lower level / newer crafters more than not and this is contrary to their apparent goals. I've already voiced that opinion to SOE.
To us architects, and some of the other crafting profession, the impact is minimal. If you have been crafting using decent resources you will see the same if not better results.
Now having said that, there are a couple of professions that are REALLY being affected by this.
Any profession that requires multi-line crafting is having a tough time. I have an alt on TC that is a Master Doctor/Master Combat Medic, and my buffs, poisons and diseases all went down in quality. From some of the Chefs and Armorsmiths I heard the same complaints.
It is kind of funny that the Weaponsmiths are the most vocal, seeing that they are pretty much a single line experimentation profession (all that matters is speed/damage).
Architects, Driod Engineers, Tailors, Weaponsmiths will be just fine, and in fact might be a tad bit better off.
Doctors, Combat Medics, Bio-Engineers, Armorsmiths and Chefs are being hit harder.