Architect Archive
Thread: Vaguely remembering the 1-day crafting change
Sorry for the double post, please ignore this thread and use the other one.....
When do we get to edit/delete our mistakes??? ![]()
LOL ###***SMALL***###
Whiney weaponsmiths griping because they couldn't have the resource limitations make them all even to each other.
So funny and sad at the same time. To a tee, every weaponsmith and armorsmith that didn't have a political cause to "Save the Newbie" came around and agreed that the changes implemented were good after they got to try them.
As usual, the juvenile excuse for communication we have with these developers' management decided to punish us and not respond to pleas for reimplementing the changes once everyone found that they really didn't suck and let us make stuff outstanding in some traits.
I'll shutup now. Easy to see why I'd make a bad correspondent right now. ![]()
Fivo Asia
I made BER14 heavy harvesters that day - but they have 109K hoppers because to hit 100% on the extraction rate you burned all of your experimentation points.
ZenDragonMLS wrote:
Without rehashing it, my understanding of that change would be that any profession that counted on experimenting on *multiple* lines for the finished product would have been producing products that were not as good as before the change.
I made BER14 heavy harvesters that day - but they have 109K hoppers because to hit 100% on the extraction rate you burned all of your experimentation points.
I also noticed the same thing. On multiple line experimentations you were basically screwed really hard. Say resources are capped way down, and the highest you can go is 5 bars (Advanced Rifle Barrel)
It would have required ALL 10 points to fill those 5 bars and leave nothing left over for range. As it was before (and is now) with 10 points I can max Damage and range.In effect, this change would have instantly made 12-point WS FAR superior than the 10-pointers, and protect the monopolies held by old WS with ancient, uber resources.