Armorsmith Archive

Thread: Posted on the WS forums... but may be of concern to you guys to

LeviticusD
Tue Aug 23, 2005 2:12 pm
#14


I think the resource buff should be reduced to 1% or 2%. The 10% is just too imbalanced for us and the entertainers. From what I understand, different instruments give the different buffs. The one that gives the resource buff will be the only one they need as it all stands as it will become mandatory for crafting. If the percentage is dropped down to a level that you might be able to still get those results with an assembly buff or experimentation buff, I'd be more for it. So would the ents as they get more variety in what they do.


I could be wrong about the different instruments though, but nonetheless, it would be way too much at 10% (personally, as a hand crafter, I'd rather have less critical failures while experimenting than a 2% increase in resource, but if I was making a factory run schematic, I'd get the resource one...That's the way it should be, imo, because the ents got to be able to do something for us!


Edit: I was wrong on all that, but I still think that resource buffs need to be drastically removed if they stay. The buffs to the assembly and experimentation is enough. All I really want a buff to do is limit my critical failures while I experiment. Not crucial, but I'd make sure I had one.

Message Edited by LeviticusD on 08-23-2005 03:51 PM




LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
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Slider067
Tue Aug 23, 2005 3:27 pm
#15

/agree

I view this as another level of dumbing down crafting profs.


I've spent a lot of time striving to make top quality armor. Before the CU, I considered myself to have succeeded in climbing to the top on our server.


Now.....well....the sig says it best....


"Proud maker of Brand-X"



SOE better hope that no other company makes a game as diverse as this one is.



__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
Kesslan
Tue Aug 23, 2005 6:34 pm
#16

PErsonally I think you guys are crying doom and gloom abit too soon. 2 CPU stuff becomming worth as much as stuff people are forking out say.. (on bria 140 CPU for) hell no.


Will therebe more resources that will let you cap out now with a good buff? Sure.


But you still need to have decently high end resources in the first place. It just means that a fraction more of stuff will let you hit the caps. And on some servers where say you cant hit the cap on layers or some such...it shoudl likely let you hit that cap. So you have capped layers and capped armor cores, segments etc.


And for the WS. Look at the offset. Suddenly weapons out there that were -the- best. That some one went and ADKed. Will likely want to get one of the 'new' Best guns. Meaning that for some one at least. They'll be a new customer. Instead of one that woudl have otherwise. never ever have bought a new weapon from anyone.


I mean has anyone actually tested any of this to see just how much of a difference it makes in crafting?





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pykescylla
Tue Aug 23, 2005 7:05 pm
#17

I'd say 8 cpu resources will be just as good as 20 cpu resources. 2 and 140 is a bit of an exaggeration. I just paid 120 cpu for vintrium as there is none available. No buff will help with that. Second string materials will definitely be good enough to cap. The 10 percent bonus is going to be of most benefit to resources in the 850+ stat range. It will, of course, do very little for poor stats.

This all assumes that the 10 percent bonus directly increases the effect the resources have on the experimentation cap.



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

Bughunt
Tue Aug 23, 2005 7:10 pm
#18

Unless they roll back the the CU and restore the crafting profession to what it was, this is no big deal, I am allready capping in mostmy armor, so this will just improve condition and that needs to be doubled anyway so it last a little longer and make armor only repairable by armorsmiths.


To bad I used those resouce kits last week. lol




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Otio Eta - Elder Jedi
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Vastar
Tue Aug 23, 2005 8:17 pm
#19

If these buffs do end up being needed (ie. useful), I'm done. I'm not adding in some lamefest visit to the cantina anytime I want to craft. If they're not needed (ie. useful), it was a waste of development time to work on them.



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Quizz
Tue Aug 23, 2005 8:38 pm
#20

this affects us more then weaponsmiths. think about it. weaponsmiths still will need phat loot to hit the cap where for us all it takes is resources and no loot required. it wont ake long for a newbie to collect resources of 910 quality and then get a buff to hit 1000. then all of a sudden we have a server with clone armor of the same stats.



the only thing that this will help veterans is we will have better condition on our armor. I can see it all ready, armorsmiths wont be advertising the stats of there resists but the condition of there armor. we'll be competing to make the best conditioned armor now.


fun, yeah. /sarcasm off






Quizz

4 ACCOUNTS cancelled
I8TheWorm
Tue Aug 23, 2005 8:50 pm
#21



Ecnirp wrote:
I posted this on the WS forums, but I think it could be of concern to you guys also. Just substitute the word Weapon for Armor lol

Well looking on the TC it seems that entertainers have finally been given some love. They are going to be able to give profession specific crafter buffs that will give a bonus to amongst other things... resource quality. (up to 10% improvement on resource quality when crafting from what I have read)
I think its great that entertainers are getting some attention, and a resource quality bonus buff would be very cool. I am not trying to moan about the improvements and changes.
However, my concern..... what about those WS who have hundreds or thousands of weapons stocked on their vendors already.... made with the best resources on the server - and suddenly the best resources just got 10% better.
*Edit* And an additional point brought to light - what about those of us who have spent months or even years collecting the best resources on the server... if experimenting still cap at 100% what benifit will they get from anything they have that already hits 90% or higher?
Anyone else see a potential problem?






SOE's dumbest idea ever.



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JaWadeen
Tue Aug 23, 2005 11:04 pm
#22



Quizz wrote:

this affects us more then weaponsmiths. think about it. weaponsmiths still will need phat loot to hit the cap where for us all it takes is resources and no loot required. it wont ake long for a newbie to collect resources of 910 quality and then get a buff to hit 1000. then all of a sudden we have a server with clone armor of the same stats.

the only thing that this will help veterans is we will have better condition on our armor. I can see it all ready, armorsmiths wont be advertising the stats of there resists but the condition of there armor. we'll be competing to make the best conditioned armor now.

fun, yeah. /sarcasm off






I'd say it affects weaponsmiths more than us...we already don't really make anything different from each other. The ratings make it look different but we're all selling armour that is between roughly 48% and 52%. This just makes crafting armour even less of a challenge.




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RIP.
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Cause of death: Poked in the eye one time too many.
Feomatar
Tue Aug 23, 2005 11:06 pm
#23



pykescylla wrote:
Stupid forum ate my first reply.

This buff is going to further homogenize armor crafting. Suddenly it is going to much easier to cap armor. My grind quality assault is 6900 kinetic. It will easily cap with a 10 percent boost. Suddenly my second-rate 873 polymer (avg OQ and SR) becomes 960, eclipsing the server-best 919 polymer that just spawned. Of course, the 919 polymer is now a perfect 1000/1000 resource, and I have more than a million units and still harvesting.

The pool of useful resources suddenly increases, which should drop prices significantly (except for stuff that isn't spawning, like that dang vintrium). More smiths will be able to go into business making competive products. Forget armor decay; masses of cheap capped armor will soon hit the market. Forget about improving your layered armor point by point; you're going straight to the layered cap, too.

Unlike the inspiration buff, this buff will truly be a necessity. Who's going to use 20 cpu resources when 8 cpu ones will do? I like the fact that inspiration buffs now affect the chance of an amazing success. The problem is that an amazing success mean little to nothing in armor crafting.

Lastly, I think this removes one of the last bits of fun in crafting: the excitement of discovering a new resource and of improving your product. We will be a service of the game, grinding out essentially identical armor (since factories only produce one color it seems).

I love the fact that entertainers are getting some attention. They are unique to SWG. But is this attention at the expense of the crafting community? I think it is. I say let entertainer buffs continue to increast the chance of an amazing success, but make an amazing succes MEAN something to armorsmiths.

Many of us grind away at our real-life jobs because we need them to buy food, put a roof over our head, and pay for high-speed Internet. It often isn't fun. Our on-line jobs should be. Don't continue to move us toward a blue-frog role, spitting out armor and weapons for the combat players.



Good post, i totally agree.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
BigfootKC
Wed Aug 24, 2005 12:39 am
#24

its daft!

they should give them something useable but NOT REQUIRED... this will be like frekkin preCU doc buffs, noone will make anything worthwhile without them!

FFS devs think this through!



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JaWadeen
Wed Aug 24, 2005 2:03 am
#25

I agree Maireh. We're on the same server and I know you can make some nice energy layered recon. Its better than mine and rightly so better resources are used. Now for me a big part of my content is trying to reach things like that. Its fun for me, this buff effectivly removes that fun. My goal will be completed and I had no real part in it.

Its not just vet's with suddenly devalued stockpiles that are affected its the newer crafters who suddenly have a large peice of content totally removed that are affected.




Revnant: Space pirate, Ore Thief, Smuggler of bovines and small arms
Dir. Sotto Voce Corp. Stealing today what you might have sold tomorrow.
RIP.
Ja' Wadeen Ξ Bobbademus

Cause of death: Poked in the eye one time too many.
Frenzi
Wed Aug 24, 2005 2:22 am
#26

I think we need to see how much this affects resources before worrying too much...but I admit im worried too. Ive spent a lot getting resources etc over the last month, its nice in one way that to reach the cap I wont have to spend much much more, but its just another dumbing down of this profession.


A huge part ive been enjoying in that month is the resource part...but thats just become a whole lot easier.


I really REALLY wonder whether the devs consider all the options, and check with crafters, before adding all these new features. I suspect they dont.





____________________________________
Frenzi / Armourer
Cancelled due to the 'NGE'
They destroyed the game we love

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