Armorsmith Archive

Thread: Consolidation of crafting change threads

Ail
Sat Mar 13, 2004 12:33 am
#14



Honestly I dunno.


I only started AS 3 months ago and always refused to craft with anything else than the best resources anyway so it would not have changed anything for me and I am not the only master to have taken that stance on Valcyn( 2 new successfull masters that came around in the last months are doing the same as well as a very old master)...


Yes, that means I sometime have to pay 100cpu for some resources but if you sell triple layered composite at 500k/set and control the costs on most resources you can easilly afford to go wild on a few ones...




Message Edited by Ail on 03-12-2004 11:38 PM

Message Edited by Ail on 03-12-2004 11:39 PM



Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

meschuster
Sat Mar 13, 2004 8:00 am
#15








speardancer wrote:


When you only have one element to experiment on, using all your points to hit the max possible works quite well. However, when you have 3 to choose from, it severely limits what sort of results you can get.







I think this is exactly their point. They said they want to add more competition and more varied types of armors. So now, instead of everything being 80%special 60-70% everything else you will have to put more thought into what you want in the end. High HAM High special (and possibly low secondary) resist comp. or Low HAM Low resist comp or Medium HAM Medium resist comp.


so, if to get 80% kinetic composite you might (don't know haven't tried it) get your secondary resists only in the 50's or low 60's and have high HAM. But if you could get kinetic at 70% and secondaries in the upper 60's to 70% some might want that instead. Or if they really need lower HAM they will have to expect much lower resists.


Personally, I think in the end it will be better for the game. Though I really don't see how it will help fix the economy. People will still pay 250K-500K (or more depending on server) for the best stuff so dedicated armorsmiths will still be raking in millions a week.



Gondolin-Tarquinas
Genjin Hatsumi-Chimaera-Europe
Old-man Potts-Radiant
meschuster
Sat Mar 13, 2004 8:07 am
#16

Also, even now before the upcoming patch I can't compete with veteran master AS's so I don't see how this will change much. It will a little of course, but I don't have 12 points so my product will have higher hams than veterans though my resists will be about the same.


Personally, I am avoiding Composite and am doing quite nicely with advanced Chitin (I harvest myself). Sure it is harder to make and less profit,but I'm still working and not closing shop. Ubese can be a good way to go for newer AS's as well.



Gondolin-Tarquinas
Genjin Hatsumi-Chimaera-Europe
Old-man Potts-Radiant
MrMud
Sat Mar 13, 2004 5:01 pm
#17

Anyone taken a look at the new post by the devs trying to explain why they are making this nerf? If you havent please take a look and have a good laugh for that post will have you understand how truly devoid of any understanding of this game the devs are



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
Shilak
Sat Mar 13, 2004 9:13 pm
#18

Does anyone know if the 'Research Center' city specialisation will actually have a noticable effect after the patch? Currently I dont notice the effect at all even though I do still make a point of creating schematics in a 'Research Center'. There was rumour on TC that this bonus would be changed to directly affect the bonus each successful experimentation point gives, can anyone confirm this? If this is the case it may well counteract the slight reduction in our experimentation results.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

Shilak
Sun Mar 14, 2004 9:05 am
#19

If the devs want to reduce the effectiveness of weapons/armour in the game, all they need to do is change the algorithms that are involved, they dont need to change the actual items in the game. In fact by changing the crafting system in this way all they have achieved is making people stockpile as much as they can with the current resources they have and then drop the profession safe in the knowledge that they will not be able to make anything better ... this is not good.


What they could do is simply change the way armours effectiveness is displayed and calculated. e.g. in all displays of armour effectiveness simplyhalve the effectiveness and then in the combat calculations do the exact same thing. This way there would be no prenerf items and the imbalance would be solved.


Note - Armour was just used as an example and I think halving the effectiveness of armour would be a little too severe, a 33% reduction would be more suitable




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

meschuster
Sun Mar 14, 2004 1:44 pm
#20

The problem with the devs thinking on this is exaclty how PvP got so out of whack. It seems that they expected players to want to pick up a combat profession and stick with that.Just like it seems they expected that players and crafters would wantbalanced items thattook into consideration durability and ham as well as resists or damage. Yeah, right.


IN THEIR MIND: Sure, give fencers high defensive bonuses. They could use them. No one in there right mind would then take up TK or Pistoleer or Rifleman or other combat profession to stack bonuses. They would take up dancing to heal their own mind wounds with some medic skills to heal themselves and maybe some artisan and scout to harvest resources.


IN ACTUALITY: L33t d00d thinks, Hey I can take one line of this combat profession, two lines of that combat profession, and master that combat professionand I will be nearly unhitable with all this mod stacking. Woohoo!!! Lets go grief us some noobs!





Gondolin-Tarquinas
Genjin Hatsumi-Chimaera-Europe
Old-man Potts-Radiant
Neyex
Mon Mar 15, 2004 12:16 am
#21

Thanks for your post Jat, this made me feel so much better! I was terrified about the crafting changes, but you have a way of saying it that makes it all make sense. I still have a few Questions if someone could answert them.



If your making your Adv.Comp Tri Layerd and have one line full for exp already, will this craftig change really effect you? Im master and am currently pulling 67% Base and MaxOut my Kinetic at 80% and have Resources that all average 850+ and than like 2 that are like 300.(Weighted Averages) Will this Change noticably?My HAM encumberance is really HIgh...Could that go down?



Is the only effect this does, is allow you to have more/less room to exp?


Kinda a jarbled post bare wtih it




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