Armorsmith Archive

Thread: 1 day to make the good schematics then the whiners win

Yakisoba1
Tue Mar 16, 2004 8:36 am
#27

Vig, your style of play isn't everyone's style of play.


In this case, the majority thought that the changes to the crafting system would result in inferior products when those products were experimented along more than one line. It would surely result in a greater rift between those folks that had very good resources and those that did not. The haves and the have-nots, so to speak.


The SWG game already has an awful newbie experience. It's even harder as an artisan, I would think. I have been lucky, in that smugglers don't care about quality resources.Spice and combat missions have made my money.


But it's not alot of money. This change would have hurt docs and chefs quality as well (chefs will experiment filling and potency, and are thus two liners, and are thus hurt by the change) while docs will have either less charges or less potency in their buff packs. And they will charge more for them, becuase resource quality will become an accute problem. More money in the hands of smiths and docs and chefs, less for combat classes. Haves and have nots.


For just one day, and then we get to go back to the old system, until the devs think of a better solution. And they will. See, this fix to the crafting problem was NOT what the majority of the players wanted. The devs are smart folks. THey will come up with a better solution, that will satisfy folks more than this one, and not class divide the game as much. Good luck with your schematics.

--Yak
Ail
Tue Mar 16, 2004 9:02 am
#28






Ryche_Mykola wrote:

Vigeant - This nerf wasn't just on armorcrafting sport.......................this would have hurt Chefs ability to make food, Doctors abilities to make those awesome 3k+ buffs and awesome Stim-B's, Weaponsmiths abilities to make high damage-low HAM drain weapons, etc. Now, combine that with a 30% higher HAM cost on armor and its going to make a HUGE difference to gameplay.


And seeing that you have a Jedi Knight, I could assume you are the player that really has no life outside this game, I don't have the time to waste up to an hour sometimes to find a doc buffing, and I'll assume a lot of the player base doesn't either.







Already discussed the above supposed nerfs of others professions so won't argue again about it.


Lets just wait a few day for the fact to come out and demonstrate us how a bunch of whiners prevented a nice patch to go live...


Only change that patch would have had on docs/chefs is made those class make a better living as post patch products would have had less charges....







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

UmmonPrime
Tue Mar 16, 2004 9:21 am
#29

I love the fact that only the well off were supporting this patch. Resource and credits wise.



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Gemni
Tue Mar 16, 2004 9:30 am
#30

I can't agree with you more, TrueJedi.

Not sure why others don't want to give it a shot, I certainly wanted to give it a try.


/sigh


Mebbe, others have a crystal ball dat I don't have?



Pann

Shadowfire Armorsmith


Ryche_Mykola
Tue Mar 16, 2004 9:34 am
#31






UmmonPrime wrote:
I love the fact that only the well off were supporting this patch. Resource and credits wise.







No kidding. 2 types of people posting in this thread: Those Masters with 12 points that only care about themselves, and then the Masters that are thinking about the WHOLE Armorsmith Community, from Novice to Master.





Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Strongarm73
Tue Mar 16, 2004 9:36 am
#32

HAM matters...BUT...most of the arguments put forth in this thread are not the best. Most of them should be a discussion on wearing the right type of armor. For example, if you are a rifleman, you shouldn't be wearing composite...try a nicely made suit of advanced bone or something.


Halfof the peeps that are PvPing either know the vulnerability of Composite (stun) and half just blast away with primarily energy weapons...why not slap on some advanced bone with 40-50% energy and next-to-zero ham? The benefits of its encumberance far outweight the 20-30% extra resist.


...and if Melee classes get close enough to you even in an uber set of composite, you're dead anyway...


If anything good comes out of this patch, I hope it's a more varietied use of armor.



UMPA, MWS/MAS Kauri


Strongarm Azule, MBH, Kauri


Vigeant
Tue Mar 16, 2004 9:46 am
#33

i disagree on your points.

top armorsmith wont be the only ones to sell stuff, look at how it is now:

what sells actually:

ubese 70%+ kinetic

composite 80% kinetic

composite low ham

composite 67%+ base


only the last one requires tremendous quality stuff.

for the 3 first ones nearly any armorsmith can make these after 1 month maybe 2 if unlucky on waiting on ressources.

With the new system thats for sure the last series will be easiers for top armorsmith but with less good stuff the average armorsmith can reach top quality. Remember that with a good series of amazing ya can gain up to 9 maybe 10% (i already had 8 amazing pts).


The main difference on old and new system is: spend more ressource on experimentation.

With old system i was experimenting once or twice and sometimes more when i could save a pt of experimentation.

With the new system you will (would) have to experiment more until you get the maximum amazing to reach higher max experimentation. That means more tries but better stuff.

On the contrary of what people say stuff will become better and thats mathematically true whatever poeple THINK.

Beginners armorsmith will take some time to reach average or top armorsmith but not very longer than before because old ressources disappear from stocks and new ones come to replace old ones (i threw away some uber stuff that was 100 cpu worth when a new one appeared and made my stuff worthless).


On the long run this modification is a good thing and theres no real good reason to keep old system.


Will the top armorsmith sell more ?

no because the won't produce more than they actually do and they are selling all they can produce.

Will the beginners armorsmith stop selling ?

no because with average ressource you can still do good **edit** and not everyone needs the top end stuff.


The range of stuff on market actually isnt wide enuf and that was what the improvement was made for.

Now we just gonna stay with the same ressource dependent stuff we have actually.

We had a chance to lower the dependence on ressource quality with that modification.



Vigeant
Master Armorsmith
Nerfed Jedi Master
SWG Beta Paying still cancelled.
Gemni
Tue Mar 16, 2004 9:47 am
#34

I'm notone of you call "well-off", so, shaddup. Elood?




Pann

Shadowfire Armorsmith
DirthNader
Tue Mar 16, 2004 10:05 am
#35






Strongarm73 wrote:

Halfof the peeps that are PvPing either know the vulnerability of Composite (stun) and half just blast away with primarily energy weapons...why not slap on some advanced bone with 40-50% energy and next-to-zero ham? The benefits of its encumberance far outweight the 20-30% extra resist.



I'd just switch to a DXR6 or Nym slugger and blow right through the armor, enjoying a 1.50 damage mod from AP1 along the way.



The artist formerly known as Ittov
Ail
Tue Mar 16, 2004 11:43 am
#36







UmmonPrime wrote:
I love the fact that only the well off were supporting this patch. Resource and credits wise.







Ask your customers if they prefer the post patch items made by 12 pointers AS and WS or what those could make pre patch...


Remember the majority of the players are not crafters and will not like it when they will discover that better quality items were within their reach and were removed because of a few scared crafters....


All reports so far I have read is that 12 pointers AS and WS make better stuff post patch.


Same thing for doctors buffs even with 10 pts...


As for beginning crafters, gimme a break.


I started AS 3 month ago with 1 million in my pockets and 20 lots to harvests( and no harvesters except those personal I could make and then medium and finally heavy as I climbed the architect tree).


No guild supporting me, nothing else.


It took time but I did it, and if I did someone else can too....






Message Edited by Ail on 03-16-2004 10:46 AM

Message Edited by Ail on 03-16-2004 10:50 AM



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

AegolinAdaron
Tue Mar 16, 2004 11:48 am
#37

I just tried the new crafting system on kinetic layers. I used the following resources:


amorphous gemstone - MA 464 OQ 953 SR 754
polymer - MA 796 OQ 982 SR 964
metal - MA 998 OQ 828 SR 852


Before the patch I made kinetic layers with the following stats:


base 3% kinetic 5% action 8 mind 7


After the patch I get:


base 3% kinetic 5% health 9 action 9 mind 9


I will stick with the old schematic


What suprises me the most is that they put a lot of effort in a huge crafting overhaul, then decide not to implement it (well, for one day) and that meanwhile they don't fix the bugs. A pair of gloves I made had stats 75/78/64 so I name them accordingly and - oh surprise - when they come out of the hopper they have stats 77/80/64.


Emily
Master Armorsmith/Master Tailor


UmmonPrime
Tue Mar 16, 2004 11:57 am
#38






Ail wrote:







UmmonPrime wrote:
I love the fact that only the well off were supporting this patch. Resource and credits wise.







Ask your customers if they prefer the post patch items made by 12 pointers AS and WS or what those could make pre patch...


Remember the majority of the players are not crafters and will not like it when they will discover that better quality items were within their reach and were removed because of a few scared crafters....


All reports so far I have read is that 12 pointers AS and WS make better stuff post patch.


Same thing for doctors buffs even with 10 pts...


As for beginning crafters, gimme a break.


I started AS 3 month ago with 1 million in my pockets and 20 lots to harvests( and no harvesters except those personal I could make and then medium and finally heavy as I climbed the architect tree).


No guild supporting me, nothing else.


It took time but I did it, and if I did someone else can too....




Yes, and you turned out to be such a freindly person.....




Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


KnightMare
Tue Mar 16, 2004 12:05 pm
#39

If you'll notice the specs posted in other threads the difference in HAM is small. I mean 2-3% increase in HAM isn't going to ruin a Rifleman, regardless of his bank account.
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