Armorsmith Archive

Thread: Anyone have clarification on the new stuff in tc to affect entertainer buffs and experimentation?

Vastar
Wed Aug 24, 2005 8:54 pm
#27

125cpu? I don't know what it's like on your server but wouldn't it be cheaper to just buy a 30K resource deed?



____Zlatan Fulgere________________
Zlatan baby, Zlatan
Meaningful labels don't require self application.
Carason
Wed Aug 24, 2005 9:06 pm
#28






Vastar wrote:
125cpu? I don't know what it's like on your server but wouldn't it be cheaper to just buy a 30K resource deed?




At 125 cpu, it would... I think resource kits are going for about 3.5 million on Corbantis... that's 116.67 cpu.





Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
pykescylla
Wed Aug 24, 2005 9:38 pm
#29



Slider067 wrote:


thegreywolfe wrote:

First, read the post between yours and this one about the medium harvester on test center that has an 11BER. This means that you're super resources won't quite be as wasted as you seem to think.




Armor has a cap. Which means that at a certain point, the resists won't go any higher......regardless of how good the resource is. The cap for armor was set at a point that allows us to hit it, without experimenting to 100%. Personally, I think that's a flaw in the programming. IMO, there should always be a higher level to strive for. Otherwise, what's the point? Credits? Bah....
This is the problem that most crafters have with this change.
Using harvesters is not a good example. They go up 1 ber at the 100% mark. For that particular profession, this will alow a better product.



My point exactly. I don't care about new smiths catching up. I don't care about the value of resources going up or down. I care that we'd be making the same armor: capped armor, even layered. There's no room for improvement or innovation unless they do away with the caps.



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

Slider067
Wed Aug 24, 2005 9:46 pm
#30






pykescylla wrote:





Slider067 wrote:






thegreywolfe wrote:


First, read the post between yours and this one about the medium harvester on test center that has an 11BER. This means that you're super resources won't quite be as wasted as you seem to think.








Armor has a cap. Which means that at a certain point, the resists won't go any higher......regardless of how good the resource is. The cap for armor was set at a point that allows us to hit it, without experimenting to 100%. Personally, I think that's a flaw in the programming. IMO, there should always be a higher level to strive for. Otherwise, what's the point? Credits? Bah....


This is the problem that most crafters have with this change.


Using harvesters is not a good example. They go up 1 ber at the 100% mark. For that particular profession, this will alow a better product.








My point exactly. I don't care about new smiths catching up. I don't care about the value of resources going up or down. I care that we'd be making the same armor: capped armor, even layered. There's no room for improvement or innovation unless they do away with the caps.





Preaching to the choir with me.


I thought I was getting my buffs when I spent MONTHS trading in for crafting FS exp. The CU was a real kick in the sac as far as that goes.


Then.....this.....


We're all going to be making brand-x baby!!!! Hahahahahaha..../sob....hahaha...choke....





__________________________________________
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
-Droideka-
Wed Aug 24, 2005 10:32 pm
#31






freedomwarrior wrote:






Owet wrote:





Slider067 wrote:


It makes it easier for the combat players to find or makearmor.


Considering the ratio of crafters to fighters, it's not surprising that SOE doesn't really care much whether crafting is almost turned into an NPC task. Think about how much content of the game is available to low CL toons.


I think they are making it fairly clear what the business direction is for SOE. SWG is becoming more and more like the rest of the MMOs with each patch. Maybe it's a good business decision. Again....refer to the crafter/fighter ratio.








I think you hit the nail on the head with your post. I'm somewhere in the middle of the spectrum. I have some top notch resources built up. I can create some capped armor with decent layers but no where enough resources to even consider mass producing. Most consumers can have a very hard time right now on the smaller servers finding the armor they want, with decent stats at a reasonable price.

While this is certainly not a positive addition for the crafters that have been at it for years and have a good stock of resources, there are not alot of them out there anymore, at least on the smaller servers. I think they're willing to risk having a small number quit outright in order to open up the playing field for many more potential crafters. If this change goes through, they will probably more than replace the number of people that quit with people who previously only had one account who may now purchase another to craft now that they can break into the market.




I agree pretty much with everything you've posted here, but it still doesnt make it right. I know crafters have left in droves, but thats soe's freaking fault. They dumb down professions, what did they expect. But now they are going to make it even more dumbed down with this, it will have a reverse effect. Yes you will have some new players come in for a short period, but they will get bored fast and move on. The crafters who are left, actually do give a damn, and they have worked hard to maintain stocks for players to buy. I normally maintain over 700 items to 1000 items on my armorsmith vendor, but with this, my crafting experience just became more mundane. I dont like to go hunting, have a jedi who ive not played for almost 3 months, as well as a bh char who ive not pulled out for over 6 months. My crafter is who I enjoy, and with this, its just making it harder. I guess I do have 1 reprieve, DDO is around the corner.





What's DDO? I need to look around if this turns out to be a bad thing that makes crafting unacceptable.





Now that it's OK to support the removal of classes in your signature, I firmly support the removal of all the benny hill glowstick fanclub from the game; it was a lot more fun before they came.
thegreywolfe
Thu Aug 25, 2005 12:00 am
#32






BobtheChef wrote:



BASICALLY IT'S THE SAME SH*T THEY BEEN DOING FOR AWHILE NOW. THEY DON'T CARE ABOUT VETERANS OF THE GAME AND THE TIME THEY'VE SPENT COLLECTING RESOURCES OR THE TIME THEY'VE SPENT DOING ANYTHING. YOUR MONTHLY FEE FROM THE PAST HAS BEEN PAID AND YOU CAN'T GET IT BACK FROM THEM, SO WHAT DO THEY CARE. THE ONLY PEOPLE SAYING THAT THIS IS A GOOD THING ARE PEOPLE WHO ARE NOT CRAFTING THE BEST ITEMS OF THEIR PROFESSION ON THEIR SERVER BECUASE THEY WILL BE ABLE TO MATCH THE CRAFTERS WHO WERE OUTDOING THEM NOW. BUT GUESS WHAT, SO WILL EVERYONE ELSE AND NOW MORE CRAFTERS WILL POP UP AND EVERYONE ON EVERY SERVER WILL BE CLONES OF EACH OTHER. SO ALL YOU LONG TIME CRAFTERS WHO HAVE WORKED HARD AND SPENT MILLIONS TO BE AMONG THE BEST CRAFTERS, KEEPING YOUR RESPECTIVE SERVERS GOING, SOE WANTS YOU TO KNOW FROM THE BOTTOM OF THEIR HEARTS, WE DON'T CARE, THANKS FOR YOUR MONEY.







Dude, seriously, get over yourself. Blah blah, you've been playing for years, blah blah, OMFG the new crafters can match my stats.


IT'S A 10% BUFF, IT'S NOT LIKE THEY ARE MAKING ALL OF THE RESOURCES HAVE 1000 STATS.









@@The Grey Wolfe@@
@Bria - Bieje Master Muni (RIS Cert) -RgB-/ Bria Stuusko Master Cmnd-RgB-@
@Vendors Are In Blood Gulch Mall in Blood Gulch on Talus, south of Nashal 4510 3493@
Vanguard - Thunderaxe - Bieje Ikadi - Lvl 10 Necormancer / Blacksmith
freedomwarrior
Thu Aug 25, 2005 12:35 am
#33






thegreywolfe wrote:





BobtheChef wrote:



BASICALLY IT'S THE SAME SH*T THEY BEEN DOING FOR AWHILE NOW. THEY DON'T CARE ABOUT VETERANS OF THE GAME AND THE TIME THEY'VE SPENT COLLECTING RESOURCES OR THE TIME THEY'VE SPENT DOING ANYTHING. YOUR MONTHLY FEE FROM THE PAST HAS BEEN PAID AND YOU CAN'T GET IT BACK FROM THEM, SO WHAT DO THEY CARE. THE ONLY PEOPLE SAYING THAT THIS IS A GOOD THING ARE PEOPLE WHO ARE NOT CRAFTING THE BEST ITEMS OF THEIR PROFESSION ON THEIR SERVER BECUASE THEY WILL BE ABLE TO MATCH THE CRAFTERS WHO WERE OUTDOING THEM NOW. BUT GUESS WHAT, SO WILL EVERYONE ELSE AND NOW MORE CRAFTERS WILL POP UP AND EVERYONE ON EVERY SERVER WILL BE CLONES OF EACH OTHER. SO ALL YOU LONG TIME CRAFTERS WHO HAVE WORKED HARD AND SPENT MILLIONS TO BE AMONG THE BEST CRAFTERS, KEEPING YOUR RESPECTIVE SERVERS GOING, SOE WANTS YOU TO KNOW FROM THE BOTTOM OF THEIR HEARTS, WE DON'T CARE, THANKS FOR YOUR MONEY.







Dude, seriously, get over yourself. Blah blah, you've been playing for years, blah blah, OMFG the new crafters can match my stats.


IT'S A 10% BUFF, IT'S NOT LIKE THEY ARE MAKING ALL OF THE RESOURCES HAVE 1000 STATS.











And are you so dumb that you cant tell from resource spawns that have been happening, that it will not be hard to get to 1000 with these buffs? or are you just plain blind?


Look at the number of spawns hitting of late, and then look at the stats for your profession and then come back and tell me its not going to be a problem. New intrusive ore spawned on chilastra just the other day, that with the 10% buff, would make the stats 997oq 1000 shock, 1000 toughness using the 10% buff. Now compound this with spawns hitting 3 and 4 a week or more. This will indeed be a problem unless its curbed here.


Something similar to this was proposed back before the cu, way before, like 7 or 8 months. IT was in for 1 day and cut out, and why you might ask. The reason was, it wasnt a boon to the crafting a community, but a complete dismal destruction to it.



-Ackire-

THE Retired
dMaster Armorsmithd
Located on the wonderful Planet of Naboo
Now located at -3256 3748, outside of Theed
-=X=-

LeviticusD
Thu Aug 25, 2005 12:43 am
#34






freedomwarrior wrote:





thegreywolfe wrote:





BobtheChef wrote:




Removed annoying big font.









Removed even bigger and more annoying font.








And are you so dumb that you cant tell from resource spawns that have been happening, that it will not be hard to get to 1000 with these buffs? or are you just plain blind?


Look at the number of spawns hitting of late, and then look at the stats for your profession and then come back and tell me its not going to be a problem. New intrusive ore spawned on chilastra just the other day, that with the 10% buff, would make the stats 997oq 1000 shock, 1000 toughness using the 10% buff. Now compound this with spawns hitting 3 and 4 a week or more. This will indeed be a problem unless its curbed here.


Something similar to this was proposed back before the cu, way before, like 7 or 8 months. IT was in for 1 day and cut out, and why you might ask. The reason was, it wasnt a boon to the crafting a community, but a complete dismal destruction to it.





Actually tests on TC show that they do not cap at 1000, but with the buff will go over that cap(so a 997 stat will be 1096 with the buff).


What does that mean to AS which is already easy to cap? Not much. To others, it takes a little bite out of this problem, but I still think 10% is too much.






LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
VENDORS -3500, -5866 Lok
Tagapagligtas D'Mundo-Oakley/Lalaki Oakley
freedomwarrior
Thu Aug 25, 2005 12:46 am
#35

Your right leviticus, I just saw that post on going over the 1000. It still doesnt change the facts, that those of us who took the time to get the server best resources, worked hard moving miners and such are now going to be no different then the newguy who comes in. The one thing that kept the crafting fresh, was that not all armors were the same. Some could hit the high caps, but others couldnt and would strive to get to where the long established smiths were.


With this buff, it just basically says it doesnt matter. It says we want everyone to not have to work. This game is turning into candyland MMORG.





-Ackire-

THE Retired
dMaster Armorsmithd
Located on the wonderful Planet of Naboo
Now located at -3256 3748, outside of Theed
-=X=-

LeviticusD
Thu Aug 25, 2005 12:51 am
#36






freedomwarrior wrote:

Your right leviticus, I just saw that post on going over the 1000. It still doesnt change the facts, that those of us who took the time to get the server best resources, worked hard moving miners and such are now going to be no different then the newguy who comes in. The one thing that kept the crafting fresh, was that not all armors were the same. Some could hit the high caps, but others couldnt and would strive to get to where the long established smiths were.


With this buff, it just basically says it doesnt matter. It says we want everyone to not have to work. This game is turning into candyland MMORG.







This wouldn't be a problem if we had multiple lines and such easy to reach caps. I've only been collecting for two months and can reach cap on all three of my armors (though it has been pointed out that my sever has been lucky). That should be a bigger insult to you guys that have been gathering for years. I'm not really arguing with you though. It should be about 2% max, and one must choose to have either an xp, assembly, resource, or experimentation buff, but not all four at once.




LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
VENDORS -3500, -5866 Lok
Tagapagligtas D'Mundo-Oakley/Lalaki Oakley
Thula
Thu Aug 25, 2005 1:53 am
#37


I don't care about credits. I don't care ifhalf theserver respec's to Armorsmith and steals my customers. I do care about having fun though, and to me fun = challenges. That is my content in this game and I bet I'm not alone. Make it too easy and people just won't bother.


I capped all unlayered armors the first day I logged in after the CU. My challenge since then has been to make the best layered armor possible, and slowly improving it. I would probably never cap it with the old system, but I know that a 10% increase will cap me on all layered armors, with the possible exception of energy layers.


However, if they remove the cap when they add the 10% increase, the world would be left pretty much as it is, except that:

- you are required to see a Musician before you can craft armor (aka Doc buffs)

- all armor suddenly got ~10% better

That doesn't make much sense either, but better than nothing.


The idea is apparently that the buffs don't stack, so you would have to choose between resource/exp/assembly etc. Besides that it's just a matter of time before crafters figure out which buff is strictly the best for their profession,the ASonly have one choice today : Resources. After the previous removal of content (reducing us to one line of experimentation), assembly and experimentation pointsdoesn't matter, so we would be requiredto see a Musician for a resourcebuff before we make armor.


I am all for giving Entertainers some content back, but would propose one of the following changes:

- reduce resource buff to 2-5% (to still give us something to strive for)

- remove the cap on layered armor (which might already be in effect. Would love to see someone on TC test this out).


And I would love to havea repair buff or guaranteed 4 socket buff.



Thula Moonrider -UNA-
Master Armorsmith - 12 pt - R.I.S. Certified
Merchant - Master Artisan - Master Shipwright (for fun)
Tent #17, Mos Vegas, Tatooine :: UNA City, Corellia (-6560,-2600)
please offer any winnings to one of my vendors
- I Support Uncle Owen and everything he represented
merandor
Thu Aug 25, 2005 4:08 am
#38


I would wait and see how it pans out but this may be the end of Armorsmith for me. Before the whiners start it has nothing to do with money or the 10 million units of server best resources ive stockpiled over the past 18 months, its about removing even more fun and excitement from the game.


Until recently I wasnt hitting the cap on assault armor - a few weeks ago a great dant wooly spawned - it felt like christmas. I spent loads of time organising harvesters, had a free ris helmet competition for harvesters and a big armor give-away for harvesters - I got loads of the stuff and now hit stat caps on all armor types. If everybody automatically hits stat caps with average resources where is the challenge ?? Where is the excitement when a new uber resource spawns - BORING


Suddenly a noob buying resources off the bazar will be able to make identical armor to a 12pt smith that has been collecting resources for months. Makes the profesion utterly pointless - might as well remove it from the game and set up blue frogs


meran



Meran's Armor
Falkland Naboo 5940 -3880
Skylla-Menace
Thu Aug 25, 2005 7:22 am
#39






LeviticusD wrote:

This wouldn't be a problem if we had multiple lines and such easy to reach caps. I've only been collecting for two months and can reach cap on all three of my armors (though it has been pointed out that my sever has been lucky). That should be a bigger insult to you guys that have been gathering for years. I'm not really arguing with you though. It should be about 2% max, and one must choose to have either an xp, assembly, resource, or experimentation buff, but not all four at once.






Excellent suggestion! I concur.



Skylla
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