Armorsmith Archive
Thread: Anyone have clarification on the new stuff in tc to affect entertainer buffs and experimentation?
Skylla-Menace wrote:
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.
Im sorry but I dont concur. Why should I be the entertainers content? How does a dance make it so my armor becomes stronger? How does a song make my resources now 10% better?
The devs, in their puny mindset, couldnt see a big picture if it slapped them upside the head. This doesnt help the AS community, or the chef community, or even the weaponsmith community to be quite frank. All this does is makes us more dumbed down then we already are. IT will make the craft boring and quite frankly, MUNDANE!!!.
I like a challenge, its why im still an AS after 2 yrs. ITs always a challenge to make something better. WIth this patch, I can gaurantee you I will now hit cap on all the armors. Energy, Primus, Kin and reg cores. Its going to be a joke.
freedomwarrior wrote:
Skylla-Menace wrote:
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.
Im sorry but I dont concur. Why should I be the entertainers content? How does a dance make it so my armor becomes stronger? How does a song make my resources now 10% better?
Skylla-Menace wrote:
freedomwarrior wrote:
Skylla-Menace wrote:
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.
Im sorry but I dont concur. Why should I be the entertainers content? How does a dance make it so my armor becomes stronger? How does a song make my resources now 10% better?
Hey do-do bird. The suggestion is toCURB the TC resource buff from 10% down to 2%, and make the crafter choose 1 aspect for the buff (i.e resource, XP, Experiment, Assembly, etc.) instead of giving them all 4 in one shot.Ithinkit's a happy medium, given the Unlikelyhood of derailing the Dev's intentions ofmaking AS easier and dumber.Don't just reada post before you open your mouth, try to comprehend it.
I have a 12 pt Master Armoursmith. I've spent millions of credits on tapes (now worthless), and months of harvesting, and millions of credits on old, rare resources while traveling the galaxy for untold hours reaching remote vendors. The challenge is and has beengreat, and I'm making some capped products,including some layers. So don't act like I'm some dancer stealing your content, because the TC patch as it stands now is a high hard one for me also.
Skylla
Carason wrote:
Ok, I figured I would run a test on this.... to see how easy it would be to make some battle armor with cheap resources bought off the bazaar. On Corbantis, it seems like our Battle Armor has been the biggest challenge to cap. I've been capped on Assault and Recon, but about 100 points short on Battle (haven't used any resource deeds or shelled out a ton of money to buy the resources... just been mostly harvesting myself)
I spent 1/2 an hour on the Galaxy-wide vendor search (and we all know how well THAT works for resources)... and came up with the following. My goal was not to spend more than 5cpu for anything.
Segments:
Steel: Kirobo 707 932 5cpu
Aluminum: Oubevaelosis 750 607 3cpu
Polymer: Isicip 696 935 3cpu
Wooly Hide: Bifov 825 646 I didn't find any decent size stacks, so I went with the best current spawn (cause maybe someone I know has novice scout)
With the 10% resource bump, the segments would come out to about 882.56
Cores:
Naboo Bristley: Iskiaf 887 442 Again... current spawn
Cor. Fiberplast: Ieteko 692 749 5cpu
Extrusive Ore: Ofommi 733 996 5cpu
Phrik Alum: Carbivoc 287 852 2cpu (we've been hurting for good Phrik for a long time)
Beyrllius Copp: Gono 935 423 3.5cpu
Amor. Gem: Oapire 8409985cpu
With the 10% resource bump, using the sements listed above, this should come out to about 5635 (5208 today, without the buff)on the final armor. If I had budgeted myself 8-10cpu.... capping it would not have been a problem. I probably could have even spent a little more time at the bazaar terminal and found some better resources that still fell within the 5cpu budget that would have increased the protection a bit more, but you get the idea.... I only wanted to search for about half an hour.
I dont mind the fact that I'm not capped on Battle right now. For me... the fun (and challenge) of crafting is BECOMING the best..... not having it handed to you. When I hopped from planet to planet and found that one new resource spawn that put me over the cap on Assault and Recon, I felt a great sense of accomplishment for all the work I put into it... literally throwing my hands up in the air and shouting YES!! FINALLY!! If I get capped on Battle due to this upcoming buff... well... great.. now I'm capped.. but I really dont feel good about it... I didn't EARN it. Please... don't take that away from me, or any other upcoming crafters out there!
As Dennis Miller would say after a rant: "That's just my opinion... I could be wrong."
Carason, thanks for verifying this. What a shame. Why don't the devs just put in NPC vendors to dispense capped armor
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.
completely agree
freedomwarrior wrote:
Skylla-Menace wrote:
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.
Im sorry but I dont concur. Why should I be the entertainers content? How does a dance make it so my armor becomes stronger? How does a song make my resources now 10% better?
The devs, in their puny mindset, couldnt see a big picture if it slapped them upside the head. This doesnt help the AS community, or the chef community, or even the weaponsmith community to be quite frank. All this does is makes us more dumbed down then we already are. IT will make the craft boring and quite frankly, MUNDANE!!!.
I like a challenge, its why im still an AS after 2 yrs. ITs always a challenge to make something better. WIth this patch, I can gaurantee you I will now hit cap on all the armors. Energy, Primus, Kin and reg cores. Its going to be a joke.
I can understand your like of desire to be the content of the entertainers and that's why I think it is dangerous to put the buff in as an all-in-one buff. Split it up so it isn't overpowering and it's no longer necessary. To fight for the idea to not add these buffs in all together is not one you are going to win. The Devs WILL give the ents us as content, and that has been a goal of there's from day one (I didn't have an internet connection the first year the game was out so I bought the game guide and had it memorized before I was able to play...of course I practically had to unlearn EVERYTHING
personally I'm waiting for darkandlight.net but i'm really really sick of fantasy settings >_<
edit cause I can't spell
Message Edited by JaWadeen on 08-25-2005 03:11 AM
LeviticusD wrote:
and I'm still not convinced that layered armor is capped.
LeviticusD wrote:
But do the layers really cap at 100? or 50 as far as primus is concerned? Mathmatically with 1000/1000 yes they do. But we've never had that before and so it's never been done. Now we will have resources that can go over 1000 so if it is 1009/1085 (or whatever) will it be hard capped at 100? I haven't seen proof of that yet and I'm very curious to know. The assumption of the layer cap is assumed from the numbers (unlike the core caps which are hard coded in). That's what I want to know and no body has tested yet.
Ahh of course yes I see your point and its a good one. i just read someone on TC made a ber11 med harvester so maybe we will be able to break through the 100/50 cap on layers even if the cores are set.
I think it is just a moronic idea to add content to one profession that takes away from another. Entertainers have been getting the short end of the stick for a good while since the CU and i am happy the are finnaly getting some love.
As many others have posted i don't craft to make millions and millions i make more on loot than i do in crafting. I like being a WS because i know i can make some great weapons and sell them at reasonable prices so that anyone can buy them. Also i just like the fact that by selling lots of my weapons like this with high stats and low cost my weapons are out there being used and something i made is helping someone enjoy their game just a bit more.
It is true that there are quite a few crafters out tehre only for the cash, but to think that we all are is not fair to those of us that just enjoy our crafting. It would be like saying that because i see lots of afk ents. that all ents are just lazy afkers looking for handouts. Both of which are not true i like to look for the ents that are not afk and chat for a bit when not doing anything. True there might be alot of afkers out there but that does not make all ents afkers now does it?
Additionaly this is not a problem that just effects WS it effect ALL crafters that enjoyed their path to becoming a good crafter and does not want to become anotehr bot just churning out the same thing over and over. WE do not want to become this in the game anymore than some of the more dedicated entertainers want to be forced to just afk all day with no real purpose.
Yes it may be difficult for a new player to break into a crafting profession but it is also part of the fun. This game has been going for 2 years now and in that time you have to expect that there will be players with better and cooler stuff then a starting player. But all a new player that has a desire to craft needs is a helping hand and the support of a good guild and they can get to making "the good stuff" in a short period of time. In this game people should be about helping other and new players not just being concerned with what is in it for them, and the should most certainly not have the keys to the better crafting just handed to them.
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JFreeman wrote:
We're changing the resource attribute bonus to 1% for Artisans and 2% for everyone else.
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