Armorsmith Archive
Thread: Anyone have clarification on the new stuff in tc to affect entertainer buffs and experimentation?
IIscandar wrote:
Just thought I'd spread the word since it is out.
--------------------------------------------------------------------------------
JFreeman wrote:
We're changing the resource attribute bonus to 1% for Artisans and 2% for everyone else.
--------------------------------------------------------------------------------
Thanks! Now that the resource buff is balanced, they still need to break it up into skill based buffs instead of profession buffs (i.e. an xp buff, an experimentation buff, an assembly buff, and a resource buff instead of shipwright buff, armorsmith buff,ect.). This keeps the buff from being something that is a must have (all four added together is pretty nice and hard to justify not having). You then choose which buff fits best with what style of crafting you are doing (hand crafting, factory schematics, grinding, etc). This allows a little strategy in choosing which buff to get and keeps them small enough that crafters that don't want them don't have to get them.
OMG, they listened. /faint
IIscandar wrote:
Just thought I'd spread the word since it is out.
--------------------------------------------------------------------------------
JFreeman wrote:
We're changing the resource attribute bonus to 1% for Artisans and 2% for everyone else.
--------------------------------------------------------------------------------
freedomwarrior wrote:
OMG, they listened. /faint
IIscandar wrote:
Just thought I'd spread the word since it is out.
--------------------------------------------------------------------------------
JFreeman wrote:
We're changing the resource attribute bonus to 1% for Artisans and 2% for everyone else.
--------------------------------------------------------------------------------
I wish they had listened and just removed the caps on everything, but oh well.
At 2%, your stats on unlayered armor will increase by at most... 100 points. 5900 battle now becomes exactly 6000.. here's how...
on segments, you get 100 free points each, your resources make up the other 90%, up to a max of 1000 each (300 free, 2700 resources for the 3)
on cores, you get 200 free, resources make up the other 2800, up to a max of 3000 (200 free, 2800 resources)
you get 400 free on the final combine
So, on unlayered, you get 900 "free" points.... you need your resources to get you up to 5100 to cap the armor... 5100/1.02 = 5000 (this would currently give you 5900 armor).
On layers, you dont get any free points, it's all resources, so your stats will just be 2% higher... about 22 points on energy/recon if you're around 1100 (91-92 per layer), 11 points on primus if you're around 550 (45-46 per layer).
I guess I'm "ok" with this..... here's what I see happening...
The resource that normally gives you the most trouble is the named hide... Lokian Leathery, Naboo Bristley, or Dantooine Wooly.... which can easily cost you over 100 points on your final piece (750/750 = 126 stat points less than 1000/1000). The 100 bonus points you get with the buff would likely mean this is where you could cut back, if you wanted to, or... looking at it another way.... use it for ANY "dog" resource that hasn't spawned in a while. You still need 9 out of the 10 resources to be pretty good to cap, which is MUCH better than only half of them, had the 10% buff stuck.
Carason wrote:
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.
ON bria they cost 4-5 million though.
Its that way on every server. Chilastra is 3.5 to 6 mil. ITs just a matter of how bad you want the resource or not.
Meuw wrote:
Carason wrote:
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.
ON bria they cost 4-5 million though.
Meuw wrote:
...
SOE never intended nor wants people to have to spend 1,000,000 credits for a suit of armor. That is why they made it decay faster, easier to make, and did away with armor class. It now is all about armor, not all about composite armor. The economy was fouled by the players because it was left in the players hands. Their logic as usual is ignorant at best.
I don't quite follow this one.
Faster decay means higher demand for armor which normally means higher prices.Fast decay is bad.
Armor is not easier to make, it is one more factory run now compared to pre-CU and longer factory times.
Did away with armor class? Anyone could wear any armor pre-CU, now you are stuck with your certifications.
The hyperinflation that was seen in-game wasn't due to the crafters, it was due to solo-missions which could generate millions for players within a fairly short timespan. Crafters don't bring credits into the take, we just take the hard earned money from others.... And I blame the high armor prices post-CU on the departure of many many crafters who did not like the changes. I would expect prices to drop when new players manage to grind to the top and start competing.
As far as the 2 percent goes, well, I guess I can live with that. I still think it means that any serious crafter is going to have to get a buff everytime they want to make something. Anyone know how long the buffs last?
I'd still rather see a buff to reduce schematic complexity to reduce factory times. Or better yet, how about a buff that would make all your factory armor come out the right color?
Geez guys. Chill out. Every time they change something it’s doom and gloom. GAWD! Gimme a break! I’ve been hearing this line of BS since beta.
Ooooooooh, we’re gonna have capped armor across the board inside of 6 months. Please, I doubt that a 10% stat boost is going to do it that fast. It’ll make it a little easier sure, but it certainly won’t make it a slam dunk.
Ooooooooh, we’re gonna have to visit a cantina to get this advantage! Oh, the humanity! If you don’t feel like getting the boost, then don’t get it. It’s not like you absolutely HAVE to get it?
Look, if ‘Quality’ is you’re ‘game’ and you want to do it the hard way, then by gawd do it the hard way and to hell with everybody else. At what point did anyone else’s ‘game’ impact you? Do what you enjoy or move on.
It’s not like it’s going to change your bottom line. The business end of armorsmithing has always been kinda borked because there has never ever been enough armorsmiths to fulfill the demand for armor. You can put crap armor up and for the right price someone will buy it and you’ll still make a good bit of profit. No boost in the game is ever going to make a difference to this until the supply of armor catches up with the demand for it.
Maybe it’s just me. I just like to have fun with it. I try to make the best armor I can. I have fun collecting resources. I have fun networking with guildmates and whatnot to spotting resources of opportunity. I have fun experimenting with the armor itself. I have fun putting up and maintaining vendors for my armor. I just have fun. I just don’t see how such bonuses are going to affect my ‘game’ in some negative way.
It might help me though a sore spot with these rather unspectacular resource spawns of late on WH.
It might help me conserve on the rarer materials if I can use my second best stuff first.
It might be fun just jawing at the cantina where other crafters might now congregate in addition to the combatants that might be buying my wares.
Heck it might even be fun to keep a crate or two of cores and whatnot on me and just whip out a crafting droid at the cantina and fab stuff up on request.
Who knows. But I do know one thing. I’ll be having fun. It’s all a matter of perspective. Look at the registration date. I’ve seen it all and though it all I choose to have fun.
What do you choose?
Dragonian, please forgive me but ever since the CU, its nothing but messups. Thus the reason for the doom and gloom. Guess what, everything we said about the cu has so far come to fruitation. Armorsmiths have left in droves and the new ones who came in are also leaving or have left.
Then we have all the bugs that hit us since patch 17 and on. Or did you forget about all of those?
Yes, the musicians and dancers need content. Trust me, I know as I use to be one on my alt. But the fact is, what they were proposing on the resources was just way out of line. I still dont like what is being done, but at least I can live a little better with it. The only sad part is, the experimentation and assembly bonuses they are offering dont appear to stack with force sensitive folks. So, why bother with the force run now as you can go get a magical buff and be right up there with people who did work hard to become force sensitive. In a way, I guess I can see the devs reasoning on this, as they are trying to lure players away from jedi, but as a crafter, im only doing the crafter quests so that I could get the bonuses. Now I guess I dont have to bother. I will just take my alt back to dancer/musician. In the end, I think most smiths have an alt or 2, and this isnt going to help the entertainers one blessed bit.
pykescylla wrote:
And the economy isn't fouled up by the players, it's a free market. Supply and demand determine prices. If things seem very expensive, it's because people will pay the price. I believe the money supply contributes to high prices more than anything. If there's too much money in circulation (from the old solo groups or credit dupes or whatever), we will see inflation.
Without getting into a detailed discussion of economics, this is exactly right. The vast majority of inflation in the game is of the demand-pull variety, exacerbated by an ever-increasing money supply. If anything, big established crafters are a damper on this type of inflation, as their monetary velocity (how much and how often they spend credits) is generally low compared to the general populous.
Brutus_Krylop wrote:
pykescylla wrote:
And the economy isn't fouled up by the players, it's a free market. Supply and demand determine prices. If things seem very expensive, it's because people will pay the price. I believe the money supply contributes to high prices more than anything. If there's too much money in circulation (from the old solo groups or credit dupes or whatever), we will see inflation.
Without getting into a detailed discussion of economics, this is exactly right. The vast majority of inflation in the game is of the demand-pull variety, exacerbated by an ever-increasing money supply. If anything, big established crafters are a damper on this type of inflation, as their monetary velocity (how much and how often they spend credits) is generally low compared to the general populous.
"Monetary Velocity," I like the sound of that. I think I just found a name for my YT-1300