Armorsmith Archive
Thread: Question about Resources in CU
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Physion
Thu Mar 31, 2005 8:50 am
#1
This is probably very minor in the grand scheme of things, but it does require some thought, I suppose. Many Armorsmith's, like myself, and harvested and bought their fair share of the best resources for, at the time being, was the best armor type (Composite). To be honest, I am getting somewhat nervous about the resource requirements, and that all of my hard work of compiling the best specific resources will be nullified by even more specific resources insome of the new armor pieces.
Any ideas on this? Obviously, we will have the answers to these questions once the CU hits TEST, but hey..it's a concern, so I figured I would put it out there because no one else has mentioned it thus far.
Thanks for Listening,
Physion Montaire
Corbantis
TheBlackPope
Thu Mar 31, 2005 9:38 am
#2
There is no official answer yet. My guess is that the resources will still be usable. Whether or not high OQ & SR will determine quality remains to be seen.
However, it would stand to reason that any protection specific resources (amorphous gemstone for stun, for example) would become useless because stun will no longer be a factor.
UmmonPrime
Thu Mar 31, 2005 10:21 am
#3
TheBlackPope wrote:
It's been mentioned repeatedly, mostly in this post: Clicky
There is no official answer yet. My guess is that the resources will still be usable. Whether or not high OQ & SR will determine quality remains to be seen.
However, it would stand to reason that any protection specific resources (amorphous gemstone for stun, for example) would become useless because stun will no longer be a factor.
It's vertex crystalline gemstone, but I totaly agree and had to stop asking for some yesterday when I found out I would be paying out the arse for something that I couldn't use anymore. Same with Crism, we fianlly get a decent spawn of it, and I won't be able to even use it in a month....
BigfootKC
Thu Mar 31, 2005 3:05 pm
#4
maybe if we use it all now to make our layers and segments theyll have to convert them to something usefull, just like theyll have to convert the armor.
UmmonPrime
Thu Mar 31, 2005 3:17 pm
#5
BigfootKC wrote:
maybe if we use it all now to make our layers and segments theyll have to convert them to something usefull, just like theyll have to convert the armor.
Or.... they could end up being converted into crap cause we have no idea how the system is going to work after the CU.
DevrynTerrlo
Thu Mar 31, 2005 11:09 pm
#6
Better to have crap that can be used to make armor with than crap that can't be used for a damn thing 
What I'm expecting is any stun layers will be converted to energy. Of course because crism is gated so low they won't be really great energy layers, but from the looks of things we'll still be able to sell stuff like that for a while at least. Plus we *are* going to see an influx of new players in May, who won't be able to afford the best armor. Especially since, I think, armor prices might rise a bit...unless they really cut back on factory production time. 4 layers per segment...yikes...thats a lot of resources and time.
What I'm expecting is any stun layers will be converted to energy. Of course because crism is gated so low they won't be really great energy layers, but from the looks of things we'll still be able to sell stuff like that for a while at least. Plus we *are* going to see an influx of new players in May, who won't be able to afford the best armor. Especially since, I think, armor prices might rise a bit...unless they really cut back on factory production time. 4 layers per segment...yikes...thats a lot of resources and time.
TurboSith
Thu Mar 31, 2005 11:30 pm
#7
DevrynTerrlo wrote:
Better to have crap that can be used to make armor with than crap that can't be used for a damn thing
What I'm expecting is any stun layers will be converted to energy. Of course because crism is gated so low they won't be really great energy layers, but from the looks of things we'll still be able to sell stuff like that for a while at least. Plus we *are* going to see an influx of new players in May, who won't be able to afford the best armor. Especially since, I think, armor prices might rise a bit...unless they really cut back on factory production time. 4 layers per segment...yikes...thats a lot of resources and time.
and 3 segments in some cases... 2 weeks for a run of 45 suits lol
GARonin
Thu Mar 31, 2005 11:51 pm
#8
"bio linked" faction armor ??? Wth is 'bio linked' armor ??? come on !
Resources, rares, armor certs...NO reliable documentation being posted 4-5 weeks before this 'upgrade' goes live ? WHAT are you people thinking ?
I will make the armor crafting/wearing process revisions for SWG very simple for you ... just like in RL armored combat ... ANYONE can wear ANY armor...Some can't wear it effectively, some are encumbered...Using RL experience, certain profs would therefore get BONUSES wearing certain armor types/classes...Bonuses, folks...Not 'certifications'...This nonsense about armor/weapon certs and apparently now 'bio linking' our faction armor is pure game mechanics control rubbish...How tough is this to get right?
Another of my pet peeves...MANY MANY players have spent MONTHS and MILLIONS of credits collecting the dozens of ultra-rare resources/rares for RIS...now I apparently need to be a novice carbineer or something to wear ALL of the armor I craft ??? ... Do you realize that becoming a 12 pt, RIS-certified MAS isan Armorsmith'send game...? We don't go combat profs or jedi for a reason...We love the craft...! and we love being able to show off our wares...!
Re-think this, Devs...Re-think it seriously....I have been here since launch and founded one of the largest Imp guilds on Chilastra back in summer '03 with well over 150 players, about half of which are crafter accounts...I have been a MAS since Nov '03...and to be honest have loved it and have stuck with SOE thru thick and thin! I (and a good portion of our crafting members of our guild) will be gone by June '05 ascustomers if all this goes live...period...
Good lord...is SOEtrying to alienate all of the long time smiths/crafters out of SWG??? Some serious devlove needs to go into fixing this mess...
Peace
TheBlackPope
Fri Apr 01, 2005 1:25 am
#9
UmmonPrime wrote:
It's vertex crystalline gemstone, but I totaly agree and had to stop asking for some yesterday when I found out I would be paying out the arse for something that I couldn't use anymore. Same with Crism, we fianlly get a decent spawn of it, and I won't be able to even use it in a month....
My bad. I'm still at work. What the hell do I know...
WittyNewt
Fri Apr 01, 2005 8:44 am
#10
Given the amount of work they still have to do on CU I dont expect a huge change to resource requirements to be quite honest. They want people to be able to make the new armors and weapons as soon as CU hits live otherwise there will be alot of annoyed players 
My guess is that all final combine (skin) resources will stay pretty much the same, they will have to add some new ones for new factional armors but they could play the same trick that they did with the new ith armors that came with jtl.
Layer resources will stay the same as well, obviously stun is no more, they might well reallocate stun resources to new faction armor skins.
Current Segment resources can be very easily reallocated to the new different types of segments that are needed now, plus feed some into cores etc. So the current adv bone segment resources might well be used for one of the new segments or cores.
They will probably add a few new ones, maybe some of the gated resources to keep armor quality reasonable such as some of the poorer ores etc.
Of course we shall see but given the huge changes with the combat side I just cant see them changing the whole crafting side as well when some simple resource remapping would work just as well.
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