Armorsmith Archive
Thread: A resource discussion, please no rants, lets state what we think, and then Okram can summarize?
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justapilgrim
Tue Apr 12, 2005 8:49 pm
#1
ok, here is a list of all the resource requirements
http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=81342
the devs have round-a-bout stated that all our resources won't be junk, but most here have their opinions.
I would like to have a discussion about the new resource requirements. I don't want rants, just felllow crafters stating their opinions and thoughts and concerns. If you have an opinion, please state why and try to back it up.
I will go into organics later in this thread, but I would like to discuss the new "named" resources.
All of us are a little upset that what we have been hoarding are no longer needed, here are some examples
Ore and Metals
Crism silicilate ore- no longer needed, despite adding 4 other silicilate ores: alantium, ardanium, frasium, and maleb
solution- replace one of the silicilate ores with crism, preferably energy layers since those will most likely be popular
Intrusive ore- one of the most used resource for composite, no longer needed in any segs (but used in assault cores), only 1 layer needs intrusive
solution- replace one or more of the named carbonite ores with a named intrusive ore
Colat Iron- no longer needed for any schematics
solution- replace kammris iron in advanced assault core with colat iron, or one of the many new named coppers
Polysteel Copper- no longer needed for any schematics
solution- replace mythra copper in advanced assault core with polysteel copper, or in the sencondus orprimus layers
Kiirum steel- no longer needed for any schematics
solution- replace carbonite steel in advanced recon core with Kiirum steel
Vendussi Crystaline gems- a prized RIS resource, is no longer needed (don't know RIS stuff yet)
solution- replace one of new gems in layer requirements with this
Auxidite Iron- no longer in any schematics
solution- replace link-steel alum (new named resource) in the advanced recon core
cuburian steel (or however you spell it)- no longer needed for any schematics
solution- replace one of the new named coppers with it
Chemicals and Organics
Dath Fiberplast- now required for most assault armors, dath has horrible terrain, nightsisters and rancors, not good for crafters
solution- require fiberplast from about any other planet, dath is just horrible idea, Rori or talus preferred since lots savedforRIS smiths
Dant wooly- Now needed for advanced assault
solution- require yavin wooly, was already needed for padded, lots of smiths have stock
Wood- Endor woods account for all required woods for wook armor
solution- keep the woods that smiths been harvesting specifically dath evergreen, and yavin evergreen (the hunting woods)
over all I would like to make a few other points
- I am scared as well as other smiths with the high organic requirements, and named organis, and impending outflux of rangers and scouts
- lack of understanding about drastic changes in resource requirements and nonfuncionality of existing resources
- having 2 named resources for layers (a gemstone and an ore) where we previously never had more than one
I would like constructive posts, and if you have a problem or concern, please help us come up with a solution
Message Edited by justapilgrim on 04-12-2005 11:55 PM
Message Edited by justapilgrim on 04-12-2005 11:58 PM
Message Edited by justapilgrim on 04-13-2005 03:41 AM
Message Edited by justapilgrim on 04-13-2005 03:42 AM
Kesslan
Tue Apr 12, 2005 9:21 pm
#2
I dont know. I dont like all this named stuff one bit. Named resources are a bloody pain in the ass. If they want to nerf armor why not start instead of killing out experimentation lines... making resoruces more generic. Like Silicastic Ore, Instead of X Silicastic ore etc.
It seems to mee that they are very much so trying to force AS to specialize and the like. And as to why in hell they felt it necessary to make it even more expensive to craft armor is beyond me. And I mean hell. If crafters get shafted on resoruce prices from resoruce dealers for named things like Kiirium steel. Beyrillius copper, high end intrusive ores etc now. How do you think it'll be when 2-3x as much is needed? And all sorts of new named resources to boot.
Now personally I'm fairly convinced some of these resources at least will -not- match what is required post CU using the whole JTL example. But then again who knows. It's not like the Devs generally bother to talk to us. Much less say. Hey look. We've got the resources setup the way they are now so no person can get a leg up over others before CU. or something. We just get stonewalled silence instead. And fankly I find that rather fustrating.
justapilgrim
Tue Apr 12, 2005 9:24 pm
#3
There are a lot of people upset, I want this thread to come up with solutions
Baccarat
Tue Apr 12, 2005 9:30 pm
#4
Alot of your ideas would be great, skinny. I just don't know ifsuggesting specific changes to the devs will work. Maybe just showing our concerns and asking for some consideration is the way to go.
Maybe we'll get lucky and the weaponsmiths will need all our old resources, and we can trade. 
Mardonius
Tue Apr 12, 2005 9:31 pm
#5
I was primarily concerned about my hides since they are the most expensive of my resources (I can hunt them or buy them - pay with my time, or my money). All of them are still useful. True, there are some I am short of, but I can deal with that.
My resources like Bronzium Iron, Axidite Iron, and Cubirian Steel, Colat Iron, and Kiirium Steel(I have quite a lot of all of these, expecially the Axidite)will becrap as they are no longer specifically required, and SR on all them can never be high enough to be useful when more generic materials are called for. This is at least 3million units of resources. All in all, though, they were relatively cheap as I bought very little of them, mining them instead.
My Polysteel Copper is still useful because OQ + SR is relatively high for copper, and some of the new schematics call for non-specific Copper (Tempest has never had aConductive BorcarbiticCopper that was much above mediocre).
I am not too upset overall, as I said, some resources are now crap, but my most valuable resources, are still good.
justapilgrim
Tue Apr 12, 2005 9:47 pm
#6
most of my suggestions are to replaced a new named resource, for one we already had, but is no longer needed
kneelocked
Tue Apr 12, 2005 9:53 pm
#7
I find it funny (and when I say 'funny', I mean screwed up) that the resources most if not all AS have the most of is the ones for comp, and those are the ones that have been eliminated.
A prime Ubese resource (axidite) was also whooshed away as if it had never been....not that Im sad to see it go, it was gated. as was Crisim ore. But your right, I have many hundred K's of it and now its worthless.
Kammris iron is the best stat iron in the game, I have millions of kammris stored up, all with 900's is OQ, SR, and usually in several other stats.
On that line, polysteel is one of the better coppers in the game, and now its gone.
Carbonite steel is a great stat steel, kiirium is gated to a degree.
Honestly, yavin wooly was allways a pain for me to get while dant wooly was easy. So many grinders on dant to hit up for hide.
I would say, that wookie armor should use wood from the wookie Homeworld? Just a thought....
Dath fiberplast.....yea.....some Dev has a mean streak on that one.
I cannot stress enough that Rangers need a role in the CU, give them the health bonus, reduce their skill point requirements (like ID just had happen) perhaps some skill point mitigation at master scout and at levels of the Ranger tree. If they keep the hide req's, heck even if the reduce them by 50%, there still will be a shortage of hunters because ppl are going to double master a combat prof to get the 3000 health.
A prime Ubese resource (axidite) was also whooshed away as if it had never been....not that Im sad to see it go, it was gated. as was Crisim ore. But your right, I have many hundred K's of it and now its worthless.
Kammris iron is the best stat iron in the game, I have millions of kammris stored up, all with 900's is OQ, SR, and usually in several other stats.
On that line, polysteel is one of the better coppers in the game, and now its gone.
Carbonite steel is a great stat steel, kiirium is gated to a degree.
Honestly, yavin wooly was allways a pain for me to get while dant wooly was easy. So many grinders on dant to hit up for hide.
I would say, that wookie armor should use wood from the wookie Homeworld? Just a thought....
Dath fiberplast.....yea.....some Dev has a mean streak on that one.
I cannot stress enough that Rangers need a role in the CU, give them the health bonus, reduce their skill point requirements (like ID just had happen) perhaps some skill point mitigation at master scout and at levels of the Ranger tree. If they keep the hide req's, heck even if the reduce them by 50%, there still will be a shortage of hunters because ppl are going to double master a combat prof to get the 3000 health.
linusboarder
Tue Apr 12, 2005 10:13 pm
#8
Is everyone sure that these are going to be the resource requirement's After the CURB... i i doubt the devs will give TC players an advantage by giving them first acess to the resources needed, especially since this CURB seems to be geared towards new players.
I just hope AS's don't go stockpile what's on TC and then find out that they changed the resource requirements for live, i think we should be careful on this
I just hope AS's don't go stockpile what's on TC and then find out that they changed the resource requirements for live, i think we should be careful on this
linusboarder
Tue Apr 12, 2005 10:15 pm
#9
kneelocked wrote:
I would say, that wookie armor should use wood from the wookie Homeworld? Just a thought....
I agree but also then you are saying only AS's with the new expansion can craft Wook Armor. In a perfect world it would work like this, but it's kinda impossible the way it has gone.
Tarak-Cala
Tue Apr 12, 2005 10:18 pm
#10
Well, from what Ive seen, the changing resources is just an unessesary change. I was hoping the CU would reduce the sheer number of different resources needed. Undertaking a crafting role is gonna start falling by the way side if defense bonuses arent given also.
Rangers, my god even non-rangers are raising hell about giving them bonuses. The ranger prof should definitly get higher bonuses and the extended health bar.
Anyway, Glad to see some people are being positive about this, and I hope everything works out. Plus, my crafting toon will only make armor, weapons, and artisan craftables for the guild Im in when i finish the grinds. I fore-see that becoming more and more common post CU. More privatized crafters. 
Wallid
Tue Apr 12, 2005 10:31 pm
#11
over all what you stated is good,minus the Crism, that one has been a pain to get on my server.
what I'd sudjust;
have basic regualar armor needs be the generic minerial/chem mix. advanced stuff, toss in some named resources. Same again for the Third level layers. or something like it.
the increase in demand for hide needs to go. great idea at the time, but we're not tailors. and with the amount of resources that would go into a single suit gives me visions of the "toddler in the PLUMP snow suit" where they can hardly move. Dath "can be done" for dropping harvies, but again for the hard core crafters, we'd better have some bodygaurds with us, or prepared to Run like Forest Gump on fire. Talus is good, Dant is good. endor not bad. I have only been to yaven twice. haven't been there sence so don't know.
As far as Wooly, totaly agree with not using Naboo. Memory serves me only two animals are harvestable for nab wooly. least tat wooly one can pretty much safely bet on finding a bantha. if there is to be a HUGE requirement on hide, make sure there is enough animal out there to skin. ANY animal that spawns constantly and frequently.
over all I like what you propose buddy
what I'd sudjust;
have basic regualar armor needs be the generic minerial/chem mix. advanced stuff, toss in some named resources. Same again for the Third level layers. or something like it.
the increase in demand for hide needs to go. great idea at the time, but we're not tailors. and with the amount of resources that would go into a single suit gives me visions of the "toddler in the PLUMP snow suit" where they can hardly move. Dath "can be done" for dropping harvies, but again for the hard core crafters, we'd better have some bodygaurds with us, or prepared to Run like Forest Gump on fire. Talus is good, Dant is good. endor not bad. I have only been to yaven twice. haven't been there sence so don't know.
As far as Wooly, totaly agree with not using Naboo. Memory serves me only two animals are harvestable for nab wooly. least tat wooly one can pretty much safely bet on finding a bantha. if there is to be a HUGE requirement on hide, make sure there is enough animal out there to skin. ANY animal that spawns constantly and frequently.
over all I like what you propose buddy
Ox-
Tue Apr 12, 2005 10:40 pm
#12
Excellent ideas and I hope we can get some changes like this. The loss of axidite in particular hurts some of the smaller smiths who were providing services for newer players and not just pumping out composite.
re Crism Ore: it may be hard to get, but it's been more common than some of the other ores like alantium (at least on Corbantis)
re Crism Ore: it may be hard to get, but it's been more common than some of the other ores like alantium (at least on Corbantis)
Ox-
Tue Apr 12, 2005 10:42 pm
#13
Oh, also I think Niborg said OQ/CD were the stats needed for regen rates on PSG's, which sounds like there's still a good spot for polysteel copper (assuming you don't have an uber OQ/CD JTL metal yet).
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