Artisan Archive
Thread: Powerup Exp from 40 per build to 20! secret nerf!
(keep in mind that I could go alot faster than that, AND that I am not taking anything into consideration)
There are so many different ways you can do things to make it go faster. So DON'T take this too seriously, PLEASE!
If getting 40xp off Powerups was a mistake I'd at least like to hear so from Sony. And apart from making many other items to get xp and advance, the attraction of the Powerups was the quickness and ease of 2 resources and the return of 4 to 1. Also for those who imply we should sell all the items we use to advance - that speaks of a terribly slow advancement, especially considering the limit on items in the Bazaar and the fact that most of us don't have our own shops and yelling your wares is a fairly crude method (though can work somewhat).
Resources are not a problem for grinding. A couple of harvesters will get all you need.
After that it comes down to how much clicking. Even before the nerf there were many items that gave a better gcxp to click ratio.
This sounds like something that needed to be fixed. Not everyone was grinding outpower ups. Myself, I tended to work with some of the high resource tailored items since I had accumulated a huge amount of fiberplast for which there is little market.
I still put items up for sale.. items that yielded 150% uxp instead of the 50% you get from power ups. However, for "grinding" I just look for whatever item takes the most resources that I have so I can minimize the click-click-click-click-click-delete cycles.
Regards,
Artuk
DToxWeaponsInc wrote:
And I'd like to add that all items crafted give 2 XP per Resource. The fact that Powerups gave 40 was a bug...so, in essence you guys skilling up on Powerups were using an exploit.
I assume this is only for items that don't require any crafted components. A wall module gives me like 1400xp, but it doesn't take 700 resources. It takes like 500 plus 10 blocks, which each took 250 resources. So it either takes 510 or 3000 depending on how you count. As thing go up in complexity the number changes even more (like a factory).
ahh try making things for the game.....
Im lvl 4 engineer... I would never think of grinding 100 of this , or 100 of that... if i do that .. all my sampleing would be pointless... id make no money.. and id get no Uxp.
I started makingcdef rifles.. and powerups.... eng 1
moved on to all tools, anything i could make with complexity 8 or higher... fireworks, clothes, anything that would sell. eng 2
bone armor, better cdef weapons, powerups, staffs,speciallized in bone arm armor sold everything. eng3
now im making anything i can find that isnt on bazaar, be it melee power ups to heavy axes to bone armor to repair tools... eng 4
Im now 6000 xp away from master artisan.. meaning im lvl 4 eng, lvl 4 talior, lvl 3 business, lvl 4 surveyor.
Almost everything ive ever made has sold... and ive never gotten bored. I bet that almost 1/4 of my levels were gained by Uxp... there are right now.. at least 8 people wearing 4 pcs of my armor.. at least 50 people running around with powerups.. at least 10 people are using my axe's , at least 10 people are using my survey devices... the list goes on...
Just build to the public demand... dont build something that has less then 5 complexity unless absolutely nessessary... ( bad spelling ) .. cause i do know ...Yes you get more xp from higher complex designs.. Yes you get more for experimenting on them, Yes you get more xp for selling them due to people using them.. and Yes you get better results for experimenting with a personnal droid station then with a public station.
Take 4 k, buy a r5 droid, that has a built inweapon station , and pump things out of that if need be.... at least you can experiment WHERE-EVER you are.. and your making a better product to sell if need be.
Hope this helps.
I say GREAT FIX! The game is not even a month old, we don't really need a 1000 weaponsmiths on the server in the first month. Hopefully this will weed out the wannabe artisans so that there's more room at the top for dedicated people.
actually they may have just shifted the experience balance from more GCXP over to more UXP.
Oh well, It doesn't matter. I've dropped anything that had to do with crafting anything.
Btw, if it was a bug they would of said something about it, so that it looks like they are fixing stuff. They'd rather nerf in secret in order not to make people mad
Grind items summary?
heavy axe (41 resources, 3 types) gives 80 gcxp
hide boots (45 resources, 2 types) gives 90 gcxp
WD&GI crafting tool (34 resources, 3 types) gives 65 gcxp
chargeups (10 resources, 2 types) gives 20 gcxp
Yup it lookslike 2 materials = 1 xp;
My first choice would be hide boots, since there's only two resources to click on. But hides can't be machine harvested, so it would only work wellif you had a few thou hides available. Second choice would be heavy axe - three clicks, but you get 80 xp a pop. Last choice would be chargeups now, sadly. Anyone got other good ideas for churning out max xp per click or per hour?
From Anastonia's post in other thread:
"Plain Robe.
Here's why. You only need to get a ton of fiberplast and a little metal. The Fiberplast Panel costs 8 Fiberplast and 2 metal. The Plain Robe then costs one Fiberplast Panel and 25 Fiberplast. The total yield on this is is over 100general crafting XP.
Also, if you have a clothing crafting tool and a generic crafting tool you can stagger production, essentially working twice as fast. Dedicate the generic tool to make the panels and have the specialized tool make the robes. You can work with both at the same time and you will never be idle. Essentially, you will be clicking with the mouse constantly, and generating over 100 general crafting XP around every 40 seconds."
This works out to 35 materials, 4 clicks, but two assemblies. 100 xp.
Well - Maybe they should have looked at it before 100 master artisans came about. The people who are glad they did this are the people who got the easy way up, the people who don't care, didn't take this way, and the people who are mad, wanted the easy way up.
From anyone who ever played EQ, this is typical from SOE. Stealth nerf after a few select people took advantage of it to get ahead of the pack.
I think it just goes to show you just how carefully they look at things before bringing us this pay for beta game
. I'm not complaining, i'm enjoying the game, just think delivering a finished product is ideal. When the bugs get worked out and they "balance" things, it should be released. The almighty dollar disagrees ![]()