Artisan Archive
Thread: Ok Test Center Artisans find out what the new Recyclers are
Guruweaver wrote:
Yeah, the stats of the generic are still be debated. I'm lobbying for 500 for all stats, but we'll see. Stay tuned.
Guru
Message Edited by Cigaran on 01-13-2005 10:29 AM
Cigaran wrote:
Guruweaver wrote:
Yeah, the stats of the generic are still be debated. I'm lobbying for 500 for all stats, but we'll see. Stay tuned.
Guru
While 500 is not a great number, wouldn't this really open the door to taking crap resouces (all stats below 500) and 'upgrading' them?
edit: other part was totally out of line once I read the post more.
This is potentially a great thing for architects. If we are allowed to take 4 or 5 stacks of Wooly Hide and make some "recycled" Wooly, this would help out on furniture resources greatly. So many new possibilities here....
Message Edited by Cigaran on 01-13-2005 10:29 AM
Yes, I agree that 500 would encourage upgrading of stats. This will be of most use to professions and items where stats are of no consequence. For professions such as architect and tailor it wouldn't matter if the stats were all 50 or 500.
As it is now I am a bit worried that these recyclers will benefit those with cross-serverlot trade harvestor farms. Not only will they be able to combine and more easily store their low quality resources, they will have a much easier time selling large blocks of a single generic resource.Cross-server lot harverster farms are already a blight on the landscape and unfair competition, they shouldn't be encouraged.
I know a couple of bloodfins harvester farmers and they dont deal in small stacks.
Guruweaver wrote:
Yeah, the stats of the generic are still be debated. I'm lobbying for 500 for all stats, but we'll see. Stay tuned.
Guru
What about Desh Copper? The current cap is low 400s right now, it is used in weaponsmithing. If the stats were all 500 then that is just going over the limits. Too good.
Ok so it will make generic recourses with a standard set of low stats. As I understand it, the items will be on the second level of the recourse tree. (We know from TH’s post that metal becomes ferrous or non-ferrous metal, and that cereals such as rice and corn become simply cereals)
It seems the first thing we need to know is what are the other types of materials that we can make. (What are the ores, what are the chemicals etc.) Once we know that, someone, (not me)
ought to put together a list of items for each crafter class that call for those resources and for which recourse quality does not matter. As an MDE I know that quality almost never matters to us, but I still need to know what class of resources the recycler will spit out.
Then we’ll know how useful they are.
Message Edited by IntoTheGarbage on 01-13-2005 04:07 PM
IntoTheGarbage wrote:
Ok so it will make generic recourses with a standard set of low stats. As I understand it, the items will be on the second level of the recourse tree. (We know from TH’s post that metal becomes ferrous or non-ferrous metal, and that cereals such as rice and corn become simply cereals)
It seems the first thing we need to know is what are the other types of materials that we can make. (What are the ores, what are the chemicals etc.) Once we know that, someone, (not me)
ought to put together a list of items for each crafter class that call for those resources and for which recourse quality does not matter. As an MDE I know that quality almost never matters to us, but I still need to know what class of resources the recycler will spit out.
Then we’ll know how useful they are.
Message Edited by IntoTheGarbage on 01-13-2005 04:07 PM
Well, as for what the other types would become (ore, chemical, gas) I'd imagine we'd get Generic Low Grade Ore or Generic Polymer or Generic Inert Gas.
One other thing that has come to mind is that this will be a great way to test stuff now. Before, we have had to do comparision with resouce stats varying from test to test. With this, we could come up with a constant that can be used when we make sure stuff is working right or not. Again, this is all in theory since I've yet to get my hands on one but this will open the door for a lot of nice little 'niche' stuff.
As for the Lot Traders, I'm not seeing where this would benifit them hardly at all. If anything, it would work against them in a small portion. When you talk about trading, your dealing with someone who's got 100+ harvesters. They're not going to be worrying about taking and getting big stacks of resources 'cause this is what they are getting already. Sure they'll have an odd stack that won't be big to sell but it's not going to allow them to get a ton of more mileage out of these. If you look at a guild thats pooling resources, this will help them greatly. If they have 10 or so stacks of small quanitiy resources, they can now combine them as I understand this. That would give them some nice "fluf" resources to fill the non important stats.
For those who aren't following the Game Guides forum, someone managed to put together the Smelter. More info can be found here: http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=270302
The most important bit of information to come out of the above post: Putting 1 unit of high-grade Kammris Iron into the smelter resulted in 1 unit of Recycled iron, with 200 stats across the board
Qualdrin Mekanos
Useful for DE, Tailor, Chef, and a few other professions