Artisan Archive

Thread: Resources that should not be replaced(Please Post comments)

RoboFish
Tue Aug 26, 2003 9:28 pm
#1

I think that resources changing should not happen for some resources, I dont mean that I dont think that they should shift, its just that I dont think that they shoud change in name, making it so u can stack them.


PLease comment on number three and point out problems with it, but also revise it to fix said problem.


The resources that I dont believe should change in type are wind, water and animals.


1.The reason I dont think wind should change in type is welll because it is wind, basically the wind energy is being produced by a turbine, why would there ever be a different type.


2.The reson I dont think water should change is for the same reason that it is water. Maybe the devs could add stuff to be crafted like say a water purifier, that could allow you to make the water with higher stats.


3.Now with animals I think they need to change how the do animal resources, it just seem strange to me that a kreetle I kill one day will be different than one tomarrow. So I think they should reclassify amnimal resources, so when u harvest a kreetle u will get krettle meat, first time everytime, and when u harvest a rcok beetel u will get rock beetle meat. That may be taking it to the extreme. But I think it will be good for the economy, say that a chef want to make some very high quality food, but wants to have a very high stat that the Banthas are know to have, he can pay someone to go get it for someone. THis will make killing a bantha usefull for other than exp, because now exp erience people have a reson to hunt them, intead of say womp rats that might give more meat guicker, but in my system it would be inferior in some stats. ANother plus is that now you can really have recipes, you can go to a site and a master chef will post if he want how to make the best Crispic in the galaxy. Or a talior can actually say made from pure bantha instead of just woolley hide. I think that this will add alot of depth to the crafting profession




In-game name is Kahless!
Master Nerf Herder
If you avoid the truthe, you pay for your lies. A lie always does the most harm to the person who tells it.
~ Karen Moline, "Belladonna"

R.I.P Tivo Tenook and SkyPreacher1 who went out fighting the good fight for CH's everywhere
Beast meetings on Radient at 4pm EST

RoboFish
Wed Aug 27, 2003 8:24 am
#2

Come one I already got 6 replies from the scout forum, and this diea was designed for you guys.



In-game name is Kahless!
Master Nerf Herder
If you avoid the truthe, you pay for your lies. A lie always does the most harm to the person who tells it.
~ Karen Moline, "Belladonna"

R.I.P Tivo Tenook and SkyPreacher1 who went out fighting the good fight for CH's everywhere
Beast meetings on Radient at 4pm EST

RoboFish
Wed Aug 27, 2003 9:54 am
#3

This could drastically change the whole artisan Proffesion, and all the the Elite Professions.


All I see are people posting the same thing over and over again, I bring a new idea and no one will will even post.




In-game name is Kahless!
Master Nerf Herder
If you avoid the truthe, you pay for your lies. A lie always does the most harm to the person who tells it.
~ Karen Moline, "Belladonna"

R.I.P Tivo Tenook and SkyPreacher1 who went out fighting the good fight for CH's everywhere
Beast meetings on Radient at 4pm EST

Permethrin
Wed Aug 27, 2003 1:01 pm
#4

IMHO


Resource shifts are one of the "games-inside-the game" that I personally enjoy. If any of the resources went static, it would cause the economy around those to collapse a bit as well. In addition, it would crowd some people out of the game. Wind is a great example for me on Corellia, Kor Vella. The city lies in a relatively flat area surrounded by mountains. There is a very narrow radius where wind gens can be placed. Whoever gets their first and fills it up, prevents others from ever getting a realistic shot, potentially. Shifts even the playing field. I am not personally in favor of any static resources at this time.

GunWeiKee
Wed Aug 27, 2003 2:18 pm
#5

I like your idea of a water purifier, because it makes sense.


I would even carry that another step forward and have the devs create an elite-elite class expanding from Architect and have one of the skill trees be able to createfoundries. This would be a place where we could take all of our resources to be purified and refined, making the OQ, CD, DR, etc. closer to that 1000 quality we all want. The skill of the foundry maker would determine the efficiency of the foundry and the artisan's experimentation score combined with the efficiency would determine how pure the resource could be refined. This would at least be good for the ores, metals, and some of the chemicals.


For the animal resources I say leave that as it is, the more random the better. It keeps a good economy going for those who sell hides and so forth. It also keeps the playing field level for those that craft items from those resources.

kasuta
Wed Aug 27, 2003 2:30 pm
#6

So these never-changing resources, will they be high-quality? Low quality? Medium? Vary from planet to planet? Kind of takes the adventure out of it, hey I need high DR wooly hides, well the highest of those are animal A on planet B. No need to ever hunt any other animals to investigate their qualities. Or how about, everyone knows the best quality water comes only from Naboo, no reason to ever harvest water on any other planet.I see why you are thinking along these lines, but me personally, I would not like it.



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