Artisan Archive
Thread: WOW! Publish 23-Major Crafting Changes in store
Profession: Dancer, Entertainer, Musician
- Entertainer professions will now be able to apply non-combat profession specific inspiration buffs.
- Inspiration buffs should now give the proper bonus to crafting experience.
What this means to all crafting professions is huge. Today my Master Artisan/Master Droid Engineer/Master Armorsmith character on test center prime received these buffs. I will give a couple examples of the difference this new buffs make to an artisan.
Before buff I was making 97% swoops using 997SR Steel and 899SR Alum
After Buff same resources made a 100% swoop
I then dropped the Alum to 844SR and kept the same steel and still got a 100% swoop.
Architects on TC are now making BER 11 medium mineral harvestors, perfect 30% SAC powerups, all items even with lower quality resources can make maxed crafted goods with this publish (as it now stands on TC-Prime, and as always is subject to change before it hits live).
G'na on TC-Prime
Message Edited by Leafthemedic on 08-23-2005 05:28 PM
Yes the bottom line is that you can use lower quality resources to acheive perfect results. Yes it does further close the difference between people who have spent 2 years gathering resources and those that are "new" to the craftingprofessions. It also provides a boost to xp gained and as well as greater chance of an amazing success result. In my opinion the boost to resources is the single largest change currently in this publish.
G'na on TC-Prime
Good information. In that case I can say without a doubt that this is a very poor decision. Way to go SOE....cap all the stats on most crafted items fairly low, and THEN make it even EASIER for everyone with a crafting tool to reach those caps without actually working for it.
Come to think of it, why do we even have experimentation? What is the point? Let's just make this game entirely like WoW so that if I craft something it is exactly the same as the one that someone else crafted.
I mean honestly, who in the hell really asked for this fix?
What were the bug reports like? Did they sound like.....
"Dear CSRs:
I am tired of having to harvest the good resources in order to make nice items. It would be so much easier if I could just go and drop all my harvesters right next to my house and pull up whatever happens to be in that spot. It isnt fair that people who have ben crafting for two years have access to resources that I dont. I just bought the game last week, and I should be able to craft as well as they can.Making the capseasy to reach on most crafted items helped, but the elite crafters out there can still make stuff that is about 5% better than mine. I know that I have mediocre resources, but that shouldnt matter.
Please fix this gamebreaking bug. Thanks"
Yet again I find my self wondering why I still craft in this game.
So the idea is that we can use lower quality resources to achieve perfect results. Just brilliant. /sarcasm off
Ug. This is not a good change.
I just came back to the game last month and my account age is just over a year....so Ihaven't been stockpiling resources for yearslikemany crafters, so this is a pretty objective opinion.
I could see an assy bonus...or maybe even an extra exp point or two...but toartificially inflateresources is going too far.Thishurts the most loyal, dedicated crafters in the game -- who have spent the time and effort to gather the uber resources over the years.
I really hope they reconsider this.
The Musician and Dancer boards have more information, but here is some hard facts about the changes:
To apply one of these buffs, you target the person you wish to inspire, and you use /inspire (it has a toolbar-placeable button). This brings up a window, which be default has nothing selected. If you hit enter on this screen or cancel (or if you don't use /inspire at all), then the buff applied to the listener is the "General" buff, which increases experience by 10% and increases faction points by 10%. If you select one of the other buffs from the list, the buff applied to the listener will be that inspiration buff, and that inspiration buff only (it replaces any inspiration buff the listener already has). So, this is not AFKable by in-game means.
It indeed does not seem that you can inspire yourself in any way, and we're asking about that. We're also asking about the fact that duration now increases by 10 minutes per tick, no matter what your skill level (though Red-Dwarf just pointed out that skill level might affect max duration now instead).
At Novice Entertainer, you gain the General, Artisan, and Entertainer buffs.
General is described above.
Artisan:
- Increase artisan experience by 12%
- Increase resource quality for artisan crafting by 5%
- Increase assembly success by 5%
- Increase experimentation success by 5%
Entertainer:
- Increase entertainer experience by 12%
- Use more instruments
- Use more dance props
At Novice Musician/Dancer is when you get the rest of the buffs. They work, generally, as follows:
Any crafting prof:
- Increase that specific crafting experience (e.g. Architect, Weaponsmith) by 15%
- Increase resource quality for that specific crafting by 10%
- Increase assembly success for that specific crafting by 10%
- Increase experimentation success for that specific crafting by 10%
Dancer:
- Increase Dancer experience by 15%
- Use more props (Presumably works like "Use more instruments" detailed below)
(The ones listed below are Dancer inspirations)
Merchant:
- Increase Merchant experience by 15%
- Modify Hiring by 20.00 points
Image Designer:
- Increase Image Designer experience by 15%
- Increase holoemote generator charges (50 instead of 20)
Musician:
- Increase Musician experience by 15% (at least Musician xp is working, didn't test Entertainer xp)
- Use more instruments (Looks like you can use an instrument that is 2 instruments higher than you're currently certed for. I was able to use the mandoviol at Ent Item Use II, was able to use the bandfill at Novice Musician (should help dabblers, eh?)). I don't know if the Entertainer inspiration buff (i.e. the one for Entertainers) gives 2 instruments higher or not, perhaps it's only one.
The way that the inspiration buffs were supposed to work from - what I have read - is to increase your chances of an amazing success. This in turn can produce greater results since an amazing success results in an 8% gain in atributes versus a 7% gain for a great success.
Has this changed? It may have and I just didnt notice it, but I would like to know. If the inspiration buffs are going to be changing the actual percentages of crafting that could be a serious concern for all crafting prefessions. On the other hand if they are simply increasing the chance of an amazing success then they will simply be working as they were originally intended. Either way, it wouldn't necessarily be bad news, but the former would mean a fundamental change to the crafting mechanics in the game whereas the latter would simply mean fixing a bug.
If this patch allows you to make perfect items with lower grade resources, I will be pretty PO'ed. I mean damn, why would they change it so that there is even less of a distinction between crafters? Where would the fun be in crafting if every newbie can craft capped items by simply watching a dancer for 3 minutes? If they are going to simplify crafting to that degree, we might as well get rid of crafting classes entirely or make their skills require no skill points.
Now, do I WANT to see that happen? Of course not. But the CU already hit crafters pretty hard, and I am a little defensive about dumbing down certain aspects of crafting. Take weaponsmiths for example. A WS has been crafting since launch. He sticks with it through the CU, and continues to be one of the best on his server. Why? Because he has +20 in experimentation and has been collecting resources for years. Then this patch comes, and now any respec WS can use decent resources and match his performance because the caps are easy to reach in weapons already. Now he is no different than any other new crafter, except that he has a lot more time and effort invested.
So I hope that this only means an increase in chances for amazing successes, and not a change to the percentages.
Message Edited by ChefVomit on 08-23-2005 03:43 PM
Um, what will that do?
Leafthemedic wrote:
Merchant:
- Increase Merchant experience by 15%
- Modify Hiring by 20.00 points
This is not good at all.
This just made pretty much every crafting proffessionlikeBlue Frogs.
All resource just bacame split into 2 categories.
1) Can't Cap
2) Can Cap
I hope they don't push this live, I really really do.
This is a good change in my opinion.
It breaks up the current system of a new player not being able to get into the business because they have not been in game for a long period of time.
Yes it makes things more level, Yes it will break up Monopolies and allow a new Crafter to make sellable items.
Some people will not make millions anymore because new crafters will be able to sell their products now.
This is a good change. I welcome it.
Ohmy Alt, a 12point Master Armorsmith for well over a year. I financed a city treasury from armor sales.
If they bring this live you can say goodbye to competition - everything will be the same. I know as a AS you already hit caps with existing resources so you probably dont see much of a hit - WS don't, our crafting caps for Damage for example are far beyond what we can reach without enhancements - so there is some fun and challenge in trying to get hold of the best resources so your weapon does a little more damage than someone elses.
If this goes live then.
Everyones armor will be made with 100% experimented resources...
Everyones Weapons will also be made with 100% experimented resources...
Everyones food will be made with 100% experimented resources...
Everyones vehicles will be made with 100% experimented resources...
How is that good? Where is the challenge? Fun? Competition? Work?
Ecnirp wrote:
If they bring this live you can say goodbye to competition - everything will be the same. I know as a AS you already hit caps with existing resources so you probably dont see much of a hit - WS don't, our crafting caps for Damage for example are far beyond what we can reach without enhancements - so there is some fun and challenge in trying to get hold of the best resources so your weapon does a little more damage than someone elses.
If this goes live then.
Everyones armor will be made with 100% experimented resources...
Everyones Weapons will also be made with 100% experimented resources...
Everyones food will be made with 100% experimented resources...
Everyones vehicles will be made with 100% experimented resources...
How is that good? Where is the challenge? Fun? Competition? Work?
So how is this good you ask.
For starters no one gives a damn about the Experimentation levels ofvehicles anymore. People lose rides left and right all they want are affordable replacement right now. So that 100% swoop wasted materials.
Do you know what the end user wants? Affordable items to use. Not an overpriced Swoop, Not over priced Ruby Biel, Or an Overpriced ALR or even overpriced Armor.
They want affordable quality products.
All this does is give the new crafter a means to break into the business faster and make products that will sell.
A 14 point Artisan will still make better PUPs than a 12 pointer.
The catch is a new crafterwill be able to make a product that can compete and sell with an established crafter. Instead of the present system were a new player grinds to Master because they can't sell anything at a lower level anyhow. Then they spend months hoarding resources so one day they can start making a product that people will actually buy.
Now that senario is FUN. All it does is promote the "Good Ole Boy" club.
At 1st, I thought this was a pretty cool idea, makes entertainers useful again. After thinking about it though, it is a horrible thing to do to crafters. I could see a max 5% bonus onto resources, not 15%. I know as a master Armorsmith I'd want to get a 5% buff. a 15% bonus to resource quality is too high and to be honest it doesn't really help new crafters. What would help new crafters is being able to craft their wares without having to go bankrupt to get the resources. I've been an armorsmith since the 1st month, and I can remember scrounging for bones and hides for bone armor, I can hardly imagine the horror novice AS's go through now. If you want to do something for crafters and entertainers, I'm all for it, just not something so blatantly unbalancing to the game. Please don't add a 15% resource buff, make it 5%, that's still something most smith's would want and pay for and not high enough to make gathering high quality resources pointless.
Mordreth D'Abyss <FOE>
Master Armorsmith-Intrepid