Doctor Archive
Thread: resource requirments for new meds..for those thinking of doing BE crafting
Jailbird11275
Tue Apr 12, 2005 1:15 pm
#105
Someonewrote:
Bacta Toss Enhancer (ET1)
Stabilizer Enhancer (ET1)
Nutrient Injection Enhancer (ET2)
Bacta Spray Enhancer (ET2)
Bacta Infusion Enhancer (ET3)
Bacta Jab Enhancer (ET3)
Endorphine Injection Enhancer (ET3)
NeuroToxin Enhancer (ET3)
Deuterium Toss Enhancer (ET4)
Disinfectant Enhancer (ET4)
Thyroid Rupture Enhancer (ET4)
Traumatize Enhancer (ET4)
Does it say anywhere what these actually do? Fancy new names mean nothing to me and I dont have a character on the test centre. i.e. The stabilizer enhancer an enhancement to what exactly?
Ledao
Tue Apr 12, 2005 1:32 pm
#106
Darksfallen wrote:
Although I think that this will change, at last report each one of these enchancers lasted "about two days of gaming". I'm not so sure that the resource per enchance is out of the ball park. As far as so many different types of resources, you don't need to make them all I suppose. I plan on making them all though.
Eskie wrote:
After some people already posted that they have a lot of the resources - yes, most of us do, especially people crafting for both the doc and CM market.
But nevertheless, the resource amount required increased while the usefulness is being lowered (_that_ is a main goal of the CU, so you can bet it wont be as useful as before). No matter if the resources are easy or hard to get, you will need more resources for less benefit. And with the amounts required, I doubt they can be produced for a profit. I dont mind the resource type requirements staying as they are, but the amount required needs to be lowered a lot.
I recall that post being worded more like "two play sessions"... But either way, that seems like nothing even close to our current meds.
I mean, even if you stay buffed 24/7 and never log off (and the servers never reboot), a single set of buffpacks will last you around 5 days, for roughly 1800 total resources. A casual player might use a set of buffs every two or three weeks... And, of course, all of our other meds last significantly longer (exception being poison/disease cures in a large-scale PvP battle...).
So now, for the same roughly 1800 total resources, we can make one of these enhancers... And as the resource requirements are significantly more stringent than current enhance packs, it stands to reason that we'll be charging a comparable (or higher) cpu rate... For that matter, even if we price them like stims on most servers, we're still looking at 40k per pack... For two days of playing? That's not even faintly like close...
Further, assuming that the CU makes it harder to earn money from the system (i.e., missions), regardless of how much harder, I have trouble imagining a scenario where these enhancers are viable products, unless they last more like 20 "play sessions". Sure, the rich will buy 'em, for whatever edge they may provide, but there's no way most Docs are going to plunk down something like 200k every few days to a week for more supplies.
Abe1313
Tue Apr 12, 2005 2:49 pm
#107
Are the subcomponents used for making the final products still required to be "identical"?
I could live with a lot of the other changes if they would change it to "similar" or even better yet just make each subcomponent a separate spot (i.e. 7 different spots for an ASDS). I think they are trying to promote more hand crafting anddiscourage those people thatturn on a fleet of factories and come back in a day to millions of credits of product. Removing the "identical" requirement would certainly go a long way in promoting that type of gameplay.
TarMangani
Tue Apr 12, 2005 3:03 pm
#108
To anyone:
When do we actually get to KNOW from the devs what our current product will be converted to? Whether buff packs will become buff packs, etc.?
Everyone can speculate, however some of us that pre-ordered the ROTW upgrade will be getting it within a week or two tops.
I realize people, once they know, will grind away existing components/materials, but is that a sin? Do the devs WANT us to go into the CU blind?
Anyone?
TarMangani
Tue Apr 12, 2005 3:52 pm
#109
Just so I'm certain, when I search SWGCRAFT for mollusk it only shows mollusk "meat..." These are one and the same I presume?
Darksfallen
Tue Apr 12, 2005 3:58 pm
#110
Starting at Stim Bs and up they require Identical components.
Abe1313 wrote:
Are the subcomponents used for making the final products still required to be "identical"?
I could live with a lot of the other changes if they would change it to "similar" or even better yet just make each subcomponent a separate spot (i.e. 7 different spots for an ASDS). I think they are trying to promote more hand crafting anddiscourage those people thatturn on a fleet of factories and come back in a day to millions of credits of product. Removing the "identical" requirement would certainly go a long way in promoting that type of gameplay.
Darksfallen
Tue Apr 12, 2005 4:12 pm
#111
Ledao wrote:
I recall that post being worded more like "two play sessions"... But either way, that seems like nothing even close to our current meds.
Sounds more like it I couldn't remember, two sessions to me is two days. I don't usually log on for a bit then log off and come back later that day to play more.
I mean, even if you stay buffed 24/7 and never log off (and the servers never reboot), a single set of buffpacks will last you around 5 days, for roughly 1800 total resources. A casual player might use a set of buffs every two or three weeks... And, of course, all of our other meds last significantly longer (exception being poison/disease cures in a large-scale PvP battle...).
If you never die, or anything like that sure and if you only buffed yourself. Now it's more cost effective to buff everyone! Hand out buffs! It will last 2 sessions! I want to get the most out of it! Tip if ya like! but that's me.
So now, for the same roughly 1800 total resources, we can make one of these enhancers... And as the resource requirements are significantly more stringent than current enhance packs, it stands to reason that we'll be charging a comparable (or higher) cpu rate... For that matter, even if we price them like stims on most servers, we're still looking at 40k per pack... For two days of playing? That's not even faintly like close...
There's a difference. One day of me buffing at Mining, I can go through 5-15 PACKS of buffs. I like to buff, and help people out... In the new system I just used HALF of one enhancer.... I like it!!!!
Further, assuming that the CU makes it harder to earn money from the system (i.e., missions), regardless of how much harder, I have trouble imagining a scenario where these enhancers are viable products, unless they last more like 20 "play sessions". Sure, the rich will buy 'em, for whatever edge they may provide, but there's no way most Docs are going to plunk down something like 200k every few days to a week for more supplies.
If moneys decline, we can't pay Scouts and Rangers, they won't throw the product away they will lower the price. Sooner or later everyone will see that we can't continue to buy resources at 100+ cpu and expect to turn around and make a profit. It will all level out.
Bobug
Tue Apr 12, 2005 4:23 pm
#112
Just a point of reason, as well -
The Dath Avian, etc... will require HUNTING PARTIES to gather. Remember, Dath, Endor... those will NOT be viable in one-person teams. Can you REALLY see six to eight people getting together and saying "Hmm... I know! Iet's hunt crustacean on Endor! Ooooh! Or Avian for 5-30 units a critter!" - I just can't see people doing this. It was viable for me before, because I could run off by myself, and knock myself out on specific resource types.
And, about that Mollusk/ Crustacean macro... How do you get that? I have to double-click that #*$#$@)@# harvester every five seconds. Talk about obnoxious. And in such huge quantities... It'll take me all my play time JUST to get one lot of harvested resources now.
This is just... ick. I can see wanting to "encourage" (read: force) people to go to certain planets, but this is silly. I personally feel like I'm being encouraged NOT to craft, NOT to play.
En'ni Ikari
Bobug
Tue Apr 12, 2005 5:00 pm
#113
Bobug wrote (In white and red):
Just a point of reason, as well -
The Dath Avian, etc... will require HUNTING PARTIES to gather. Remember, Dath, Endor... those will NOT be viable in one-person teams. Can you REALLY see six to eight people getting together and saying "Hmm... I know! Iet's hunt crustacean on Endor! Ooooh! Or Avian for 5-30 units a critter!" - I just can't see people doing this. It was viable for me before, because I could run off by myself, and knock myself out on specific resource types.
(Miriam wrote) It will be viable solo, just not at the pace as before. Also you get some huge bonuses to harvesting in a group, even without a Master Scout or Ranger in the group. Creature resources will not be an issue.
Crustacean and fish aren't affected by grouping, as they are harvested in ways similar to surveying. For these, the comparison isn't viable. Also, I do NOT believe Dath will be soloable post-CURB. The intent was to take it back to "group or die". Also, the Avian might be soloable, but that doesn't matter when you have several wild spawns and lairs around where you're trying to kill birds... (and they loooove to fly 60m away, remember?) I can't agree that creature resources "won't be an issue"... because of how they are on our server right now. Avian is avian, however, 100+ units EVERY unit? That's... quite a lot. Not counting the crit fails, the schem, etc. Now, making 100 lot units will be very resource restrictive. 10k+ avian on Dath is NOT going to be a ten minute stroll. Granted, I have not seen the "huge harvest bonuses", because I haven't been able to get into a group on TC yet. I have, however, noticed that things hit a lot harder, and I deal a LOT less damage. If I'm trying to start as a new player, and I want to be a BE/Doctor... it's NOT going to be as easy to pick up and go.
And, about that Mollusk/ Crustacean macro... How do you get that? I have to double-click that #*$#$@)@# harvester every five seconds. Talk about obnoxious. And in such huge quantities... It'll take me all my play time JUST to get one lot of harvested resources now.
I expect this to change or the crafting result to be something truly nice.
If this changes, great. But I haven't seen changes indicated to rates of resource dropping. Crustacean is a PITA to get /now/, because you harvest Mollusk, as well as Crustacean, there're always several "unable to find" messages, etc. I spent 3 1/2 hours getting 1k mollusk and 2k crustacean last week. And that would have been a NICE run of tissues (not huge, but reasonable). If a player needs to devote 5-10 hours to gathering enough of ONE resource to make a productive run (profit vs. time/expense), then it will be very boring, non-entertaining, etc. So far, the focus of CURB seems to be making things slower (leveling, etc.) It's not unreasonable to gag when some of these quantities show up.
This is just... ick. I can see wanting to "encourage" (read: force) people to go to certain planets, but this is silly. I personally feel like I'm being encouraged NOT to craft, NOT to play.
Resources will be cheeper too as the stringent requirements are gone. Now you only need Avian with OQ and PE, and Reactive with OQ only. Take a look again, it's not as bad as it looks.
I truly don't see how resources will be cheaper - I'm going to need MORE avian now than before - Maybe your server gets good Avian... Mine - generally bites
Gasses and ones I can throw harvs on don't bother me /as/ much, though I'm concerned about how we're going to have to harv Dath, as there's no ability to buff and speeder bike my way through the planet. Also, it's not a very harvester-friendly planet. I see /some/ good things coming in CU. I also see some very poor things coming out of it. I've seen where they reversed the Armor requirements from those previously posted. Great. I'd love not to have a lot of my very hard-earned resources (no lot swaps, etc.) become pretty... pointless. With group xp being so low right now, I am not going to count on groups WANTING to group, just to hunt for resources. I am not a 100 million+ credit player. I like to spend a small time crafting, and more time playing. What I see indicates that I'm going to have to decide to be one or the other.
En'ni Ikari
Starsider
KamaKuro
Tue Apr 12, 2005 6:24 pm
#114
Posted a list here as best as I know. Still don't know what a Bacta Jab does.
Jailbird11275 wrote:
Someonewrote:
Bacta Toss Enhancer (ET1)
Stabilizer Enhancer (ET1)
Nutrient Injection Enhancer (ET2)
Bacta Spray Enhancer (ET2)
Bacta Infusion Enhancer (ET3)
Bacta Jab Enhancer (ET3)
Endorphine Injection Enhancer (ET3)
NeuroToxin Enhancer (ET3)
Deuterium Toss Enhancer (ET4)
Disinfectant Enhancer (ET4)
Thyroid Rupture Enhancer (ET4)
Traumatize Enhancer (ET4)
Does it say anywhere what these actually do? Fancy new names mean nothing to me and I dont have a character on the test centre. i.e. The stabilizer enhancer an enhancement to what exactly?
Dovakic
Wed Apr 13, 2005 5:30 am
#115
Yah. This thread pretty much confirms the end of my med crafting. Thanks SOE.
Oh, and for everyone whose confused about why were getting such weird materials: SOE is to lazy to try and figure out what were going to do with crafted quaility materials. They let buffs get out of hand because they didnt expect people to be smart and dedicated enough to harvest the required resources in quality and quantity to be able to mass produce such high level meds.
So they throw in a bunch of resources that have terrible caps, throw in recycled materials which are capped at 200 stats, what do you have? Meds that cant possibly get better than SOE thinks they out to be.
The CURB is all about lazy mans balancing.
Oh, and for everyone whose confused about why were getting such weird materials: SOE is to lazy to try and figure out what were going to do with crafted quaility materials. They let buffs get out of hand because they didnt expect people to be smart and dedicated enough to harvest the required resources in quality and quantity to be able to mass produce such high level meds.
So they throw in a bunch of resources that have terrible caps, throw in recycled materials which are capped at 200 stats, what do you have? Meds that cant possibly get better than SOE thinks they out to be.
The CURB is all about lazy mans balancing.
Eskie
Wed Apr 13, 2005 5:49 am
#116
If I was lazy and wanted to cap meds at a certain level, I would just change the value reached at 100% experimentation. One value changed in a database and I would be done
Darksfallen
Wed Apr 13, 2005 10:36 am
#117
Bobug wrote:
Bobug wrote (In white and red):
Just a point of reason, as well -
The Dath Avian, etc... will require HUNTING PARTIES to gather. Remember, Dath, Endor... those will NOT be viable in one-person teams. Can you REALLY see six to eight people getting together and saying "Hmm... I know! Iet's hunt crustacean on Endor! Ooooh! Or Avian for 5-30 units a critter!" - I just can't see people doing this. It was viable for me before, because I could run off by myself, and knock myself out on specific resource types.
(Miriam wrote) It will be viable solo, just not at the pace as before. Also you get some huge bonuses to harvesting in a group, even without a Master Scout or Ranger in the group. Creature resources will not be an issue.
Crustacean and fish aren't affected by grouping, as they are harvested in ways similar to surveying. For these, the comparison isn't viable. Also, I do NOT believe Dath will be soloable post-CURB. The intent was to take it back to "group or die". Also, the Avian might be soloable, but that doesn't matter when you have several wild spawns and lairs around where you're trying to kill birds... (and they loooove to fly 60m away, remember?) I can't agree that creature resources "won't be an issue"... because of how they are on our server right now. Avian is avian, however, 100+ units EVERY unit? That's... quite a lot. Not counting the crit fails, the schem, etc. Now, making 100 lot units will be very resource restrictive. 10k+ avian on Dath is NOT going to be a ten minute stroll. Granted, I have not seen the "huge harvest bonuses", because I haven't been able to get into a group on TC yet. I have, however, noticed that things hit a lot harder, and I deal a LOT less damage. If I'm trying to start as a new player, and I want to be a BE/Doctor... it's NOT going to be as easy to pick up and go.
I agree on the fishing and Crustys, I never tried to defend those. But harvesting on the Test server has a giant bonus, and I wasn't even in a group with a high scout or Ranger. Docs will need to be in hunting groups. Crafting docs will need to have hunting at this point. Harvesting will be an option. Asking group memebers for meat for the enhancers you are using is not beyond reason.
And, about that Mollusk/ Crustacean macro... How do you get that? I have to double-click that #*$#$@)@# harvester every five seconds. Talk about obnoxious. And in such huge quantities... It'll take me all my play time JUST to get one lot of harvested resources now.
I expect this to change or the crafting result to be something truly nice.
If this changes, great. But I haven't seen changes indicated to rates of resource dropping. Crustacean is a PITA to get /now/, because you harvest Mollusk, as well as Crustacean, there're always several "unable to find" messages, etc. I spent 3 1/2 hours getting 1k mollusk and 2k crustacean last week. And that would have been a NICE run of tissues (not huge, but reasonable). If a player needs to devote 5-10 hours to gathering enough of ONE resource to make a productive run (profit vs. time/expense), then it will be very boring, non-entertaining, etc. So far, the focus of CURB seems to be making things slower (leveling, etc.) It's not unreasonable to gag when some of these quantities show up.
BEs live this now so I don't think this is true personally. IT simply controled the turning out of the object, which is I think the intention.
This is just... ick. I can see wanting to "encourage" (read: force) people to go to certain planets, but this is silly. I personally feel like I'm being encouraged NOT to craft, NOT to play.
Resources will be cheeper too as the stringent requirements are gone. Now you only need Avian with OQ and PE, and Reactive with OQ only. Take a look again, it's not as bad as it looks.
I truly don't see how resources will be cheaper - I'm going to need MORE avian now than before - Maybe your server gets good Avian... Mine - generally bitesGasses and ones I can throw harvs on don't bother me /as/ much, though I'm concerned about how we're going to have to harv Dath, as there's no ability to buff and speeder bike my way through the planet. Also, it's not a very harvester-friendly planet. I see /some/ good things coming in CU. I also see some very poor things coming out of it. I've seen where they reversed the Armor requirements from those previously posted. Great. I'd love not to have a lot of my very hard-earned resources (no lot swaps, etc.) become pretty... pointless. With group xp being so low right now, I am not going to count on groups WANTING to group, just to hunt for resources. I am not a 100 million+ credit player. I like to spend a small time crafting, and more time playing. What I see indicates that I'm going to have to decide to be one or the other.
Before could do through 10 buff packs a day, now I go through 1/2 a one. How is that needing more avian? That's less. Before Avian with a 900+ OQ and PE and a 200 DR would be tons less than a Avian with 900+OQ/PE/DR we can use previously less than desirable resources and get the same effect.
Shorter hunters will turn out more creature resources than ever before, and while alot of Dath is not very Medium and Heavy harvester friendly there's not a large issue getting resources off the planet if you really need them.