Droid Engineer Archive
Thread: Important Crafting change!! Go read this...right now!
TK
I dont mean to hijack your thread, but this is important stuff as you know.
With your Correspondant hat on, would you please request that a DEV response be issued on this matter, because I can't find anyone, even the most die-hard crafters, who think this is fair and equitable.
We deserve an answer I think.
Well from the Master Weaponsmith side of me I refuse to accept these new changes, I can understand stand from the Master Droid Engineer side of me saying so what......doesn't affect me......we only have one line crafting that doesn't amount to much. Well....at the moment it doesn't.....right?........RIGHT? It was then I began to think about it. It was roughly the same time that I was looking at the new schematics and resources requirements coming in from TC. A new sort of....well lets say shock and horror began to sink in. As I looked over the new amounts of different resources required, my mind began to spin when I realized how truly rare some of materials are. Thats when the second shock and horror hit home. As weaponsmith I know certain rare materials usually have some pretty low caps on their stats. Let me tell you some of these materials have only just started to show up on the Shadowfire server and when I tested some of them they were bad.....down right horrible stuff.
But we don't have to worry about experimentation some say, well true, on the old things we currently have at the moment they don't amount to much 'cept for the one line to roughly worry about. But what about the new schematics we're getting in Pub. 7. Do they have the same aspect we worry about now? Does experimentation matter for them? Do they have multiple lines to consider like we do in weaponsmithing? How about how a medic or bio-eng have to worry about theirs?
From my veiw point this begins to affect a pretty big picture than some may say it does. I for one would like to know these answers for it could very well affect us as Droid Engineers. Yes, it's possible I may be biased against this new experiment change in that it will hurt me as a weaponsmith and not me the droid engineer. But I'd rather be sure than sorry. How are the new schematics working in TC? How many lines of experimentation do they have that we may have to consider? These are important issues, to me at least, than we have to find out to truly know if this new system will help us or hurt us.
Sigmar Fellhammer - Master Artisan, Weaponsmith, Droid Engineer
SIGCOR Industries, Coronet City Corellia, Shadowfire
Hopefulcrafter wrote:
Well from the Master Weaponsmith side of me I refuse to accept these new changes, I can understand stand from the Master Droid Engineer side of me saying so what......doesn't affect me......we only have one line crafting that doesn't amount to much. Well....at the moment it doesn't.....right?........RIGHT? It was then I began to think about it. It was roughly the same time that I was looking at the new schematics and resources requirements coming in from TC. A new sort of....well lets say shock and horror began to sink in. As I looked over the new amounts of different resources required, my mind began to spin when I realized how truly rare some of materials are. Thats when the second shock and horror hit home. As weaponsmith I know certain rare materials usually have some pretty low caps on their stats. Let me tell you some of these materials have only just started to show up on the Shadowfire server and when I tested some of them they were bad.....down right horrible stuff.
But we don't have to worry about experimentation some say, well true, on the old things we currently have at the moment they don't amount to much 'cept for the one line to roughly worry about. But what about the new schematics we're getting in Pub. 7. Do they have the same aspect we worry about now? Does experimentation matter for them? Do they have multiple lines to consider like we do in weaponsmithing? How about how a medic or bio-eng have to worry about theirs?
From my veiw point this begins to affect a pretty big picture than some may say it does. I for one would like to know these answers for it could very well affect us as Droid Engineers. Yes, it's possible I may be biased against this new experiment change in that it will hurt me as a weaponsmith and not me the droid engineer. But I'd rather be sure than sorry. How are the new schematics working in TC? How many lines of experimentation do they have that we may have to consider? These are important issues, to me at least, than we have to find out to truly know if this new system will help us or hurt us.
Sigmar Fellhammer - Master Artisan, Weaponsmith, Droid Engineer
SIGCOR Industries, Coronet City Corellia, Shadowfire
I hear you
Thats why I said :
"Maybe we of all the crafters will be lucky and not have great pain over this, but somehow I think there is a bullet on it's way."
I am as worried as you are.
*checks backside for giant bullseye.........turns white and gulps*
maybe right ![]()
Sigmar Fellhammer - Master Artisan, Weaponsmith, Droid Engineer
SIGCOR Industries, Coronet City Corellia, Shadowfire
Malitevv wrote:
I agree with the reasons they've given for this, but since I'm a DE and experimentation is meaningless in my profession except when I am crafting storage compartments for an architect customer, this change means absolutely nothing to me.
Unless this crafting change is going to hamper my ability to reach the max module capability rating. Is that going to be the case?
You're kidding right? You agree with this crafting nerf? All the reasons are terribly flawed:
1) More diversity with expirenemt points.
No it won't, Weaponsmiths only expirement on Damage/Speed, Buffs will fix whatever HAM the weapons cost, same with armorsmiths
2) Will open the market to new crafters.
Umm how? The new guy who just started doesn't have the pre-nerf weapons to sell, and he doesn't have the great resources that someone who's been doing this forever has. There are resources that have only spawned with good stats once since the game went live, how is a new crafter going to compete with someone who's been harvesting since the game came out? It just widened the gap and made sure the new crafter was going under. There is no way a new crafter can make weapons any where near as well as someone who's been doing it for a long time with the new system. A new crafter at least had some hope when they could make a product just as well as a seasoned one, and if the new crafter got a good location and kept his vendor stocked he had a prayer. Now he's done for he's got no way to compete due to lack of high quality resources that a seasoned crafter is likely to have.
Just to clarify I'm an Architect/Droid Engineer so this patch doesn't hurt me all that much, but it still doesn't make sense to me.
I personally think that the biggest impact this change will have is on the low end market of our galaxys. Some of the threads I've seen which go deep into testing seem to indicate even with TC's horrible resource situation that the trade off is not to bad. We will see a definate need to utilize the additional in game benifts, ie research specialization, I need to get a crafting apron in a bad way
, but all in all it won't affect much for anyone who is already established. The people I see having the hardest time with this are going to be the chefs as they have been givith and now will be taketh'd away.
At least the DE is changing with this and everyone is starting anew (esp. for me the grind is slow
). Where as the other professions are loosing a good deal of their marketing ability for anything mid range in the trees, and as has been established all ready, the rich and dominant in their trade will get richer. And the broke man gets poorer.
With that said and the changes less than 4 days out, I would like to offer one last thought before I stop monitoring and start kickin my self in gear.
If you are a master in your profession, help the people coming up. If we can't promote an even market place everyone will suffer in their most fundimental ways. Good luck.
-Cos
In the long run, this change is mostly a wash. Pre-patch stuff will dominate for a while (get those extra schematics made now!) but once all of those items are gone everyone will be playing the same game again. Such is the nature of any big nerf like this. They have a point - it really is too easy to make the best quality items - but isn't it a little late to be making such a major change?
What they needed to do was provide more meaningful things for people to experiment on. Weapon Damage and Attack Speed are currently the same experimentation line... those should have been split up. That solves their problem all by itself - with those two attributes on different experimentation lines, Weaponsmiths would have to choose which they wanted boost.
Of course, we Droid Engineers would still only have our one mostly meaningless experimentation line, so we wouldn't care.
Gee... maybe they should think about giving us multiple things to experiment on, too. What a concept. HAM, damage, attack speed, armor, movement speed, response to command speed, battery consumption speed, module efficiency... and those are all just off the top of my head. /sigh
Kollos wrote:
In the long run, this change is mostly a wash. Pre-patch stuff will dominate for a while (get those extra schematics made now!) but once all of those items are gone everyone will be playing the same game again.
That's what TH says, but think about. There are still plenty of prenerf FWG5s being sold months later, and from what I hear, weaponsmiths are stocking up as much as they can before this.
CapnSteve wrote:
Kollos wrote:
In the long run, this change is mostly a wash. Pre-patch stuff will dominate for a while (get those extra schematics made now!) but once all of those items are gone everyone will be playing the same game again.
That's what TH says, but think about. There are still plenty of prenerf FWG5s being sold months later, and from what I hear, weaponsmiths are stocking up as much as they can before this.
NOTE to all concerned:
Up till now, pre-nerf has been sacred.
Now we learn that Probots will be retroactively nerfed..and thats official. (even thought the OFFICIAL advice WAS to stock up (*Comforts Audio*)
So....the prestocking may or may not be wise. I'm not doing it, I'm not buying anything to stock up, weapons, armour or anything. We have seen they can do it and will do it..so it is not worth the risk IMHO.
Everyone must make their own decisions on this.
Shian_Tavkin wrote:
CapnSteve wrote:
Kollos wrote:
In the long run, this change is mostly a wash. Pre-patch stuff will dominate for a while (get those extra schematics made now!) but once all of those items are gone everyone will be playing the same game again.
That's what TH says, but think about. There are still plenty of prenerf FWG5s being sold months later, and from what I hear, weaponsmiths are stocking up as much as they can before this.
NOTE to all concerned:
Up till now, pre-nerf has been sacred.
Now we learn that Probots will be retroactively nerfed..and thats official. (even thought the OFFICIAL advice WAS to stock up (*Comforts Audio*)
So....the prestocking may or may not be wise. I'm not doing it, I'm not buying anything to stock up, weapons, armour or anything. We have seen they can do it and will do it..so it is not worth the risk IMHO.
Everyone must make their own decisions on this.
When Drashk was talking about stocking up, I think he was referring to something other than the armor situation. If I'm not mistaken (and I could be), that change came after his comment.
/bow
Respectfully,
TheRealTK421 wrote:
When Drashk was talking about stocking up, I think he was referring to something other than the armor situation. If I'm not mistaken (and I could be), that change came after his comment.
/bow
Respectfully,
Please don't think I'm trying to blame Drashk, I am not, he no doubt told it like it was at the time.
My point is still valid, Pre-Nerf as a principle is no longer sacred in this game.
Thats all I was trying to say
Shian_Tavkin wrote:
My point is still valid, Pre-Nerf as a principle is no longer sacred in this game.