Items And Loot Archive
Thread: Recyclers: great idea bad execution.
RaidenIV wrote:
Personally, I don't think it should be any flat number. I think the best way to do it would for each stat to lower by 30-50% after going through the recycler. This way, if you put in some good specific resource, you'll end up with something half decent. Theoritcally, in the way it is now and the way you proposed you could put in some crap resources, and then somehow by melting them down and turning them into a generic resource make them better? That doesn't make much sense to me. This way, its all relative based on the stats it has to begin with.
With several exceptions, most resources have several 500+ stats, and several -500 stats. By smelting, this would "normalize" the stats, making all equal. I've seen VERY few resources with all sub 500 stats across the board.
Phaelyn wrote:
When I first heard about the Recyclers, I thought to myself "What a great idea - I'll be able to normalize all my scraps, and be able to do factory runs with less costs". And in theory, this is still the practical use. Use a recycler, presto - you have loads and loads of standard metals/ore/etc that you can use to create schematics that would indeed reach the 1000 mark without going out to find certain named resources you used to make the schematic.
However, the Devs made a slight miscalculation which renders this seemingly great item virtually worthless.
For those who haven't assembled and used these -You put an amount of a resource in that you want to make "standardized" For example, you put in Arveshium Steel, and out comes just Steel. Any type of Steel you put in will become simply Steel. That's the good part - A standardized, non name resource you can use to fill Schematics.
But - The Steel that comes out is VERY poor in quality. No matter the stats that you put in, when it is recycled, what you get is a resource with 200 across the board for stats. When the system is built upon a 1 - 1000 quality, 200 doesn't even approach Average quality. This makes the ONLY Recycler (In my opinion) anywhere near useful the Ore Recycler, and even then, it's only useful for Architects. A shipwright using 200 stats equates to low mass AND low hitpoints in chassis. Weaponsmiths would produce such poor items nobody, even a new player, would never consider them. Chefs, etc.. Will never touch a recycled item.
What would have made FAR more sense, and increased the value of this great idea is to set the resource at 500 across the board. While not great, this would allow for any profession to begin putting out an "average" line of products through use of the new resource, and leaving the higher end goods at a higher cost. After all, on a 1-1000 system, 500s would be an acceptable level to create a diverse range of products.
Ah well. Another wasted idea. Such a shame.
/disagree
There are many schematics that do not depend on resource stats at all. For example, as a shipwright I have found a huge demand for ship paint and texture kits. Ship paint kits require 550 steel and 350 chemical, which I think it quite high. But here's the good point, these kits do not depend on resources stats at all. Now I can take all the little stacks of steel I have laying around, and any cheap stacks of steel I can find on vendors, run them through my recycler, and do long runs of ship paint kits.
This is a single example. Shipwrights, architects, and even droid engineers can benefit greatly from recyclers.
RaidenIV wrote:
Personally, I don't think it should be any flat number. I think the best way to do it would for each stat to lower by 30-50% after going through the recycler. This way, if you put in some good specific resource, you'll end up with something half decent. Theoritcally, in the way it is now and the way you proposed you could put in some crap resources, and then somehow by melting them down and turning them into a generic resource make them better? That doesn't make much sense to me. This way, its all relative based on the stats it has to begin with.
Jagged-F3l wrote:
/disagree
There are many schematics that do not depend on resource stats at all. For example, as a shipwright I have found a huge demand for ship paint and texture kits. Ship paint kits require 550 steel and 350 chemical, which I think it quite high. But here's the good point, these kits do not depend on resources stats at all. Now I can take all the little stacks of steel I have laying around, and any cheap stacks of steel I can find on vendors, run them through my recycler, and do long runs of ship paint kits.
This is a single example. Shipwrights, architects, and even droid engineers can benefit greatly from recyclers.
Yes, they would be able to make a small amount of non-experimentation needed items, and I had already pointed that out in my post. In addition, it will do to make a large amount of Grind resources from many different sources. The Metal and ore have a limited usability.
But Flora, Gas, etc that totally depend on stats for their usefulness mean that the Professions that depend on them get no benefit at all other than Grind from the recyclers. If you're going to add something like this, it has to have some other benefit other than to make lousy statted resources.
WillySWG wrote:
Recycling is good for tailors since the stats on resources aren't used in making items, and is great for making large factory runs of components like Synth Cloth, Fiberplast Panels, etc.
I'm more than player enough to admit my initial response to the lousy stats may have been hasty. There are quitea few items that such metals will be a great boon for.
On the flip side, if you're going out to buy any old resource, and you intend to use it for multiple use schematics - why not just buy a ton of grind resources, and do it that way? Kinda seems silly to me to make a schematic for 1000 uses - Use said smelted or recycled item to make the schematic - and then have to go out and buy another set of grind resources just to recycle in an endless progression.
Only bonus is - Grind resources now have more uses - And potentially will become more valuable than they are now.
Phaelyn wrote:
WillySWG wrote:
Recycling is good for tailors since the stats on resources aren't used in making items, and is great for making large factory runs of components like Synth Cloth, Fiberplast Panels, etc.
I'm more than player enough to admit my initial response to the lousy stats may have been hasty. There are quitea few items that such metals will be a great boon for.
On the flip side, if you're going out to buy any old resource, and you intend to use it for multiple use schematics - why not just buy a ton of grind resources, and do it that way? Kinda seems silly to me to make a schematic for 1000 uses - Use said smelted or recycled item to make the schematic - and then have to go out and buy another set of grind resources just to recycle in an endless progression.
Only bonus is - Grind resources now have more uses - And potentially will become more valuable than they are now.
To answer your question, you may not be able to attain enough of a particular resource to craft everything you want. For example, consider an architect that wants to craft a number of heavy harvesters and put them on his/her vendor. Each harvester requires 3 wall modules. Each wall module requires 10 structure modules. Each structure module requires 200 units of low-grade ore. To make 10 harvesters, I will need 300 structure modules, which will require 60,000 units of low-grade order.
There are two ways the architect can do this now:
- Buy a stack of 60K of some low-grade ore and make a manufacturing schematicfor300structure modules using this ore.
- Just buy some ore, recycle it, and make a manufacturing schematic for 1000 structure modules. When the ore runs out and the architect can't make any more modules, just find some other ore, recycle it, and stick it in the factory.
Is this revolutionaly? No. However, it does add a little bit of convenience.
SkunkDuster wrote:
Youmentioned Chefs in your first post. One of the top issues for them is not being able to get large enough stacks of milk to do factory runs of Bantha Butter (a subcomponent with no stats). The creature recycler really helps to reduce that problem.
Architects would benefit as well from being able to recycle hides and wood (furniture) and ore.
I was kind of hoping the recycled materials would have no stats at all. This would be a huge help to the crafting professions where the stats make a difference and schematics use generic resources. The Bio Engineers would be loving it for the Broad Spectrum Nutrients.
And don't forget droid engineers, that have to make a variety of sub-components upon sub-components, all of which have no dependence on the stats of a resource.