Musician Archive
Thread: Publish 23 on Test Center New Inspiration Buffs
And remember that things on TC are of course subject to change, so the 10% number and the other numbers are not set in stone or anything.
Aleyo wrote:
Warryyr wrote:
Heorot wrote:
Mysticrum wrote:
(And...there's no way that Jedi can ever weasel trough the "non-combat" buff shield...right? :manwink
Jedi craft sabers, and every Jedi on every server will have to craft a new saber with this new buff
Nevermind, had a reply but forgot it was a general buff to all crafting professions, so yes - Jedi would probably want to recraft their sabers.
Message Edited by Warryyr on 08-23-2005 04:59 PM
The buffs are not general buffs to all crafting professions (at least the crafting ones), so I don't see any indication that this will apply to lightsaber crafting (presuming that lightsaber crafting doesn't fall into the category of any of the others, although I don't know much about jedi at all).
Well, as soon as Jedi figure that everyone gets the buff except for them. Expect to hear some SERIOUS /forcewhine.
Gknee wrote:
Wow...I can give up Master entertainer and STILL use my Mando!! This is the best news ever!!
this is ridiculous. now everyone can retrain and dabble and then just get a inspiration buff to be master anything...
this game just gets dumb and dumber. do the devs even have a clue of how to make a good solid playable game? why the heck do we need "resource buffs"? how do you increase the value of gold? if i have 2 pounds of pure gold, how can you make it worth more? i am sorry if i missed something but this just doesnt make sense...
Message Edited by DawnTreader777 on 08-23-2005 03:42 PM
I offer a suggestion: What if you have the option of doing a resource buff OR the other buffs for your prof, but not both? I think that might solve it (in fact that is what I thought the system would be like). You can either give anyone a "resource quality buff" or you can give people prof-specific experimentation/assembly/whatever buffs, but not both at the same time. This would make good resources still good, because a high-quality resource would mean you could afford the experimentation/etc buffs, while a lower one would force you to take the resource buff. It would require some real thinking, almost a sort of tactical analysis, to figure out which is better (and maybe a little trial-and-error). This would allow the system to remain mostly intact without utterly shattering the economy.
Comments?
C
Entertainers, I feel your pain guys, I really do...
But entertainer professions can be made useful without destroying (from my standpoint) crafting as we know it. You guys really do need some useful buffs, and a lot of the ones offered in this patch are cool. But the 10% resource bonus has to go, or even more of the already few and far between vet crafters who make the servers run are going to quit.
I don't get why you can't give players a 10% health bonus insteador somethingobvious like that
.
Chessack wrote:
All right... so the resource thing is ruffling some feathers.
I offer a suggestion: What if you have the option of doing a resource buff OR the other buffs for your prof, but not both? I think that might solve it (in fact that is what I thought the system would be like). You can either give anyone a "resource quality buff" or you can give people prof-specific experimentation/assembly/whatever buffs, but not both at the same time. This would make good resources still good, because a high-quality resource would mean you could afford the experimentation/etc buffs, while a lower one would force you to take the resource buff. It would require some real thinking, almost a sort of tactical analysis, to figure out which is better (and maybe a little trial-and-error). This would allow the system to remain mostly intact without utterly shattering the economy.
Comments?
But you'll need 970 or 980 resources to hit the cap. Thats possible, but it will not kill everything.
I don't think a 10% resources alone or the experimentation/assembly/xp combi buff is a solution really.
10% raises my cap by quite a lot.
Assembly is not really needed for most things, and once you're done XP is useless too.
And Amazing Success on experimentation is possible and not hard. As Chef I always made 12 point amazing schematics. It took a few tries, but usually not more than 1 crate worth of resources.
So if i had to choose between 10% resources or 10% exp bonus... hell i take the resources without thinking twice about it.
Sousuke-Sagara wrote:Entertainers, I feel your pain guys, I really do...
But entertainer professions can be made useful without destroying (from my standpoint) crafting as we know it. You guys really do need some useful buffs, and a lot of the ones offered in this patch are cool. But the 10% resource bonus has to go, or even more of the already few and far between vet crafters who make the servers run are going to quit.
I don't get why you can't give players a 10% health bonus instead or something obvious like that
.
This is the problem. I think everyone wants the entertainer professions to survive and be useful. Who doesn't like dancers or musicians after all? The problem is that SOE is destroying a unique and great crafting system along the way. The crafting system, as it stands is one the greatest things about SWG, its such a tragedy to just mindlessly destroy it.
Loki_Ashaman wrote:
The one question I have regarding this change before I really decide if I'm pro or con as a crafter, is how does it handle top end resources? We know a 910 stat ends up as 1000, but does a 1000 end up 1100? Seems like a silly question because you can not experiment above 100%, BUT resources determine base stats before experimentation. For most crafting profs this might not mean anything , but for some it will be important. With this change, a SW with 900 stat resources will be able to build the top speed engines that the premium crafters market, but if 1000 counts as 1100 the premium SW's engine will be a little lighter, a littler easier on the reactor, and a little better in the corners. Might not be much, but it will be enough to justifya higher cost the same that an FS crafter can charge a little more then a non-FS will the same resources.
From the testing I've seen....it all caps at 100% quality 1000 value stats.
I agree with all the posts here...10% resource bonus is way too much and ANY amount needs to be carefully thought through.
Fragpuppie Uber
Master Entertainer, Master Musician
Founding Member - Frag's Puppies
President and CEO - Fragpuppie Enterprises and Uber Instruments
Coronet, Corellia, Chilastra
Loki_Ashaman wrote:
The one question I have regarding this change before I really decide if I'm pro or con as a crafter, is how does it handle top end resources? We know a 910 stat ends up as 1000, but does a 1000 end up 1100? Seems like a silly question because you can not experiment above 100%, BUT resources determine base stats before experimentation. For most crafting profs this might not mean anything , but for some it will be important. With this change, a SW with 900 stat resources will be able to build the top speed engines that the premium crafters market, but if 1000 counts as 1100 the premium SW's engine will be a little lighter, a littler easier on the reactor, and a little better in the corners. Might not be much, but it will be enough to justify a higher cost the same that an FS crafter can charge a little more then a non-FS will the same resources.
Yes that is something that needs to be tested.
Even if stats are capped at 1000 there are two possibilities, basicly about the time when the capping happens.
This is only important with stuff that needs more than one stat, but thats about everything I think, only very few things are 100% depending on one stat.
Lets assume its a schematic with 50% SR and 50% OQ
Quality of the resource is 500 SR and 950 OQ
Right now this would result in an average value (which is the one important for the experiment) of 500*0.5+950*0.5 = 725
Ok, now you get the 10% buff, when does the capping happen?
a) Right away at the conversion:
500 becomes 550.
950 becomes 1045, but gets capped back to 1000.
now its 550*0.5+1000*0.5 = 775
b) Later, after the average has been calculated:
500 become 550.
950 becomes 1045 and stays that for now
550*0.5+1045*0.5 = 797.5
which is below 1000 and doesn't get capped.
In the first version, everything with a OQ of 910 and higher would have given exactly those results.
In the second version you get constantly better... 910 would give the same results as a), and as you see 950 is better.
Untill the average would be over 1000.
For example:
SR=950 and OQ=950
Both becomes 1045
Average also 1045
Which is over 1000, therefore gets capped to 1000.
Raising stats now doesn't benefit anymore (this happens if the un-buffed stats are 910 or higher on average obviously)
I could live with the second version. But knowing SOE it will be the first.
(you could complicate version b) even more when you take in more than one resource, but I won't do that now)
Chessack wrote:
All right... so the resource thing is ruffling some feathers.
I offer a suggestion: What if you have the option of doing a resource buff OR the other buffs for your prof, but not both? I think that might solve it (in fact that is what I thought the system would be like). You can either give anyone a "resource quality buff" or you can give people prof-specific experimentation/assembly/whatever buffs, but not both at the same time. This would make good resources still good, because a high-quality resource would mean you could afford the experimentation/etc buffs, while a lower one would force you to take the resource buff. It would require some real thinking, almost a sort of tactical analysis, to figure out which is better (and maybe a little trial-and-error). This would allow the system to remain mostly intact without utterly shattering the economy.
Comments?
C
Actually, the other buffs are NOTHING compared to that resource buff, at least for armor smithing. For us, amazing assemblies and successes have very little effect on crafting because we only have one important line of experimentation that we can easily max. Weaponsmiths and chefs with multiple lines of experimentation may want to choose differently, but ultimately it is your resources that determine the quality of your product.
Two percent may not be too bad; I don't think it is inconsequential at all when you consider it is applied to all the resources used. For armorsmiths, it might mean the difference between hitting the cap and falling just short. Still I'd prefer to do without.
Why not just cap the buff 10 points lower than the real cap? Since it seems to be acceptable that everyone and their mother can get 900 stat resources, but 901 to 1000 is only earned through blood, sweat and tears - this would seem to be perfectly reasonable.
So, the buff could improve your resources 10 points or up to 900 stat, whichever came first.
Noobs are still aided, Hoarders still get to keep their high end game elite, and Musicians still have a helpful buff for all but the mega ultimate super hardcore crafters. Everybody's happy, right?