Musician Archive
Thread: Publish 23 on Test Center New Inspiration Buffs
Aleyo wrote:
The devs have decided to reduce the resource quality buff to 1% for the "General" inspiration and 2% for the other crafting inspirations. This should be on TC soon.
Feomatar wrote:
Now that's amazing news for crafters. I just wanted to add a post to this thread... but WOW.
I'd like to thank all you entertainers for your cooperation, when we speak of one voice, we can reach something.
We're pretty nice folks, really!
Some of us just getworked up when people call for NPC versions of us in the game, and stuff like that.
Message Edited by Warryyr on 08-25-2005 06:15 PM
I LOVE THIS
I LOVE THIS
great news for all entertainers
I just hope this gets to live as it is no cave in on the resource levels as this will help so many new crafters to compete
I am a longterm crafter on chimaera and yes my resources will be worth less and I will have to clear out stocks of crafted items, but i really really don't care me like most established crafters can afford to do this and I will be happy to do so, as it will make room for more new crafters to establish themselves without being hindered by not having X number of uber spawns from 18months ago plus
I will intend to bring back my other account (closed at CU) as she is mm md me n mid
I am so going to enjoy playing her again
./wookieehug for the DEV team
faarsider wrote:
bah they nerf'd the resource level already what weakness
The brought it to a level that wouldnt completely take away the fun for many crafters, especially WS.
10% was a ridiculous increase and most people accepted that.
Ecnirp wrote:
faarsider wrote:
bah they nerf'd the resource level already what weakness
The brought it to a level that wouldnt completely take away the fun for many crafters, especially WS.
10% was a ridiculous increase and most people accepted that.
I think they should really adjust the numbers per profession, because while 10% is overpowering for WS it wouldn't be very unwelcome for shipwright, which has a lot more meaningful lines to contribute to the final product. Maybe if the more complex professions got 5%, the rest of the elites got 2%, and normal artisans got 1%.
faarsider wrote:lytefoot wrote:I find the resource buff another immersion breaking feature. Come on how do I play songs to a pile of rocks and make them richer in a specific ore? I like the new buffs and appreciate the devs working to improve our usefulness but not through unbelievable or mystic abilities. I can see how listening to a musician or watching a dancer is refreshing and relaxing making your mental focus better that doesn't mean we can magically affect inanimate objects.
I think buffing a crafter by giving a great performance is very immersive that crafter goes away inspired by your performance thus having greater insight into his own profession can't see how this isn't immersive.maybe that crafter will be so inspired by your performances he names his next range of armour after you![]()
I don't disagree with your statement at all. However there isn't anything in what you said that claims I magically turned the mediocre quality aluminum ore in his pack into exceptional quality. That has no logic to it and is non-immersive to me.
LyteFoot wrote:
I don't disagree with your statement at all. However there isn't anything in what you said that claims I magically turned the mediocre quality aluminum ore in his pack into exceptional quality. That has no logic to it and is non-immersive to me.
Okay, you don't make weapons out of raw ore and liquid. You make them out of refined metals and chemicals. The buff inspires you to do a better job at refining, trying new methods that remove impurities and distill out every last particle of pure metal in the ore.
There's your immersion. Nobody's singing to the rocks. They're inspiring you to do a better job of processing the rocks.
On a side note, I find it terrfically amusing that anyone would consider 910 resources to be mediocre. Call me old school, I guess. As far as I'm concerened, the real problem is that the devs ever allowed any resource to show up in the ground with stats over 800, especially in the unlimited quantities that the current harvesting system allows. There wouldn't be millions of units of near-perfect resources warehoused everywhere if the resources became depleted as they were mined out like they did in the original implementation.
A few questions (not sure if they are answered, don't really have time right now to read through all 5 pages)...
~ So are you now only able to buff 1 person at a time? If so, then cantina's are going to become like the old doctor lines. "Now buffing so and so, form a line and step forward when its your turn". I don't really like the idea of huge lines forming in a cantina....
~ Do you now only getany kind of buff if the entertainer specifically buffs you?Meaning are you still going to be able to just /listen to an entertainer and get the general buff (like you can right now), and have them select the buff if you want a different one? Or are they going to have to select a type of buff on each person (either one at a time for multiples)
LyteFoot wrote:
However there isn't anything in what you said that claims I magically turned the mediocre quality aluminum ore in his pack into exceptional quality. That has no logic to it and is non-immersive to me.
You haven't. You're nickle-and-diming it to death. The numerical buffs are a way of representing, with game mechanics, the fact that an inspired craftsman can do things an uninspired one cannot. NONE of the numbers in the game are realistic... it's an numerical representation that over-simplifies the real world in a way that makes the game playable. The resource buff is only there because of how they numerically represent crafting in the game, which is an engine limitation.
Don't let your imagination be limited by the workings of the engine.
C