Ranger Archive

Thread: [Unconfirmed] TC information which confirm resource stats can be changed.

BioEngine
Tue Aug 23, 2005 3:36 pm
#1

Clicky




Ecnirp wrote:






Well looking on the TC it seems that entertainershave finally been given some love. They are going to be able to give profession specificcrafter buffs that will give a bonus to amongst other things... resource quality. (up to 10% improvement on resource quality when crafting from what I have read)


I think its great that entertainers are getting some attention, and a resource quality bonus buffwould be very cool. I am not trying to moan about the improvements and changes.


However, my concern..... what about those WS who have hundreds or thousands of weapons stocked on their vendors already.... made with the best resources on the server -and suddenly the best resources just got 10% better.


*Edit* And an additional point brought to light - what about those of us who have spent months or even years collecting the best resources on the server... ifexperimenting still cap at 100% what benifit will they get from anything over 90%?


Anyone else see a potential problem?

Message Edited by Ecnirp on 08-23-2005 07:55 PM





Official area of notes, kinda vague though:




Tiggs wrote:


Test Center
Version 0.130329


Profession: Dancer, Entertainer, Musician



  • Entertainer professions will now be able to apply non-combat profession specific inspiration buffs.





And here are the notes from the Entertainer forums and their correspondent:

Clicky


Message Edited by BioEngine on 08-23-2005 05:52 PM



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Stamina
Nemo0
Tue Aug 23, 2005 3:44 pm
#2


BioEngine wrote:
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=94141

Ecnirp wrote:
Well looking on the TC it seems that entertainers have finally been given some love. They are going to be able to give profession specific crafter buffs that will give a bonus to amongst other things... resource quality. (up to 10% improvement on resource quality when crafting from what I have read)
I think its great that entertainers are getting some attention, and a resource quality bonus buff would be very cool. I am not trying to moan about the improvements and changes.
However, my concern..... what about those WS who have hundreds or thousands of weapons stocked on their vendors already.... made with the best resources on the server - and suddenly the best resources just got 10% better.
*Edit* And an additional point brought to light - what about those of us who have spent months or even years collecting the best resources on the server... if experimenting still cap at 100% what benifit will they get from anything over 90%?
Anyone else see a potential problem?

Message Edited by Ecnirp on 08-23-2005 07:55 PM



Message Edited by BioEngine on 08-23-2005 05:37 PM



The actual wording there seems to indicate the buff will affect the resource during crafting and not at any other point. This sort of a change would not need to add anything to the database at all. It would just treat the resource as a better resource when you hit the next button during your crafting. So, instead of only being able to reach 90% in an experimentation line, you might hit 100%. I don't think this is the same sort of change as the resource quality change at the harvesting level. Although I could easily be wrong.



Lythender Nirou
Crazy Bothan


BioEngine
Tue Aug 23, 2005 3:49 pm
#3

The issues arising from this change should effectively address any comments within our forums stating that we should be able to modify the stats on creature harvested organics.



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Stamina
Calculus_Entropy
Tue Aug 23, 2005 3:52 pm
#4

Perhaps this needs to be confirmed (1. that it actually happens and 2. HOW it is implemented) before we start getting uppity.

Message Edited by Calculus_Entropy on 08-23-2005 04:54 PM



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Nemo0
Tue Aug 23, 2005 3:58 pm
#5

By the way, I love the title:
[Unconfirmed] TC information which confirm resource stats can be changed.



Lythender Nirou
Crazy Bothan


BioEngine
Tue Aug 23, 2005 4:02 pm
#6






Nemo0 wrote:
By the way, I love the title:
[Unconfirmed] TC information which confirm resource stats can be changed.




Too late, already clickied it. Go make your own post if you don't like the title .



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Stamina
Nemo0
Tue Aug 23, 2005 4:10 pm
#7



BioEngine wrote:


Nemo0 wrote:
By the way, I love the title:
[Unconfirmed] TC information which confirm resource stats can be changed.


Too late, already clickied it. Go make your own post if you don't like the title .




Just to check, clickied what? The fact that there is a buff that enhances resource stats during crafting? Or something that I missed that actually changes the stats of the resources so that you can have a stack better than before? As far as I can tell from your clickies, the resource stats themselves are not changing. It looks as if the crafting process itself has been modified to allow resources to be considered to have higher stats than they really have. Changing the actual resource stats still seems unconfirmed as far as I can tell. And I believe that most of the stuff we have been wanting in relation to this requires actually changing the stats on the resources.

And, honestly, I like the title. I found it funny enough to point it out. It's just crazy enough to fit in on this forum (and I'm a little sleep deprived).



Lythender Nirou
Crazy Bothan


BioEngine
Tue Aug 23, 2005 4:18 pm
#8

I was suggesting that this issue be monitored, because of the uproar on being able to easily max out on resource stats that are favorable for crafted items.


If Rangers could modify stats, every crafter would buy an alt account for the Ranger ability to turn scrap into gold. This would make it all but impossible to separate the good BE's / Chefs / Armorsmiths from the bad. Quality is one of the major areas that crafters have to secure in order to run a successful business. They would rarely go to a Ranger for modifying their resources and gathering them as well.


Any issues that crafters discuss regarding these changes can also be applied to our request to be able to increase the stats of organics. This is why I brought it to the attention of our community.




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Stamina
Calculus_Entropy
Tue Aug 23, 2005 4:25 pm
#9

But, you keep bringing up a scenario that doesn't exist!

It does need to be watched, but you are comparing 2 systems that are greatly different.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
frightwig
Tue Aug 23, 2005 4:27 pm
#10

Just to clarify (and unconfirm).. this buff does not change or increase the numbers on resources.

It'll only change the calculations in the first crafting stage, so that the resources you're using will result in an item 10% better.

It doesn't actually change the resource stats or any numbers on them. (in other words, harvesting organics or inorganics under this buff won't affect the resource quality).



kimi raikonnen Kauri
° [Carbineer] :: [Bounty Hunter] :: Imperial Storm Trooper
° [Imperial Pilot Ace] :: Storm Squadron
° [Imperial Pilot Ace] :: Black Epsilon
° [Imperial Pilot Ace] :: Imperial Inquisition

Vorpaks
Tue Aug 23, 2005 4:35 pm
#11

Sorry if I am misunderstanding your question - but if you are asking if this buff increases the quality of the resources we are havesting, it doesn't. It is a calculation that happens during the crafting process where the system takes the resource stats and then adds 10% to them before plugging them into the final crafted component. There is a cap though, so you can only get 100% (you can't make an 110% speeder).

The recycler is the only thing I know that can actually take a resource and change the stats - though technically it is just creating a new resource, not modifying the old.

Hope that helps any confusion.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Almagill
Tue Aug 23, 2005 5:03 pm
#12


BioEngine wrote:
The issues arising from this change should effectively address any comments within our forums stating that we should be able to modify the stats on creature harvested organics.







The resources stats do not change, but in the crafting process they are treated as having changed.

This is not the same as us taking a hide off a critter and changing the stats on it because we have a better skinning knife/higher skinning skill compared to another scout/ranger taking the same hide off the same beast but with lower skills.




edit: feh, read to the end of the thread before replying...


Meanwhile, am off to clicky a picky for y'all...

Message Edited by Almagill on 08-24-2005 01:05 AM



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BioEngine
Tue Aug 23, 2005 5:25 pm
#13


The results are the same.


If you all can't understand it after this post, then I guess I'll just drop it.





Resources are being increased in quality for the purpose of crafting items. The proposed system for our abilities is to increase the stats on the resource stack before it is used to craft, and the system that Entertainers will have is to increase the stats on the resources during crafting. However, even though there are different origins, the result is still the same. A product made with enhanced resources. It is the result that the crafters are complaining about. This change will increase the range of useable resources, but effort has already been made to secure the best quality resources and this change would make them less valuable. This will make the difference between products very difficult to discern, because they can all have 100% bonuses applied to them through this change if they are, at the least, within 10 percent of maximized stats.



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