Ranger Archive
Thread: [Unconfirmed] TC information which confirm resource stats can be changed.
Never mind worrying about the freaking artisans....
Where Are Our Inspiration Buffs???
+ to trapping?
+ to harvesting?
+ to, uhm, we did have a list, didn't we??
Almagill wrote:
OI!!
Never mind worrying about the freaking artisans....
Where Are Our Inspiration Buffs???
+ to trapping?
+ to harvesting?
+ to, uhm, we did have a list, didn't we??
OFE
Calculus_Entropy wrote:
If it is % based, the best resources are STILL the best resources. All this will do is make more uber end products. A 900 OQ resource will still be preferable to an 800 OQ resource.
BioEngine wrote:
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.
I tend to agree with you here Calc., I think this is a good thing and will put a lot better stuff on the market, hopefully lowering prices. I am not one of the money grubbers of the game, I think its sad the best stuff can only be bought if you have a few qazillion credits.
Almagill wrote:
OI!!
Never mind worrying about the freaking artisans....
Where Are Our Inspiration Buffs???
+ to trapping?
+ to harvesting?
+ to, uhm, we did have a list, didn't we??
We asked but were told this publish is for non-com profession buffs only, and we are a combat profession.
Vorpaks wrote:
Almagill wrote:
OI!!
Never mind worrying about the freaking artisans....
Where Are Our Inspiration Buffs???
+ to trapping?
+ to harvesting?
+ to, uhm, we did have a list, didn't we??
We asked but were told this publish is for non-com profession buffs only, and we are a combat profession.So I guess we are a bit hoist on our own petard there.
One day we are combat with no mods...the next we are not with no mods....seems a little convenient, I am get'n more confused by the min.
Actually, that's about the best news I think we've heard in a looooong time. I'm assuming this was asked and answered on those super secret squirrel Corr boards Paks? And that the "answered" part actually came from someone in some kind of authority (dare I hope, from a red-name)?
If so, I can't exactly explain why, but it does make me feel better. The fact that it doesn't seem like we have to fight tooth and nail just to be grudgingly acknowledged as "yah, I guess you might sorta kinda maybe be somehow distantly related to a combat profession" anymore is, in my mind, a fairly significant step forward. Now if they take that, add to it the recent "profession popularity rankings" that showed SL and Ranger as less popular than I believe just about EVERY crafting profession.. .they should obviously see which 2 combat professions need the most work.
But then, I've been called "Mr Obvious" at work lately. Must be because I'm sooo good at "doing the needful" now. ![]()
The results are the same.
The results are the same, however the method of getting there is not. They are doing nothing to change the way stats are generated or stored or adding any data fields to items. Essentially what happens is that when a crafter makes an item, a maximum experimentation cap is determined based on the stats. It is a temporary variable that exists only while the crafting process is happening. These buffs will simply tweak that cap.
For your suggestion, items in the database have to become unique items. (Essentially a stack of hides has two values: quantity and a pointer to the stats of the resource in question.) Your idea would require every hide item to need at least one more field added, and quite possibly more.
The devs try to avoid adding new fields to items whenever they can help it due to fears of database bloat. (And a lot of good suggestions are never implemented because of this.)
Vorpaks wrote:
Almagill wrote:
OI!!
Never mind worrying about the freaking artisans....
Where Are Our Inspiration Buffs???
+ to trapping?
+ to harvesting?
+ to, uhm, we did have a list, didn't we??
We asked but were told this publish is for non-com profession buffs only, and we are a combat profession.So I guess we are a bit hoist on our own petard there.
It's not April 1st, so waht gives?
Vorpaks wrote:
Almagill wrote:
OI!!
Never mind worrying about the freaking artisans....
Where Are Our Inspiration Buffs???
+ to trapping?
+ to harvesting?
+ to, uhm, we did have a list, didn't we??
We asked but were told this publish is for non-com profession buffs only, and we are a combat profession.So I guess we are a bit hoist on our own petard there.
Cheers Paks, that makes me feel bet... well, different.
Vorpaks wrote:
Almagill wrote:
OI!!
Never mind worrying about the freaking artisans....
Where Are Our Inspiration Buffs???
+ to trapping?
+ to harvesting?
+ to, uhm, we did have a list, didn't we??
We asked but were told this publish is for non-com profession buffs only, and we are a combat profession.So I guess we are a bit hoist on our own petard there.
Good. For the next bug-fix publish, could you then please tell them to look into the bug that is causing our +combat mods to not show up,or work at all