Ranger Archive
Thread: [Unconfirmed] TC information which confirm resource stats can be changed.
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:
Message Edited by BioEngine on 08-23-2005 05:52 PM
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
Message Edited by Calculus_Entropy on 08-23-2005 04:54 PM
[Unconfirmed] TC information which confirm resource stats can be changed.
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
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).
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.
It does need to be watched, but you are comparing 2 systems that are greatly different.
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).
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.
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