Shipwright Archive

Thread: Coming soon SW inspiration buffs!

Red-Dwarf
Tue Aug 23, 2005 7:15 am
#1

Currently on TC (tested Architect as working, going to test SW soon) but the new buffs available from ATK only musicians gives the following bonus:


15% boost to xp (not really important except to grinders, but same as other crafters get)


10% bonus to assembly roll

10% bonus to experimentation roll


Both the old inspiration buff, just moved into specific buffs for each type of crafting.


and here's the important bit...


10% bonus to resource stats


So if your resources would normally cap at 70% then you can reach 77% with the same stuff as long as you are buffed, and if you would normally get 91% then you can hit the 100% mark!!!!

(hint - you may want to get some new harvesters as if the architect is buffed and using top notch resources so he gets 100% on the mining components and the final build then you can get BER 11 mediums, and should be able to do BER 14 heavies)




The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
Phizuol
Tue Aug 23, 2005 8:04 am
#2

Woah. Is it just my imagination or is this a really big change?




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Loki_Ashaman
Tue Aug 23, 2005 9:07 am
#3






Red-Dwarf wrote:


(hint - you may want to get some new harvesters as if the architect is buffed and using top notch resources so he gets 100% on the mining components and the final build then you can get BER 11 mediums, and should be able to do BER 14 heavies)





Woah! Blast, and I dropped archi with the CU.


Be interested to see these buffs in action.






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Mardius Ashalar, Commissar: Commander of the Daishi
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Red-Dwarf
Tue Aug 23, 2005 9:39 am
#4




Phizuol wrote:
Woah. Is it just my imagination or is this a really big change?



I think it is, it is a major boost especially to all crafting professions.




The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
EdOWar
Tue Aug 23, 2005 9:46 am
#5

It's nice that entertainers are finally getting some love again, but this resource stat buff thing sounds to me like it hasn't really been thought through by the Devs. I've got a bad feeling about this.


Slim Vargo, Corbantis


UmmonPrime
Tue Aug 23, 2005 10:01 am
#6

The 10% resource boost is really really nice. Would make life so much easier for most SW....



Elood- Trader - Retired AS/SW

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TheLoneWolf
Tue Aug 23, 2005 11:47 am
#7






EdOWar wrote:

It's nice that entertainers are finally getting some love again, but this resource stat buff thing sounds to me like it hasn't really been thought through by the Devs. I've got a bad feeling about this.


Slim Vargo, Corbantis








Thing is everything is still capped and all they are trying to do is give new crafters a boost. Since exp is capped at 99% now those new crafters who were hitting 90% can play with the big boys at 99%.



Again they are trying to remove the advantage crafters that have gotten the best of the best resources have and crash yet another market on the servers even more.



czaeba
Tue Aug 23, 2005 11:51 am
#8

Yeah I don't like it either. I'm the only shipwright on Wanderhome to bother making reactors with something like 97-98% experimentation. Now someone who didn't spend the money or time finding the best possible resources can easily make reactors of the same quality as me? Screw that.



_____________________________________________________________
Reek - Imperial Colonel, Retired
Daemen - Sith Assassin, Whereabouts Unknown
ELITE - 2+ Years of Imperial PvP Excellence
Creator of The Sith Code. Download.
Account Cancelled. The sequel to The Sith Code will be made when the game is out of beta.


czaeba
Tue Aug 23, 2005 1:08 pm
#9

Can we get some more information on this? Is it verified that a 900 oq resource will be the same as a 995 oq resource? If that's the case, I think we need to organize shipwrights against this, because this would mean the end of shipwright for me.



_____________________________________________________________
Reek - Imperial Colonel, Retired
Daemen - Sith Assassin, Whereabouts Unknown
ELITE - 2+ Years of Imperial PvP Excellence
Creator of The Sith Code. Download.
Account Cancelled. The sequel to The Sith Code will be made when the game is out of beta.


Red-Dwarf
Tue Aug 23, 2005 1:37 pm
#10




czaeba wrote:
Can we get some more information on this? Is it verified that a 900 oq resource will be the same as a 995 oq resource? If that's the case, I think we need to organize shipwrights against this, because this would mean the end of shipwright for me.




No, But close - a 900OQ resource would be the same as a 990OQ resource.


Yes can be seen as negative for people who can hit 98% on a stat but look at the larger picture:


Those of us who do have the nice resources (and I do have some nice stacks for when I need them) will find those resources are overkill, they aren't worse, there are just other resources as good as ours now out there (not sure who would have kept much of them).


Yes your reactor business would be lower, but now you can make better weapons and engines and other stuff so can charge more for them to compensate!


And also look wider than ourselves, while we have resources from over a year ago new players have a much smaller pool to choose from and so can find they have to dump stuff on the market for cheap, and those doing that long term either have a love for the game or give up on crafting.


Personally I want to see more crafters not less and I see this as a way to get more new crafters into business quicker.





The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
czaeba
Tue Aug 23, 2005 2:02 pm
#11






Red-Dwarf wrote:

Those of us who do have the nice resources (and I do have some nice stacks for when I need them) will find those resources are overkill, they aren't worse, there are just other resources as good as ours now out there (not sure who would have kept much of them).


Yes your reactor business would be lower, but now you can make better weapons and engines and other stuff so can charge more for them to compensate!


And also look wider than ourselves, while we have resources from over a year ago new players have a much smaller pool to choose from and so can find they have to dump stuff on the market for cheap, and those doing that long term either have a love for the game or give up on crafting.


Personally I want to see more crafters not less and I see this as a way to get more new crafters into business quicker.






According to the Astromech stats, Master Shipwright is the most popular of the crafting professions.


Nearly everything I make is over 90% experimentation. And I'm a relatively new (respec) shipwright. I've managed, through considerable time and credits, to secure many of the best-ever resources on the server. Now all of that work is going down the drain.


So no, I don't buy that new shipwrights can't compete with people who have been established, as I've proven otherwise.


This change would = fewer crafters, not more crafters, as it would remove any reason for the top-level crafters to exist.




_____________________________________________________________
Reek - Imperial Colonel, Retired
Daemen - Sith Assassin, Whereabouts Unknown
ELITE - 2+ Years of Imperial PvP Excellence
Creator of The Sith Code. Download.
Account Cancelled. The sequel to The Sith Code will be made when the game is out of beta.


TheLoneWolf
Tue Aug 23, 2005 2:04 pm
#12






Red-Dwarf wrote:




czaeba wrote:
Can we get some more information on this? Is it verified that a 900 oq resource will be the same as a 995 oq resource? If that's the case, I think we need to organize shipwrights against this, because this would mean the end of shipwright for me.




No, But close - a 900OQ resource would be the same as a 990OQ resource.


Yes can be seen as negative for people who can hit 98% on a stat but look at the larger picture:


Those of us who do have the nice resources (and I do have some nice stacks for when I need them) will find those resources are overkill, they aren't worse, there are just other resources as good as ours now out there (not sure who would have kept much of them).


Yes your reactor business would be lower, but now you can make better weapons and engines and other stuff so can charge more for them to compensate!


And also look wider than ourselves, while we have resources from over a year ago new players have a much smaller pool to choose from and so can find they have to dump stuff on the market for cheap, and those doing that long term either have a love for the game or give up on crafting.


Personally I want to see more crafters not less and I see this as a way to get more new crafters into business quicker.







While this is all good and what not I have only been playing since Jan of this year and didn't start my harvs until Feb. A VERY recent spawn of Tolium Reactive Gas at 998 happened on my server. I am talking within the last month.


Resources change all the time. New stuff comes out that is better than old stuff. The only advantage an older crafter has over a younger crafter is knowledge and credits. So no I do not agree with this.



You want to see more crafters? Fix crafting then. Except for ultra high level drops Crafted items are suppose to be better. Yet as a SW the only thing I see a crafter can make better is a reactor and nothing else.


From a combat point of view there is a very easy quest weapon you can get that is only a CL54 weapon that blows away a CRAFTED CAPPED Master Fencer only weapon (The cl54 weapon is 1 handed fyi) and that is before slicing.


It is because of these things crafters are quitting. I personally feel that if this inspiration buff crap goes through there will be even fewer crafters out there.



Zymm-N
Tue Aug 23, 2005 2:55 pm
#13



czaeba wrote:


Red-Dwarf wrote:

Those of us who do have the nice resources (and I do have some nice stacks for when I need them) will find those resources are overkill, they aren't worse, there are just other resources as good as ours now out there (not sure who would have kept much of them).

Yes your reactor business would be lower, but now you can make better weapons and engines and other stuff so can charge more for them to compensate!

And also look wider than ourselves, while we have resources from over a year ago new players have a much smaller pool to choose from and so can find they have to dump stuff on the market for cheap, and those doing that long term either have a love for the game or give up on crafting.

Personally I want to see more crafters not less and I see this as a way to get more new crafters into business quicker.



According to the Astromech stats, Master Shipwright is the most popular of the crafting professions.

Nearly everything I make is over 90% experimentation. And I'm a relatively new (respec) shipwright. I've managed, through considerable time and credits, to secure many of the best-ever resources on the server. Now all of that work is going down the drain.

So no, I don't buy that new shipwrights can't compete with people who have been established, as I've proven otherwise.

This change would = fewer crafters, not more crafters, as it would remove any reason for the top-level crafters to exist.







I have just recently started the game new. I am STILL working up through the ranks on Shipwright the HARD way. I personally didn't get an "easy out" and just respec straight to Master. I don't take your opinion as 'starting off new' , because you DIDN'T. You started off right at Master, this means NO making lower level components unless you do so for catering to your customers needs.

I personally have had to grind my way up through the ranks, spending SILLY amounts of money and time doing so. Doing this is HARD , and I find that I actually can NOT compete with the existing Shipwrights on their own turf, I have to cater less on sheer quality and more on trinkets that other Shipwrights don't make (like repair kits, or paint kits & texture kits, et al).

I readily accept this change, and eagerly await it going live. This boost will mean MORE crafters starting out from scratch, and MORE crafters in general.



Zymm Nietow [Corbantis]
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