Shipwright Archive

Thread: Coming soon SW inspiration buffs!

Aniedzielski
Tue Aug 23, 2005 3:03 pm
#14


I think this change will be great. I have played since launch and I have all of the Best Spawns or2nd best spawnsof resourceson my server and I still have parts that can only hit the high 80's in experimentation. Mostly due to SW specific Named Resources.Now I should be able to get some of the 119 speed engines made instead of caping at 117.


I also think this willhelp in makingShips since I currently would neverusesome of my top resources for crafting them. And I have tons of resources in the 800's that I currently use if someone wants a ship made, this will make those ships even better. As an experienced SW that started when JTL launched I like this change, instead of hitting 95% - 98% Experiementation I should be able to get 100%.


Then again I was one of the few that liked the 1 day crafting change they tried out last year.


Nomhad Darkstar


Red-Dwarf
Tue Aug 23, 2005 3:24 pm
#15






czaeba wrote:

Nearly everything I make is over 90% experimentation.





Even with 17pts you can't make 90% experimentation on PYR and speed on engines, with this your engines will be better and turn faster, same for guns now shooting that bit quicker for that bit more damage.


Every cloud has a silver lining.


The skills you have as an experienced crafter will help you know how to use your stuff best, this is just a helping hand to those who don't have the creds you do, they still need to learn your skill to be able to compete with you.





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Slysix
Tue Aug 23, 2005 3:48 pm
#16

This is gonna be bad. The market is gonna be flooded with "uber" parts that never decay.

Zodiac-B
Tue Aug 23, 2005 4:25 pm
#17






TheLoneWolf wrote:





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.







Not necessarily true. You only can have one type of buff at a time. Therefore, while the new crafters are doing either assembly or experimentation, if you have a suit of one or the other, then you now get both with the insp buff. If your suit already has mods for both, then you get assembly, experimentation, AND resource. So the vets are still get some love.





Zodiac Enterprises - Corellia (near Coronet) 192 -5487

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TheLoneWolf
Tue Aug 23, 2005 4:50 pm
#18






Zodiac-B wrote:





TheLoneWolf wrote:





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.







Not necessarily true. You only can have one type of buff at a time. Therefore, while the new crafters are doing either assembly or experimentation, if you have a suit of one or the other, then you now get both with the insp buff. If your suit already has mods for both, then you get assembly, experimentation, AND resource. So the vets are still get some love.






Well far as shipwright goes I have yet to come across any assembly skill tapes. However the buffs do currently stack with your own skill mods and with foods and drinks far as I have been able to tell.



So yes this would make the uber more uber and the new guys uber when it comes to crafting. Add into that Research status and FS Crafting skills to truly reach uber



Loki_Ashaman
Tue Aug 23, 2005 5:56 pm
#19


This is part of a post I put on the Kettemoor forums discussing this, I'm just posting the final paragraph because it is the most relevant one to this discussion:


The one question I have regarding this change before I really decide if I'm pro or con, is how does it handle top end resources? We know a 910 stat ends up as 1000, but does a 1000 end up 1100? Seems like a silly question because you can not experiment above 100%, BUT resources determine base stats before experimentation. For most crafting profs this might not mean anything , but for some it will be important. With this change, a SW with 900 stat resources will be able to build the top speed engines that thepremium crafters market, but if 1000 counts as 1100 the premium SW's engine will be a little lighter, a littler easier on the reactor, and a little better in the corners. Might not be much, but it will be enough to justify the higher cost.


Red-Dwarf or one of the other TCers, think you can provide a littleinfo towards this question?






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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
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Yalton
Tue Aug 23, 2005 6:22 pm
#20



czaeba wrote:


Zymm-N wrote:

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.

But I had enough credits andenough resources (and 2 characters worth of lots for my harvesters) from when I did the holo grind (pre-pub9 jedi) that I could have very easily mastered shipwright the hard way. The respec wasn't the big advantage, it was the time I've spent in the game.






Lets look at this. You have how many credits to use to buy resources compared to a starting player? Not some one buying a second account or opening their second char. You as an established player have more money then they do. Lets face it. you were probably playing when a combat char could make over 100k an hour soloing Enraged Rancors on Dathomir. If you made only 100k an hour you were slow.. But it remains you didn't start "new."

To compare I have been a crafter for over 2 years now. I have the BEST copper 1000 Conductivity and an OQ around 990. I have other resources that are similary the best and there hasn't been any thig close to it in a year or more. That Copper sells for more then 200 cpu. How is a starting player supposed to be abel to generate that much money to be able to buy some?

What I do see is this means I can make a lot better equipment over all. SOme things that don't ahve many lines to experiment in will not be affected as much as other items. My favorite is Guns, I can now get my guns even faster and in PvP up here. He with the most shots in space is usualy going to win. Faster guns with better vs stats. Engines with better YPR that are faster... Shields with better regen and protection.

Can't rember who said that the only thing that they make that is better then crafted is reactors. You are wrong though. I can loot much better reactors. But I can't loot a gun that has a refire of less then .26 and is 14k mass. Can't even RE to that good.

What a person wants determines if crafted is better or not.
CommTampers
Tue Aug 23, 2005 6:59 pm
#21

This will be fun to upgrade my parts. It might allow more people to break that .25/.24 mark for refire. Now all we need is a stat de-bork for asteroid resources.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
IIscandar
Tue Aug 23, 2005 8:45 pm
#22

The resource issue sounds valid to me.

I suppose the caps could be looked at. Maybe some room for improvement there.

On the other hand, while this may hurt a bit for those who are holding the best resources, it will make all your resources more valuable. So that stuff sitting in your factory just in case you run out of the good stuff is now good stuff! So you will likely gain over all in the reduced cost to replace those resouces.

Resource issues aside, I like the direction this is going. It means that entertainers have a very crucial role again, yet you can still compete without their services. You can pay top creditfor/harvest resources that will get you to 99% without a buff, or go get inspired and do better than you thought you could with lesser material. It seems a good balance between needing and wanting to see/hear an entertainer.

Message Edited by IIscandar on 08-23-2005 10:47 PM

Ashtirael
Tue Aug 23, 2005 8:55 pm
#23

Personally, YYYYAAAAAYYYYYY. lol


I have spent considerable money and time acquiring uber stuff to craft with, while also obtaining secondary ALMOST uber stuff.


I welcome this upgrade on two fronts:


1) Makes entertainers MUCH more in demand.


2) Strengthens my ability to make better equipment.


For those that do not like this adjustment, perhaps look at it this way: You can now use those secondary resources and hoard the uber stuff


Not intended as criticism since I plan to do just that


kdo
Tue Aug 23, 2005 10:02 pm
#24

Resource buff = very bad idea


most of the parts i currently make are between 97-99% on the stats i exp on. Ive spents nearly a billion credits stockpiling the absolute best sw resources, and now all my work is for not ?


i dont care if it makes it easier for new crafters. i was new a few months ago, started with nothing, built myself into a strong empire, they should too.





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SeeceoEeheer
Tue Aug 23, 2005 10:04 pm
#25

I think it should be more like ifa stat is aboveabove 850hat stat gets a reduced increase, like 3-5% but the other stats below 875 get the full 10%. the reason I chose 850s becuase even above 900 would make too manny resource "Uber" but 850 makes it easier for noobs to get decent stuff but makes our resources still better, So with it being a 5% bonus it would be (round decimals)


a stat at 850 would end up at 935 and as a side effect the stats 851-890 end up worse than 850 but at 891 they become better again.


another way to do this but withought the side effect is to just decrease the percentage as stats get higher, in such a way to ultimatly make it so that nothing can hit 1000 withought actually being 1000 and thus leaving some resources uber.


but yeah, Im for it but Im for it to be put in at a lesser extreme



My IGN is Seeceo
czaeba
Tue Aug 23, 2005 11:22 pm
#26

I personally don't craft without an entertainer buff now anyways... so entertainers would certainly not see more of me.



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