Shipwright Archive
Thread: Coming soon SW inspiration buffs!
WildmanHT wrote:
Um...there are other shipwrights on Wanderhome, and yes I do make 98% reactors...
LOL Humdoros ..wellsaid
Sorry. I had checked the galaxy wide vendor search a week or two ago and my reactors were at least a couple hundred points better than everyone else's, so if it's no longer the case then I apologize.
Anyways, back on topic... my concern is less that others with not-great resources will suddenly have as good of components as me, it'smore that I would no longer be able to improve myself. The best ever of 2 different resources for shipwright are spawning on Wanderhome right now and I like being all excited that my components are going to get better. I like that my 982 oq radioactive is now going to be replaced by 995 oq. In the new system, it wouldn't matter.
Message Edited by czaeba on 08-24-2005 06:12 PM
There i was thinking doc buffs were changed because everyone hated having to have a compulsary buff for either PVP or PVE, taking 2-20 minutes to apply, and being unable to do anything if none were avaible.
So why would they want to make a similar thing for crafting? This is a very bad, and will make me quit if the introduce this.
Humdoros wrote:
czaeba wrote:
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.
Um...there are other shipwrights on Wanderhome, and yes I do make 98% reactors...
I am not feeling the love of the resource buff but it got me thinking. If the devs wanted to make it easier for the newer player to get uber resources, why not give the ability to "reverse engineer" resources like we can do space loot. Load in 4 100k blocks of steel and get 1 100k block with all of the best stats. This waya hoarder's' stockpile is still worth something and new crafters have the ability to create their own uber resources. A spawn of 1 uber will still be better because you don't have to mix different types. This would also make you work for it, not just pay someone for it.
I totally support the other buffs. My only question is are they stackable with food buffs?
VanillaGuerilla wrote:
I am not feeling the love of the resource buff but it got me thinking. If the devs wanted to make it easier for the newer player to get uber resources, why not give the ability to "reverse engineer" resources like we can do space loot. Load in 4 100k blocks of steel and get 1 100k block with all of the best stats. This waya hoarder's' stockpile is still worth something and new crafters have the ability to create their own uber resources. A spawn of 1 uber will still be better because you don't have to mix different types. This would also make you work for it, not just pay someone for it.
I totally support the other buffs. My only question is are they stackable with food buffs?
It's a sad day. It pains me to have to consider quitting this profession. Right now I browse vendor search and see that my items are some of the best on the server. In a few weeks I will only be another name in a crowd. Depressing really. What I liked about this crafting system was how intricate and specialized you could become as a crafter. My item is very different from someone else's item. And don't give me that garbage about SW having all these lines to experiment on bla bla bla. When you make items you're maxing one catagory... or maxing one catagory and putting a little more into something else. That's just how it is. My 98% weapon will now be the same darn thing as someone doing 90%. I worked hard to learnmy schematics and collect resources to give me the best possible results. I have never advertised my shop as I have relied on my quality to be my selling point. Now my quality will mean nothing. I'll have to resort to spamming advertisements at Theed Starport or something. Boy does this suck.
Also remember, that even though resources might get better / more abundant, it is still not a magic bullet that will make every shipwright the same. It still takes the same amount of intelligence to be a successfull shipwright. It still takes the same amount of crafting work and resource utilization.
Just because good resources become great resource, with a buff from an entertainer, does not mean everyone will suddenly be making mass amounts of 95% to 99% items!
I've expressed both sides of this situation to the developers the best I can. Many others are doing so. Voices are being heard. Hang in there and lets see how this works out.
Quality will still mean something. Being a 99% producing shipwright will still take a lot of time and skill. Yet, who knows, perhaps this resource buff will change, go away, or stay. At this point we don't know.
So the question is, when is this scheduled to go live? Should we be delaying restocks until then?
Thanks
You get 98% rate of fire on your weapons? Ive never tried to do completely one stat on weapons in particular... how fast does that come out? I usually try to split my points between damage/rof because although we superior shipwrights know that ROF actually creates a better weapon most people are only looking at damage... ROF doesn't typically stand out as well.
Tangle wrote:
It's a sad day. It pains me to have to consider quitting this profession. Right now I browse vendor search and see that my items are some of the best on the server. In a few weeks I will only be another name in a crowd. Depressing really. What I liked about this crafting system was how intricate and specialized you could become as a crafter. My item is very different from someone else's item. And don't give me that garbage about SW having all these lines to experiment on bla bla bla. When you make items you're maxing one catagory... or maxing one catagory and putting a little more into something else. That's just how it is. My 98% weapon will now be the same darn thing as someone doing 90%. I worked hard to learnmy schematics and collect resources to give me the best possible results. I have never advertised my shop as I have relied on my quality to be my selling point. Now my quality will mean nothing. I'll have to resort to spamming advertisements at Theed Starport or something. Boy does this suck.
ZalokOnan wrote:
You get 98% rate of fire on your weapons? Ive never tried to do completely one stat on weapons in particular... how fast does that come out? I usually try to split my points between damage/rof because although we superior shipwrights know that ROF actually creates a better weapon most people are only looking at damage... ROF doesn't typically stand out as well.
Tangle wrote:
It's a sad day. It pains me to have to consider quitting this profession. Right now I browse vendor search and see that my items are some of the best on the server. In a few weeks I will only be another name in a crowd. Depressing really. What I liked about this crafting system was how intricate and specialized you could become as a crafter. My item is very different from someone else's item. And don't give me that garbage about SW having all these lines to experiment on bla bla bla. When you make items you're maxing one catagory... or maxing one catagory and putting a little more into something else. That's just how it is. My 98% weapon will now be the same darn thing as someone doing 90%. I worked hard to learnmy schematics and collect resources to give me the best possible results. I have never advertised my shop as I have relied on my quality to be my selling point. Now my quality will mean nothing. I'll have to resort to spamming advertisements at Theed Starport or something. Boy does this suck.
This is hardly the thread to discuss this, but I get 98% on damage as well as rate of fire. I make two lines of stock weapons: a max damage and a fast version. The damage versions used to sell about twice as much as the fast ones, but now my numbers indicate they are about even, which is a good sign pilots are learning. Oh to answer your other question, 98% on a Mk5 weapon comes it at .250 I think. I'd have to check on that to be sure, but my memory tells me that's what it is. There is some rounding information that needs to be taken into account as well, but I'm not going to go into it in this thread.
The fact of the matter is this. Well, an example anyway. I make a Mk4 weapon with a max damage of 2920. This stands out on my server. It's much higher than most other SW's. I am known for my quality. I move an insane number of units per week. I sell them for 100k each and this is relatively high compared to everyone else. But they fly out the door. They fly out the door cuz noobs see that high damage number. My fast model flies out the door cuz the vets like to see that speed number low.
The fact of the matter is this. Experimenting on one stat to as high as you can is mostly what people are looking for. In the case of reactors, energy gen wins. If I'm making a 12500 gen mk1 reactor at 1200 mass and someone else is making a 12000 gen 1100 mass reactor which one do you think someone is going to buy? They're going to buy the 12.5k one (from memory my mk1 reactors are 12.6k). If there's a weapon that's 1920 damage and they can get a 1880 one for 500 less mass what are they going to pick? They're going to pick the higher damage one. If they're looking for high damage they'll take the mass hit somewhere else. This is how most people think. I've done the numbers. I keep the stats on the items I sell. I've tried different lines with different experimentations.
My point to all this is that this buff is going to SUCK! First of all, a SW has to craft by hand. You can't just get one of these buffs, make all your schematics, then worry about it no more. We have to get these things every time we want to craft ANYTHING. That alone sucks. Now take into consideration that all my hard work and dedication is going to be nullified by some buff because noob crafters are whining that they can't compete with the vets is just plain bull***t. I came back to this game a few months ago. I had 200k in my bank account. I piloted my way to acquiring harvesters. I kept flying. I sold resources. I bought more harvesters, etc. I earned the money to start my SW business. I worked hard at it. I developed different resource combinations to accomplish my crafting goals. And guess what? All that work is now gone.
This is communism. Pure, piece of crap communism. The one good thing about this game was how you could stand above other people by working harder than they did. You could stand apart. They have been trying to achieve "balance" by implementing the CU, which was a communist move but the system was so borked before that I thought the CU made sense. Now they're trying to completely even out the crafting profession to where everyone is equal in the same profession. Great jobs devs. Nobody is going to want to craft any more. Watch what happens. There will be an influx of goods right off the bat. "Perfect" items will be prevelent. There will be such a competition to move the units that prices will drop. Sure the customers will love it. Low prices means good for them. Well, when the crafter sees she's not making much of a profit for all this hard work, she'll quit and close her shop.
Devs. Rethink this please. THE DIFFERENT QUALITY OF PRODUCTS IS WHAT'S GOOD ABOUT THIS GAME! PLEASE DON'T DO THIS! Either lower the buff to 3-5% or don't do it at all. 10% is just too much.