Shipwright Archive
Thread: Coming soon SW inspiration buffs!
Abbell wrote:
You do not own a monopoly!!!
I am part of a small group of SWs that sell under a single name on Ahazi. We cannot keep our vendors stocked fast enough. The one in charge of weapons and engines was hand crafting over 400 pieces a week. I personally do Missiles and Ammo. Our stuff is the best on the server and we use top notch resources. We kept having to increase our prices to curb demand so we could keep up.
On my missiles when I use the best stuff and get all amazings I hit 92% drain and 91% mass. My Prot IIIs are 15 shot after maxing out the damage line.
Anyone who says "I will quit SW because of this buff" needs to just go away. Good Bye!
Your best stuff will still produce excellent components and now your secend and third tier resources will as well. The difference between a new crafter and a vet will boil down to who makes sure the take advantage of every possible crafting bonus available to them to get that last % point. Knowing how many points can be utilized where and what your clientle is looking for will be your advantage. This is how it should be!
If you think I don't have any idea about crafting then you are sadly mistaken. I am the oldest remaining Weapon Smith on Ahazi. I was one of the first 12 pointers. I cannot even fathom how many weapons and items I have created. I have more harvesters and houses than most guilds. After all of this I still embrace the idea of a resource buff. Why can't you? Are you that insecure in you ability as a crafter or your ability to serve those who use your services?
It's not about owning a monopoly Abbell. It's about being rewarded for doing better work than the other guy. All of a sudden my stuff, which is considered top of the line compared to the next SW who is one rung down, is now the same. My crafting stays the same and now the other guy is bumped up the latter. For doing nothing but getting a buff. This buff isn't going to increase our items. We still have to spend the points to experiment the stat to 100%, just as we did to, say, 97% before. It's not like we're going to be able to experiment MORE now. We can reach the cap easier, that's all. And now the resources I paid 10 cpu for are the same as the ones some other guy paid 5cpu for.
I understand your point. I do. But can't you understand mine?
Message Edited by FriedSquid on 08-25-2005 11:50 AM
The strive to be the best is what a lot of crafters shoot for, credits arent an issue when you get to that point. It seems to me that this change could greatly detract from that.
But on a positive note, think of this:
The devs are not changing the caps on loot dropped parts, so we all just gained a little more of a foothold over the RE/loot market.
czaeba wrote:
IIscandar wrote:
But to hold this one resource buff issue out as a DOOMSDAY DEVICE is looking at only a fraction of the future.
What we do know, however, is that this would fundamentally change every single crafting profession.
And you're right, I'm looking at a very narrow future here. I'm looking at my 992 oq steel which I've spent hours searching for and millions of credits acquiring, and I'm wondering what the point is of making it no better than the 920 oq steel which anyone can get? I'm looking at this current best-ever oq radioactive spawn on Wanderhome, 995 oq, and wondering why I've spent the time tossing a dozen fusions on it when I still have a bunch of 972 radioactive.
What's the point in forcing me to relearn all the best resources on my server, when they could very easily do as has been suggested - give entertainers something like a 10% less complexity, or 10% less resource usage, etc.
Our profession is being changed completely and this will have profound effects on all the shipwrights. At the very least we need a damn good explanation why this is necessary.
Well this part :
Yes, absolutely.
IIscandar wrote:
Well this part :
10% bonus to assembly roll
10% bonus to experimentation roll
is still good yes?
So it is the 10% bonus to resource stats that is at issue, therefore most of what they are proposing to change is ok, it is just this one part that people are not to happy about.
I understand your point. I do. But can't you understand mine?
Of course I know where you are comming from. In the end the harder working smith will still come out ahead. I would not mind seeing this advantage dropped to 5% personally because I think 10% is to much though.
here is the latest news!
JFreeman wrote:
We're changing the resource attribute bonus to 1% for Artisans and 2% for everyone else.
I love it when team and community can work together!
Message Edited by IIscandar on 08-25-2005 03:25 PM
IIscandar wrote:
Well Shipwrights,
here is the latest news!
JFreeman wrote:
We're changing the resource attribute bonus to 1% for Artisans and 2% for everyone else.
I love it when team and community can work together!Message Edited by IIscandar on 08-25-2005 03:25 PM
Is that from the correspondent forum? Are you allowed to quote that here?
FriedSquid wrote:Totally lame.How am I gonna build .24 refire blasters now? They won't spawn the resources on my serverOh, wait, I have everything post-capped, perhaps it will all come out alright.Wish it were 3 and 5% respectively instead.
5% was my suggestion as well, but this will allow things to remain balanced as they are, and still give love to the entertainers. it is lower, but when you are crafting with less than perfect resources every point counts. most weapons have resources available in the 2nd and third tier to get you 90%-94%, so this mean you get an extra 2 or 3 points % wise.