Shipwright Archive

Thread: Coming soon SW inspiration buffs!

Tangle
Thu Aug 25, 2005 11:41 am
#53






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?




Cerise - Master Shipwright - Master Droid Engineer - Master Artisan

Bloodfin - A & C Premium Ship Components
Pinnacle Base, Dantooine in front of shuttle

**BUYING SELF-POWER HARVESTER DEEDS FOR 500K**
**DROP OFF ON ANY OF MY VENDORS AND NOTIFY ME VIA EMAIL**
FriedSquid
Thu Aug 25, 2005 11:49 am
#54


*this has got to be the worst text editor ever*

Message Edited by FriedSquid on 08-25-2005 11:50 AM






It's all gone. And so am I.


Jagged-F3l
Thu Aug 25, 2005 12:15 pm
#55

You know, the more I think about this, the more I don't like it. There are a number of players that have spent a LOT of time collecting resources, and this just isn't fair to them. Flame me if you want, it is just my opinion.



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pwiffo
Thu Aug 25, 2005 1:01 pm
#56

Tangle makes some good points. You are making the game less fun for the top tier crafters in order to make it more fun for everyone else. I suppose I can see why, trying to make the game fun for everyone.. but its certainly frustrating for the those who have worked very hard to be a top tier.

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.



Pwiffo
Master Shipwright - 12pt armor/chassis, 17pt weapons/engines
Master Armorsmith - 12pt
Force Crafting Mastery 4444
[4580 5792] Naboo, Valcyn
IIscandar
Thu Aug 25, 2005 1:19 pm
#57






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 :


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. They know about it, so we'll see where it goes.


One thing I was curious about is that yeah we all seem to have resources where one, maybe two of the stats are really great and the other stats that we need to be good but are not, will be improved greatly with this change. I would think that overall we would be able to reach places on our items that we could never have before without this buff.


Yeah the Max dmg stat might not be able to be maxed out anymore, but with all of the stats on the resources being better, then you could have both maxed max-dmg and even better refire rate maybe? Just a thought.

czaeba
Thu Aug 25, 2005 1:23 pm
#58






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.


Yes, absolutely.



_____________________________________________________________
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Abbell
Thu Aug 25, 2005 1:24 pm
#59





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?





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.



Dex're Abbell
Master Weaponsmith
N Master Resource Gatherer
Kin-Tek Outlet R -5387 5323 Theed

IIscandar
Thu Aug 25, 2005 1:25 pm
#60

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

FriedSquid
Thu Aug 25, 2005 1:25 pm
#61

My original suggestion (which went unheard, I guess) on WS forum was to have a bonus to maxassembly as a result of resources at > 1k level. That way you'd end up with more points to experiment with, etc. Dunno if that's the way it is now - it seems to me that there is an increasing return on assemblies as my resources get into the little slivers right now, and that might continue w/ higher level resources.







It's all gone. And so am I.


Goraf
Thu Aug 25, 2005 1:28 pm
#62



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?



Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn

IIscandar
Thu Aug 25, 2005 1:32 pm
#63

We were given permission to share this with the community
FriedSquid
Thu Aug 25, 2005 1:37 pm
#64

Totally lame.


How am I gonna build .24 refire blasters now? They won't spawn the resources on my server


Oh, wait, I have everything post-capped, perhaps it will all come out alright.


Wish it were 3 and 5% respectively instead.






It's all gone. And so am I.


Mor-Dan
Thu Aug 25, 2005 2:10 pm
#65



FriedSquid wrote:
Totally lame.
How am I gonna build .24 refire blasters now? They won't spawn the resources on my server
Oh, 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.



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