Shipwright Archive

Thread: Coming soon SW inspiration buffs!

ZalokOnan
Thu Aug 25, 2005 3:19 pm
#66

I still think they need to bump up the number slightly for the more complex professions, maybe like 5% on shipwrights. I still think 10% is not too much for shipwrights as even if you max one line easier you are still making a superior product by experimenting other stats. I think the testing that was done was indicating most crafters were getting anxious over very small issues....



Moff Zalok Onan
Imperial Governor of Dantooine


FriedSquid
Thu Aug 25, 2005 3:27 pm
#67

This issue pwned armorsmiths and WS's. Everyone else couldn'tgive a*expletive deleted*for various reasons.


Droid Engineers / Artisans : They just want extra qual anyways. So much work goes into building droids or stationsor most anything else at this point there's no difference whether or not their resources get an extra 10%.


Shipwrights : Already worry about RE'ing killing them on qualityanyways. I'd LOVE to be able to build blasters like the one in my sig, I don't really care how I do it. Noone ever said anything about game-breaking though


Arch's:Yeah, they do so much bulk in resources they don't really collect as heavily, I don't think.


Chef: I don't know so many, but they're mainly into quality and not so worried about new competition.


BE: lol. Yeah, I know one. She could care less how many BE's there are out there, her meat and egg resources are so limited she has to beg. If it's higher quality, more power to it.


So that leaves AS / WS who have both been stocking named resources with very minor variations for eons. I have two different types of uber quadranium steel....






It's all gone. And so am I.


ZalokOnan
Thu Aug 25, 2005 3:39 pm
#68

yeah I hear ya on that, thats why I feel its a mistake to toss a blanket number over all crafting professions as if we were the same because we aren't. Give higher numbers to the professions that can use them and cut it down on professions wherein it would be too game breaking to those vets.



Moff Zalok Onan
Imperial Governor of Dantooine


EdOWar
Thu Aug 25, 2005 4:22 pm
#69






ZalokOnan wrote:
yeah I hear ya on that, thats why I feel its a mistake to toss a blanket number over all crafting professions as if we were the same because we aren't. Give higher numbers to the professions that can use them and cut it down on professions wherein it would be too game breaking to those vets.






This is a good idea. They're already doing it for Artisans (with 1% bonus), so why not for other professions? Give a 5% resource buff to Shipwrights, who could really use the bonus, but only a 2% to Weaponsmiths (as a weaponsmith, many of my weapons already hit 97-98% experimentation, so even a 2%resource buffwould allow me to hit 99-100% experimentation).


Different bonuses for different professions would be the best way to go. Don't know how hard it would be to program it though.


Slim Vargo, Corbantis


Abbell
Thu Aug 25, 2005 4:38 pm
#70

We all succeed and fail as a whole, the individual is not relevant. No single person can supply the entire servers crafting needs and people tend to gravitate to the better smiths regardless. Anything that will benefit the whole will benefit me and my crafting.



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

ZalokOnan
Thu Aug 25, 2005 8:46 pm
#71






EdOWar wrote:
This is a good idea. They're already doing it for Artisans (with 1% bonus), so why not for other professions? Give a 5% resource buff to Shipwrights, who could really use the bonus, but only a 2% to Weaponsmiths (as a weaponsmith, many of my weapons already hit 97-98% experimentation, so even a 2%resource buffwould allow me to hit 99-100% experimentation).

Different bonuses for different professions would be the best way to go. Don't know how hard it would be to program it though.


Slim Vargo, Corbantis







I cant imagine it would really be all that difficult to do, considering they seem to be rolling out the buffs seperated by profession so.... plenty of opportunity to make each one different.



Moff Zalok Onan
Imperial Governor of Dantooine


IIscandar
Fri Aug 26, 2005 12:33 am
#72

I tend to think this is more about giving the best crafters something even better to strive for. Again we don't know what the resource buff issue will turn out being when it goes live. We can say what we don't like about it, but wait till it goes live before giving up.

Now, SOE does not in my opinion seem to be trying to make all crafters the same. The "same" would be to remove all stats from all resources, get rid of tapes, no more inspiration buffs, no assembly success rate or experimentation success rate, and no more player city crafting bonus's. Then I would say yeah ok, there is no way to make your stuff different.

As it is I think they are adding MUCH more to make crafting more interesting! Lets focus on the good that the other buffs bring. We'll see what happens with the resource buff.

But to hold this one resource buff issue out as a DOOMSDAY DEVICE is looking at only a fraction of the future.
Goraf
Fri Aug 26, 2005 5:24 am
#73



TravisC555 wrote:


Red-Dwarf wrote:
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)



Don't understand what you mean be resources capping at 70% or whatever, need help understanding.



As a simplistic example, consider a schematic where only OQ is considered. You have two steels, one that is 700 OQ and one that is 900 OQ. When experimenting, the maximum you can experiment will be 70% and 90% respectively. Even if you still have left over experimentation points, you cannot go past 70% on the 700 OQ steel. The 90% item should be significantly better in that particular stat. A Mark I reactor that caps at 90% will generate 12.5k energy. One that caps at 70% will generate 11.8k energy.

Does that help?



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

Mor-Dan
Fri Aug 26, 2005 9:08 am
#74



ZalokOnan wrote:


EdOWar wrote:
This is a good idea. They're already doing it for Artisans (with 1% bonus), so why not for other professions? Give a 5% resource buff to Shipwrights, who could really use the bonus, but only a 2% to Weaponsmiths (as a weaponsmith, many of my weapons already hit 97-98% experimentation, so even a 2%resource buffwould allow me to hit 99-100% experimentation).

Different bonuses for different professions would be the best way to go. Don't know how hard it would be to program it though.

Slim Vargo, Corbantis




I cant imagine it would really be all that difficult to do, considering they seem to be rolling out the buffs seperated by profession so.... plenty of opportunity to make each one different.





while it wouldn't be that hard to do, it would create a backlash of "why do they get?" and such. you can't cater to the needs of everyone, so you have to pick your spots and try to balance it out. you know the adage, you can please some all the time, all sometimes, but never all all the time. some don't like that there is any bonus. some don't like that it got dropped as low as it did. some think it is right in the best area. who is right? to them, they all are. me, i am happy that my community is happy and feel that their concerns were heard and someone did something about it.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
czaeba
Fri Aug 26, 2005 9:33 am
#75






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!




Yay! Thanks for your work on this issue, as always, Ilscandar .




_____________________________________________________________
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ZalokOnan
Fri Aug 26, 2005 10:29 am
#76






Mor-Dan wrote:





ZalokOnan wrote:






EdOWar wrote:
This is a good idea. They're already doing it for Artisans (with 1% bonus), so why not for other professions? Give a 5% resource buff to Shipwrights, who could really use the bonus, but only a 2% to Weaponsmiths (as a weaponsmith, many of my weapons already hit 97-98% experimentation, so even a 2%resource buffwould allow me to hit 99-100% experimentation).

Different bonuses for different professions would be the best way to go. Don't know how hard it would be to program it though.


Slim Vargo, Corbantis







I cant imagine it would really be all that difficult to do, considering they seem to be rolling out the buffs seperated by profession so.... plenty of opportunity to make each one different.







while it wouldn't be that hard to do, it would create a backlash of "why do they get?" and such. you can't cater to the needs of everyone, so you have to pick your spots and try to balance it out. you know the adage, you can please some all the time, all sometimes, but never all all the time. some don't like that there is any bonus. some don't like that it got dropped as low as it did. some think it is right in the best area. who is right? to them, they all are. me, i am happy that my community is happy and feel that their concerns were heard and someone did something about it.




its kinda hard to imagine a backlash when WS and AS fought so hard to keep the buff entirely away from their respective professions due to one line domination. While its true that uninformed shoppers for SW often look at one line, the truth is that we shipwrights can often experiment multiple lines to contribute greatly to the overall quality of the final product, and as such have much more use for the higher percentages. Weaponsmiths aren't going to get it because they are the ones who fought so hard to get rid of it, and Im sure that can be explained when they ask, why didn't we get that.



Moff Zalok Onan
Imperial Governor of Dantooine


Mor-Dan
Fri Aug 26, 2005 4:59 pm
#77



ZalokOnan wrote:


Mor-Dan wrote:


ZalokOnan wrote:


EdOWar wrote:
This is a good idea. They're already doing it for Artisans (with 1% bonus), so why not for other professions? Give a 5% resource buff to Shipwrights, who could really use the bonus, but only a 2% to Weaponsmiths (as a weaponsmith, many of my weapons already hit 97-98% experimentation, so even a 2%resource buffwould allow me to hit 99-100% experimentation).

Different bonuses for different professions would be the best way to go. Don't know how hard it would be to program it though.

Slim Vargo, Corbantis




I cant imagine it would really be all that difficult to do, considering they seem to be rolling out the buffs seperated by profession so.... plenty of opportunity to make each one different.





while it wouldn't be that hard to do, it would create a backlash of "why do they get?" and such. you can't cater to the needs of everyone, so you have to pick your spots and try to balance it out. you know the adage, you can please some all the time, all sometimes, but never all all the time. some don't like that there is any bonus. some don't like that it got dropped as low as it did. some think it is right in the best area. who is right? to them, they all are. me, i am happy that my community is happy and feel that their concerns were heard and someone did something about it.


its kinda hard to imagine a backlash when WS and AS fought so hard to keep the buff entirely away from their respective professions due to one line domination. While its true that uninformed shoppers for SW often look at one line, the truth is that we shipwrights can often experiment multiple lines to contribute greatly to the overall quality of the final product, and as such have much more use for the higher percentages. Weaponsmiths aren't going to get it because they are the ones who fought so hard to get rid of it, and Im sure that can be explained when they ask, why didn't we get that.






which is why i wish we were all like the shipwrights. multiple lines of meaning that makes one aspect bad if you overload one line, but still useful for other purposes and vice versa throughout the craftnig process.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
WildmanHT
Sat Aug 27, 2005 12:36 am
#78






Humdoros wrote:
Hey wildman. I had the usual "can you beat this?" customer in the shop yesterday with one of your blasters. It was definetly 98% or higher (I could only match it), so no doubt there are quite a few elite SW's on Wanderhome with some nice stockpiles.






Howdy Hum...those darn customers of mine...I guess this person didnt look into my spinning wheel on the wall above my vendor...It's the wheel that hypnotizes them into believing Im the only shipwright on Wanderhome.....


Reek...no worries partner. I may or may not had something upwards to 98% on the vendor of mine that is galaxy searchable.


Well, with the new change on percentage now it is nice that Entertainers will still have the ability to buff the other stuff.





WildmannHT Mayor, Ville Sura, Naboo: Wanderhome
Wildman - Original Master ShipWright when JTL came out

Naboo City of Ville Sura Ship Vendors: -2115 934
Ship Parts Vendors and Misc. Also home of THE THIEVES MASTER SHIPWRIGHTS

http://www.horsethieves.net> HT HorseThieves--
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