Weaponsmith Archive
Thread: Is this the future of crafting ?
Greetings
Im Master WS on TC.
With the big city patch, they altered the way experimenting works a bit.
It is now completly based on the stats main resources !
That beeing said a great sucess now often grants me just a 3 % increase if the raw mats are suboptimal.
This worries me, because we all know how bad stats on certain resources can be. (talking about iron needed in a recipe that calls for conduct for example)
Just let me give you an example :
FWG5
(they removed the power handler from the recipe and fixed feeder experimenting , so it's may not the best one to compare)
Example pre patch :
I could craft an FWG5 (lets assume i used 600 Cond 900 OQ steel), i could experiment and upon getting a great sucess i got an 7 % increase. Average Dmg on these guns were around 170 Dmg Top pre patch.
Post patch using the same resources, the best i can get out of them is around 140 Dmg. This because a great sucess only wields a 4-5 % increase now. ![]()
This change seems to apply to all crafting, (inoticed the same on medics).
Im sorry if this has been reported already and i didnt spot it, if not i would like to hear your comments.
that's totally gay. How about they make the **edit** weapon resource requiremnts make sense before they start nerfing the hell outta em (20 bucks says this stems from the krayt fiasco of 2003).
I wouldn't mind so much if something went off conductivity and overall quality AND it required mainly copper and aluminum as an ingredient. Or wentrequired plumbum iron and neutronium steel AND utilized shock/heat/ut
**edit** over
So theyre hosing everyone on this, gee, did they actually fix any of our concerns? (ahh, you said they did fix exp on the feeders)
So it is save to say, that this system has not reached live ?
Im sorry to ask, but i play fulltime on TC.
Well sounds like i should quickly make another 1000 or so then
Are you sure there isn't something else going on here? The quality of materials have always gated the quality of the end product.
I made a ton of weapons yesterday to replace pre-patch schematicsand everything is exactly in line with what I was getting before.
It seems harder to get a perfect gun maybe (more good/moderate successes), but when I get good results the end products are the same as they always have been.
I assume that the resource cap remains in place as is, and only the experimentation has changed? That is, with these stupid experimentation changes you're not hitting resource cap, right? So you can potentially keep producing the same level items, but only if you happen to have +50 weapon experimentation?
I for one can't afford to outbid people paying 1 million credits per single bonus point per tape. I am sure a lot of weaponsmiths out there cannot either. I guess this is SOE's way of trying to cut the throats of the numerous weaponsmiths out there - so much for casual playing. Did they even talk to us about things like this? I've not seen any discussion about it, though that's not necessarily saying there wasn't.
What gets me is thesedevs who state they don't even play the game.
I think in his other post he stated he used regular power handlers, so that doesn't completely come straight off the loss of the handler - it's the way that experimentation has been modified as well, it appears. It's funny that every combat class is vying for the Most 'Nerfed' Profession - whereas we've been pretty much sitting tight on what we started with, with perhaps one fixed component per big patch (last was adv. projectile pistol barrels, now it appears the feeds). Heck, maybe we'll actually be fixed to be working as expected to have been working a year post launch. Then maybe we'd get a look into perhaps new items to make.
Of course by then the weaponsmiths will have been replaced with groups of combat classes camping uber weapon loot spawns making anything new we get anyway verging on laughable from the starting gates.
Terminal velocity approaching terminally fast.