Weaponsmith Archive

Thread: Crafting As We Know It Has Changed

Implementor
Fri Apr 29, 2005 1:13 pm
#14






ShugFlurry wrote:

In essence not much has changed, still going to be crafting with the best there is still getting best results cept, the best there is now gets better than what it used to get (relatively).






this seems the true. I always harvested/bought stuff that were best in both required stats (sure i have lesser stuff as backups cuz some of these spawn like a couple times a year) but I always crafted with the best and will still do so. Relative to the stat cap or not if you use the best your're going to get the best results, no?


Except for the cryo lance i made yesterday, i didn't have my stash for cores nearby and wanted to 'move along' the pair dueling with new weapons in my shop.





Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
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Ipseck
Fri Apr 29, 2005 1:24 pm
#15






Amscu_Edfo wrote:
I never asked to have it explained, just to have us told that it was changing.



_________________________________________________________
I don't think this is a nerf and I don't think this is a bug. What they've done is finally properly recognized caps.

If the SR cap for Corellian Decidious Wood is 700 and you have some that 696 then your resource should be treated as a near perfect resource! Doing anything else is plain dumb.
___________________________________________________________

No, I'll try to explain why.

Why do you all think that there are caps and items that call for named resources? If we were intended to be able to max out everything, then they would have no caps, and no different types of resources. Using that stock example, with that 696, you'll be somewhere around 28-29% to start, also assuming you have >815 Link-Steel. If this was intended from the start, why didn't they do it that way, or if they couldn't, why didn't they just require the OQ stat instead? (so then we could max it)

My point is that we were never intended to max out certain items due to game balance reasons. I never said I wouldn't have fun figuring out how to work the system to the full, again, (look at the link in my sig, I'm jealous of no one, on any server), I'm just complaining about the further headupa$$edness that these devs continue to show.

Message Edited by Amscu_Edfo on 04-29-2005 12:59 PM




dude, the entire system is based on these caps and how they're used. They're not an afterthought, they're the basis for entire thing. They're the definition ofbalance, they're not circumventing it.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Vade_WS
Fri Apr 29, 2005 1:29 pm
#16


SWROChandler wrote:
Yes, the experimentation caps were intentional according to some dev... I don't have a link, but I have seen that before. However, it is pretty pointless now since the stats on everything have changed.



Agreed, which is why it is silly to argue that "we were never intended to max out certain items due to game balance reasons" when they've already changed the game balance and stats on all the weapons!

Weapons crafting is different now. Period. I'm not totally happy about the CU, but I'm working with the system I have. Since the crafting system has changed, I'm happy that they've also made this change to how named resources are treated.

How many times have we told customers and new WS about the CD cap on Desh Copper? If you collected the best resources you could, you were always going to make some of the best weapons. And it really isn't much different now.

Message Edited by Vade_WS on 04-29-2005 03:35 PM




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Vade_WS
Fri Apr 29, 2005 1:37 pm
#17


dude, the entire system is based on these caps and how they're used. They're not an afterthought, they're the basis for entire thing. They're the definition of balance, they're not circumventing it.



Not any more. The entire balance of the game has been redesigned.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Ipseck
Fri Apr 29, 2005 1:55 pm
#18






Vade_WS wrote:




dude, the entire system is based on these caps and how they're used. They're not an afterthought, they're the basis for entire thing. They're the definition of balance, they're not circumventing it.





Not any more. The entire balance of the game has been redesigned.




no kidding? I wouldn't have guessed that.. Yes this whole system was redesigned, with things like resource caps being a foundation for it - therefore it actually being balanced. Balance against the caps = true balance.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Shikkari
Fri Apr 29, 2005 2:20 pm
#19



Shaggscoob wrote:


Vade_WS wrote:
I don't think this is a nerf and I don't think this is a bug. What they've done is finally properly recognized caps.

If the SR cap for Corellian Decidious Wood is 700 and you have some that 696 then your resource should be treated as a near perfect resource! Doing anything else is plain dumb.

Also, in the old system, there supposedly were some internal adjustments done to compensate for resource caps, though these adjustments never affected the quality bars and didn't do all that much for experimentation.

This is one of the few CU changes that I'm beginning to like.


I like this man's thinking



Sounds good to me too. It looks like it was either get rid of caps or acutally use them as a factor in the process. I have no problem with the new systme now that I understnad it.







.........




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Implementor
Fri Apr 29, 2005 2:27 pm
#20

gah, i hate looking stupid in front of people (even virtually)


at first I didn't understand this, then i completely understood it, now after some reflection I am doubting my understanding


is this for named resources only


If i want to use my best steel for SR in a melee weapon and have a 990 say in SR but have a stat capped resource that is actually capped (ie stat for sr is 400 and my resource is actually sr: 400) i should used the second one?





Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
Procurement Specialist O_o
AldaronTavish
Fri Apr 29, 2005 2:39 pm
#21

Well that just throws Fooman's tool right out the window. I used this tool for almost a year now and it's helped me make the best weapons I could. Now I'll have to relearn all over again.



Anyone planning on updating Fooman's?



And what is this? Now the forums don't work with Netscape?! Bah





Nirantani
Elder Smuggler

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EEMAN
Fri Apr 29, 2005 2:41 pm
#22






Shaggscoob wrote:


You just stated the big picture, It's those that don't want to go out and find the best possible resources (as they should have been doing in the first place) that are compaining. The rest of us should see it as crafting finally being fixed! No more being held back on experimentation via resource caps, it's a fix that's been needed since hte beginning of this game!




wrong again. Though I can understand how a noobie like yourself whose been registered all of a few months would draw the wrong conclusion. Any vet worth his salt remembers protesting this very crafting system November 2003 and January 2004. Its not rewarding you for getting better resources, its PENALIZING you for using resources THEY are f.cking telling you to use. You think the difference is whether you have perfect SR wood of 700 vs 650? Buzzz.... wrong again. You get panalized because the SR of the wood THEY coded is less than 1000. Guess what? Plumbum iron, Colat iron that stuff SUCKS. It ALWAYS sucks, it always WILL Suck. The person that coded the original resources and their limits isnt EVEN the same coders that do the new resources. New JTL resources can range on any stat from 0 to 1000 including conductivity of steel. The original resources have limits within them and this new system punishes you for not having resources close to 1000. So you are left with a system whose developers require you to use resources with a conductivity of 50 and punishes you for not getting 1000 conductivity plumbum iron. I would be onboard with this whole thing if they got rid of resource stat caps but they never did.

Message Edited by EEMAN on 04-29-2005 05:42 PM



Omosack
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Vade_WS
Fri Apr 29, 2005 2:50 pm
#23



Implementor wrote:

gah, i hate looking stupid in front of people (even virtually)

at first I didn't understand this, then i completely understood it, now after some reflection I am doubting my understanding

is this for named resources only

If i want to use my best steel for SR in a melee weapon and have a 990 say in SR but have a stat capped resource that is actually capped (ie stat for sr is 400 and my resource is actually sr: 400) i should used the second one?






Yes, this is for named resources only. It basically redistributes named caped resource stats into an equivalent 1-1000 range. For instance, the SR range for Rhodium is 500 to 565. So, 500 will become the equivalent of 1 and 565 will become the equivalent of 1000.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Night4554
Fri Apr 29, 2005 3:07 pm
#24


Night4554 wrote:
What this change means is:

The closer you are to the cap of the resource required, the higher your percentage to "perfect" (or 100%) you will be.

Before, if a resource "capped" at 50, and you had 49 - it was great, but in the scheme of things it would be really really crappy, because it's at 49/1000 and would be like 0 or 1%. Now, it would be 98%, because it's 49/50.

What this change gives us:

A new method of determining what is a "good" resource when there's no point to keeping it this complicated.

X had a cap of 50 before, so if you had 49, it was pretty darn good - BUT it was still crap in the overal scheme of things. Now there is no point to even having 49 as a value, it would make more sense to have 98% - 98% of the cap, and therefore very good.

All it does is add a layer a difficulty for players - the numbers, which are currently represented out of 1000, mean nothing in that representation - it's the percentage of the cap that matters, and that percentage is not shown to the user without significant work.





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Bluedoots
Fri Apr 29, 2005 3:09 pm
#25

The way I read the formulas is that it increases the difference between weapons made with the best resources on the server and those made with the second or third best resources on the server. In the old system there wasn't much difference between best and second best resources. A few points difference in the conductivity of rhodium steel were insignificant before but matter now.

I have worked hard to upgrade resources every single time a better one spawns even if there's only one point of difference in the stats. As I understand it, I like the new system because it rewards me for all the work I've done in upgrading resources. Those who have settled for second and third best resources won't like the new system.



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Implementor
Fri Apr 29, 2005 3:10 pm
#26






Vade_WS wrote:





Implementor wrote:

gah, i hate looking stupid in front of people (even virtually)


at first I didn't understand this, then i completely understood it, now after some reflection I am doubting my understanding


is this for named resources only


If i want to use my best steel for SR in a melee weapon and have a 990 say in SR but have a stat capped resource that is actually capped (ie stat for sr is 400 and my resource is actually sr: 400) i should used the second one?









Yes, this is for named resources only. It basically redistributes named caped resource stats into an equivalent 1-1000 range. For instance, the SR range for Rhodium is 500 to 565. So, 500 will become the equivalent of 1 and 565 will become the equivalent of 1000.




thank you very much

That was my understanding but after reading some more stuff i started second and third-guessing it


much appreciated, to be sure



Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
Procurement Specialist O_o
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