Weaponsmith Archive

Thread: I like the Crafting changes now that they are live!

EdOWar
Tue Mar 16, 2004 5:48 pm
#14

I don't think it's a fear of change so much as a fear of obsolesence (sp?). The simple fact is that the new system makes being a 12 point smith absolutely vital. If you are a 10 point smith, you simply won't be able to compete. And unless you already have 20-40 million credits saved up, you will never be able to save up enough credits to buy the tapes you'll need to be competitive. The new system makes crafting even more loot driven than it was before. You may not care because you've already got your 11 points, and it sounds like you might be well on your way to the 12th point, but the rest of us will be shafted.


Therewill not be awide difference as you claim. Max damage is all the matters in weapons, so smiths will now have to put all of their points into damage, instead of having a few left over for condition, efficiency and/or accuracy. And the variation in results I'm hearing about just means that we'll have to spend dozens of attempts to get the one 'perfect' result--but there still won't be any variation between smiths because the less-perfect results will be dropped. Sure, a few customers may care more about accuracy or efficiency, but these players are very rare.


Unfortunately I suspect that the devs had a nefarious purpose when they left this new system in the game for a day. They may have figured that once the '+' smiths got a taste of the power the new system would give them that they might get more support for the changes. There's no reason why the devs couldn't have delayed the patch for a day until the hotfix was ready, so that it could be implemented immediately and the changes wouldn't ever see the light of day. Don't be surprised if there's a delay in the hotfix for a few days, giving even more time for the uber-crafters to try tobuild support for the new system.


Yeah, I know I sound paranoid, but after all the crap the devs have spewed out about the crafting change over the past couple of weeks, I think I'm entitled to a little paranoia.


Slim Vargo, Corbantis

JavaKodar
Tue Mar 16, 2004 6:13 pm
#15






EdOWar wrote:

I don't think it's a fear of change so much as a fear of obsolesence (sp?). The simple fact is that the new system makes being a 12 point smith absolutely vital.




Why do you think players spent 50 million credits on assembling their +20 skill tape sets? Just so they could be barely better than another smith with 10 points?


As you said, "Max damage is all the matters in weapons, so smiths will now have to put all of their points into damage, instead of having a few left over for condition, efficiency and/or accuracy." So by your rationale, 12 points meant absolutely nothing before since it couldn't increase max damage. The new experimentation system is the solution. Those two extra points now make a difference.


Just because you didn't want to spend the credits making yourself the best weaponsmith with 12 points, now you come complain that you can't be the best weaponsmith when you didn't spend the credits to be one. We spent 50 million on skill tapes. The new system now awards us for this.




Vertex Starlighter [TCON]

Former Master Weaponsmith of Wanderhome

Kershakk
Tue Mar 16, 2004 6:26 pm
#16






PoxPulsar wrote:

I am happy for the +12 WS's who can make even better weapons than I can at +11. I have helped, trained, advised, shared harvesting locations, GIVEN AWAY such things as the best resources/krayt tissues and even a couple of experimentation skill tapesto other Weaponsmiths, old and new, at times even when I really couldn't afford to release something that I also was either in short supply of or consisting of a rare nature. I also charge reasonable prices to my customers, and I have not amassed an absurd amount of credits that would allow me to buy enough skill tapes to hit +12as of yet, although I now actually have a reason to do this with the new changes, otherwise It's pretty muchnot a prioritywhenI can keepexperimenting untilI hit a string of amazings to compensate for that 12'th point.


Yet you seem to feel the asinine impulse to call that self-centered? Get over yourself!


You sound more or less frightened of "change", IMO.






Fair call - I probably came off a little more hostile than I intended, and for that I apologise.


I play a quiet style, don't realy advertise, let word of mouth carry business to me, but that in unto itself has enabled me to easily purchase outright if I so chose the extra +2 experimentation points - so I am not whining because I can't get these points, I'm sitting on a 9 figure bank balance. However I feel strongly that these 'tapes' should never have been introduced. The challenge of crafting should be the research, the surveying, collection of the best resources, taking time out for that. Now it's just a matter of what loot you have. I remember from my EQ days, when they had massive tournaments, tests of skill and veracity - it all came down to who happened to have a particular set of items. In what way does that represent skill? Or ability? The new weaponsmith has every right to be able to craft as well as any of us given the same resources. That was already a gating factor. Now what? The only thing making you or me, better than the next guy is the fact I have a tape stuck to my shirt?


I'm not afraid of change at all. I'm against pointless change. This will only serve to make it pretty much unmitigatingly vital to be a 12 point smith. Sure 12 point smiths already made better stuff, but that wasn't so glaring. Some extra range, some extra HAM efficiency, or some more durability is not anywhere as in your face as a full 10-20 more damage, or entire tenths of a second speed differences.


You mentioned custom orders - well I take them now, have always done, and fail to see how custom orders are suddenly any better today than yesterday. In fact it'd be worse, as your points don't get you as far as before.


So againI apologise for my insulting commentary and recognise I brought yours onto myself - but I am not backing down from the assertion that this is a stupid change. The self-centred comment spawned from reading endless "I like this change, I'm a 12 pt smith" and the people who don't have 12 points don't matter, at all - but it was an unnecessary thing to fling in your face.


I can slap down my pretend money and get enough tapes - and do I feel, in the end, that I have truly accomplished something I can take pride in?


Nope.


Bring in elite-elite professions, introduce specialisation in schools, or even particular weapon types, that'd be a nice thing to see. But this 12 point thing doesn't make for nice differentiation. It just means 10 pointers make the same stuff, 11 pointers make the same stuff, and 12 pointers make the same stuff. And not only do people who want to pick up and enjoy the profession now have yet another thing to bar their way. I'd have said getting a nice selection of resources and establishing a reputation, while learning the ins and outs of your craft was enough work - months of work. Now they have to get freaking tapes, too.


Anyway, this whole setup stinks like week old fish. I don't trust what's going on upstairs. It all just seems like a complete sting operation to me. And watch the reverse pre-post-pre nerf economy completely tip us ass over face.


CaleMauddib
Tue Mar 16, 2004 7:00 pm
#17






Itchybacca wrote:
Since I'm established with 12 experiment points I like the change... but new SMiths who have no tapes will have no chance at competing against the quality I have even using the same resources, so I think the new system gives established smiths a huge advantage over new smiths, and it will inflate the skill tape market even more than it is already.

So while I'm ok with the system, I think to be fair to all Master Smiths not just the established and/or wealthy ones, getting rid of it is key factor.

to give youan idea

FT's 10 points 4.6 840
FT's 12 points 4.4 851

Jawa Ion 10 points 5.5 230
Jawa Ion 12 points 5.1 238





2 extra point I thought the different would be alittle greater.
LLJK_Griz
Tue Mar 16, 2004 9:01 pm
#18






JavaKodar wrote:





EdOWar wrote:

I don't think it's a fear of change so much as a fear of obsolesence (sp?). The simple fact is that the new system makes being a 12 point smith absolutely vital.





Why do you think players spent 50 million credits on assembling their +20 skill tape sets? Just so they could be barely better than another smith with 10 points?



Because there's nothing else to spend money on, and more points gave you a margin of error when creating loot-enhanced weapons. With 10 pointsthe weapon is screwed if you get a bad result, but two more points would let you recover from that and get max damage or very close to it.



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Avelio13
Tue Mar 16, 2004 9:21 pm
#19

I am not a 12 point smith like many others on Intrepid. I do compete with them very well. My weapons are not far behind theirs. On an average day I sell 300k or so in credits of weapons. Wanna know how I do it? Customer service. Im good to my people and it pays off...



___________________________________________________________________________
Avelio Erow::: Master Weaponsmith, Architect, Merchant :::Intrepid
Serving All of Your Weapon Needs at 4177,5237 Tatooine
Proud Citizen of Geigen City and Manager of the Geigen General Store
War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself.




Orew
Tue Mar 16, 2004 10:00 pm
#20

i don't care one way or the other, people want more weapons than i can craft anyway

i'll start camping the borgle cave just because i'm a perfectionist




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PoxPulsar
Wed Mar 17, 2004 1:50 am
#21

Well, I have to say, from my experimentations so far today, I am personally liking the new but condemned crafting system.


While playing around with the staple Advanced Blaster Power Handlers, using the same resources I have been using for a while now, I have noticed 2 distinct "issues".


My old ABPH's were maxed with my available resources at -0.42 Attack Speed, +21 Min damage and +42 Max damage.


After a few quick tests, I realize that


1) it is now possible to go far beyond the old limitations/caps. While experimenting yesterday, I could only hit %84 on the damage bar. After 2 tries with my 11 experimentation points on them today I achieved a -.045 attack speed, +23 Min damage and +44 Max damage (%91) with all 11 points with all "great" experiments, and the really interesting one was -0.47 attack speed, +22 Min damage and +47 Max damage (%93) with all great experiments except for 2, and it was the last one that really surprised me, when it was the last 2 experiments I could use driving the bar farther than I have ever seen it go.


2) Are the current schematics and items being crafted today going to still be usable/available after the Hotfix tomorrow?


I hate to say this, but from what I have seen so far, I would have to say I actually LIKE this change.


/don Flame-Retardent Duster
Ferune-Wulf
Wed Mar 17, 2004 1:57 am
#22

i agree, i now like these changes too. although i dont think it would help the economy, it sure helps me with extra exp points
Abbell
Wed Mar 17, 2004 5:36 am
#23

well, I am a twelve point smith... and I am happy we are going back. Weapon crafters had a fair advantage with the patch as overquality in ranged weapons was very important. This meant that we had a tendancy to collect high OQ resources. I also agree that new smiths without the 2 extra points would have been hurt more so than ever. A new smith can make a gun with the same damage as mine but not as good as mine overall and charge less (it would still sell). With the update he could not even make the same damge.



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

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