Weaponsmith Archive

Thread: Resources soon to all be the same:(

Muzz
Wed Aug 24, 2005 2:04 pm
#27






ShugFlurry wrote:
If SOE seriously want to stop hoarding whats the point in being a WS? The only advantage the high end WS have is that they have been around for a long time, sure 30k kits can get you close but its time that makes you a better smith, those spawns from long ago harvested, bought or wangled... I didn't spend a year and so much time just to be screwed over. Someone have the url to ebay? I might as well sell my toon and cash for a few hundred quid and start over and get to the same spot in bout say... a month? oooh why not?





Now why did I always think you were American?



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
EdOWar
Wed Aug 24, 2005 2:05 pm
#28






FriedSquid wrote:

Unfortunately, shug, the point is to make High-End resources un-necessary. SOE is unhappy with/incapable of handling a database for resources with enough power to keep track of all the thousands and thousands and thousands of resources and piles of resources we keep.... They want to slow down hoarding. So they see the options as a: nerf the use ofhigh end resources that spawned FOREVER ago, or b: initiate resource decay. A nerf will definitely come one way or another.... The only question is how. At least they aren't screwing around with the spawn equations - THAT would be a nightmare.





Can you please provide a link to any post by a Dev that has ever said anything about introducing, or the possibility of introducing, resource decay? Where is this talk of resource decay coming from? As far as I know, no Dev has ever talked about resource decay. The only person I know of who broached the subject of resource decay is the Arch correspondent...but that's hardly the same thing as a Dev saying it.


And if the devs wanted to nerf ancient high-end resources, then why did they put in resource kit veteran rewards? Theyonly make the problem worse.


If the Devs want to limit resource hoarding, I can think of a lot of better ways to do it.


Slim Vargo, Corbantis


Heorot
Wed Aug 24, 2005 2:12 pm
#29



Mor-Dan wrote:


EdOWar wrote:

If the Devs want to limit resource hoarding, I can think of a lot of better ways to do it.




agreed.





Mor-Dan, is this change inevitable? On the Dancer forums, Panthu is talking about it, but isnt even discussing the issues, I haven't seen any Dev post anything about this.

Is this the great Armorsmith dumbing down all over again? Its going to happend despite any discussion anywhere with the Devs?



A'noq
A'ker

ShugFlurry
Wed Aug 24, 2005 2:18 pm
#30



Muzz wrote:


ShugFlurry wrote:
If SOE seriously want to stop hoarding whats the point in being a WS? The only advantage the high end WS have is that they have been around for a long time, sure 30k kits can get you close but its time that makes you a better smith, those spawns from long ago harvested, bought or wangled... I didn't spend a year and so much time just to be screwed over. Someone have the url to ebay? I might as well sell my toon and cash for a few hundred quid and start over and get to the same spot in bout say... a month? oooh why not?


Now why did I always think you were American?





Dunno £££££!!!



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Itet
Wed Aug 24, 2005 2:23 pm
#31

hmm, so it will make a lot of stuff sorta silly to waste stats on if not needed, but imagine all the "perfect" Lightsabers out there now...



Glawk (of Lok) Mon Cal Weaponsmith
Itet >
Master Merchant, Artisan, and...
Master Shipwright
Retired Ace of RSF, Inquisator, Black Epsilon, Storm, RSF, CorSec,
Smuggler's Alliance, Havok Squad, currently Vortex Squad 3322


PaladinX333
Wed Aug 24, 2005 7:27 pm
#32

What we need is for them to eliminate the 10% resource quality buff altogether. That buff does not make any sense whatsoever. While I can see how a buff could make your experimentation success improve somewhat, there is little logic on how a buff could make your resources better.
Mor-Dan
Wed Aug 24, 2005 8:58 pm
#33



Heorot wrote:


Mor-Dan wrote:


EdOWar wrote:

If the Devs want to limit resource hoarding, I can think of a lot of better ways to do it.




agreed.





Mor-Dan, is this change inevitable? On the Dancer forums, Panthu is talking about it, but isnt even discussing the issues, I haven't seen any Dev post anything about this.

Is this the great Armorsmith dumbing down all over again? Its going to happend despite any discussion anywhere with the Devs?





all i can say is that my post about it in the cor forums received the response "thanks for the info, passed this along" from a dev, which means they have at least read it. here was my post:


are you sure you are ready for the community backlash on this? this yet another slap in the face to veteran players. if i weren't already leaving, id' b raising cane about this myself. this is a 100% totally unfair change that breaks every crafting profession taht relies on high resources by levelling the playing field to make almost every crafter exactly the same.

this is a BAD change unless you WANT people to quit over something. they will, and in droves (well, as far as percentage of crafters anyway). this game is quickly turning into something where the only factor that counts is your skill level as far as how well you use the skillset acquired by the template you have chosen. armour won't matter because it is all the same. weapons won't matter because they are all the same. food won't matter because it is all the same. if it's all going to be the same, why have a crafting community? you aren't allowing them to do anything other than be a source of where to obtain items.

if you are hellbent on putting in this change, then you need to award crafters a CL of 80. why? because you have taken every ounce of guess work out of being a crafter now. it is no longer something requires any level of skill, just a pulse and $15 a month for the character. ther is n joy in your new crafting system. there is no way to separate yourself from other crafters in this system. the only people who now enjoy risk/reward/chance are combatants.



Vendor Locations:
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Captain82
Thu Aug 25, 2005 12:09 am
#34




Wow I just saw this new BS. Wonder, why I feel as though I just got kicked in the nuts by a horse?



Est'Ow Enisi
donkeyP
Thu Aug 25, 2005 12:30 am
#35

I think this change would absolutely destroy what little is left of the crafting in the economy and change it almost entirely to a loot based system. Many crafters are so upset by many recent changes they have given up crafting to just quit all together. As far as the possibility of them leaving a bonus in, i personally think that anything over 1% is too much. The insperation buff should give a crafter a reason to get them while crafting to help them make better products but not to the extent that you would not dream of crafting without it.


If they would leave such a devastating mod in like this they might as well not even have resources anymore and just have a slot for your looted components and then make the finished products because this would basically make it s that you can throw most any resource in your slots with a decent set of stats and get top stats anyways, which would only leave the looted items as the only variance to each weapon.


I decided to make a Ws over a year and a half ago because i saw it as a fun and challenging profession, now i have seen it become just another crafting profession which seems to be losing it appeal with each patch. I may be mistaken but this is supposed to be a "game" so why is it that SOE seems to like to take out some of the more interesting and fun parts of this game out just because they get the wild idea to change something without thinking of the consequences of these changes?


I sincerly hope that SOE will listen to our concerns with this, and that Mor-dan and the other crafter Corr. can talk some sense into them.



Gorlok - Light Jedi Knight
(gggggggggggggggxnnntnnnnnnntnnnxggggggggggggggg)
Gorlok'Jr - Master RifleMan/Master Bounty Hunter
-=[ Big D Industries ]=- Dantooine: [-3371 6827] And [-835 2963]
Dyrlok - (12pt)Master WS/FS Crafting Master/Master Merchant/Master Politician
Raso - (14pt)Master Artisan/(12pt Chas)(17pt Eng)(17pt Wpn)Master Shipwright

TekKellatt
Thu Aug 25, 2005 4:40 am
#36

Sorry but there is not near enough of a stink being raised about this. Now of course this could very well be something they are resolute about instituting, but if they see we are taking this laying down, we have NO chance to get them to change their minds or get them to revert this.

This change is AWFUL, if I understand it correctly. I have spent close to 2 years gathering the best I can get and harvest, getten myself my 12 point suit and spent an absolutely rediculous amount of time, resources and money doing the FS crafting mastery to ever stand for this.

I understand wanting to give the up and coming smiths a bit more of an edge, but screwing those of us that have put the time and effort to become the best by knocking us down is rediculous. There are other ways to give them an edge and still make the entertainer buffs useful. This is not it.

To look around and see other longtime smiths like Shug, Summer, Stettin and Slim saying they may make en exit over this, tells me I'm not alone. I just can't see punnishing the vets efforts to get the newbs a leg up ever having good results.

I unlocked so I could have a 2nd slot. Not much interest in Jedi, but if this goes through, I might pull the robes out of the bank and light up the saber. This quite simply sucks.



Makiino
I've found no people for killing time, so I found time for killing people
[Combat Medic] - [Master Rifleman]
Melting Imperials, from the IMPside out

Muzz
Thu Aug 25, 2005 5:08 am
#37






Heorot wrote:





Mor-Dan wrote:






EdOWar wrote:



If the Devs want to limit resource hoarding, I can think of a lot of better ways to do it.








agreed.







Mor-Dan, is this change inevitable? On the Dancer forums, Panthu is talking about it, but isnt even discussing the issues, I haven't seen any Dev post anything about this.

Is this the great Armorsmith dumbing down all over again? Its going to happend despite any discussion anywhere with the Devs?




In my opinion Panthu's posts aren't worth reading or responding to. They are inflammatory and are only concerned with that fact that it is benficial to them. The fact it's harmful to quite a large section of other players is of no concern.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Dragon2179
Thu Aug 25, 2005 5:17 am
#38

Well guys. I am not a long time weaponsmith, tho I am not a completly noob. I am playing master weaponsmith for 3 months now andI think these changes are really nice. In these 3 months I could get my +20 exp suit and almost all specific resources I need, but... only 1/10 of these resources have good stats. My ryll armorph gem has only 60 OQ, diatium copper also around 60 OQ, I could collect only 2k of phrik, when Ifirst started playing and it has not spawned yet again...just to point out a few problems I have. Not to mention, that I cannot find better resources on the market(yes, I also look under "vendor location" almost every day). The thing is, I guess there are a lot more people out there, upcoming ws, as or whatever, or people in the same position where I am, who want to have some fun being a crafter and being able to sell some stuff. But because there are a few monopoles out there, 2-3 weaponsmith, who control the whole ws-market, I cannot sell any of my high-lvl weapons from my vendor. The only things I am able to sell at the moment are cl 5-14 weapons I put into the Bazaar of Mos Eisley every day lol...I even doubt, that the 10% increase in resource quality will have a great effect on the market. 66% is not a big difference to 60%. Please be kind and look the whole change from a different perspective once
Lotok
Thu Aug 25, 2005 5:24 am
#39



Dunno if devs read PMs, but i sent Modoth one too directing him here......hope he reads it.


For poster above.


Hvae consideration though for those who spent YEARS not MONTHS collecting resources. Im sure spending a little longer loking for gemstone or using a few resource crates would be more appropriate in your example than nerfing the entire weaponsmith profession to make you happy

Message Edited by Lotok on 08-25-2005 01:27 PM



Lotok Lekkmen
Elder 12pt Master Weaponsmith
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Location:Tatooine -4453 5977 (behind bandits Hideout shuttleport)
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