Weaponsmith Archive
Thread: Crafting As We Know It Has Changed
Night4554 wrote:
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.
No one liked my post
i liked your post. To be honest it was the most concise explanation and only my own anxiety which made me question what i understood
Message Edited by Implementor on 04-29-2005 03:13 PM
i liked your post. To be honest it was the most concise explanation and only my own anxiety which made me question what i understood
*Chirikiti gives you some strawberry bubblegum*
Thanks, but can I have some of that Doonium Iron that's probably out of shift by now instead?
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.
It's not just for specifics, the formula works for everything. If we had no JtL resources, 800 SR Copper and 650 CDSteel would still be perfect. It just so happens that if you calculate it for something that could spawn between 1-1000, the difference is negligible.
EEMAN wrote:
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.
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!
Message Edited by EEMAN on 04-29-2005 05:42 PM
Haha, this is why I posted on SWGCraft and linked from the official forums... keeps all the anger in here.
Anyways, I have appended the post to include a way to calculate experimentation caps before actually making the item. Check it out.
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Yeah, I comprehended the post. I understand perfectly how this is supposed to make the named resources more important, but it aint going to happen. Not with the frequency of decent spawns. All this does is just artificially boost experimentation levels to make things with higher stats.
I like the way they told us about it too. Shouldn't they have mentioned it if it's supposedly so good?
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.
It also probably screwed up converted components, but we already know how screwed up those are.
Message Edited by Night4554 on 04-29-2005 03:10 PM
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.
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
Amscu_Edfo wrote:
lol, did you even comprehend the post.... They made the crafting game much more difficult!
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Yeah, I comprehended the post. I understand perfectly how this is supposed to make the named resources more important, but it aint going to happen. Not with the frequency of decent spawns. All this does is just artificially boost experimentation levels to make things with higher stats.
I like the way they told us about it too. Shouldn't they have mentioned it if it's supposedly so good?
Did they tell you how the old system worked? No, you had to figure it out. In fact, thats the fun part of being a crafter - learning the system and its intricacies to their fullest so that you can exploit (in a good way) any advantage. You have to remember these changes were done with balance in mind. They're not making artificially inflated weapons, we're making weapons the way the devs intended them to be made. This is a good change - there's no reason why the best rhodium to ever spawn should have been showing up as a crappy resource. There's no reason why any one stat should be more important than any of the others. So now you have to pay a little more attention to your resources - this should give even further differentiation between smiths, not less - again, a good thing.
This doesn't change your resource stocks much at all - atleast not mine. Most of the stuff I have was highest in both stats, not just heavily weighted on one stat. Thats the difference between good resources and great resources - good resources you could make weapons on par with everyone else - great resources all around you could eek out an extra point or 3 of damage. Now people with great resources will be able to put the time in and make it more noticeable in the end product.
Ipseck wrote:
Amscu_Edfo wrote:
lol, did you even comprehend the post.... They made the crafting game much more difficult!
_________________________________________________________
Yeah, I comprehended the post. I understand perfectly how this is supposed to make the named resources more important, but it aint going to happen. Not with the frequency of decent spawns. All this does is just artificially boost experimentation levels to make things with higher stats.
I like the way they told us about it too. Shouldn't they have mentioned it if it's supposedly so good?
Did they tell you how the old system worked? No, you had to figure it out. In fact, thats the fun part of being a crafter - learning the system and its intricacies to their fullest so that you can exploit (in a good way) any advantage. You have to remember these changes were done with balance in mind. They're not making artificially inflated weapons, we're making weapons the way the devs intended them to be made. This is a good change - there's no reason why the best rhodium to ever spawn should have been showing up as a crappy resource. There's no reason why any one stat should be more important than any of the others. So now you have to pay a little more attention to your resources - this should give even further differentiation between smiths, not less - again, a good thing.
This doesn't change your resource stocks much at all - atleast not mine. Most of the stuff I have was highest in both stats, not just heavily weighted on one stat. Thats the difference between good resources and great resources - good resources you could make weapons on par with everyone else - great resources all around you could eek out an extra point or 3 of damage. Now people with great resources will be able to put the time in and make it more noticeable in the end product.
QFE
Any arguments against the changes made at this point are just out of ignorance or jealousy (towards smiths that were actually trying to be the best smith they could be, not just using the prof as a money-making crutch)