Weaponsmith Archive
Thread: Please stop calling for Resource Nerfing!
scruftydog wrote:
This is not true. Check the threads closer. Much FUD was spread around, and not all of it was true. The missing stats change did not happen.
Kershakk wrote:
But the kicker was theother change to make attributes that do not even exist on a resource to no longer be ignored, but to actually count for zero. This is terrible because if you think about advanced power handlers with a 66% reliance on conductivity, but iroluun reactive gas, ostrine carbonate ore, and polymers don't even have that attribute - and there is absolutely no alternative.
Hrm, I'll have another look, but am pretty sure that was the deal. In fact if you read the crafting guid on the official site it even specifically states that missing attributes 'should' count for zero. The official dev line was "working as intended" so that seems like intent to me.
It didn't happen yes, because the entire changes were rolled back. That's not to say it wasn't going to happen.
scruftydog wrote:
If you change Plumbum et al, to have CD 0-1000, you destroy the work of existing smiths who have tracked and collected resources. All current resource stock of these metals would be worthless. This is an enormous impact.
I don't know about you, but that happens on a regular basis anyway. How many times have we spent an entire week harvesting a particular resource, only for the next shift to bring in the same resource with higher stats? I spent a week harvesting doonium for my casters, even though it was poor, and then next week two kinds of Doonium shift in, one with over 500 combined Cd/OQ improvement over what I just got. I didn't cry about it - luck of the draw. Just set up a new harvesting operation on the new stuff.
If plumbum suddenly shifted in with vastly superior attributes I fail to see how this changes how things work right now. We're always on the lookout for better resources. We'd just all jump and harvest it.
It wouldn't make resources worthless, we'd just find a different use for it. If high OQ/Cd plumbum spawned, I'd shift my current supply to making things that don't rely on those, like projectile barrels. Or making the broken chemical feeds. Or use in munitions. Worthless? Reactionary.
I back Logix on this one, I fail to see any impact beyond what already happens right now. Resources always spawn with random stats and sometimes they spawn with higher stats than normal. Giving plumbum the full range won't make one whit of difference in the scheme of resource hunting as it works now. I fail to see how it ruins the work of previous weaponsmiths who have collected the plumbum.
The resource fix that was held (making attrubuites affect experimentation) is being held because of all the other crafting weirdness (like the above mentioned non-zero counting). The devs are looking at experimentation overall.
One of te Beta passes to make crafting simpler by lowering needed attributes in schematics, did a lot of weird things.
Medics have medicines that need OQ, PE and UT (OQ and PE for healing, OQ and UT for charges)... there are not materials (at all, ever) that have both PE and UT, so we should be eating 2 zeros on every schematic, one in each category.
So fixing any of this stuff will need a complete pass of all materials and schematics
-T
This is equal for everyone, so none wins or loose. The problem is when a certain weapon is never made because the stats sucks because of the resources that are used in the schematic lower the maximum stats. The devs can fix this by either changing which resources are used or chaning the base stats.
What is a problem however is that the "bad resource" make it unbalanced and the quality of the other resources can't make up for this.
---
Collecting good and rare resources is what makes it challenging as a WS. If we only had generice resources (like it is for architects) every master would make the same weapons. Bu having saved that uber resource no one else has, until you become a master is good way to attract new customers. You can perhaps just make a small batch of weapons but it might be enough to get your name out.
I think that planning should pay off. If someone is harvesting grind steel and ignoring a good spawn that person should pay the consequences. Hunting for good/rare resources is one thing that make a person a good ws. Everyone can grind their way to master. I sometime see post from "masters" here that show they have no clue at all about our profession.
I have been working on becoming a weaponsmith for 2,5 months now. One reason besides I want to have some fun doing other stuff is that I spend a lot of my time looking for reasources (both harvesting but also making deals). Until yesterday I had not grind a PRB for at least a week. Been busy getting resources and making REAL weapons.
There might be a need for adjusting spawn rates. To start with, I would liek to get an explanation how game mechanics works. Has every resource the same probability to spawn (don't think so; compare how many times Platinite copper spawns compared to Ostrine or for example)? My guess is there is a different probabilty for each resource. For example when the game is going to spawn a new resource ther eis for example 4% chance that Ostine spawns, but 10% for Platinite copper. But it is still random so it possible that Ostrine spawns for 3 times in a row and Platinite not for 6 weeks.
I also think there should be regular and advanced versions of most weapons (at least high-end), much like it is with components. For example a regular and an advanced laser Carbine. The regular use generic aluminium and the advanced use link-steel alu. The possible stats for the advanced should be higher than the regular.