Weaponsmith Archive

Thread: Resources soon to all be the same:(

Ecnirp
Thu Aug 25, 2005 5:33 am
#40






Dragon2179 wrote:
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





Without trying to cause an arguement - if your 60% turns to 66%, then you are still not going to sellif people are churning out weapons made with 100% resources - and believe me a LOT of WS have mostly 91% or higher resources as it is so they will.


And just say you were one of those with 91% or higher resources... so now you can make "perfect" weapons. What then? Where is the improvement to 100%? There isnt any.


Nothing to improve or strive for = boring, generic.... eventually everyone selling "Brand X"weapons.





Eulbobo
Thu Aug 25, 2005 5:33 am
#41

I read everything and realized one thing

Where did you see that the 10% buff on ressource quality will not allow to go over the 1000 cap?

If there is a buff, an OQ1000 ressource should be considered as OQ1100 while crafting.

So that the best ressource possible will remain the best.


So tell me where you saw that a OQ1000 ressource will not be considered as OQ1100 while using it in a craft.


I think your only fear is because current cap on ressources quality is 1000, but why shouldn't the system be able to deal with 110% quality instead of 100% ?



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Kesslan
Thu Aug 25, 2005 5:33 am
#42






Dragon2179 wrote:
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






Aye. Rather true at least far as WS is concerned. I mean hell even with WS.



For example far as I can figgure from talking to AS on Bria who are making capped assault armor (Whcih i'm only 120 poitns away from. Which going by resists precentages. Isnt even worth worring about. But you know players. every poitn counts!) I need obiate to cap it out. Now... that spawned LONG before I started playing. Nothing like it in the way of steel has spawned since. When you can find it (And it's rare as hell now) it's ultra expensive. And usually only in very small quantities (say.. 3k tops). It also happens to be one fo the best WS resources to boot. So there's alot of competiation for it.


Also resoruce deeds tend to run out eventually and even thsoe fetch 3-5mil on bria atm. So yeah...


But because players are spoiled by capped this and capped that form the very tiny handful of smiths (Be it weapon or armor) out there who were able to horde massive quantities of these resources or some how lucked out and got a ton from a smith who quit. The rest of us are left out in the cold. And alot of players wont buy from us because of a tiny tiny negiligible difference. (in my case I've had alot of players complain about my assault cores. Evne though they are as I said. Only 120 off the cap. And it's all but impossible for me to cap them out). Now witht h echanges. Likely I will be able to hit the cap. And not just the 5-6 smiths who are the ultra rich ultra elite etc.


I can see where it comes from. It's all SOE's 'level the playingfield' stuff. Everyone will have their own oppinions on the matter of course. But still. Say you have those rare resources. Those that let you hit the caps or what ever. What happens when you eventually run out and nothing quite as good ever spawns again? Well at least with these buffs you still stand a chance of comming close to if not matching what you once made before. Besides there's still some difference in how a weapon is experimented that sets a WS appart. There are those that ignore SAC and try to lure in customers with DPS and damage. Never mind their clients will wind up unable to fire in 3 seconds because of insane SAC cost.


And well armor is just a joke. An armorsmith is now purely only as good as the resources they can get their hands on. No skill involved. Max out one line and your golden. The rest (Condition) is just gravy that gets ignored half the time anyway.





Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
Bothan Armory: -2070 -4517 Sanctuary Island - Corellia
Also at: -1395 -5820 Da'Vinci - Tatooine
Stealing your wallets since November 04
Lycantha
Thu Aug 25, 2005 5:36 am
#43



Dragon2179 wrote:
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 and I 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 I first 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





And just where do you think we ALL started? I didn't create my char on "Lucky Weaponsmith Day" and log in to a house full of server best. It took me a solid year, and I'm still working on some resources.

Your main problem as a new smith is a leveling and experience gain system that makes low level weapons a one day throwaway commodity, and makes the level 54 weapons market the ONLY game there is. Now guess what, with resources homogienized high end loot becomes the determinent, and how is a new smith going to compete for those?

Its never been about money, considering my combat char sold one Pearl for 30million creds. It's about striving and working to make the very best weapons you can. I had a wall of "my best" pre CU. Post CU I deleted them all and started over. Now I get to start again. Its becoming very frustrating to play a game where a line of code can destroy the pinnicle landmarks of this profession.



Lasai Bilof
Mercenary
Master Carbineer Since November 03
Ronin


Muzz
Thu Aug 25, 2005 5:39 am
#44

The only competition will be in price. As most long term crafters have good stocks they will be able to mass produce 100% base weapons with second or even third best resources. Plus, they'll have the financial muscle to sell weapons for 1 cred or even give them away. Great for the buyer... but evening out the playing field? I don't think so.


One thing is for certain, if it hits live as it stands then even a nerf afterwards won't make any difference at all, everyone will already have tons of schems pre-prepared for every weapon and component they need.





Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
DawinGamond
Thu Aug 25, 2005 5:48 am
#45


In my opinion, this whole levelling of the playing field has to stop. It makes no sense to me that someone who comes into the game and levels up their character in a couple of weeks can be on par with someone who has been in the game for a year or more. This applies to combatants and crafters as well. These changes reek of Socialism.


With the caps that have been implemented and the upcoming resource changes, there's no real diversity to weapons anymore. They will all be the same.


What's truly sad tho, is that I no longer feel the sense of pride that I once did at being a notable weaponsmith.



Dawin Gamond
Gawin Gamond
Faden Gamond

Gamond Family Portrait

Like Obi Wan, I am in exile


Dragon2179
Thu Aug 25, 2005 5:49 am
#46


Well, I bet it is not just me, who is going to be happy about this

(well, happy isnot the rightword...I think it is nice, but I do not think it will have a great effect to me)


@Lycantha

So my opinion is, that there are far more upcoming ws or new master ws (and I count myself to these guys), than oldtimer ws, who have played like 1-2 years. I also suppose there are some master ws out there, who have resources with high quality, but not best quality resources. BUT they are for sure also only a handful...And they are the reason, why you wanna block these changes? Come on...give the Newbie Crafters also a chance...they are the mass and actually the 10% to resource quality does not have a great effect to them I believe.


And btw...Eulbobo is completly right...did anyone test this actually on the test-center? Would be really funny, if everybody is wrong about the resource cap

Message Edited by Dragon2179 on 08-25-2005 03:13 PM

noSup4u
Thu Aug 25, 2005 6:07 am
#47






Muzz wrote:





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.




qfe




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noSup4u
Thu Aug 25, 2005 6:10 am
#48






Eulbobo wrote:
I read everything and realized one thing

Where did you see that the 10% buff on ressource quality will not allow to go over the 1000 cap?

If there is a buff, an OQ1000 ressource should be considered as OQ1100 while crafting.

So that the best ressource possible will remain the best.


So tell me where you saw that a OQ1000 ressource will not be considered as OQ1100 while using it in a craft.


I think your only fear is because current cap on ressources quality is 1000, but why shouldn't the system be able to deal with 110% quality instead of 100% ?





it considers the cap over 1000 when you apply the 10 percent to the resources when doing the calculations.


but the experimental percentage cap remains 100 percent. so this actually makes it worse and even easier to hit 100 percent. your over 1000s can cover a couple close to 1000s. check the thread in the dancer forum, theres a hard number example supporting this.


not too surprisingly they also thought going over 1000 was a good thing for crafters but who cares when you cant experiment to 110 percent.


*shakes head*






-=-=-=-=- GeenO Soep -=-=-=-=-
-=-=-=-=- Making pink manly since 1978 -=-=-=-=-
-=-=-=-=- NoSupforU & Co. -=-=-=-=-
-=-=-=-=- Vendors at -7163, 5500 Naboo. Please shop. -=-=-=-=-
-=-=-=-=- I have no money and just RP alone all day.
-=-=-=-=-
-=-=-=-=- Do you have any twi'leks for sale? -=-=-=-=-


Ecnirp
Thu Aug 25, 2005 6:31 am
#49

/sigh


Well this is what the Dancer Correspondent said...


"As a crafter and a dancer, I would like to see them go in and then adjusted depending upon how they actually effect play on Live rather than based upon player speculation."


I just hope that kind of "logic" doesn't get passed on to the Devs.


Muzz
Thu Aug 25, 2005 6:35 am
#50

I've given up trying reasoned debates on that forum. The tired old 'greedy crafter' cliches are being trotted out, they refuse to recognise legitimate concerns and threaten to lock the thread when they have no reasonable response to these concerns.


Insular Correspondents like this really do their professions and the people they represent no favours.




Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Summerflame
Thu Aug 25, 2005 6:42 am
#51






Dragon2179 wrote:
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





Im trying to look at this from the newcomers perspective aswell and while I realize it can be hard to brek into the business as a new smith that was part of what draw me to this profession.

I and many others like the challenge and the wokr that geos into colecting all the very best resources gives us a great feeling of accomplisment.

What is worrying most of us immensly is not that newer players gets a chance to compete, but that the profession will grow stagnant.


If this change is put through to help the New crafters I suggest making resources spawn more frequently I wouldnt mind that. Im not tryng to monopolise crafting and neither are the others against this change.

We are however trying to keep it interesting and if this goes through it will eventually effect you aswell, cause with enough dedication you will hit the 100% aswell with these buffs and then there will be nowhere to go from there.




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ShugFlurry
Thu Aug 25, 2005 6:51 am
#52

Even as a new upcoming smith I wouldnt want this. If you're here for the money then well good luck to you, if you're here liike 90% of the long-time weaponsmiths for a challenge, then this pretty much changes the goal from being the bulls-eye to just hitting the dart board. No longer do you strive for perfection you just strive for 91%. What fun is that?



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
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