Weaponsmith Archive

Thread: Good News! But some concern with whats on the TC at the moment....

BeckNebula
Tue Aug 23, 2005 11:47 pm
#40

What do you want to bet that these buffs will hit live, then get removed a few days later...and anyone who didn't make dozens of schematics during those days will be screwed.


It's happened before.


Lotok
Wed Aug 24, 2005 1:53 am
#41


Sounds like pretty stupid mistake from devs.


Message Edited by Lotok on 08-24-2005 09:55 AM



Lotok Lekkmen
Elder 12pt Master Weaponsmith
-
Location:Tatooine -4453 5977 (behind bandits Hideout shuttleport)
Janann
Wed Aug 24, 2005 3:28 am
#42


First I was 91% sure that the original poster hadmisunderstood something, but no...itwas true!


Where is the fun in crafting in the future? I don't see it after this change as you can quite easily now find resources which cap. First came weapon value caps, which killed the fun a little bit, and now this. This is alreadythesecond step towards WoW where crafters make items with the equal quality, what comes next?


Even if this change never goes live it has already shown one thing:
Devs seem to have no clue what they are doing


This is the first time I said that aloud, but I just had to.



_________________________________
Janann
guild leader of

Maceey
Wed Aug 24, 2005 4:34 am
#43

If this makes some of my second best resources as good as my best resources i'm gonna cry.......


I spend over 1 1/2 year collecting those resources. Spending every credit i had on resources. No uber weapons or uber armor for myself or my alt just avarage stuff. And buying and harvesting resources where i could find them. Now the recent spawns are pretty easy to get and if the 10% places them at the same quality as the best resource. What difference is there between the old and new smiths!


I was a new smith once i had no good resources. But i didn't whine about it and i started collecting. I put a lot of effort in my resource collecting because i now have all the best resources spawned on eclipse. Oke lately some resource crates... We have a shortage of rhodium steel


Sure it's hard for new players but crafting is not like combat and the devs don't have to dumb it down.


Basicly yes it's nuts to increase resources why? We allready have resources..... why not just increase all the resource stats with 10% it's the same thing and also very stupid.





Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
stanleycat
Wed Aug 24, 2005 4:56 am
#44

Another kick in the nads for people who have paid and played for a long time....



And if its on test center - it will be in game - test center is an oxymoron.





Jase theAce
ex_SWG
Aseni
Wed Aug 24, 2005 6:01 am
#45

I had to post at the Etertainer Forum my thoughts ... somehow i thought it might get noticed more there .... here it is:
Cry of anguish

Message Edited by Aseni on 08-24-2005 09:03 AM



Nikonto Aseni, former Chief Crafter of The Nikonto Arsenal

FriedSquid
Wed Aug 24, 2005 9:34 am
#46

May I make a suggestion?


It might be cool to suggest to someone an actual SOLUTION rather than griping.


My personal suggestion is that we lobby to have the original assembly cap reduced for higher-than-900 assemblies. If you could get up to, say, 35%, that would bealarge enough bonus that old-school crafters could live with this, yet a small enough bonus that many of them might stop hoarding so much.








It's all gone. And so am I.


GrooperNugent
Wed Aug 24, 2005 11:26 am
#47






MeciniaLua wrote:



This isn't going to hurt any of the crafters.


Every stat on your weapons takes multiple stats to be good, it is highly unlikely that all those stats are 1000 on any resource you own. This will help established as well as upcoming crafters.








Actually not true: melee weapons for example have single stat requirements i.e. SR or UT and no weapon has a requirement of more than 2 stats. As such I have spent the last 14 months collecting the best resources for each component/final build the server has to offer. the vast majority of my stock is within 1-5% of the stat cap for that particular resource so I will be hitting 100% experimentation on virtually every weapon I make...and so will every other WS that has put any effort into collecting resources.


IMHO the people whoshould be screaming loudestare the chefs and BE's, as their crafting systems DO integrate more stats than weapons. But then again, they may welcome the changes.../shrug



Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
FriedSquid
Wed Aug 24, 2005 11:30 am
#48

chefs / BE's don't have as many named components as we do, I don't think. Meat is meat / eggs are eggs to my friend BE, I'm almost completely sure.






It's all gone. And so am I.


GrooperNugent
Wed Aug 24, 2005 11:36 am
#49

True enough, I suppose there are only 9 or 10 types of Herb. meat etc., but I do remember looking over my brother's shoulder while he was BE'ing and seeing that 3 or 4 stats were pertinent and not always the same stats like our CD/OQ for the whole gun.



Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
GrayGh0st
Wed Aug 24, 2005 11:43 am
#50

I was going to talk about pride in crafting and making the very best but I won't waist my time. SOE has the code on test so it's going live in two weeks because anyone that has been in SWG knows that if it goes to test it goes live if for no other reason than to justify the dev time.


I've spent two years fighting SOE three times cancelling only to come back. I've been a master crafter in Archie/DE/ and AS over that time. I just spent 300million credits buying out two retiring WS to start new lines and a new account to support them.


I waisted my money and time over the last two years and for the last time. My next post is on Ebay.


Being the best of the best is SUPPOSE to require the resources to support that. Now some 900 quality generic spawn and a buff is just as good that the very best all time resource on any server.


What a waist of time, pride, and loving passion producing the best of the best items ultimately has been. Any start up account can match them with 900 quality resources within weeks of starting the game when this goes live.


Guess this is the patch the finally and completely ends quality in crafting that will in turn finally and completely true crafters as anything more that alts of the combat classes.


I've heard the cry before but this truely is the death of crafting in SWG just remove all crafting classes and put NPCs selling max quality products because with the this buff and hard caps on crafting results that is what this is - alts and bots using mid 900 quality resources for max cap products.


SOE have the guts to just remove the crafting classes if your going to remove any pride and/or challenge from them.


Pitzz
Wed Aug 24, 2005 11:47 am
#51


Personally, I don’t think this is that dramatic, though I would like the resource buff to be less then 10%. Sure it removes some barriers to entry, and it will make it easier for new serious crafters to compete, but it does not mean that they will be able to do it overnight. 90% + spawn of resources are not that common. It will at least take them a couple of months to collect them. Plus, they will still have to get a suit, the loots, get a good location and make a name for themselves.


On thing for sure is that it will level the playing field. I don’t mind competing against serious crafters, old or new. I would mind though having to compete against somebody that is not committed to the profession. What I will certainly enjoy is not having to spend all that time looking for new spawns so I can get from a 97% resources to a 97.5% one. I’ll just spend it on something else to get me that competitive advantage…


What keep this game interesting are the disruptions (at least for me), having to reinvent my character over and over… Otherwise I would get bored… Again, I don’t think +10% is the right number, but I would not mind shedding some harvesters to get a bigger house!




Pitzz Haa, former Weapon Smuggler

CorenLanra
Wed Aug 24, 2005 2:22 pm
#52



Pitzz wrote:

Personally, I don’t think this is that dramatic, though I would like the resource buff to be less then 10%. Sure it removes some barriers to entry, and it will make it easier for new serious crafters to compete, but it does not mean that they will be able to do it overnight. 90% + spawn of resources are not that common. It will at least take them a couple of months to collect them. Plus, they will still have to get a suit, the loots, get a good location and make a name for themselves.

On thing for sure is that it will level the playing field. I don’t mind competing against serious crafters, old or new. I would mind though having to compete against somebody that is not committed to the profession. What I will certainly enjoy is not having to spend all that time looking for new spawns so I can get from a 97% resources to a 97.5% one. I’ll just spend it on something else to get me that competitive advantage…

What keep this game interesting are the disruptions (at least for me), having to reinvent my character over and over… Otherwise I would get bored… Again, I don’t think +10% is the right number, but I would not mind shedding some harvesters to get a bigger house!






You're dead wrong there! Anyone that has followed a resource spawn for a decent amount of time probably has 4 or 5 sets of spawns that are withing 90% plus that are "stockpiled" as rainy day use or whatever when they run out of their uber 98 or 99% spawn. These stacks will flood the marked and devalue _everything_. I for one will probably close up shop as it is a waste of my effort to make the same weapon that any noob can. I've got 2 years of accumilated credits, tell me what incentive I have to craft if I can't possibly do anything unique?



Stettin Palver - Master Weaponsmith
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