Weaponsmith Archive
Thread: Good News! But some concern with whats on the TC at the moment....
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.
Message Edited by Lotok on 08-24-2005 09:55 AM
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
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.
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.
Cry of anguish
Message Edited by Aseni on 08-24-2005 09:03 AM
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.
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.
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.
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 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?