Weaponsmith Archive
Thread: Resources soon to all be the same:(
Ecnirp wrote:
I really don't get your animosity to Weaponsmiths.
dirtdude909 wrote:
Aleyowrote:
Any crafting prof:
- Increase that specific crafting experience (e.g. Architect, Weaponsmith) by 15%
- Increase resource quality for that specific crafting by 2%
- Increase assembly success for that specific crafting by 10%
- Increase experimentation success for that specific crafting by 10%
ok did i miss something here??
I see resource quality at 2 % not 10% the experiment success at 10 and assembly success at 10% but where is the resource quality 10?......the way I read it is that your initial assebly success gets the 10% bonus and each expirmentation gets a 10% bonus...
If I missed something please send me the link as I'd like more information reguarding the matter because at the moment it doesnt seem too horrible to me....
It was 10% originally - it was lowered yesterday, thankfully.
Cafa wrote:
Ecnirp wrote:
I really don't get your animosity to Weaponsmiths.
Actually, I have none against any profession. I have problems with the mentality you've on this thread accepted and promulgated that nerfing continues to be the answer to all your issues before anyone even gets to try this out.
Fivo Asia
If 2% goes live and gets adjusted lower it will be manageable since at least the hundreds of schematics people will make and store will only be 2% higher than could be made before.
If 10% went live only to be adjusted then it would screw over anyone wanting to break into any crafting profession for a long long time to come.
Anyway looking at the Architect forums I see that they do seem to be in agreement that the 10% change was to high - and looking at a lot of the other profession forums seems they are in agreement to.
All you're doing is trying to pick a fight and I'm afraid you are losing. Maybe its time to pack up and leave these forums. If you want to flame us, go do it in the Architect forums since you've been doing it already.
Ecnirp wrote:
Cafa wrote:
Ecnirp wrote:
I really don't get your animosity to Weaponsmiths.
Actually, I have none against any profession. I have problems with the mentality you've on this thread accepted and promulgated that nerfing continues to be the answer to all your issues before anyone even gets to try this out.
Fivo Asia
If 2% goes live and gets adjusted lower it will be manageable since at least the hundreds of schematics people will make and store will only be 2% higher than could be made before.
If 10% went live only to be adjusted then it would screw over anyone wanting to break into any crafting profession for a long long time to come.
Anyway looking at the Architect forums I see that they do seem to be in agreement that the 10% change was to high - and looking at a lot of the other profession forums seems they are in agreement to.
All you're doing is trying to pick a fight and I'm afraid you are losing. Maybe its time to pack up and leave these forums. If you want to flame us, go do it in the Architect forums since you've been doing it already.
Gosh, hard to face that mirror, eh. At least people in the architect forums have honest arguments for their positions. There's so much "chicken little" over here that you've not once come up with an logical debate.
Fivo Asia
Message Edited by Cafa on 08-26-2005 10:50 AM
Cafa wrote:
Ecnirp wrote:
Cafa wrote:
Ecnirp wrote:
I really don't get your animosity to Weaponsmiths.
Actually, I have none against any profession. I have problems with the mentality you've on this thread accepted and promulgated that nerfing continues to be the answer to all your issues before anyone even gets to try this out.
Fivo Asia
If 2% goes live and gets adjusted lower it will be manageable since at least the hundreds of schematics people will make and store will only be 2% higher than could be made before.
If 10% went live only to be adjusted then it would screw over anyone wanting to break into any crafting profession for a long long time to come.
Anyway looking at the Architect forums I see that they do seem to be in agreement that the 10% change was to high - and looking at a lot of the other profession forums seems they are in agreement to.
All you're doing is trying to pick a fight and I'm afraid you are losing. Maybe its time to pack up and leave these forums. If you want to flame us, go do it in the Architect forums since you've been doing it already.
Gosh, hard to face that mirror, eh. At least people in the architect forums have honest arguments for their positions. There's so much "chicken little" over here that you've not once come up with an logical debate.
Fivo Asia
Message Edited by Cafa on 08-26-2005 10:50 AM
Cafa wrote:
Weaponsmith and Armorsmith got a specific upgrade before that helped them because of the manner in which the devs have implemented experimentation.
Fivo Asia
For someone who claims to know so much about WS you sure seem clueless about this aspect of crafting. First of all, the old resource valuation system was in place pre-CU, the new system came into being with the CU. For that reason, it's erroneous to call the change in resource valuation an upgrade since you have no way to compare pre and post CU weapons since the weapons stats are completely different.
What you are failing to realize is it's irrelevant whether a plumbum iron that's 120/1000 (approximate max)is valued at 55% (old)or 100% (new). Both represent the best this resource is capable of achieving so in essence it's the same either way. Take the T-21 for example. Under the old system, if you made one using maxed out resources on everything I think you'd get about 420 max or so. The same holds true with post CU weapons that if you use perfect resources, you will hit a certain number beyond which you cannot go without the use of enhancements. The quality of the weapons we are capable of producing relative to the best that can possibly made has remained virtually unchanged despite the change in the way resources are valued because the relationship of our resources to the caps for those resources has also remained virtually unchanged.
When the damage formulas are created by the devsthat determine outcome based on resource quality, you can be sure theyknow what they want the max dmg for certain weapons to be based on how it would turn out with perfect resources. That's why I always found it so funny when people complained about the quality of plumbum or rhodium,etc. If the devs had left all resources with 1000 max stats, it wouldn't have changed the outcome of your crafting efforts. They simply would have adjusted the fomula that determines the crafting outcome.
Personally I preferred the old method for determining resource values as it was simpler to compute and you didn't need to know anything about resource caps to make your calculation.
Hurlobacca wrote:
[snip]
Personally I preferred the old method for determining resource values as it was simpler to compute and you didn't need to know anything about resource caps to make your calculation.
I'm also in favor of giving entertainers new content but the 10% resource buff was a stupid idea. Most older players wouldn't get full benefit as most of their resources are already valued over 90% so there would be an unequal benefit to people who haven't spent the time on their profession that others have. I'd rather see entertainers give a buff that enables surveyors to launch survey droids that can located actual spawn sites. That would benefit all crafters equally, provides lots of business for entertainers, and would also stimulate droid sales for DE's.
Couldn't agree more with this, but unfortunately TH has stated twice that this will never happen.
Fivo Asia
Hurlobacca wrote:
Cafa wrote:
Actually, I have none against any profession. I have problems with the mentality you've on this thread accepted and promulgated that nerfing continues to be the answer to all your issues before anyone even gets to try this out.
Fivo Asia
First of all, it can't be considered a nerf because it never went live with the 10%. Secondly, we don't need to "try it out" because we all have calculators and are capable of figuring out what a 10% improvement to our resources would do to our weapons.
What you seem incapable of grasping is that our objection to the resource buff has absolutely nothing to do with entertainers and everything to do with what would be a very detrimental change to our profession. We are certainly entitled to take a position in defense of our chosen profession as are you, though it's unfortunate that some entertainers view this an an attempt to thwart their professional growth, which it is not. There are many things that can be done to give entertainers more purpose that don't adversely impact other professions so I think a little more thought needs to go into what abilities are granted to entertainers so that those changes will be greeted enthusiastically by the overall player population.
/sigh. Do I really need to pull up the hundreds of posts on crafting day from Weaponsmiths saying "please keep this" after similar input from your community got it nerfed?
Honestly, for me this has little to do with entertainers in as much it is a bonus other crafters could have used to break into markets. I believe the diminishing return is there for the majority of crafters, and there's not a one of you that make high-end sales from simply normal resources.
You're sacred cow here is a misnomer disguised in very good loot drops. Period.
Fivo Asia
Muzz wrote:
You didn't address the point of what would have happened if 10% had gone live, then was adjusted down to 2%. The Devs clearly thought 10% had the potential to cause as many problems as it would solve and made the only decision possible, to correct it before it hit live.
This was their only chance, once it had gone liveadjusting downwards would have shut crafters out of competition for many many months. Thankfully they took the chance.
I also find it ironic that you espouse community before credits while not giving a FF what happens to the professions you didn't list on your 'would have benefitted' list. Talk about islands.
If I had a pen and paper here i'd draw you a picture.
And if you're not grateful for 2% no one is forcing you to apply the buff.
If you were even here the last time they did this, you'd know. About a thousand crafters screamed to keep the better crafting system, ESPECIALLY the PREVIOUS NAYSAYING WEAPONSMITHS that got it nerfed.
I think we know which two crafting professions I didn't list. They already received very specific bonuses to experimentation that do not apply to other professions.
If you had a problem with 10% no one was forcing you to take it either.
Fivo Asia
Thanks for the capitals, as I can't read they helped alot. Now it's my turn. The two professions received bonuses THAT DIDN'T ADVERSELY AFFECT other crafting professions.
As you were so outraged by the effect of the Crafting Day i'll take that yourpost as an admission that itwould have been another undesireable scenario.
Muzz wrote:
Thanks for the capitals, as I can't read they helped alot. Now it's my turn. The two professions received bonuses THAT DIDN'T ADVERSELY AFFECT other crafting professions.
As you were so outraged by the effect of the Crafting Day i'll take that yourpost as an admission that itwould have been another undesireable scenario.
Nope, actually loved crafting day. I got to spend all day and nightfixing a crashed network so I only participated in crafting for a short 2 hours from 2am to 4am. I wish the effects of crafting day were here today. Instead we have people who base the majority of their crafting on loot dictating how resource boundaries hurt their profession. Especially since they've already received a relative bonus that didn't help the majority of professions. Go figure.
Fivo Asia