Weaponsmith Archive
Thread: recyclers , what do they mean for us then?
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Willbaby
Tue Jan 11, 2005 9:38 am
#1
http://starwarsgalaxies.station.sony.com/content.jsp?page=Phase%202%20Loot%20Items:%20Recyclers
yeah im not 100% on there workings yet , so here i am to ask my peers , what do these mean for us? i kinda get the basics of it , u turn unwanted res into something that we can use , but there are not many schems that dont require high stats for us , by what i can determin , u can throw iron and steel into these and get ferrous metal out the other side , so how does this effect the stats of these 2 res when combined? or are they just blank to be used in a schem that doesnt require stats ? i wasnt happy when they screwed res caps by bringing in the SW res and not gateing them like they had the rest of the res already availible , im just hoeping they are not turning our profesion into even more of a pharse , to me these recylers look a very improtant addition , surely these things could have done with some testing by at least 1 member of our community b4 being thrown out to us?
yeah im not 100% on there workings yet , so here i am to ask my peers , what do these mean for us? i kinda get the basics of it , u turn unwanted res into something that we can use , but there are not many schems that dont require high stats for us , by what i can determin , u can throw iron and steel into these and get ferrous metal out the other side , so how does this effect the stats of these 2 res when combined? or are they just blank to be used in a schem that doesnt require stats ? i wasnt happy when they screwed res caps by bringing in the SW res and not gateing them like they had the rest of the res already availible , im just hoeping they are not turning our profesion into even more of a pharse , to me these recylers look a very improtant addition , surely these things could have done with some testing by at least 1 member of our community b4 being thrown out to us?
Message Edited by Willbaby on 01-11-2005 08:39 AM
Ybagi
Tue Jan 11, 2005 10:56 am
#2
I haven't used one yet, but it won't effect weaponsmith really, you won't be able to put something into it and get something out that you wouldn't have been able to use the original resource in the first place.
Only really good for noobies so they can get bigger stacks of generic resources for artisan.
Sidalo
Tue Jan 11, 2005 11:01 am
#3
My impression is that you will no longer have to destroy those last few units of a resource because you do not have enought to actually put it in something.
So those last few units of all your specific aluminum can be dropped back to regular plain old metal so you can accumulate it and get enough to use it.
EdOWar
Tue Jan 11, 2005 11:25 am
#4
Well, it will also depend largely on what kind of stats these 'generic' resources have. If they have good stats, then recyclers could be useful because there are plenty of schematics that require 'Non-ferrous' or 'Ferrous' metal.
Frankly, though, I'm a bit disappointed in them. I was really hoping that they'd allow me to recycle crafted items, getting back a small portion of resources I put into them.
Slim Vargo, Corbantis
papajedi
Tue Jan 11, 2005 11:48 am
#5
I can see a use already:
Combining resources from smaller stacks laying around for the types of items (artisan components) that go into weapons that have no affect on the finished product, or the finished product's statshave no apparent affect on the job for which it is used....WUKs come to mind.
Edit:
Also, it would be kinda cool to use the recycler to get 1 unit of each type of material that was used in crafting a weapon (or whatever) so we could reverse-engineer and figure out just how another weapon has 2 or 3 points damage higher than one I made....but I shudder at the though of the database necessary to contain all the informationfrom all the resources and components that were used to creat every single item that was crafted....would be very cool, but I think out of reach 
Message Edited by papajedi on 01-11-2005 10:58 AM
CTRL_ALT
Tue Jan 11, 2005 7:09 pm
#6
Depending on how the stat splicing and all that when the thing goes live, I think it really would be only efficient for someone with really small resource stacks. Normally, if you are planning to make a couple crates of WUKs or something, you would mine the resources beforehand and get at least (100k+ maybe). I hear that there are 6 looted components needed? Just doesn't seem to be anything major helpful to anyone who owns and uses miners.
SlaserX
Tue Jan 11, 2005 7:12 pm
#7
So it keeps the stats the same then, or do they go away? I wish they'd go into more detail with this sort of thing...
Ybagi
Tue Jan 11, 2005 7:17 pm
#8
SlaserX wrote:
So it keeps the stats the same then, or do they go away? I wish they'd go into more detail with this sort of thing...
The only thing that would make sense would be to take the lower of the two stats being combined.
Having resources with 0 stats would be dangerous because they are treated as 100% when crafting.
Zhundult
Wed Jan 12, 2005 6:15 am
#9
Yeah, I don't understand how they can combine different resources with different stats. If it keeps the best value for each stat you could make some really good quality generic resources, but if it takes the worst value, or an average of the values, or somethig similar, I can only see it being useful for people who quality doesn't matter (i.e. furniture architects, etc.)
Bermag
Wed Jan 12, 2005 6:17 am
#10
No they are not counted in the calculation and instead the stats on other resources are used. if you have one resource with 500 stats and the other with no value it will be 500.
Ybagi wrote:
SlaserX wrote:
So it keeps the stats the same then, or do they go away? I wish they'd go into more detail with this sort of thing...
The only thing that would make sense would be to take the lower of the two stats being combined.
Having resources with 0 stats would be dangerous because they are treated as 100% when crafting.
Mor-Dan
Wed Jan 12, 2005 10:07 am
#11
Ybagi wrote:
SlaserX wrote:So it keeps the stats the same then, or do they go away? I wish they'd go into more detail with this sort of thing...The only thing that would make sense would be to take the lower of the two stats being combined.
Having resources with 0 stats would be dangerous because they are treated as 100% when crafting.
not exactly.
in Chef requirements, not having a PE or Flavor, the numbers do not default to 100 or just avoid being counted (if there are two resources where one is 869 Flav the % is just considered 869 with no avg being taken), the number is considered 0 and they are avg together. So, if you had 1000OQ, 1000PE, 1000DR, 1000FLAV and something that had no PE or Flave your combine 50/50 would be:
1000DR
1000OQ
500PE
500Flave
Ybagi
Wed Jan 12, 2005 10:37 am
#12
DURRR!!!
Sorry guys I guess I should have said it will allow you to get 100% by the loss of any restrictions placed on that particular resource.I think you all understood what I was getting at though so thanks for coming out.
jason67
Wed Jan 12, 2005 11:11 am
#13
I would guess that it would be similar to RE'ing in which case the best stats carry over, otherwise it would be worthless to add this feature into the game. But frankly even behaving like RE'ing it would have very limited uses, especially since it apparently requires 6 looted components.
Short of the above if it simply averaged the stats or transfered exact stats(same resource only) then the only profession which it would be useful in that I can think of would be Chef, where they have some specifically named "Fruit" for Vasarian Brandy. In the case of chef where it requires fruit, you can not use the specified berries, etc... that are used in other places. It must be a generic fruit harvested and not a specific berry which is a sub-category of fruit.
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