Weaponsmith Archive

Thread: Quality resources get nerfed by patch

roxby
Mon May 09, 2005 10:23 pm
#1

Todays patch changes will mean that a lot of resource that were collected post CU at great expense wont make that much difference:


e.g. Mineral with resouce cap range 800-900


Pre CU: range of 80% to 90%


Exp range was 0% to 100% in current system


when this patch goes in it will be 88% to 100%


Iwas getting used to all my resources going from 0-100%, and i kinda liked it, it meant that you had to research old spawns and buy/ resource kit what was missing. Now all that work has gone to waste... and weapons/components will now be better made after this patch. Back to making schems again...




ZeeZee
GSA Guild Master Weaponsmith (12pts,FS)
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Turd_Ferguson523
Mon May 09, 2005 10:28 pm
#2



roxby wrote:
Todays patch changes will mean that a lot of resource that were collected post CU at great expense wont make that much difference:
e.g. Mineral with resouce cap range 800-900
Pre CU: range of 80% to 90%
Exp range was 0% to 100% in current system
when this patch goes in it will be 88% to 100%
Iwas getting used to all my resources going from 0-100%, and i kinda liked it, it meant that you had to research old spawns and buy/ resource kit what was missing. Now all that work has gone to waste... and weapons/components will now be better made after this patch. Back to making schems again...





I guess had I known you were doing that, I would have recommended you wait. I guess i would hope you'd know they change things on a whim, especially after a patch. I would have personally waited at least 2-4 weeks. Not a knock, just some advice from someone who (despite the date you see) has been around since beta 3.



Makiino
I've found no people for killing time, so I found time for killing people
[Combat Medic] - [Master Rifleman]
Melting Imperials, from the IMPside out

Mor-Dan
Mon May 09, 2005 10:29 pm
#3



roxby wrote:
Todays patch changes will mean that a lot of resource that were collected post CU at great expense wont make that much difference:
e.g. Mineral with resouce cap range 800-900
Pre CU: range of 80% to 90%
Exp range was 0% to 100% in current system
when this patch goes in it will be 88% to 100%
Iwas getting used to all my resources going from 0-100%, and i kinda liked it, it meant that you had to research old spawns and buy/ resource kit what was missing. Now all that work has gone to waste... and weapons/components will now be better made after this patch. Back to making schems again...






this is in effort to put more experimentation into one line. it's a crappy way of doing it, and yes it is another slap in the face to veterans, but it is needed to get more balance in crafting. They are seeing very high DPS numbers as far as weapons go, and it must be something they consider to be out of balance. i am sure that there is a better way to do it, and hopefully when we get a new Cor new ways can be discussed. this is going to wreck the crafting game even further, making even more items generic across the board instead of making them something people can play with and try to reach different markets.



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roxby
Mon May 09, 2005 10:51 pm
#4






Turd_Ferguson523 wrote:


I guess had I known you were doing that, I would have recommended you wait. I guess i would hope you'd know they change things on a whim, especially after a patch. I would have personally waited at least 2-4 weeks. Not a knock, just some advice from someone who (despite the date you see) has been around since beta 3.





Im lucky - been a bit too busy grinding xp to craft much - i was just starting to get the ball rolling. Its good advice though. I think ill sit back and watch for a while now.




ZeeZee
GSA Guild Master Weaponsmith (12pts,FS)
Vendors in SDK Theed Mall -4060 3362 , SDK Lok Mall (Sardukar City) -1618 -4896
Offers and deliveries to "ZZ's Melee Weapons" Sardukar City Mall

Turd_Ferguson523
Mon May 09, 2005 10:55 pm
#5



roxby wrote:


Turd_Ferguson523 wrote:


I guess had I known you were doing that, I would have recommended you wait. I guess i would hope you'd know they change things on a whim, especially after a patch. I would have personally waited at least 2-4 weeks. Not a knock, just some advice from someone who (despite the date you see) has been around since beta 3.


Im lucky - been a bit too busy grinding xp to craft much - i was just starting to get the ball rolling. Its good advice though. I think ill sit back and watch for a while now.





Don't get me wrong, collect anything that shows up as good for resources, but just keep in mind they change things quickly, without warning and very sporadically.



Makiino
I've found no people for killing time, so I found time for killing people
[Combat Medic] - [Master Rifleman]
Melting Imperials, from the IMPside out

Willbaby
Mon May 09, 2005 11:15 pm
#6






Mor-Dan wrote:





roxby wrote:

Todays patch changes will mean that a lot of resource that were collected post CU at great expense wont make that much difference:


e.g. Mineral with resouce cap range 800-900


Pre CU: range of 80% to 90%


Exp range was 0% to 100% in current system


when this patch goes in it will be 88% to 100%


Iwas getting used to all my resources going from 0-100%, and i kinda liked it, it meant that you had to research old spawns and buy/ resource kit what was missing. Now all that work has gone to waste... and weapons/components will now be better made after this patch. Back to making schems again...








this is in effort to put more experimentation into one line. it's a crappy way of doing it, and yes it is another slap in the face to veterans, but it is needed to get more balance in crafting. They are seeing very high DPS numbers as far as weapons go, and it must be something they consider to be out of balance. i am sure that there is a better way to do it, and hopefully when we get a new Cor new ways can be discussed. this is going to wreck the crafting game even further, making even more items generic across the board instead of making them something people can play with and try to reach different markets.



i agree , all weapons stats will be hard to tell apart from each other after this, as for the high dps there seeing, there gonna see higher after this patch ..no?





Alita'GSA
12pt Master(Very Bored) Weaponsmith.
[Alita']s Weapons - Imperial Outpost Talus @ Wp[-1960 2170]
Hurlobacca
Tue May 10, 2005 4:56 am
#7


First of all, my greater sympathies lie with those who had resources they collected over the last two years rendered uselessrather than those who have collected them over the last ten days, despite the wasted resource kits which is unfortunate.


Secondly, I doubt you will see a general decrease in the quality of your weapons as a result of this change. My guess is a few of the affected resources and weapons theyproduce will get better and a few will get a bit worse depending on the specific resources you had.


Why do I think that? Because the pre-CU crafting system worked on a 1-100% quality of resource scale just as the post-CU did, it just never was reflected in your crafting tool and was hidden by the gating of resources. Take the T-21 for example. It uses Polonium which is gated at around 150 for cond, so the best you could ever get was 150cond/1000oq. Let's say you had the best possible resources for all components and other resources and your pre-CU T-21 topped out at 420 max. That was the max for that weapon by design, and it really doesn't matter if your Polonium is called 57.5% quality or 100% quality, because the maximum crafting results for all weapons based on perfect resources are predetermined, meaning the devs figure out how good the best possible result should be for any particular weapon and then create a formula to address the specifics of the resources required and that formula scales the results depending on the quality of the components and resources used.


This is an assumption on my part but obviously I'll be testing to see if I'm right. Another reason I don't expect to see a noticeable reduction in quality of crafted weapons is the fact that some quest reward weapons are already significantly better than crafted, so changing the resource valuation in such a way that reduces the quality of crafted goods would further that imbalance.



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Weaponsmith_Drake
Tue May 10, 2005 12:18 pm
#8

I think its a good thing, makes alot of resources how they should be... If you spent the money/time on getting the better resources, they will still be better



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