Weaponsmith Archive
Thread: Replace NAMED Resources w/Stat Requirements
Not a bad idea, but I do see an obvious problem with it. The way it is now, there are maybe 10-20 WS's per server who can really make the very best weapons, and even less who advertise. The rest fall in line behind, making the "good, but not great" weapons.
At master level, the quality of our resources is the only possible way we can distinguish ourselves for any extended amount of time. Your proposal would essentially mean that every singleT21, for example, would be almost exactly the same quality, since it's the quality of the resources that would allow this weapon to be crafted in the first place.
I personally like the way it is now. It gives those who have been dedicated to the profession for a long time an obvious advantage. Also, every player had to wait for these rare spawns, so it's not as if the new smiths are suffering any more than the rest of us did at the very beginning.
There is also an issue here of implementation. The crafting system would have to be drastically altered to check for the stats of certain items instead of the resource types. This would also cause twice as many checks for every resouce added to such a schematic, since it would have to check both quality and type to some extent. More checks means more info being transferred, which is bad in general.
I'd say this is a case of "if it ain't broke, don't fix it." The system works well the way it is now, it just needs some tweaking to resource rareness, which it is getting according to TH.
I posted this in the thread started by TH regarding resource spawn rarities, but wanted to see what others thought.
Now, I think you have to be careful about how you handle this. As a master weaponsmith it is GOOD to have these named or high qualityresources spawn rarely. It drives competition.
The idea to remove named resources from schematics is not a bad idea if done properly. Perhaps require aIRON with a Heat Resist of 925 or better, rather than requiring DOONIUM IRON. Bad example as doonium is always there, but you should be able to catch my drift.
The only downside to requiring specifically named resources, other than the lack of said resource spawns, is that it becomes a race. Who can get their guild to place 29482348 harvesters on the locations first?
You (DEV team) have stated that you wanted to eliminate camping...but this is just another form of camping. So we are not camping creatures (other than krayts), we ARE camping resource locations though.
If the NAMED resources were replaced with a specific stat requirement I think it would work wonders.
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That was what I posted originally.
Now I can understand that the crafters who hoarded 400 million units of a named resource and have since been the best at their profession on their servers may not wish to see such a change implemented.
However, what about all those who have not been able to craft a given number of schematics because of the lack of a resource spawn.
I also think it would be less work than manually changing and montioring the stats of named resources to ensure the competition is still there.
There are probably many holes in my logic here, but that is why I am posting it.
Greets ...
I don't really see a problem with the way things work now ... at least non that your suggestion would solve.
The difference between what you are suggesting and how is it now is that you just consolidated from having to have 40 good resources to having to have5 good resources. (1 alum, 1 copper, 1 steel, 1 iron, 1 gem)
On Eclipse the killer steel is Carbegeedi ... been out of cycle a long time ... gets used in a lot of things ... not only named duralloy things ... but as filler for other things. The stuff is going for 40+ cpu right now ... if you can find anybody selling.
If it could be used in place of *all* steel, it would me murderous ... literally ... take about separating the Haves from the Have Nots ... whew.
Instead of trying to stock pile a bunch of resources ... you try to get 20 million of the best 5 resource when it hits and never have to worry about getting resources again.
2 weeks later ... when a new weaponsmith comes along, they can never compete ... cause the weaponsmiths that were around at the *right* time have things all sewn up.
Right now there is diversity ... and that is a good thing ...
If this is good for weaponsmiths ... then it's good for other crafters ... and pretty soon ... Resouce 123 is desired by all the crafters at the same time ... even if you relagate each crafter to just 1 of the stats ... when a steel with *best* of server stat for weaponsmiths and *best* of server stat for armoursmiths and *best* of server stat for Medics hit ... man ... talk about fighting for spawn locations.
In that scenario every strip miner would be trying to mine the exact same resource at the exact same time ... Ochie's ...
So ... I don't know exactly what *problem* you are trying to solve with this suggestion ... but this answer I don't believe solves *any* problems ... only creates more :-)
For example, lets look at Adv BPH. Currently they require diatium copper. If diatium copper hasn't popped then there are no Adv BPH on your server. When it finally does pop its a rat race to harvest it. If it popped ages ago then only those really old smiths will be able to make Adv BPH. these are the problems that worry us.
Under the proposed system, lets say Adv BPH requires copper with a CD rating of 925+. you still have the exact same situation in all cases. If a 925+ copper has not popped there is no Adv BHP on your sever, When it finally pops it is rat race to harvest it. If it popped ages ago then only those really old smiths will be able to make Adv BPH. These are the problems that would still worry us.
In effect all the change would do is substitute resoruces with the required stats for the named resources. The only advanage would be the reduced number of resoruces stacks you would need to keep. However I feel the point made above about the quality becoming uniform is serious enough to make it not worth it. Also resources would be reduced to numbers, and in effect crafting would be reduced to pure numbers. I kinda like the names on things, it lets me know immediately the value of the resource and if it is what I need. With out the names I would have to be remember what numbers go with what schematics, and if i need them. names make it easy, well for me at least.
Also, it would do the opposite of the current effect of lots of these resources.
Some of the resources out there (plumbum iron, rhodium steel, desh copper) really really stink. If the requirements were changed so that only GOOD resources could get used, then all sorts of weapons would get really powerful all of the sudden.