Weaponsmith Archive
Thread: Whos ready for 14 point smiths :)
FreeEnterprise wrote:
Nice generalization.....I loved the new experimentation changes and i was a 10 point crafter at the time. (maybe 11 cant remember) What you whiners did was ruin any chance of us matching those 12 point smiths now. Yes they still have schems from patch day for their power handlers/scopes/stocks/barrels, except we who couldnt do it on patch day have now been relegated to sub-par, THANK YOU FOR YOUR CONTRIBUTION YOU WHINEY LITTLE TARDS!!!
Did you miss the part where 12 point patch day items were massively superior to their 10 point equivalents? Leaving the changes in would have completely ruined the economy by making 12 point crafters the only ones able to sell anything.
As for your whining about patch day schematics, a current 12 point crafter is unable to match stats on 10 point patch day items so EVERYONE who missed patch day is at a disadvantage.
LLJK_Griz wrote:
FreeEnterprise wrote:
Nice generalization.....I loved the new experimentation changes and i was a 10 point crafter at the time. (maybe 11 cant remember) What you whiners did was ruin any chance of us matching those 12 point smiths now. Yes they still have schems from patch day for their power handlers/scopes/stocks/barrels, except we who couldnt do it on patch day have now been relegated to sub-par, THANK YOU FOR YOUR CONTRIBUTION YOU WHINEY LITTLE TARDS!!!
Did you miss the part where 12 point patch day items were massively superior to their 10 point equivalents? Leaving the changes in would have completely ruined the economy by making 12 point crafters the only ones able to sell anything.
As for your whining about patch day schematics, a current 12 point crafter is unable to match stats on 10 point patch day items so EVERYONE who missed patch day is at a disadvantage.
My whining is not about patch day schems, its about the inability to ever get the chance to match those schems now. A 12 point smith should have a distinct advantage over a 10 point smith, it is a hard earned extra two points, harder to come by than the original 10 by a lonshot. As it stands there is no real advantage to having 12 points.
Equality should be reachable by all players, but equality should be earned not handed to you.
FreeEnterprise wrote:
My whining is not about patch day schems, its about the inability to ever get the chance to match those schems now. A 12 point smith should have a distinct advantage over a 10 point smith, it is a hard earned extra two points, harder to come by than the original 10 by a lonshot. As it stands there is no real advantage to having 12 points.
Equality should be reachable by all players, but equality should be earned not handed to you.
12-point smiths do have a competitive advantage over 10-points smiths, especially in the market for custom made enhanced weapons. But the crafting day changes would have given 12-point smiths an overwhelming advantage that no 10-point smith, no matter what resources they were using or how long they had been crafting, would be able to compete against. 10-point 'masters' would have been relegated to selling weapons on the bazaar again, or for bazaar-level prices. At that rate it would be nearly impossible to earn enough money for the 20-50 million credits that +20 in weapon experimentation tapes would have required. The Crafting Day changes would have shut the gate forever on 10-point smiths who didn't already have a huge bankroll. Sorry, butno one deserves to have that great of an advantage, no matter how much money they spend.
Slim Vargo, Corbantis
LLJK_Griz wrote:
There would have been equality if the devs hadn't pushed the untested, buggy system for a day against massive player opposition. Giving 12 point crafters a significant advantage in damage/speed would have killed the economy by making everyone else's items worthless. The entry barrier on crafting professions is already too high because of resources; it doesn't need even more anti-newbie factors.
Thats were we disagree, there should be a distinct difference in damage/speed or whatever stat the smith chooses between a 12 point and a 10 point smith. We should not be maxing any stats, this is why we have cookie cutter weapons, because everyone can max speed/damage. Let us customize our weapons somehow. I am sorry if I dont see how a new crafter should be as good as I am as soon as they get MWS. We all got here the same way, we all put in our knocks, the longer and more successful you are with your business the more benefityou should enjoy, otherwise there is no incentive to doing well.
FreeEnterprise wrote:
Thats were we disagree, there should be a distinct difference in damage/speed or whatever stat the smith chooses between a 12 point and a 10 point smith. We should not be maxing any stats, this is why we have cookie cutter weapons, because everyone can max speed/damage. Let us customize our weapons somehow. I am sorry if I dont see how a new crafter should be as good as I am as soon as they get MWS. We all got here the same way, we all put in our knocks, the longer and more successful you are with your business the more benefityou should enjoy, otherwise there is no incentive to doing well.
The reason we have cookie-cutter weapons is because everyone wants damage/speed maxed out. There is already some variation in weapons, because some smiths put their extra points into condition, others into HAM and others still into accuracy. But a smith that doesn't max out damage/speed won't be selling any weapons at all.
Anew WS isn't as good as an establishedWS simply by virtue of the fact that the new WS hasn'tbeen able to build up as good of a resource collection. Any smith knows that getting the 'Master' tag is only the first, and argueably easiest, step. The mark of a true master is shown by the extent of their resource collection, which is a representation of the hard work they put into builidng up that collection. The longer a smith is in the business, the better their resource collection becomes, and the better the weapons they can make.
Slim Vargo, Corbantis
Crossover wrote:
Torael wrote:
Siymon wrote:
Crossover wrote:
So now to compete in crafting we have to be a jedi or spend 30mil+ on 20 exp?
meh =/.... 2 points you can live with, but other crafters being 4 points ahead.. uh oh
Think about it for a sec. It is going to do one of4 things.
1. Help you recover from a Mod success better
2. Add a little range
3. Add better ham
4. Add better durability
Non of that really affects the weapon to much. Once again, it is all about the resources.
He's right. Even as a ten-point weaponsmith with resources that are sufficiently good, you can max out the damage line and, depending on the weapon (T21's, which don't max at much higher than 65%, for example), improve the durability or something else a little bit. 12 points only lets you do exactly what he said...and 14 would just let you do that moreso. Okay, so you can put 1300 condition onto someone's krayt weapon....thats not going to make a 14 point WS the absolute dominant WS of a server.
I beg to differ.......
I am a 10 point smith with good resources, my stun baton damage/speed is the same as the 12 pointers...... But guess what, people have turned away from me on making enhanced weapons, because i am not twelve points, and on buying stuff like PHs on my vendor, since the range is like -30 or something like that
Okay, this I'll grant you. There are certain weapons on which it's definitely preferable to have them made by a 12 point crafter, even normal ones. But I honestly have trouble believing that you've lost HUGE amounts of buisiness because someone wanted a power hammer that was only -20 on the range mods instead of -30, etc. As for enhanced (i.e. krayt) weapons...that I can perfectly well understand. You do have to grant that a krayted weapon, especially if you bought the tissues rather than hunted them down yourself, is a pretty significant investment, and as such you'd want it to be the best you can get it. I know I actually refused to make krayt weapons until I got my 12 points for that very reason.
FreeEnterprise wrote:
LLJK_Griz wrote:
There would have been equality if the devs hadn't pushed the untested, buggy system for a day against massive player opposition. Giving 12 point crafters a significant advantage in damage/speed would have killed the economy by making everyone else's items worthless. The entry barrier on crafting professions is already too high because of resources; it doesn't need even more anti-newbie factors.
Thats were we disagree, there should be a distinct difference in damage/speed or whatever stat the smith chooses between a 12 point and a 10 point smith. We should not be maxing any stats, this is why we have cookie cutter weapons, because everyone can max speed/damage. Let us customize our weapons somehow. I am sorry if I dont see how a new crafter should be as good as I am as soon as they get MWS. We all got here the same way, we all put in our knocks, the longer and more successful you are with your business the more benefityou should enjoy, otherwise there is no incentive to doing well.
If they had a massive SEA advantage on top of the already massive resource advantage, the market would be completely dead because the old crafters would be the only ones who can sell anything at all.