Workmanship of non-craftable tools on 03/03/2013 07:13 PM CST
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Really like to see the non-craftable tools upped to outstanding. There is no reason that crafters in certain skills should suffer because these tools have not been made craftable yet. The pins for tailoring are at finely-crafted and bellows are at superior. They just ruin the chance of getting masterfully crafted items for me.

Abison/Rystien
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Re: Workmanship of non-craftable tools on 03/08/2013 12:59 PM CST
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>>Really like to see the non-craftable tools upped to outstanding.

I'm not entirely sure if [higher] bonused items should be released just because they can't be crafted. The bonus is just that: a bonus. I don't think it's smart to make it a baseline. As it is, you can make up for lacking as high of a bonus as you can get with more skill, techniques, hobby/career, etc.



The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
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Re: Workmanship of non-craftable tools on 05/01/2013 07:41 PM CDT
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Most tools have tiers of slow/durable, fast/mediocre, veryfast/weak. I don't understand why we can't buy up to the fast/mediocre if the tools are not currently craftable. Just add the items for 15 platinum.
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Re: Workmanship of non-craftable tools on 05/02/2013 01:42 AM CDT
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Lore prime, 370s forging, I lock in 6 hard work order items which depending on how attentive I am to executing my script... maybe, 20 minutes, possibly less. Caveats, I'm a weaponsmith, I have the RT reducing technique, and I use masterfully crafted speed tools including a haralun hammer.

Other crafting skills may need experience uptweaks. I've also argued blacksmithing needs an rt reducing technique like weapon and armor smithing have. Heck, put one in all the crafting skills.

However, to categorically insist all the crafting skills are unreasonable to train seems pretty absurd to me.
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Re: Workmanship of non-craftable tools on 05/02/2013 01:47 AM CDT
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This thread is on non-craftable tools.

I don't buy your numbers considering Apu and his data (and my own experience), try again.
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Re: Workmanship of non-craftable tools on 05/02/2013 05:35 AM CDT
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>>I don't buy your numbers considering Apu and his data (and my own experience), try again.

Just because their data doesn't line up with your data doesn't make it invalid, and dismissing it just takes credit away from your argument. You are spamming the forums right now with posts that show your lack of understanding of how the systems work in this game, and I'm more inclined to believe you're just making this look way worse than it is, or you just don't know what your doing/talking about.

Anyways more on topic with this thread. You are able to boost the superior quality tools you can buy at some Societies to master-crafted with the tech that gives a phantom bonus to less than master-crafted tools. While this isn't the ideal thing, it is a work around until Kodius has time to make these tools craftable.
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Re: Workmanship of non-craftable tools on 05/02/2013 06:58 AM CDT
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I take offense to you calling my posts spam. I start on point and logically work through the issues.

Techniques are all good, I have them for what I craft. I don't understand how that relates to adding mid-range tools.

Perhaps weaponcraft gets bonus experience from grinding stones (the timers seem to be shorter). As there is a common core for crafting, being able to halve the time requirement of other lore prime crafters seems extremely irregular. Also, the post was in the wrong topic; thus, it seemed directed to show somehow the shared experience of those with whom I have conversed is wrong. The point stands, lore tertiaries are holding their own against lore prime crafters (something is definitely wrong).
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Re: Workmanship of non-craftable tools on 05/02/2013 07:18 AM CDT
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>I take offense to you calling my posts spam. I start on point and logically work through the issues.

And in doing so you make 500 non collated posts, responding to individual posts on a 1:1 basis instead of simply making one post consolidating everything.

Take it from me, massive post numbers do not endear you to anyone. They do not make you more legit. They just mean people are going to ignore you or resent you. Especially when you're hostile or antagonistic in most posts, and go against the grain.

Not saying you are right or wrong. But I'm saying you make too many posts with too much verbiage. Cut your postings in half and people would sigh in relief. And no, the world will not stop if you fail to respond to a post.



Pants.
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Re: Workmanship of non-craftable tools on 05/02/2013 09:27 AM CDT
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>>The point stands, lore tertiaries are holding their own against lore prime crafters (something is definitely wrong).

Not sure what you mean by this. Lore primes have a notable advantage over lore tertiaries, especially in the context of crafting.



The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
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Re: Workmanship of non-craftable tools on 05/02/2013 10:56 AM CDT
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>>I take offense to you calling my posts spam. I start on point and logically work through the issues.

I take offense every time I open a thread on these forums and I see 2-3 of your posts playing chicken little.


>>The point stands, lore tertiaries are holding their own against lore prime crafters (something is definitely wrong).

>>Not sure what you mean by this. Lore primes have a notable advantage over lore tertiaries, especially in the context of crafting.

I think he's trying to say that lore tertiaries are keeping their crafting skills numbers up to par with lore prime people. But there is no way to say this for sure since it would take actually starting at 0 with each and training them the exact same way and times to even really prove this. I'm quite positive he has not done this, and if he did he would see what he saying is nothing but hyperbole.

IAMPECK, I'm not sure who you are comparing to make this statement but if you are trying to compare Apu to say Caramoon, Codiax, or Magdar then that is just crazy since those guy had 800+ in mech lore before the switch. If you are just comparing random Joe then who knows. I believe that locking crafting skills does take a bit longer for lore primes since that's just how skillsets go, but to the extent that you can't even learn enough to keep up with tertiary lore draining is a bit much.

This is a problem Kodius is very aware of and has made multiple comments about wanting to fix it once all the crafts are out and he can balance them all together. He has even made a comment in your original thread about this. It would serve you well to learn when to drop things.
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Re: Workmanship of non-craftable tools on 05/02/2013 11:08 AM CDT
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>>I think he's trying to say that lore tertiaries are keeping their crafting skills numbers up to par with lore prime people

Which wouldn't be based on if the skill can hit 34/34 anyway. Drain rates have nothing to do with how full your pool is anymore, and I'm assuming that person even knows what I'd be talking about in that context.



The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
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Re: Workmanship of non-craftable tools on 05/02/2013 12:28 PM CDT
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>>>You are spamming the forums right now with posts that show your lack of understanding of how the systems work in this game

So glad I'm not the only one who sees it.


It's possible outfitting, and engineering skills need reward tweaks. I'd recommend taking exp/time into account when balancing those rewards. It would be good for balance to introduce a RT reduction technique into Blacksmithing.
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