Base Salvage Conversion


Arcanaville

 

Posted

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If you stick to a schedule of 100 crafts a day -- very easy to do -- you can get Fabricator in 100 days.

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What am I gonna do with 100 crafted items a day? My character can't use that many. There's not enough slots on the market to sell that many a day. SG storage costs rent, so I can't store them in my base. Delete them? Maybe your character can afford to throw away that kind of inf, mine can't.


"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy

 

Posted

You just opened my eyes wide!


If its broke, don't fix it... I like the chaos!

 

Posted

That's awesome! Being a badge collector will finally mean something more than being OCD!


@.MIDAS

BIG BROTHER MIDAS, Ice/Ice Dominator, 1314 Badges
* Any toon you see with Midas in the name is probably me *

 

Posted

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If you stick to a schedule of 100 crafts a day -- very easy to do -- you can get Fabricator in 100 days.

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What am I gonna do with 100 crafted items a day? My character can't use that many. There's not enough slots on the market to sell that many a day. SG storage costs rent, so I can't store them in my base. Delete them? Maybe your character can afford to throw away that kind of inf, mine can't.

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Not only am I not losing inf, I'm actually making a tidy profit off working on Fabricator. I'm making about 1.5 million inf per batch of 100 crafts. You just gotta know what to craft.


Play my MA arcs!

Tracking Down Jack Ketch - ArcID #2701
Cat War! - ArcID #2788

 

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Here’s a bit of a teaser: We have big plans for these (and other) badges, and we really want them to mean something to your character. If you are in a dialog tree that involves creating something, we have the ability to look at your badges and see if you have taken the effort to prove yourself as a crafter. This effort would be rewarded with special options in the dialog tree that earn you better results, enable you to skip steps, etc. For this system to work, we’ll need them to be a reasonable indicator of the amount of work a crafter has put into crafting. And it’s not just dialog trees that are going to look at badges, and it’s not just crafting badges that will be looked at, so you guys can speculate away!

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Neat idea. But I can't help but feel it's horribly undercut by the fact that a large number of the people out there will have earned these badges by using a technique that was deemed "too easy" and is no longer available to the rest of us.

In essense, you are once again reinforcing the "exploit early" mentality that I so despise. I understand that there's no way to retroactively de-badge people who used salvage conversions as part of their badging. But how is it any more fair to make those of us who have not earned the badges yet play by entirely different rules just because you feel the new system would be more balanced? The fact still remains that plenty of people won't be using that system at all, yet they'll still get the benefits.

-D

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Can't really say this any better.

While I'm interested to see the future changes, I'm extremely disappointed in the decision you've made re: brainstorm converting. As it stands now, I expect to never get the 10000 craft badge with any of my toons. The sheer cost of such an undertaking is utterly prohibitive for most players if they can only get there by crafting IOs and base items.

Pleas explain how/why combining base salvage into base components was an acceptable way to earn this badge, gut crafting brainstorms is not.


 

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And it's not just dialog trees that are going to look at badges, and it’s not just crafting badges that will be looked at, so you guys can speculate away!

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This could be nice if it adds different dialog options to enemies (end of mission bosses, AVs, etc) depending on which badges a character has. "You may have defeated me last time <player>, but it is I who shall emerge victorious today!" "You have proven to be a thorn in my side, today is the day Crey rids the world of <player>!" Could be interesting if SG Badges are also looked at, throwing up your SG's name in the dialog boxes and encounters (though I don't know of many SG Badges that have enough meaning to affect anything...unless they add in SG defeat Badges...).


-= idspispopd =-

[size=1]Arc ID: 3155 - Project Prometheus (Seeking Feedback, now with less invalidation)[/size]

 

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Here’s a bit of a teaser: We have big plans for these (and other) badges, and we really want them to mean something to your character. If you are in a dialog tree that involves creating something, we have the ability to look at your badges and see if you have taken the effort to prove yourself as a crafter. This effort would be rewarded with special options in the dialog tree that earn you better results, enable you to skip steps, etc. For this system to work, we’ll need them to be a reasonable indicator of the amount of work a crafter has put into crafting. And it’s not just dialog trees that are going to look at badges, and it’s not just crafting badges that will be looked at, so you guys can speculate away!

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I'd like to take a moment to remind you that long, long ago, a statement was made regarding badge design that epic and limited badges would never be used for any other gameplay impact.
Eg, the high damage badges would never be part of an accolade, the high Inf badges would not unlock anything, and holiday events would be pretty much self-contained. (Gladiators don't seem to obey this rule, but are pretty balanced taken as a large group.)

I hope that design goal is still in place when looking at badges that affect story arcs. If you want some crafting badges to be meaningful, that's fine, but don't back badgers into a corner where we have to argue about "earnability" of something like Fabricator both with regard to its own effect AND with something it triggers. Keep those story decisions to the non-epic badges.


 

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Please explain how/why combining base salvage into base components was an acceptable way to earn this badge, but crafting brainstorms is not.

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This is exactly my biggest problem with this change (that was made without warning).

Of all the people who already have Fabricator and Master Craftsmen, I bet a good portion of them did plenty of base salvage conversions (Pre-I13) to get it.... now that that option isn't available anymore with the deletion of base salvage altogether, it seems like they had a scenario that mirrored the base salvage ---> brainstorm one that was taken away.


 

Posted

(QR)

I can get where previously we were crafting approximately 9 base pieces into 3 components, and then 1 empowerment. 4 credits. Now we can craft 9 base pieces into 9 brainstorms into 9 IO salvage into (an average of) 3 empowerment. That's 21 credits for the same raw material.

but can we get credit for some of that? For example, the part where we craft brainstorms into IO drops.


 

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Please explain how/why combining base salvage into base components was an acceptable way to earn this badge, but crafting brainstorms is not.

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This is exactly my biggest problem with this change (that was made without warning).

Of all the people who already have Fabricator and Master Craftsmen, I bet a good portion of them did plenty of base salvage conversions (Pre-I13) to get it.... now that that option isn't available anymore with the deletion of base salvage altogether, it seems like they had a scenario that mirrored the base salvage ---> brainstorm one that was taken away.

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Just trying to find an answer for you, btw
Doesnt necessarily mean I agree with what I write here, lol. Trying to find the logic.

From one view, it could be said that when youre "crafting" base salvage into brainstorms...youre not really "crafting" in the way you craft anything else in the game. I.E. you have no end product really. What is a brainstorm? I cant slot it, cant choose it as a costume option, cant stick it in base.


When youre crafting base components into base salvage, it is one step in the process that everyone follows to craft a base item.

Brainstorms become salvage, and making brainstorms is not a necessary part of crafting any base item or enhancement.


That could be the thought process behind the change. But thats me and I didnt make the change though :P


 

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QR: With all due respect--carrot and stick, sir. You changed your mind, which is fine...but you made an arbitrary split in what qualifies as "real" crafting and what qualifies as "fake" crafting. If you really wanted to be fair, use of anything without a recipe would not count for crafting (by what I am interpreting as your logic). And that would also be really really awful.


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

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And it's not just dialog trees that are going to look at badges, and it’s not just crafting badges that will be looked at, so you guys can speculate away!

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This could be nice if it adds different dialog options to enemies (end of mission bosses, AVs, etc) depending on which badges a character has. "You may have defeated me last time <player>, but it is I who shall emerge victorious today!" "You have proven to be a thorn in my side, today is the day Crey rids the world of <player>!" Could be interesting if SG Badges are also looked at, throwing up your SG's name in the dialog boxes and encounters (though I don't know of many SG Badges that have enough meaning to affect anything...unless they add in SG defeat Badges...).

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Personally I think clearing one of those "kill 200 bosses" badges should net you at least the occasional "oh <bleep>, it's Character!" from that faction.

Or maybe just a "No... no!! I'll give you a badge if you go away!"


@Mindshadow

 

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Here’s a bit of a teaser: We have big plans for these (and other) badges, and we really want them to mean something to your character. If you are in a dialog tree that involves creating something, we have the ability to look at your badges and see if you have taken the effort to prove yourself as a crafter. This effort would be rewarded with special options in the dialog tree that earn you better results, enable you to skip steps, etc. For this system to work, we’ll need them to be a reasonable indicator of the amount of work a crafter has put into crafting. And it’s not just dialog trees that are going to look at badges, and it’s not just crafting badges that will be looked at, so you guys can speculate away!


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Here's the rub though...

This really reminds me of the Statesman, "Wouldn't it be neat if..." days. Pie-in-the-sky dreams/ideas/whatever that cause nerfings based on something that may or may not actually come to fruition. It's all well and good to give that teaser, but you are making nerfings NOW on something that most likely, if past experiences are any indication, will never actually happen.

Not to mention, that you are making an artificial distinction on what qualifies as "crafting". One could just as easily say that, "Oh, using the Vanguard table isn't really crafting, since you aren't making anything to sell, so those will be excluded from giving credit", or if one wants a real world comparison, "Oh, making picture frames isn't really being a woodworker, so you're excluded".



 

Posted

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Here’s a bit of a teaser: We have big plans for these (and other) badges, and we really want them to mean something to your character. If you are in a dialog tree that involves creating something, we have the ability to look at your badges and see if you have taken the effort to prove yourself as a crafter. This effort would be rewarded with special options in the dialog tree that earn you better results, enable you to skip steps, etc. For this system to work, we’ll need them to be a reasonable indicator of the amount of work a crafter has put into crafting. And it’s not just dialog trees that are going to look at badges, and it’s not just crafting badges that will be looked at, so you guys can speculate away!

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Awesome! Context sensitive dialogue rocks, and would go a long way to help making our characters feel distinct and to have our choices have impact on our ingame experiences.

So... are there plans to let us use systmes like this in the MA?


Always remember, we were Heroes.

 

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you are making nerfings NOW on something that most likely, if past experiences are any indication, will never actually happen.

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Actually, since I9 I have seen a marked upswing in the percentage of things hinted at that are actually implemented. I'm prepared to take Positron at his word that much more complex optional mission branching tech is coming, since there's no reason to lie about something as specific as that.

Also, badges (at least the technology behind them) have always been considered a low priority item for the devs in the past. In fact, I actually heard once quite a while ago that one of the red names was interested in working to revamp them, but the resources never really materialized. The fact that badges are *now* a high enough priority to revamp the interface for them (something Positron himself once said was potentially a ton of effort), to devote additional dev resources to manage them, and to conduct a review of all of them, strongly implies to me that something has moved badges closer to the centerline of the roadmap for CoX development.


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Posted

Since we have all have turned a cool idea, and a gracious post from a red name, into DOOM!!! without any facts or details let me try and difuse a little and make some speculations.

Nowhere did Positron say that ONLY epic badges would unlock mission/dialogue options. Nowhere did he specify Fabricator. He just said, that the programming would look at your "Crafting" badges. Maybe you only need 10 crafting badges taken from ANY of the invention badges, which may or may not include the 50, 100, 500, 1000 badges. Maybe you dont need the top tier healing badge, but maybe just one of the healing badges. Just need to be patient.

Thanks for the teaser, can't wait to learn more, and I will be happy to join the flame when more info comes our way if I need to.

Would be great though if they did halve Fabricator or something - may seem a little more attainable, yet still need to put the work in.


 

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On the other hand, given the amount that has to be crafted for the last two badges (especially the last one), it doesn't seem unreasonable to reduce Fabricator a LOT. No character could possibly use all the crafts needed,

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I would just like to address this and other hand wringing, wailing and moaning and knashing of teeth about the insurmountable, unfair and unreasonable requirements for Master Craftsman and above all Fabricator that I have seen in this thread and others. Most specifically this claim:

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and there isn't any easy way to get rid of the surplus.


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I have Fabricator. It didn't take forever and it didn't cost me an arm and a leg. In fact it made me quite a bit of money. It was really simple. Once I had the level 50 crafting badges for a few of the more commonly in demand IO's I began to craft them in quantity and sell them on the market. The going rate for most of the in demand stuff tends to stay around 300k per. When doing this, having 20 sales slots on that toon at the market meant I could sell 20 at a time. If diligent, I had little trouble making and selling 100 per day, making a profit on average of around 1 million per batch of 20 with a time investment of 5 minutes or so per batch all told to buy the components, craft, take to market and price. I recommend doing this in steel, where the university is right next to the market, in order to minimize travel time back and forth.

You can whine all you want, but getting this badge is neither complicated, difficult, nor impoverishing. It merely requires some time and a little diligence. And it is quite profitable in the meantime. Moreover, you're doing the community a service by providing a desired product at a price cheaper than those without the relevant badge can produce it for themselves. Everyone wins.


 

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Not only am I not losing inf, I'm actually making a tidy profit off working on Fabricator. I'm making about 1.5 million inf per batch of 100 crafts. You just gotta know what to craft.

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Only 1.5 mill per 100 crafts? dude, I'm making that much on 10 crafts...


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