Milla wrote:No matter, what people have done over the years, resource caps are not something that are set in stone. Even though they exists, this information was gleaned by the player base through experience, but SOE may change resource caps without saying a word (SOE's game design is rather secretive compared to that of other MMO developers when it comes to releasing precise data about game mechanics - SOE tends not to provide percentage values, they use ambiguous phrases instead such as "adds a large amount of", "gives a medium amount of experience", "improves significantly". Also, they tend to hush up certain important changes).
Fine, presume SOE really does change resource caps at some point, though it has not been done in +4 years, that would stir up a massive cry from seasoned crafters and we would know it instantly. We won't know the new caps right away but we will know they are changed. This is how bugs such as the "CD bug", and more, were discovered. We could still use the caps as an alarm for erratic submission, just that a Dev must relax the alarm when this happens.
Milla wrote:As to silent corrections: it is fairly evident from my previous posts that I am an ardent supporter of restoring resource entry verification functionality on this site (verification by another contributor through entering the same set of stats). Such verified entries could be used to adjust resource caps - of course, not without sending a warning to the site operator. Both the verifier and the site operator should receive notification about such updates: in this case the site operators could review the programmed resource caps as there is no guarantee that the contributor will visit the forums and post about the apparent change.
We are at the same turf I guess.
Conductive Borcarbitic Copper has no upper cap as it is one of those "JTL Resources". Copper as a class has an upper cap, but is surpassed/neglected by JTL resources.
The same is true for Perovskitic Aluminum, a JTL resource.
I think Sobuno already programmed these, the JTL resources, not to use the class caps but use their own caps. But remember, this group of resources is a special case as normally the class' cap for a stat equals the topmost cap of any of its sub classes, but JTL resources does not change/adjust that class' cap but defines its own while still a sub-class of a more generic class.
In other words, the JTL resources were added to the game late, more than a year after the original game was launched. For one reason or another they introduced special resources with no caps, longer lifespans, higher average stats, higher concentrations, and always in spawn. While those are still sub-classes under the generic Aluminum, Copper, etc., they do not respect their super classes' caps, but at the same time they did not adjust their super classes' set of caps, which makes for some funny results. And some extra tweaking of any application/script/spread sheet out there.
I will present the Devs here with a comprehensive list of resources that are JTL resources and every single class' caps, if applicable.
While Lunariel's Guide to Resource Caps is great it has some minor flaws, however, the JTL resources are not one of them.
Finally, I am not against verifying as such. I am arguing how it should be implemented. At the old .com it was way too easy to "verify" a resource but retain its erratic name and/or stats. Your ideas on this are sound and valid, a verification done by somebody else entering the resource name and its stats, unrelated to the previous entry, makes for a true verification. However, being presented with the differences, neglecting/overlooking what the screen reads and hitting OK is not good either. In the end of the day, users do not like too much stress or hassle while submitting data so I guess we must accept some errors every now and then. Or ... ?