Commando Archive
Thread: Old Commando weapon problem.
do what I'm doing with my LLC. save it for a later time in the sad hopes that you can sell it as a "rare pre-patched wep"
from my past experiences with MMO's, people will buy that **edit**.
Given how each crafted item in the game had different quality on initial manufacture, different resources used, experimentation points placed differently with different successes, and whether the item was sliced or not, converting pre-made weapons is a near monumental task. Ultimately it would nearly have to be done by hand for each one, this is not an effective solution given the amount of things "broken" now. Changing the armor piercing level or range mods on a weapon is relatively easy, because it's a static number. No matter who makes that weapon those mods are the same.
On maleable stats, a formula would need to be made to compare the results of an exact identical item before the patch to an exact post patch. (This includes success type on manufacture and experimentation.) Then another formula would need to be made to convert every possible variant among the class of weapons. Ultima Online did this with their Age of Shadows release, and weapons had static ranges on them (exceptional did this much damage, normal did this much, and poor quality did this much, magic types did their certain amounts.) It took several months of work to get all those items to convert over to the new system (which included a 24 hour downtime to perform the actual process as well as several reverts the next 2 weeks for fixes.)
SWG has far more variables in place for item creation than UO did, and would take even longer to perform.
I feel bad for my old Weaponsmith as the day of the patch he had 10 HARs on his vendor that are now entirely useless.