Game Guides Archive
Thread: Tuesday Tips – Sept 14th: Weapon Decay
I think the higher the %, the more chance of sucess, not the higher chance of complete repair or anything.
Saratoga wrote:
Thunderheart wrote:
TwiZzoT wrote:
so a weapon repair kit is actually like a 20 sided die? or maybe a 12 sided die? /shrug
More like a D4...
How much does the quality of the weapon repair tool come into play when repairing a weapon. One would assume a 99% tool would give postive repairs 99% of the time. It seems to be random with the majority of repairs resulting in a significant reduction of the condition instead of a minor one.
Thunderheart wrote:
quitch wrote:
Any answer if Master Armorsmiths have a mod to repair for armor?
No idea, but Ill try to work that into a future Tuesday tip.
Geral_Corasjo wrote:
Hey TH, since I see you are trolling this thread...I was wondering for a future suggestion that you know how when your weapon reaches I think 25% you get a message saying that its at 25%, so you know its time for repairs or a new one? I hate when I wear armor and next thing you know "You get hit for 2000 dmg, you get hit for 1500 dmg....ect". Your armor broke and you don't notice until the big dmg comes in. You know its that time of yr when its time to get a new armor piece and I for one don't like keeping track of the conditions of each my pieces.
Would it be hard to have a 'ingame message' when any equipped piece of armor reaches a certain percent, like 25% or so?
That would be great
Thanks!!
That is a feature request, but I will add it to the list.
TH-
This "could" be a very quick fix, the system already tells you when your weapon hits 50%.
Thunderheart wrote:
quitch wrote:
Any answer if Master Armorsmiths have a mod to repair for armor?
No idea, but Ill try to work that into a future Tuesday tip.
Geral_Corasjo wrote:
Hey TH, since I see you are trolling this thread...I was wondering for a future suggestion that you know how when your weapon reaches I think 25% you get a message saying that its at 25%, so you know its time for repairs or a new one? I hate when I wear armor and next thing you know "You get hit for 2000 dmg, you get hit for 1500 dmg....ect". Your armor broke and you don't notice until the big dmg comes in. You know its that time of yr when its time to get a new armor piece and I for one don't like keeping track of the conditions of each my pieces.
Would it be hard to have a 'ingame message' when any equipped piece of armor reaches a certain percent, like 25% or so?
That would be great
Thanks!!
That is a feature request, but I will add it to the list.
Thunderheart wrote:
Taewyn wrote:
Hey TH, any word on the CR docs? Its been two weeks....
I know you guys really want to know the answer and the best answer I have now is "soon".The hardware work is going on, correspondents are reading your posts and we are doing a lot of hard core prep. When Tyrant says "go", I have just about everything laid out and ready. Its more about logistics than anything else. Once we put up the info, we want to be able to soak up all the feedback and act on it. We're also working on ways to get more people onto the sandbox. Its just a matter of having everything in place.
But this is a Tuesday Tip thread, so please lets stay on topic.
Thunderheart:
Will the community have a say in the Combat Revamp? Or, it's a take it or leave it type of deal?
ToyotaSupra360 wrote:
Hmm isn't the repair mod broken for weaponsmiths?
Kurt "Thunderheart" Stangl
Merchillon wrote:
In conclusion, I don't buy it TH. Either the improved die roll for WS is so small it doesn't work/have any effect, or it doesn't exist and never has. I favor the second conclusion, but I can also believe the first one.
nolan007 wrote:
Thunderheart:
Will the community have a say in the Combat Revamp? Or, it's a take it or leave it type of deal?
Great question Nolan ![]()
The community will be involved. Right now were planning on setting up a "beta boards", working on hardware configurations to get more people involved in the sandbox and run it like a beta. All of that stuff is in the progress of being worked out which is driving the delay in communication because it will change how things happen.
I'm being patient and thoughtful with what is said because I know how much it means.
Thunderheart wrote:
DeQuosaek wrote:
Thunderheart wrote:
For smugglers, slicing in no way effects the rate at which a weapon decays
Has this ever changed?I could have sworn that the original statement was that a sliced weapon would decay faster than an unsliced weapon.
GM says nope, not in the code. It reduces the chance to repair the thing near to nil though.
Can you confirm whether or not its always been this way, or if this is a recent stealth nerf, TH?
I've been talking around, and most people (including myself) have had no problem repairing sliced weapons till recently (since patch 9).
If this is a recent stealth nerf, why was it never reported in a publish note, and why was the change made at all? It seems to just hurt players more, without adding any real benifit to the game (weaponsmiths make more than enough money as it is, so that couldn't be the reason for doing this to players).
Also, does this same rule apply to armor?