Game Guides Archive

Thread: Tuesday Tips – Sept 14th: Weapon Decay

quitch
Tue Sep 14, 2004 5:26 pm
#66






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.



I think the higher the %, the more chance of sucess, not the higher chance of complete repair or anything.




-who lightdust
PlayeroftheDay
Tue Sep 14, 2004 5:27 pm
#67






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%.

Geral_Corasjo
Tue Sep 14, 2004 5:34 pm
#68






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.







Oh ya, 2/2 on Dev responses


**Thunderheart adds to list**

Player suggestion #42,244: Ingame notices for armor conditions


Thanks, I couldn't find the feature request sort of thread....I looked. Plus you were already here .


Thanks again TH



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SauerSiggy
Tue Sep 14, 2004 5:38 pm
#69

Since this thread seems to be frequented by TH, I thought i'd add a question.


I recieved one free branch unlock under the new jedi system, and chose to pick up the repair tree of Crafting Mastery. For the time and resources required, this tree is very 'gimp" if you will. In my opinion, the force repair tree should nearly eliminate chances for failure, especially when an individual is also a master of their crafting profession. I.E., If i'm a master weaponsmith, and I have +20 in force repair, +18 in weapon repair clothing attachments, and 100.0 rated weapon repair tools, I should have signifigantly better results than someone with no mods and a 99.5 tool. This is currently NOT the case.


From my experience in the past few days, the force repair line is grossly underpowered. If it goes by a "dice roll", would it be possible to have the proverbial "dice" for force sensitive repairers stacked a little more in our favor?


Thanks



Trucido Phasmatis-- Nerfed and cancelled

Sauer Siggy-- Nerfed and cancelled

TheBride--Nerfed even more, and cancelled even sooner.
SaberSWG
Tue Sep 14, 2004 5:45 pm
#70


Good Tuesday Tip, TH! Answers some questions and even had some preemptive double checking.


Thanks



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nolan007
Tue Sep 14, 2004 6:05 pm
#71






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?





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( Maybe one day these ideas will be considered or implemented. Bump it, please? )

TylerOfDurden
Tue Sep 14, 2004 6:07 pm
#72

AS' do not have a repair mod. I'm pretty sure that's been proven over and over.



Randall
Merchillon
Tue Sep 14, 2004 6:14 pm
#73




ToyotaSupra360 wrote:

Hmm isn't the repair mod broken for weaponsmiths?



I dont think so, but I spoke with the correspondents to understand the position. Its not broken, just way less of an effect than people think. That is to say, the feeling that I am getting so far is that the percentage chance for success is very small (as dice rolls go), but the expectations is that the effect is expected to be higher. As I know, this is a flip of the coin. Weaponsmiths get a slightly improved dice roll.Tiggs and I have it on our list of things to talk with the team when the opportunity comes up.



Kurt "Thunderheart" Stangl










I'm a Master Weaponsmith and I haven't seen that. If we do actually have a "slightly" improved dice roll, it is so infinitesimal that I haven't seen any difference between my repairs and the repairs my other non-WS characters make. In fact, as a WS, I generally refuse to repair weapons since it is so depressing to take someone's prized possession and try to repair it, only to have it break into pieces. I have in fact had a critical failure doing repairs as a Master Weaponsmith more often than I have with my non-WS character. I turn people away because I don't want them to have this unrealistic expectation that I will actually be able to repair a weapon for them (without nearly as much risk as they).


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.


Lonkley
Tue Sep 14, 2004 6:27 pm
#74






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.






You forgot option 3) where they mixed positive/negative in the formula and smiths are worse for their hidden skill.




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TwiZzoT
Tue Sep 14, 2004 6:36 pm
#75

pesky triangle bugger!



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Thunderheart
Tue Sep 14, 2004 6:49 pm
#76






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.







Kurt "Thunderheart" Stangl
Community Relations Manager
BigSteve03
Tue Sep 14, 2004 6:53 pm
#77






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?

BigSteve03
Tue Sep 14, 2004 6:54 pm
#78

meh,I hate it when he replies to someone elsewhile I'm typing up my ownquestions, means I'll never get answered now.
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