Items And Loot Archive

Thread: Items and Loot: Public Enemy #1 SEA's

HettarII
Mon Jan 24, 2005 2:47 pm
#14

They would be stupid if they tried to take out attachments at this point. First they'd have a whole lot of pissed off people. You can only increase any single skill by +25 with attachments so when they do the combat rebalance it will be easy for them to factor that in.


Unless your extremely rich and/or lucky the fact that Ubese shirts/Bando's/Belts not having condition before doesn't "unbalance" anything. Most people have never looted a +20-25 attachment let alone enough to fill 4 sockets on each piece.


When I planned out how I was going to do my attachments I decided to go with a Bio Eng enhanced shirt instead of a ubese shirt because of the mods it comes with. Not exactly sure what the condition is but its not less then 900/1000 and I've had it a long time and it's always either equiped or in my inventory.




Hettar
-Devil-
Tue Jan 25, 2005 10:00 am
#15

i don't have a problem at all with them .... but would really enjoy it IF ... they could be stacked on clothing


for example


4 socket shirt


4 +1 med exp tapes


put on shirt and end up with


0 socket shirt with +4 med exp


and if all the attachments you put on the clothing would work .. not just the highest / one on the top ...



--= 11.15.2005 / The Day The Pets Died =--
Huk77
Tue Jan 25, 2005 10:04 am
#16

Billy,

As an up and coming AS I am not resentful of the twelve-point armor smiths that are already in the game and carrying on highly successful businesses. They have paid thier dues through grinding and through credits to get those extra points of experimentation and assembly and should be rewarded as such. The game shouldn't be reworked in order to even things out for novice crafters. Instead, they need to figure out how to bridge the gap for themselves. My armor isn't the best on the server, so i charge accordingly and pick up the business of those that would rather spend 200k for a full suit of armor than 300+. This way, i gradually aquire the means to puchase the same types of SEA's that the twelve-pointers have and in doing so, close the gap myself. It is the nature of things for those with experience and longevity to out do those new to a game. If the gap between the haves and have nots is to be closed it should be done through the hard work (and maybe luck) of the have nots. After all, the pinnacle (maxed stats) is static at +25, or twelve pts for crafters. This guarantees that with hard work the up and comers can catch up...it'll just take a while.


Tarrorraleco Master AS/ TKM/ Rebel Colonel...frequent PvP pwnee

Remember: The pot being black makes the kettle no less so.



Tarrorraleco....Master AS/ TKM / Rebel Colonel and frequent PvP pwnee
Imps that have killed me: numerous
Imps that i have killed: priceless
wookie and padded armor vendor in New Riven next to the shuttle.
Spinnthrift
Tue Jan 25, 2005 10:33 am
#17

Hmm - AS's can make items that are almost as good if not better at 10 - 11 pt's if they try experimenting and making different stuff.


I've seen 12pt AS's knock out the same stuff time and time again which sells for them, and I've seen my guild AS (11pt'er) knock out some exceptional armour that puts many 12 pt'ers to shame.


The biggest problem with SEA's is that they aren't frequent enough for middle class loot for casual players. By this I mean, if Joe Sixpack were to run a handful of missions - he'd likely come up with empty hands or if he's really lucky - some broken mod SEA's. If the casual gamer could get his hands on a moderate amount of lower level skill tapes then he'd be able to compete with the stronger players. If I could get my hands on a ready supply of speed/acc tapes - I wouldn't have need for ubese shirts etc.


I think for a start - the decreasing of spawn times will make a huge difference. High end mobs will be there for players to hit and if the loot monsters will do nothing but camp they'll drive themselves out of business. Groups of lower specplayers will be able to get loot as well.


No longer will the Aukuan Cave be so empty, many more SEA's will be introduced into the market, pushing prices down and will stabilise the economy further, especially if there are crafting tapes there too.


That's my two pence anyways.



Gabriel' Nightstalker
Jedi Padawan - Guru - Bearer of Oakleys
Hunted Hunter


billy125
Tue Jan 25, 2005 12:24 pm
#18






phukU77 wrote:

Billy,

As an up and coming AS I am not resentful of the twelve-point armor smiths that are already in the game and carrying on highly successful businesses. They have paid thier dues through grinding and through credits to get those extra points of experimentation and assembly and should be rewarded as such. The game shouldn't be reworked in order to even things out for novice crafters. Instead, they need to figure out how to bridge the gap for themselves. My armor isn't the best on the server, so i charge accordingly and pick up the business of those that would rather spend 200k for a full suit of armor than 300+. This way, i gradually aquire the means to puchase the same types of SEA's that the twelve-pointers have and in doing so, close the gap myself. It is the nature of things for those with experience and longevity to out do those new to a game. If the gap between the haves and have nots is to be closed it should be done through the hard work (and maybe luck) of the have nots. After all, the pinnacle (maxed stats) is static at +25, or twelve pts for crafters. This guarantees that with hard work the up and comers can catch up...it'll just take a while.


Tarrorraleco Master AS/ TKM/ Rebel Colonel...frequent PvP pwnee

Remember: The pot being black makes the kettle no less so.







I never really thought about it from this point of view.. it kind of gives a bit of extra content to crafters and a way for long-time players to excel beyond master, giving new crafters something to aim for. Still, my biggest issues are the speedcap bug (rifleman needs just +2 rifle speed tapes to hit with a heavy AP Damage sliced T21 every second) and the way mods on attachments dont stack. Also that the loot tables still havent taken broken mods out yet but i'm betting the Combat Upgrade will fix a lot of this.


Just an idea on how attachments are gained, I'd think a quest-based system would be better for a few reasons. Lets say your an armorsmith, You'd do a quest much like the RIS armor quest, i.e make some armor with high level loot components for an NPC. After each stage of the quest you would get an attachment with say +1 experimentation. Advancement would be gated, so you could only do 1 quest per week/month or whatever. It would also make it so that combat professions and crafters interact a bit more because combat proffs would be needed to get the loot parts. This kind of system could be made for every profession. Just an idea though and probably will never happen

Black-Sun
Tue Jan 25, 2005 12:49 pm
#19

this problems has to be adressed its things like this that makes people leave this game.



~ Zasm Nist ~
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MasterArohk
Tue Jan 25, 2005 2:31 pm
#20

i think SEA's are fine. they being made permanent attachments *is* a mistake in the coding, but since they have been put into the economy as permanent, they should be kept that way.I will admit i hate a speed capped swordsman outdamaging me on that krayt or acklay as the next guy, but he payed millions of his attachments and spent the time to get swordsman and maybe FS speed. They are meant to give an advantage to players, and if u think its unfair then u obviously dont understand the purpose of them and are sadly mistaken. Yes, casual players don't get the rare attachments that give huge benefits, but then again the player's that put in the time to get the money or loot it DESERVE that attachment they looted. If u want somethin rare and hard to get, don't complain that u arent getting it inplaying an hour a day. Maybe u should play more. If u can't play more then stop complaining. the point of rare loot is that its rare. not make it common so anyone can get it easily. I have never seen a +15-25 AA or CA in my time. i play more then a casual gamer but i would say i am not hardcore, especially to SWG anymore. i got a few +10-15 attachements. i got a +10 KD defence attachment i looted off a NS once. i believe since i went out and was killing them and looted it, and they are not the easiest mobs, that i deserve it and it should not be nerfed. they are already REALLY rare.

And on the guy talking about crafters getting an unfair advantage.... I know a 10 point smith who has been doing stuff for a few months. he can make stuff nearly if not BETTER then my 12 points crafters i have seen. Alot of it rests on the players resources. Yes, it costs alot to get CAs, but then they are rare and are in high demand.

**All in all an item is only worth wut someone will pay. and i think that is something some people need to understand. SOE doesnt price items. people that pay money for them do. the hardcore players will always have more and put out more money for some things, but thats how the economy is for any MMORPG**


If they do anything to SEA's they should: *1* make drops more common on SEA's and the + on the tape varies on mob difficulty

*2* fix mods that currently dont work

*3* if mod was meant to b taken out remove it from loot table

*4* (most important) fix multimod SEA's


just wut i have to say. i got a 1 star average rating from some guy that got mad over a thread so i dont care if u one star me just my opinion.


edit: fixed some typos

Message Edited by MasterArohk on 01-25-2005 05:18 PM



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AnimalMagnet
Tue Jan 25, 2005 2:59 pm
#21

In the end it benefits the game. [making SEAs decay] A temporary bonus to a skill is a good thing, it gives a crafter or combatant a temporary advantage over their peers. For a time they can potentially be the best fighter/crafter around. When this same bonus is applied without any decay it creates a caste of fighters/crafters who have access to enhanced skills forever. Everyone else is then devalued. A 10-point crafter won't be as good as a 12-point crafter. A speed-capped rifleman will always be superior to a non-speed-capped rifleman. These situations are okay as long as they don't last very long, if they last forever (as in the current system) all they do is stratify the playerbase.


That logic is completely flawed. If SEAs were to decay that would mean even less chance for a rising crafter to break into the elite 12-point market. Experimentation capped crafters have tens or hundreds of millions banked -- easily enough to buy experimentation tapes whenever they need them. This means that a starting crafter would never have an opportunity to get one.

-O
billy125
Tue Jan 25, 2005 3:01 pm
#22

Yeah i gotta say that i'd like the multi-mod attachments fixed asap, i looted an attachment off an elder once that was +24 one-handed speed, +10 two-handed speed and +5 to something else


being a master swordsman at the time i was so pissed that the two-handed mod wouldnt stick, especially as i was notspeedcapped.


had to auction it and because one-handed tapes are useless atm it sold for 5mil. Also looted a +16 polearm damage attachment and sold it in-game for 3mil not knowing it was a broken mod. Felt bad about that one, but now i know better. They should really take broken mods out of the game, if the buyer dosent know its broke these items can sell for millions and at the end of it all you have is junk.
tcjfunkta3381
Wed Jan 26, 2005 1:03 am
#23

I personally think SEA's are great. If you can not afford it, I understand. This is not something where everyone is built to equal. The strong pull ahead, and the weak fall behind. SEA's are a very good aspect of the game. I do agree that the buggy ones and the broken ones should be all together removed. I also agree that all mods on the CA/AA should stick. It is a pain to work around the broken or unwanted mods. You almost have to spend twice the money to get what you want, if your lucky enough to find it lol. I just think removing them is a horrible idea. Just in case your wondering, the only modded items I wear ... Mabari Belt w/ +6 2 Hand Speed, and if I lost it I would not lose any sleep at night. I am not onle of the folks lucky enough to have a few No Condition items with +25 SEA's in them. But the hunt and the search for the right SEA's in a pain. I think they should have a much higher drop rate from higher lvl mobs. Since i restarted playing SWG about a month ago, I have looted around 200-250 Crystals from NS. I have looted 0 CA/AA's, and not one modded item of clothing/armor. That is the problem we need to get fixed. They should address this problem and fix it. There is only 1 consistent NPC on this game that drops SEA's and I am sure that everyone knows who that is.


But anyway, this is just my view of this. Not trying to flame just sharing.



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erli
Sat Feb 05, 2005 12:06 am
#24

/bump for continual notice
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