Items And Loot Archive

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

erli
Thu Jan 20, 2005 4:42 pm
#1

After having had two HoC chats since the "loot passes" were announced, with a very suspicious absence of information regarding skill enhancing attachments and their future, I ask directly;


What is being done or will be done to correct problems with AA's and CA's?


Are they going to be removed at some point?


Will broken or non-existent mods ever stop spawning?


Will multi-mod attachments ever be fully functional?


Will all existing mods be made useless by new CU coding?




That players have had to develop (through very expensive trial and error) guides detailing which mods are broken and how to apply multi-modded attachments and get the mod you want to stick is ridiculous. Many of the working mods are the most sought after expensive loot in the game. Yet, there has been no official mention as to what is going on with this highly important aspect of "loot". Equally or more disturbing than the silence is the fact that many of the stat mods are being introduced in other loot (New stims) or content (FS skills) that is fareasier to acquire and only devalues SEA's worth. This leads me to believe that at some point SEA's are going away. I would contend that more money has been spent on the trade auctions on SEA's (crafting experimentation in particular) than on all other loot combined! For that large a segment of the economy some respectful dialogue would be greatly appreciated.



For those interested in the application of SEA's please refer to the following threads;


http://forums.station.sony.com/swg/board/message?board.id=Intrepid&message.id=209225


http://forums.station.sony.com/swg/board/message?board.id=eclipse_trade&message.id=260293


Comments? Concerns? Dev Responses I may have overlooked?


Thank you!


CobaltSorrow
Thu Jan 20, 2005 6:06 pm
#2

I agree.


It's simply pathetic that the player base which funds the game has had to find work-arounds for buggy attachments. It shouldn't be the player's job to discover how to properly use SEA's.It should be simple. You shouldn't have to goto the forums and read a guide that might help you get the most of our your loot.


SEA...Empty Socket...Insert....All mods on said SEA transfer over to the clothing/armor


SIMPLE!


It can't be that tough of a fix to remove all broken mod attachments from the database and fix multi-mod attachments.



Cobalt-Sorrow - SOAL
SOAL Ridge, Dantooine

Please drop items I win on any of my vendors at /way -1117 2592.
Yarnok
Thu Jan 20, 2005 6:09 pm
#3

I would also add this link to yours:


http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=210760


Something else I would like to know is since all of the SW Expermintation points are separate between the different types of items is there going to be a SEA that enhances all of them or would you have to get +20 in 4 different areas?


And I do agree with you, broken Mods on tapes need to be removed from the game altogether.



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billy125
Thu Jan 20, 2005 11:56 pm
#4

I think it would be good for the SEA's to be taken out of the game


as unpopular as it would be to remove them, they were meant to be items that decay when used. Since most of the good SEA's are in non-decaying ubese items or clothing then it just makes it harder for new players to get anywhere. Just one example is crafters. 12 point crafters dominate the market. If your not 12 point you cant compete, cant make money and cant buy the attachments.


having these new loot items take over and removing all SEA's from the loot tables sounds good to me, would really piss off 90% of the veteran players though.


another thing to think about is the economy. With SEA's you only get money moving between players once, then the person with the attachment has a permanent advantage. If people had to keep paying for being better at their profession then the money would keep moving around.


well just a few ideas i had so flame away
HardwiredXMan
Fri Jan 21, 2005 4:48 am
#5






billy125 wrote:

I think it would be good for the SEA's to be taken out of the game


as unpopular as it would be to remove them, they were meant to be items that decay when used. Since most of the good SEA's are in non-decaying ubese items or clothing then it just makes it harder for new players to get anywhere. Just one example is crafters. 12 point crafters dominate the market. If your not 12 point you cant compete, cant make money and cant buy the attachments.


having these new loot items take over and removing all SEA's from the loot tables sounds good to me, would really piss off 90% of the veteran players though.


another thing to think about is the economy. With SEA's you only get money moving between players once, then the person with the attachment has a permanent advantage. If people had to keep paying for being better at their profession then the money would keep moving around.


well just a few ideas i had so flame away





Well, ubese armor can no longer take AA's and now have condition loss.....so no more permenant SEA's....except for clothing with zero condition....but the thing is that SEA's can be acquired by anyone....the really uber ones are very very rare and anyone who gets one is just plain and simple lucky. The rest of use have to get +2's, +3's +5's and stack them.....it's not like they come all that often.....most people who do have +25 mods from SEA's either spent millions to buy them or spent months collecting the right ones.....so since it was not an easy task to acquire them, I do not agree that they should be taken out.....the people that have them simply worked to hard to get them, well besides the exploiters in the borgle cave, but even then people had to grind millions of credits to afford to buy those from people.


Personally, I'd like to see them fixed but I also would like to see them craftable by BE's.....they should be able to craft all the mods into tissues and sell them to AS and tailors.....since they already make a small portion of them, taking them out of the game would be cutting into the BE profession and take away some valuable items they make.....+25 injury treatment/wound treatment and mask scent, TN amoung others are some very valuable tissues they sell to tailors.....so no, SEA's should stay....they should not be permanent though....the SEA's themselves should have condition which decays over time (not cloning or damage taken). So you effectively would know that any given SEA would only last you say 3 weeks or something. This gives all players equal footing at some point and time.


Message Edited by HardwiredXMan on 01-21-2005 08:45 AM

frylee85
Fri Jan 21, 2005 6:36 am
#6

It is very important that SEAs be removed from the game entirely. They are ruining certain aspects of it such as pvp and the economy.



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R0Man
Fri Jan 21, 2005 7:26 am
#7






frylee85 wrote:

It is very important that SEAs be removed from the game entirely. They are ruining certain aspects of it such as pvp and the economy.







BS...T


Random spawned NPC whosell random generatedAA and CA its best way for remove money from the game, i dont understand why SOE still dont use this old idea published on forum.




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CharPrime
Fri Jan 21, 2005 7:54 am
#8

they need to just make sea's rare. instead of leaving in broken, non working multi skill mods to make the working ones more rare. only about 1 out of 5 sea's looted are usable.



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billy125
Fri Jan 21, 2005 9:43 pm
#9

yay! my first one-star


I still dont understand when someone makes a good and valid point and gets one-starred lol.


Anyway, after thinking about it a bit more i think taking attachments out would be bad. It'd be a lot better if there were a few changes made to the way they currently work, such as making crafting experimentation mods decrease failure rate, instead of adding experimentation points (much like the FS skillmods).


Also, if they fixed the weapon speed formula to something like:


at novice level you hit at the twice speed on the weapon (i.e every4.4 seconds for a normal VK)

at master level you hit at the speed on the weapon (every 2.2 seconds for the VK above)

at master with +25 speed mod, you hit for 75% of the speed on the weapon (every 1.65 seconds for the vk above)

this way, even with +25 speed attachments, FS speed mods and the new speed stims, your never gonna cap with weapons that arent meant to, bringing a lot more balance back into the game.


well, just my ideas on how to adapt the current system to make it a lot fairer for all, i'd still like to see all pre-nerf bandoliers and shirts get condition though (like the way they were gonna change all the DOT weapons to 3000 charges)
annelid0
Fri Jan 21, 2005 10:03 pm
#10


billy125 wrote:
yay! my first one-star


If it's any consolation, I 5-starred you in return.

SEAs would be fine if they had limited uses. As it is they simply increase the gap between the haves and the have-nots. Ubese shirts and bandoliers may have condition now, but Mabari belts still don't. 12-point crafters are the de facto standard, and make the already difficult market even more difficult to enter for new crafters. A limited use SEA would be fine, and would give a very welcome (albeit temporary) advantage to a combatant or crafter. A SEA that never wears out simply creates an imbalance.

Do I think they should be removed? No. But they should be limited.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

billy125
Fri Jan 21, 2005 10:32 pm
#11






annelid0 wrote:




billy125 wrote:

yay! my first one-star




If it's any consolation, I 5-starred you in return.

SEAs would be fine if they had limited uses. As it is they simply increase the gap between the haves and the have-nots. Ubese shirts and bandoliers may have condition now, but Mabari belts still don't. 12-point crafters are the de facto standard, and make the already difficult market even more difficult to enter for new crafters. A limited use SEA would be fine, and would give a very welcome (albeit temporary) advantage to a combatant or crafter. A SEA that never wears out simply creates an imbalance.

Do I think they should be removed? No. But they should be limited.



this is how i think it should work too if a person wants to be'the best' they should have to continually pay for it by having to keep buying SEA's , not just buy them once any have them work forever.

annelid0
Sat Jan 22, 2005 12:16 am
#12


billy125 wrote:
if a person wants to be 'the best' they should have to continually pay for it by having to keep buying SEA's , not just buy them once any have them work forever.



Right on!

SEAs were never meant to be eternal, they became that way thanks to bugs and design errors. Does anyone really believe that Ubese shirts/bandoliers or Mabari belts intentionally lacked condition? Or that items at 0/xxx condition were supposed to continue to function as normal? If people believe that they're deceiving themselves. SEAs are meant to be ephemeral, but flaws in the progamming made this not be the case.

The ugly truth is that a lot of people have spent a lot of credits purchasing these attachments on the assumption that they would never wear out. Will wiping such attachments out with a usage limit or similar restriction screw them over? Absolutely. Does it need to be done anyway? You bet it does.

In the end it benefits the game. 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.

Now, truth be told I am a "veteran" player and have a fair number of SEAs myself. Losing them would considerably weaken me. It still needs to be done. A game in which some players are vastly more powerful than others is an unbalanced game. That's what non-decaying SEAs give us, and it simply needs to end.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Mor-Dan
Sat Jan 22, 2005 1:13 am
#13

i have already stated that if defense and combat SEAs are made useless, or flat out removed, i am quitting the game. is this going to hurt SOE? not one bit. are they going to make sure they all stay valuable just for me? not on your life... so why would i quit? it's simple. the people who have the most of these additions are veterans. people who have been playing for 6mos, a year, or even since launch, like myself. this would be just one more crack against the veteran population that says, "we value new accounts more than old ones". at some point i want to be recognized for my loyalty, dangit!



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