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Thread: Unbalanced
bgold4
Fri May 20, 2005 6:54 pm
#53
Mor-Dan wrote:
lol.. i was named correspondent several days AFTER i posted this thread...
...and yes, i am making them aware of a great many things. this is one of them.
/cheer
XStarbracer
Fri May 20, 2005 9:09 pm
#54
No, its crafters who ruin the game, theres no sane justification for selling faction armor for 3mill+ other then pure greed over it being iconic. Moreover your crybaby whining about loot isnt going to change it, or future quest content added in. SOE knows very well from other mmos and their own EQ2 they need to have content with GREAT rewards for completing them. I cant wait till SOE gives you guys the big finger like most players are doing now. RotW Loot Rewards for teh Win.
DawinGamond
Fri May 20, 2005 9:32 pm
#55
XStarbracer wrote:
No, its crafters who ruin the game, theres no sane justification for selling faction armor for 3mill+ other then pure greed over it being iconic. Moreover your crybaby whining about loot isnt going to change it, or future quest content added in. SOE knows very well from other mmos and their own EQ2 they need to have content with GREAT rewards for completing them. I cant wait till SOE gives you guys the big finger like most players are doing now. RotW Loot Rewards for teh Win.
Man, I hope this guy gets shop-banned from every single crafter on his Galaxy.
Mor-Dan
Fri May 20, 2005 9:34 pm
#56
JimtaviusII wrote:
Mor-Dan wrote:
let me clue some of you in on some facts...
these stats ARE matchable by a Weaponsmith using enhancements. if the enhancers are good enough, s/he can beat these stats. this is an example of what a good loot/quest reward item is. it is good enough that most weaponsmiths can't touch it, yet restricted enough that someone who can get a hold of the enhancers can match it or beat it. this leaves two options for the player: i can pay in time, or i can pay in cash. you now choose to either get your rifle through doing the quest, or paying a premium price to save that time.
Mor-dan, thx for admission that crafters can match quest items. So what your really saying is because you can't produce them by the crate your mad?Message Edited by JimtaviusII on 05-20-2005 04:20 PM
i have access to the same things they do, however not every player has access to these things. stop by the WS boards and you'll see some of them complaining about it. personally, i had no issue with it to start, but as the Correspondent i listen to what my brothers and sisters say. if they say it needs to go because it isn't fair, then it needs to go because it isn't fair...
Jooko113
Fri May 20, 2005 9:44 pm
#57
XStarbracer wrote:No, its crafters who ruin the game, theres no sane justification for selling faction armor for 3mill+ other then pure greed over it being iconic. Moreover your crybaby whining about loot isnt going to change it, or future quest content added in. SOE knows very well from other mmos and their own EQ2 they need to have content with GREAT rewards for completing them. I cant wait till SOE gives you guys the big finger like most players are doing now. RotW Loot Rewards for teh Win.
you have no idea what your talking about. The devs are ADDING schematics to weaponsmith in patch 17 (check patch 17 notes if you dont believe me.)
Score
Crafters of SWG:1
Rambling Moron on the forums:0
Test Center
Publish 17.0
Major Features
Multi-Passenger Vehicles
* Multi-passenger vehicles have been added to Star WarsTM Galaxies! There are a total of 8 vehicles that now have ground-based, multi-passenger functionality.
Existing Vehicles
* Previous versions of these vehicles will now have multi-passenger capabilities. For example, if you already own an X34 speeder, your vehicle can now carry another passenger!
* X31
* X34
* Flash Speeder
* BARC
* AV-21
New Vehicles
* Master Artisans craft these new multi-passenger vehicles (in addition to existing vehicles).
o AB-1 (new)
o XP-38 (new)
o V-35 SoroSuub Carrier (new) also known as "the Lars family speeder".
Multi Passenger Commands
* /offerRide -- asks the target player if they would like to accept a ride. This command also appears on the radial menu. The "offer ride" menu will not show up if the target passenger is already mounted onto the vehicle.
* /acceptRide -- Passenger accepts the ride.
* /declineRide -- Passenger declines the ride.
Once a passenger accepts the ride, they are placed inside the vehicle and can ride along. Passengers can click on the vehicle to get the Enter/Exit Vehicle menu, which will drop them out of the vehicle. Drivers will be unable to kick people from the passenger group until they exit the vehicle. When the driver of a vehicle exits the vehicle, everyone else in the passenger group will too.
New Player Tutorial
Star WarsTM Galaxies is getting a new quest-based Tutorial and New Player Experience! Now, the new player experience starts at the beginning with character creation. Players will still be able to choose from a selected set of clothing choices for their new character. Players will no longer choose a profession and start the game with all of the novice boxes trained. Starting in the space station, new players will learn the basic skills of moving, shooting, and communicating. Once they have mastered those basic skills they are taken to Mos Eisley where their mentor, Trehla Keelo, will train them in the fundamental systems of the Star WarsTM Galaxies experience.
Character Transfer with Items
* The character transfer service will now optionally include some items in the player inventory.
Other Publish Notes:
[DEVL]
* Players may occasionally start seeing a “[DEVL]” text message in their chat window. If you see this message in the game during a time when you are having a problem and send in a /bug report, please include the complete name of the string you receive with [DEVL]. If possible, please let us know what you were doing at the time.
Art
* Fixed an issue with the Kashyyyk Bantha's mouth.
* Asteroid hit effects no longer extensively clip into other asteroids.
Artificial Intelligence
* As a player becomes higher in level than an NPC or creature, the aggro radius vs. the AI becomes smaller. A gray con will never aggro. The exception to this is Imperial and Rebel NPC enemies who will still have a full aggro radius.
* In cities, most thugs should no longer aggro players.
* Added fly-text over creatures and NPCs when they assist and enter combat.
* Added fly-text over creatures and NPCs when players are in the aggro radius of the AI in cases when the creature/NPC sees you re-capacitate (get up after being incapacitated, but not dead yet). This means you have a small amount of time to get away from the creature or NPC to prevent re-aggro.
* Creatures and NPCs will stop combat with players when they enter any player owned structure. Prior to this, creatures and NPCs only stopped combat when entering a private player structure.
* Creatures and NPCs will ignore players that are in player buildings.
* Fixed a case where players would stay in combat when traveling from a ground zone to any other zone.
* Fixed cases where creatures and NPCs would not fight back
* Fixed an issue where attacking NPCs would aim and then lower their weapon between attacks
* Creatures and NPCs should no longer migrate towards the center of the planet
* Adjusted creature and NPC aggros and assists
* Creature and NPC Assist radius has been slightly increased
* Creature and NPC Aggro radius has been slightly increased.
Avatar
* Updated the personal light functionality to automatically turn the personal light on at night and off during the day unless the player has toggled it - then it is left alone for the remainder of the session (press CTRL-L to turn your personal light on and off
* Attempting to move forward by using a keyboard control or by using the mouse while also trying to move backwards using the keyboard at the same time will result in the avatar moving backwards.
* If you are using the MMORPG(Modeless) keyboard controls, it is now possible to camera orbit around a character that's mounted on a vehicle.
Bazaar
* Improved commodities category search so that factory crates will be included based on the actual item inside the crate.
* Added min and max price filter UI to the vendor search
* Auction items and vendor items can now be filtered on item name. NOTE: At this time, only crafted items are guaranteed to be searchable by name
* Fixed an issue with text clipping in the commodities min/max price filter window
Client Stability
* Improved client stability
Combat
* You can now /con another player
* Wounds to stats other than HEALTH will automatically be healed upon logging in.
* Deathblow text will be sent to players around the combatants as well as the combatants.
* Increased XP grants for killing aggressive, pack and killer NPCs. NPCs that are aggressive or assist each other will give a 5% bonus XP amount. NPCs that will perform a deathblow will also give a 5% bonus XP amount
* Fixed Lair XP grants: Lairs should now give the correct XP again for destroying them
* Attacking a lair will put you in combat for a short period of time
* Commands that fail due to a bad state or posture will give feedback about why the command failed
* Fixed an issue that caused mission generated NPC's to spawn with higher than intended statistics
* Fixed an issue that caused combat spam to not display correctly for auto-attacks
* Fixed an issue with kill-credit assessment. Now if an NPC or creature does the majority of damage (over 65%
* Fixed an issue with combat states. If a creature or NPC is chasing you, you will now be in combat. Previously there were cases where you would not hear combat music, but a creature or NPC would be chasing you
* A 5 second warm-up, 1 second execution time, and 5 sec cool-down has been added for the deathblow ability
* Creature damage ranges are now larger but average damage done remains the same. This was done to help tankers take less damage on average than the other professions so they may better fulfill their role in combat
* Buff bars will properly display buffs
* Buffs should now be removed from players upon death
* You should no longer be able to use a stimpack when you are at full health
* Fixed an issue in the buff system that affects persisted buffs, potentially greatly increasing their time to be active
* You should no longer attempt to attack yourself when auto-attack is on and you target yourself
* Camouflage kits are now usable from the button bar
* Fixed an issue with duration of Berserk particle effect. Particle should now vanish when the Berserk buffs wears off
* Fix an issue where the (Out of Range) meter did not display correctly on larger creatures
o Increased level range of mobs in Kachirho
o Level pass adjustment for Dantooine
o Level pass adjustment for Endor
o Level pass adjustment for Naboo
o Level pass adjustment for Tatooine.
Crafters
* Camouflage Kits are now usable by non-Rangers. Any player may now self-apply a camouflage kit to gain a small conceal buff. This buff is less effective than if a Ranger had applied the camouflage, but it should aid crafters in avoiding the unwanted attention of critters near their installations. Also, camouflage kits are now usable from the button bar
* Crafting weapons will now grant the appropriate General or Weapon Crafting XP
* Recyclers will now be craftable again
Creatures
* Krayt Dragons have had their difficulty increased.
Cybernetics
* Added a radial menu option for Wookiees to be able to turn their chest plates into 3 pieces so they can wear Cybernetics with Wookiee chest plates. Old Wookiee chest plates must be converted before they can work with Cybernetics (Armorsmiths have new schematics for these pieces).
Droids
* "Program Droid" flight commands radial menu option no longer appears a droid control device if the player is not a pilot.
Dungeons
* Level pass adjustment for the Corellian Corvette
* The launch terminal on the Avatar Space Platform will now only have the options to launch or eject from the station. Double clicking on the terminal will default to the launch option.
Galactic Civil War
* Updated NPC levels for GCW base spawns.
* Faction bases now can be placed in clusters of 3. There can be no more than 3 bases within 600 meters of one another.
* Fixed "attack" and "guard" default command setup for faction perk NPCs and droids.
Pets
* Pet Armor should function correctly.
* Pets will no longer have Action or Mind wounds
* Some rare pets have traded hitpoints for bonus damage and armor
* All group members can see pet health bars in a group.
Profession: Armorsmith
* Armorsmiths can now craft Wookiee armor chest plates with 3 pieces so Wookiees can wear Cybernetics with Wookiee chest plates
* Increased condition on Factional armor
* Lowered complexity on armor segments and cores.
Profession: Bio-Engineer
* Using /sampleDNA will no longer set off your auto attack
* Bio-Engineer Pet Levels should now function properly
* Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA
* Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives
* Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level)
* Crafted pets should fight reasonably well for their level
* Fixed an issue where un-balanced bio-engineered pets could be created
* Bio-Engineer Pet Stats fixed to have an effect on function
* Each of the following DNA traits now affect new attributes:
o Hardiness: Health
o Endurance: Health Regen Rate
o Fortitude: General Protection (Base Armor)
o Dexterity: Defense Value
o Cleverness: To Hit Value
o Power: Min/Max Damage
o Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
o Fierceness: Adds a small chance for each attack to be a critical hit.
o Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
o Courage: Aggro generation bonus added to normal attacks.
* This doesn’t reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.
Profession: Creature Handler
* Using /tame will no longer set off your auto attack
* Pets will no longer have Action or Mind wounds
* When taming vicious creatures, if a creature handler is unable to call a high-level vicious creature, the player should receive a message with details why the pet cannot be called
* Fixed an issue with Creature Handler skill progressions and XP caps
* Non-CH pet damage will now reduce XP amounts granted and possibly result in no kill rights. CH pet damage will still count towards CH XP
* Motley Kaadu and Plodding Falumpaset are now tamable
* Lowered the Cu-Pa and Dwarf Bantha to level 10.
Profession: Doctor
* Fixed an issue that caused Bacta Infusion effect to persist forever
Profession: Droid Engineer
* Droids with Detonation Modules in them will now properly damage their targets again. Damage output of the Detonation Droid was adjusted to match the new balance of the Combat Upgrade. Detonation Droids now do Kinetic base damage plus a 10% bonus damage of Heat
* Droid repair modules should repair the proper attributes
* Crafting Droid Armor Module 5 and 6 should no longer require a Composite Armor Segment.
Profession: Dancers, Entertainers, Musicians
* Added the ability to set a /covercharge for performers.
o Performers can now set themselves to have a cover charge. Use the command /covercharge . You can reset it by /covercharge 0 or null)
o Audience members who "watch" or "listen" to the performer will get a pop up box asking if they wish to pay the cover charge.
o Once the performance is complete, the performer will receive the cover charge funds when the audience member stops listening/watching.
o More than one audience member at a time may pay the cover charge and view the performance.
* Inspirations should give proper experience bonuses now.
* Fixed a typo in the inspiration buff text.
* Extended performer experience rewards to all members of the buffer's band
* Extended experience types affected by inspiration buff.
Profession: Jedi
* Fixed an issue with Force Breach: Force Breach now has a 50% chance to strip each beneficial Force Enhancement from the target.
Lightsaber elemental damage amounts will now correctly update any time a crystal/pearl is added or removed from the saber.
Fixed some issues with Jedi healing that caused incorrect amounts of Force power to be used.
Added a de-buff icon for the Force Choke effect.
Fixed incorrect buff icons for Force Resist Bleeding, Force Resist Poison, Force Resist Disease, Force Resist States and Force Cloak.
Professions: Ranger
* A recipe for traveling Kashyyyk with enhanced stealth has been devised. See Achonnko in the Rryatt Trail for more details.
Profession: Rifleman
* The "Cover" command should work correctly now.
A player that moves during a command warm-up will get a message saying the command has been canceled, and the warm-up timer will be removed.
Profession: Shipwright
* Added a variety of craftable mining lasers, cargo holds, and a craftable tractor beam. These all require asteroid resources and are found throughout the shipwright tree.
* Added a "Ship Modification" slot to the Rihkxyrk Fighter, Kimogila Fighter, X-Wing, Z-95, and TIE Advanced.
Added several new ship modification draft schematics.
Profession: Squad Leader
* /formup will no longer remove Dizzy and/or Stun from team members involved in PvP.
* Squad Leader buffs should show up as buff icons to group members.
* The on-screen retreat message will display properly.
Squad Leader experience requirements should no longer require incorrect skill branches.
* Squad Leader profession requirements should now be accurately reflected in the skills window (CTRL-S).
Profession: Weaponsmith
* Added a Level 30 Carbine Weaponsmith Schematic.
* Added the Alliance Disruptor Weaponsmith Schematic.
* Newly crafted grenade wiring and explosive power-ups now work on grenades.
* Legacy power-ups have been converted to work under the new system at near maximum values (30% damage for explosives & 30% speed for wiring).
* Power-ups now use "Decay Resistance" during crafting which will make it easier to get higher efficiency values.
* Efficiency values are now tied to the number of uses for power-ups. Higher efficiency now gives a greater number of charges.
Max values for power-up bonuses have been raised slightly.
Quests
* New Rage of the Wookiees quest Heralds added.
* Myyydril Caverns: Players should not be ejected to Kkowir forest on death or transitioning to the Necrosis Encounter.
* Myyydril Caverns: The Necrosis encounter will no longer report that it is active when the area is empty.
* Hssissk should now grant correct reward on quest completion.
* Fixed issues with Sordaan's betting missions.
* The Clone Relic quest 'To the queens aid' is now named 'To the queen's aid'
* In Nym's Clone Relic quest you can no longer take the last mission again after you have completed it once.
* You will now be able to get past the Snorbal part of hunter Qakkee's Clone Relic quest.
* Morkov's bodyguards for Mort's Clone Relic quest are now a lower level.
* Boba Fett should now give out the correct reward for his final Clone Relic quest step.
* Fixed typos in the conversation for the hologram of the Emperor.
* Fixed Clone Relic NPC's so that they will now assist each other if one of their own is attacked.
* If you have issues with Stren Colo's Jessk Bounty you can speak with Tien Wallub again to restart the quest.
* Fixed a waypoint issue in Story Arc 1: Secrets of the Syren, quest 2
Sounds
* Fixed an issue where Varactyl animations made no sounds.
* Increased default Max Sounds setting from 16 to 32.
Space
* The Rodian warlords Tripp and Sordaan have base commanders on patrol that will give you missions. After you have completed the main Kashyyyk space story-line, you can talk to these pilots for new (Tier 5) duty missions.
* Did you know you could converse with certain escort targets? When you begin your career as a Civilian Protector, you can chat with the transports you are escorting and rescuing. They will give you more information about the villainous Ghrag, the reborn Gotal cyborg pilots, and a few surprises!
* A new space mission is available to pilots who complete the Space Kashyyyk storyline. Converse with the "CPG Veteran" pilot that patrols the Kashyyyk space station. This pilot has found a weak link in the Ghrag communication chain and can give coordinates to intercept 'high level' mercenaries that have been brought in to replace the ones you destroyed.
* There is now an opportunity for Imperial pilots to earn a special TIE Interceptor chassis deed! An exclusive Episode III "Rage of the Wookiees" starship (called the 'Crimson Guard TIE Interceptor') will be awarded to any Imperial pilot who completes a special quest for the Imperial Overseers of Kashyyyk. NOTE: Before you will be eligible for this special mission, you must first complete the story-driven quest series that begins with "Rian Ry," the commander of the Kashyyyk Landing Station and an agent of the Civilian Protection Guild.
Trading
* You can no longer trade while incapacitated or dead.
Tutorial
* Players should face the correct direction when starting or skipping the tutorial (the same direction as when he or she logged out).
* Personal light should no longer turn on/off in the tutorial.
* Added New Player Ground Quests.
User Interface
* Game text chat color names will appear in the language of the client. Players who have played the same character in multiple locales may lose their color settings for game text chat colors only. User created filters will not be affected.
* Messages about XP granted will appear in the general chat channel
* PlanetMap - Various Kashyyyk zone maps (especially Kachirho) show the player's location more accurately
* Added a new keymap button at the top level of the options screen (CTRL-O) to make it easier and more intuitive to change the game controls
* Fixed several issues with displaying palette selections for Image Designer, Character Creation, and Object Customization palettes
* Added new particle effects for knock down state and buffs
* Removed unnecessary posture change chat messages; ex. "/sit", "/prone", "/stand", etc
* All group members can see pet health bars in a group
* Ham bars (particularly health) should be stable now (not jump around when a creature takes damage)
* The space toolbar and the ground toolbar now save different sets of icons
* The following settings on the Graphics tab of SwgClientSetup are now properly saved:
o "Use Low Detail Textures"
o "Use Low Detail Normal Maps"
o "Disable Multi-Pass Rendering"
o "Disable Vsync (Allow Tearing
* Added distance to the tooltip on the radar
* You can turn on and off your fly-text and your target's fly-text (Options - CTRL-O)
* Fly-text for damage and states should now be delayed until the bolt hits.
* Fly-text is clamped to the top of the screen
* Fly-text is in world space (doesn't travel w/the object - just flys up)
* The buttons in the dealer UI no longer overlap.
* Fixed the blinking nameplates when the target was not visible, but selected and changed to a pulse.
Message Edited by Jooko113 on 05-20-2005 09:53 PM
Mor-Dan
Fri May 20, 2005 9:52 pm
#58
XStarbracer wrote:No, its crafters who ruin the game, theres no sane justification for selling faction armor for 3mill+ other then pure greed over it being iconic. Moreover your crybaby whining about loot isnt going to change it, or future quest content added in. SOE knows very well from other mmos and their own EQ2 they need to have content with GREAT rewards for completing them. I cant wait till SOE gives you guys the big finger like most players are doing now. RotW Loot Rewards for teh Win.
when you are prepared to sit in front of your computer for 3hrs crafting everything you need to START making faction armour, i'll listen to you. granted, i think 3mil is a little high as well because it is 2-2.5mil on my server. however, you aren't on my server and i don't know your economy. what i CAN guarentee you is this... were solo groups still play where peeps could make about a million creds per hour, it would cost you more than 3mil...
why would a smith by a loot components/schematic for 1 or 2mil and then charge double or triple? is it greed? possibly, for some. what it really is, in most cases, is supply and demand. if i were making armour, and it was a pain in the arse to make, and it kept selling out so fast i could never get anything else done but making armour, i'm going to raise prices. not because i am greedy, but because i want to do more than stock a vendor. that's why i see no porblem with a hard to craft armour like Factional costing 3mil to buy. that's also a reason why armoursmiths are asking devs to relent on the requirements for factional armour. they want to sell it to you as much as you want to buy it. they aren't being greedy, they are trying to get it to you cheaper, in fact. so cut the crafters some slack. we don't all have 500 million creds, many of us don't have 100 million creds because of what we have to spend on loot. for a crafter to be considered rich they have to have 250mil+, otherwise at any given time they could go broke if buyers dry up while they have to continue paying for lots, harvesters, hunters, and other money sinks in the game...
Mor-Dan
Fri May 20, 2005 9:54 pm
#59
jookotoo, those two that say CL30 carbine and alliance disruptor... we already have those. they didn't just add them for patch 17. the CL30 carbine is the Alliance Needler, and the disruptor schem is borked. it won't allow us to make factory runs.
Mor-Dan
Fri May 20, 2005 11:08 pm
#61
Jooko113 wrote:
way to make myself look stupid
heh... ignore the above post
not your fault... you're not a weaponsmith.
Jooko113
Fri May 20, 2005 11:16 pm
#62
im armorsmith so ya i dont really know anything about weaponsmith
unfortunately
-Dax
Sat May 21, 2005 12:59 am
#63
Its funny to see everyone bashing crafters, theyre what makes this game work. Without crafters we would have NOTHING. Without their dedication what we would have would be FAR inferior to what we have now. As someone else said, it isnt hard to see that most of you have never clicked on a crafting tool in their toons life, or if they have they never tried to make quality goods. Mor-Dan is pretty much right on all his points, all you naysayers (especially the one that keeps saying you have no facts) just dont know what your talking about. Why dont YOU do some research and youll see exactally what hes talking about, and dont go comparing pre-cu stuff either. So what if you have a weapon better than any loot/quest item, so what if you seen 50 of them on a vendor. Mor-Dan's point is if you went and gathered all the resources, enhancers, etc RIGHT NOW you would not come even close to the stats listed (unless you get some uber enhancers). Im not a weaponsmith but i know a bit about hammers and to come even close to most of the melee quest weapons would take some ungodly bones. I imagine the other weapons are about the same. Also people dont realize just how uber <90 sac is, as mor-dan said, to get even close to that with post-cu stuff would take a drastic reduction in dps.
This game is already becoming wow-lite, take away our crafters and make everything loot based would just kill one of the last remaining unique features of swg. Personally i would much rather just write an email to get a weapon than have to kill/quest for hours. Or if i do kill for hours i know the enhancer im getting will make me a better than average weapon and will save me alot of money. Or i also have the option to just shell out alot of cash for it. If you killed crafters there would only be 1 option, kill/quest. I just dont see how people would prefer that.
**EDIT**
I never have been nor ever will be a crafter, tried it and hated it, but im not so dumb i dont see the effect they have on the game, and i know what it would be like without them. And as much as you dont want to admit it, it IS a positive effect, they do more for this game than any of us combatants. They are what keeps us going.
This game is already becoming wow-lite, take away our crafters and make everything loot based would just kill one of the last remaining unique features of swg. Personally i would much rather just write an email to get a weapon than have to kill/quest for hours. Or if i do kill for hours i know the enhancer im getting will make me a better than average weapon and will save me alot of money. Or i also have the option to just shell out alot of cash for it. If you killed crafters there would only be 1 option, kill/quest. I just dont see how people would prefer that.
**EDIT**
I never have been nor ever will be a crafter, tried it and hated it, but im not so dumb i dont see the effect they have on the game, and i know what it would be like without them. And as much as you dont want to admit it, it IS a positive effect, they do more for this game than any of us combatants. They are what keeps us going.
Message Edited by -Dax on 05-20-2005 02:02 PM
GadonThek
Sat May 21, 2005 3:44 am
#65
Mor-Dan wrote:
GadonThek wrote:
Well, thanks for finally providing the data behind your assertions. It's a terrible shame, however, that they are absolutely worthless as a comparison between weapons.
Seeing as Im, to put it mildly, a lazy noodle-munching student, I thought I would just steal some test data from the Carbineer boards. They compare one of the weapons you claim to be oh-so-uber with a crafted Elite Carbine: Click.
So then, are you still going to try and get weapons such as the Proton Carbine nerfed, even though this test clearly shows that the crafted weapon was superior, or are you going to try devoting your time to something worthwhile like pushing to have the bugs in your profession fixed.Message Edited by GadonThek on 05-21-200501:22 AM
lol.. i love it when people only talk about half a story that is shown. number 1, you just may not be use to a Cor who is as active on the boards as i am. i handle my business and then go around communicating on other boards as well. number 2, this thread started when i wasn't a Correspondent. i could have let it die, but i didn't. are you REALLY going to give me crap for coming back to try and solidify my point? i thought things like that were noteworthy. finally, pay attention to what you just posted. this was not meant to show how crafted weapons are better than loot weapons. it was to show how DPS is not as big of a deal at the double master level as max damage is. take alook at those numbers. he is NOT fighting a CL80 mob in this example, and he definitely isn't PvPing. this shows nothing to us except that a player crafted weapon can out damage a loot weapon if you can kill the mob before your action action runs out. what about when you are fighting something that is 8-10k HAM? you'll run out of SA with the elite, but that proton'll be your energizer bunny; it'll keep firing, and firing, and firing. that will cause a huge shift in DPS when you're stuck using ranged shot with the elite when you could still be firing off big specials with a proton carbine...
So you're saying that looted weapons do less damage but provide a good alernative for people who dont want to pay for low SAC weapons, but crafted weapons are the better option for raw damage? To me, that sounds balanced: each has a use.
Look, Im sorry I took such a confrontational tone in my first posts, but Im just really worried the devs will listen to you. Combat characters have been waiting since launch for decent rewards for quests, so will you at least try really feckin hard to have crafted weapons "balanced" before you start with the nerfcalls? Or will you take on board my Reverse Engineering idea?
As for Mr "OMG CRAFTERS ARE TEH SUQ AND U RUAN DA GAME!!!121", just go away, you;re making the rest of us look bad