Smuggler Archive
Thread: Alternative Idea for Looted Components
kensaii wrote:Since looted components have been implemented I actually didn't like it for the following reasons :1. High degree of difficulty of getting looted components.2. The unknown frequency of drops from the high level creatures3. The strangle hold that other professions will have on the smuggler4. The fact that our concussion shot was nerfed with break on damage which was the smugglers only way of being able to fight high level creatures.We're smugglers for christ sake, we work in the underground world which means that we try to avoid authorities or any combat as much as possible. Let alone taking on krayts and NS without concussion shot.My suggestion is to give the power back to the smuggler and let us craft the items that we need for the new system but put a failure percentage and or/ higher resourceson higher levels components. Now before everyone goes off there head, remember this is just an idea.For EXAMPLE:Level 2 components have a 20% failure rate when craftingLevel 3 components have a 50% failure rate when craftingLevel 4 components have a 80% failure rate when craftingThis way you would leave the it up to the smuggler doing the crafting with the chances he takes when trying to produce the toolkits.I must agree with my fellow smugglers and say "Yes the new slicing system is good. BUT the looted components is a terrible idea"Devs, is this what you mean by balance?
I'm not a crafter.
If I had to sit and craft items just to slice and have to do it 20 times to slice one item... Jesus would I be upset.
majorslappy wrote:If crafting makes you go crazy, then don't be a slicer.
?
Slicing and crafting should never go hand in hand. Am I the only one that believes that?
I've been a smuggler since september of 2003, I have mastered Artisan, Architect, Shipwright ( twice ), Tailor and Chef.
I can officially say I hate crafting now.
I play a combat proffession that has some crafting ELEMENTS. I enjoy the crafting ELEMENTS.
But in order for me to SLICE ( not craft ) an item, I would never believe that I would have to sit down for 10 minutes trying to craft the freaking pieces. I love shipwright to death but the only reason I quit it was because of the damn hassle of hand crafting everything to keep my vendors stocked.
Message Edited by DigiDante on 06-30-2005 01:17 PM
DigiDante wrote:
kensaii wrote:
Since looted components have been implemented I actually didn't like it for the following reasons :
1. High degree of difficulty of getting looted components.
2. The unknown frequency of drops from the high level creatures
3. The strangle hold that other professions will have on the smuggler
4. The fact that our concussion shot was nerfed with break on damage which was the smugglers only way of being able to fight high level creatures.
We're smugglers for christ sake, we work in the underground world which means that we try to avoid authorities or any combat as much as possible. Let alone taking on krayts and NS without concussion shot.
My suggestion is to give the power back to the smuggler and let us craft the items that we need for the new system but put a failure percentage and or/ higher resourceson higher levels components. Now before everyone goes off there head, remember this is just an idea.
For EXAMPLE:
Level 2 components have a 20% failure rate when crafting
Level 3 components have a 50% failure rate when crafting
Level 4 components have a 80% failure rate when crafting
This way you would leave the it up to the smuggler doing the crafting with the chances he takes when trying to produce the toolkits.
I must agree with my fellow smugglers and say "Yes the new slicing system is good. BUT the looted components is a terrible idea"
Devs, is this what you mean by balance?
I'm not a crafter.
If I had to sit and craft items just to slice and have to do it 20 times to slice one item... Jesus would I be upset.
Neither am I, that's exactly my point. You would probably find an alternative method like buying the parts, that is your choice.
It's better than this one track idea of kill a krayt and maybe you might get a good looted component. I saw your other post about having contracts withhunters that's a good alternative method too but what about the smugglers that don't have the money to afford contracts?
kensaii wrote:
DigiDante wrote:
kensaii wrote:
Since looted components have been implemented I actually didn't like it for the following reasons :1. High degree of difficulty of getting looted components.2. The unknown frequency of drops from the high level creatures3. The strangle hold that other professions will have on the smuggler4. The fact that our concussion shot was nerfed with break on damage which was the smugglers only way of being able to fight high level creatures.We're smugglers for christ sake, we work in the underground world which means that we try to avoid authorities or any combat as much as possible. Let alone taking on krayts and NS without concussion shot.My suggestion is to give the power back to the smuggler and let us craft the items that we need for the new system but put a failure percentage and or/ higher resourceson higher levels components. Now before everyone goes off there head, remember this is just an idea.For EXAMPLE:Level 2 components have a 20% failure rate when craftingLevel 3 components have a 50% failure rate when craftingLevel 4 components have a 80% failure rate when craftingThis way you would leave the it up to the smuggler doing the crafting with the chances he takes when trying to produce the toolkits.I must agree with my fellow smugglers and say "Yes the new slicing system is good. BUT the looted components is a terrible idea"Devs, is this what you mean by balance?
I'm not a crafter.
If I had to sit and craft items just to slice and have to do it 20 times to slice one item... Jesus would I be upset.
Neither am I, that's exactly my point. You would probably find an alternative method like buying the parts, that is your choice.It's better than this one track idea of kill a krayt and maybe you might get a good looted component. I saw your other post about having contracts withhunters that's a good alternative method too but what about the smugglers that don't have the money to afford contracts?
Guilds and friends.
If you do not have the means to buy the components or acquire the components then why slice?
This new system is going to split the smugglers into those who slice and those who don't.
Previous to this publish there have been smugglers who sliced for a living and those who didn't. I personally enjoy slicing and I made my first 10m doing contract work.
I hate myself for that and am extremely happy that now slicing is going to be a rare system, but I have the means to buy the items and I also have the means to acquire them. So I will be slicing.
Message Edited by DigiDante on 06-30-2005 01:19 PM
Sorry, but there should be absolutely no crafting in the Smuggler profession.
Any spice or slicing components should be received from Smuggling.
That's all there is to it.
AngusMacGregor wrote:Sorry, but there should be absolutely no crafting in the Smuggler profession.
Any spice or slicing components should be received from Smuggling.
That's all there is to it.
QFE
DigiDante wrote:
AngusMacGregor wrote:
Sorry, but there should be absolutely no crafting in the Smuggler profession.
Any spice or slicing components should be received from Smuggling.
That's all there is to it.
QFE
That's just your opinion Digi. I prefer to think that other avenues of procurement are available. Buying them from NPCs, buying them from players, crafting them, looting them and obtaining them from smuggling missions are all great ways. I don't want to see a SINGLE way.
majorslappy wrote:
DigiDante wrote:
AngusMacGregor wrote:
Sorry, but there should be absolutely no crafting in the Smuggler profession.
Any spice or slicing components should be received from Smuggling.
That's all there is to it.
QFE
That's just your opinion Digi. I prefer to think that other avenues of procurement are available. Buying them from NPCs, buying them from players, crafting them, looting them and obtaining them from smuggling missions are all great ways. I don't want to see a SINGLE way.
I have to agree with you on this point, I don't want to see a single way either. Smugglers should have a means to obtain higher amounts of these items from missions where int the public can acquire them from hunting and so forth.
majorslappy wrote: That's just your opinion Digi. I prefer to think that other avenues of procurement are available. Buying them from NPCs, buying them from players, crafting them, looting them and obtaining them from smuggling missions are all great ways. I don't want to see a SINGLE way.
/target majorslappy;
/hi five;
Message Edited by Daturaze on 06-30-2005 11:31 AM
DigiDante wrote:
Brutus_TOD wrote:
Id Prefer for slicing components to come from ONLY Smuggler Missions (when they are implemented) along with spices. Much like the choice of doing destroy or delivery missions, smugglers could choose to do Spices or Components Smuggling and can skim off the top to get their own. The higher level Spices/Components Being increasingly more difficult than the lower level ones.
Yea but I hope to god smuggling isn't a mission terminal giving missions.
If you decide to find Bob, then you fly to Yavin 4 and to the waypoint given on the disk. Along the way you may get attacked again by some security force. Get through them, find Bob, give him the smuggled items and mission complete!
But yeah... that's my dream Smuggler mission. If they're something like that, I don't care if they're from a terminal or NPC. ![]()