Smuggler Archive
Thread: Concerns about slicing.
Taln2 wrote:Jumped in a bit late to this thread. I got to page 8 and kinda breezed through the rest, sorry.
This isn't a terrible idea, and I think many of the ideas mentioned in this thread should be considered as augmentations to the idea. I alsothink that DWB/Avatar is a little extreme. Personally I'd much rather see the components built into smuggling missions, but one thing at a time, I guess.
One thing that appears to be overlooked in all this though:actual weapon decay from usage. It doesn't really do anyone any amount of good to hunt down all the components to make an uber weapon (weaponsmith and smuggler parts) andpay through the nose to have it made (regardless of what you say, GreenMarine, the players will always charge a large amount for the ability to do something others can not, even if they don't have the materials), only to have the thing get nuked in under a week of use.
Sure, anti-decay kits can prevent this, but they sell for 10+ million credits a piece, and aren't reliable for considering the mainstream. I and probably the majority of peopleout therehave ONE ADK only, unless they have multiple accounts.
Bottom line is if you guys are gonna make weapons so very expensive and that much more time consuming to make, you're gonna have to deal with decay...
I don't have ANY ADK's
Never have, picked something else instead...
Way I see it, if a gun is really worth one of these really good slices, they'de be worth an ADK.
GreenMarine wrote:
If I make Crit Chance 3 give you 10% chance to crit, that's _nice_. You should have to work to get that. You should feel you've earned it.
- 10% Damage slice would yield 10%higherdps
- -10% Speed slicewould yieldabout the same benefit, ~10% higher dps
- 10% Critical chance slice would yield only 2.5% higher dps, on average, if a critical happens 1 out of 10 shots, and does 25% higher damage in that event. Weak compared to thebenefit of a Damage or Speed slice.The critchance would need to be 40% to provide a comparable benefit.
maxtheusher wrote:
Well Professor Sardonic, Maybe you think the Extra 15 skill points it costs for Smuggler should make us be able to FLY too. So without good loot you won't be able to slice your best slice. You're still going to be dealing a steady business in those "tier 2" slices. Using that money, you can invest in a good component, and offer that to people at a markup. If you don't like that, you can wait patiently for Smuggling. Or you can ignore it all and use your Prof as a CL54 combat prof.
The ONLY people who are gonna get screwed at all by this system are Ent/Smugs, and there aren't a whole lot of those anymore. Crafter/Smugs can buy the crap, Combat/Smugs can fight for it, or chances are, buy it as well...
and WHEN was the last time anyone "l3wt c4mP"ed the DWB or Avatar? Let me know, I'd like to know their secret.
Message Edited by Cooter_Scylla on 06-23-2005 06:46 PM
Nisdain wrote:
Cooter_Scylla wrote:
Fatismo wrote:
Palath wrote:
These changes are fantastic! Especially after the little scare you put in with the breakage factor. Having to hunt out high end components is EXACTLY the type of thing this game needs. I'd love to see more stuff like this for the crafting professions, too. Of course these components should be tradeable, so a smuggler (or crafter) has the option to buy them from other players.
I picture weaponsmiths looking for different types of loot for a single weapon. Krayt tissues might be good for damage/speed, whereas some odd drop from a NS Protector might be used in place of a krayt tissue to increase the crit chance, or up the accuracy. Tiered components is the way to go (in lieu of "uber weapon drops").
Very well done.
What about the people that want to solo? Are you nuts?
Some crafters only want to craft .... some fighters only want to fight. Don't mix professions together.
Most Weaponsmiths (who don't fight) will get their Guild or Customers to bring the rare pieces to build the item.
With the idea of purchasing them from other players, this just hurts the end consumer who has to pay an extra 1 million for a 20k rifle.
Obviously you're not staying up with the times. It's l3wt c4mP 4tw!
As someone said earlier, if you can't stand the inability to slice... er, no, maybe it was l3wt c4mP 4tw... er, no... anyway stay out of the kitchen.
Quit trashing such a viable fresh new system. You'll still be able to slice as a tier 2 smuggler no matter what...
Except this game was orginally based off the exact opposite, which it should stay with if it wishes to keep its customer base.
Thank you.... I myself am a Master Smuggler...
I want to be able to give the "best possible slices" to any client ... where ever I am.. without needing to go fight the'l3wt c4mP 4tw' for 2 hrs.. before being able to slice something. Give me back the Knifes and Clamps.... and get rid of the "loot needed" slicing.
Message Edited by Fatismo on 06-23-2005 07:53 PM
Message Edited by PikechickLei on 06-23-2005 07:01 PM
IndySWG wrote:
Ternque01 wrote:
IndySWG wrote:
Turnque01: Having to pay me for my services is NOT a risk.
If somebody, somewhere has to go through hell to get one of these components, then it is risky. Hell, even by making it drop dependent will help keep good slices rare... which they should be.
But Ternque01,That's risk involved in loot farming not carying around contrband.
The breakage system was meant to make having a sliced weapon more risky than having a legally crafted weapon. The loot aspect of slicing DOES NOT accomplish this ... its no more risky than having a regular loot-component - but legally crafted - weapon.
There is no risk here that's isn't already in place for every LEGALY crafted weapon in the game right now.
This is like saying a customer having spice is risky to them because the smuggler has to drop harvesters and may get attacked when he does so.
This is just weaponsmithing after the fact ... it's not smuggler material AT ALL.
This loot system has nothing to do with risk vs. reward of getting an ilegal modifcation to your weapon, it has only to do with proffit/loss of a crafting profession.
We can argue as to if its an interesting new twist to slicing ... but it DOES NOT accomplish Risk vs. Reward for owning contrabad as the breakage system was meant to ... it does not accomplish this AT ALL. This 'risk' is involved nearly every PERFECTLY Legal item in the game.
I understand what you are saying. Laws aren't enforced, so we are seeing no risk for items. The risk for taking spice is small right now too.
Trust me, I LOVED the weapon breakage idea, and we now find out that it won't work well.
I wonder what happens when Plan B fails.
As with many others, I think think the prices will be extreme for high end slices...remember the great holo hunting of last year? My idea is, instead of making the high end rare because of the loot factor, why not make it a matter of risk?
My idea is somewhere along the lines of...
Level 1 slice - slice armor/weapon up to 3% with 100% success rate.
Level 2 slice - slice armor/weapon up to 7% with 85% success rate with a 15% chance of failure of which 50% slice fails and is unsliceable -or- 50% weapon breaks and is no longer useable.
Level 3 slice - slice armor/weapon up to 11% with70% success rate with a 30% chance of failure of which 50% slice fails and is unsliceable -or- 50% weapon breaks and is no longer useable.
Level4 slice - slice armor/weapon up to 17% with 50% success rate with a 50% chance of failure of which 50% slice fails and is unsliceable -or- 50% weapon breaks and is no longer useable.
The overall slice % can be up to 35%, which would actuallyenduplarger. On a 300 damage weapon..
3% would be 9 points
7% on the 309 would be 330.63...so 331
11% on the 331 would be 367.41...so 367
17% on the 367 would be 429.39...so 429
You could only slice each item 4 times totaland each slice would build upon the previous. So if you wanted 4 speed slices you could get up to 35% speed, or you could get 2 speed and 2 damage which would be up to 7% for each.
You can still get good armor/weapons slices but the chances of the equipment being ruined for good increases. You could evendivide the "weapon breakage" into 2 groups with arepairable breakorirreparable.
Although there's already been a lot said on this issue I still feel it my duty to add my opinion.
From the limited information we have been given I really do not like the idea of needing loot drops to be able to slice. From the looks of it, any slice above level 1 will need some sort of looted item. This idea is bad on so many levels, first off I have to be carrying around 9 different loot items to allow me to slice, I'm also guessing that they aren't going to drop handily packed into crates so if I want to be able to slice on request I'm going to need an inventory packed full of loose parts.
My biggest issue though is that my ability to slice no longer comes from skills in the slicing tree but from my skills as a loot camper. A master doctor does not need a loot drop to revive a player, a master rifleman does not need a loot drop to use advanced sniper shot. Why will smugglers be the only profession who can only use their skills if they have loot?
Master weaponsmith can create every weapon intheir skill trees without loot. Yes, with loot drops he/shecan further enhance a weapon, but even without loot they can make a good weapon. They aren't tied to making novice WS level weapons because they haven't looted a republic blaster barrel or T21 stock etc, (I'm discounting DE10s, Beserkers etc. here as those weapons come from loot schematics and aren't part of the weaponsmith skill tree). Under this system a master smuggler without loot is only as good as a level 1 slicer.
If slicing is going to need components then they should be craftable (by smugglers, WS, AS, I don't care) and if loot is going to figure in, it should either be as enhancers for those parts like krayt/gorax loot isfor power handlers & feeders or just maybe there should be a chance to loot some particularly good componenets from NPCs in the general universe, not just a couple of dungeons that those who aren't in a massive guild packed full of jedi can't go to. Butmaking the master smugglerskills useless without loot is totally wrong.
Now after saying all that can we please have some figures for what the various levels of slices will be able to do.
I really like that, gives a reason to go out and get loot and also will be a market for these things.
GreenMarine wrote:
Don't trash your upgrade kits. We're going to see about adding a salvage option to them that turns them into one of the new components, randomly. (With the higher level ones being rare, etc). Also, the high end components can now be found on Krayts, etc.
Please make things such as these drop of NPC's not creatures. Remember in the loot revamp you guys said you will put loot in stuff that makes sence? NPC's should be the ones carrying as you said "delicate" gear like slicing gear.