Smuggler Archive
Thread: Help out Thunderheart Poll on Slicing experimentation
I dont care how bad it feels getting a bad slice.. giving Experimenting to Slicing tools would pretty much ruin the economy... Like it isnt broken enough allready..
Keep in mind smuggler should be a Hybrid profession. We have partial combat/smuggling ( that is in the works I hope) and partial crafting.. if they add experimentation to the slicing tools smugglers would fast move from battle to Crafters. I mean who would ever want a slice from one that dont have the absolute best slicing tools... In the end it would just end with everyone having way to overpowered weapons and all the smugglers lowering their prices to compete with the other guy, that got 1% more then him... the funny part is that one smuggler would probably see this as an great opurtunity. Start grinding out great ql resources and make lots of slicing tools.. everyone would buy from him cause they dont have the time/energy to use 24 hours a day waiting for a resource shift.... Trust me I know I gota Master WS... Not fun for a guy that makes his little fortune on slicing. If slicing needs improvment. Dont do it like that, we have enough profs leeching the best resources in game allready.
So if thoose were my allternatives I would go for "A" for sure
so my vote is therefor "A"
Message Edited by RabbitFly on 02-10-2004 05:19 AM
B if and ONLY IF it will insure the overall effectiveness of the slice and can be implimented properly!
and that is a huge if.
None of us can deny the current system as it is falls far short of anyother service in the game. yesterday I sliced some comp for a guild mate I fortunatly got mostly high encumb slices but sandwiched in was 16% effct slice, then a 45% encumb, then a 13% effect slice, then a 32% encumb. No where in any other profession is this type of randomness implimented at the master level.
Master Dox need high quality resources to insure their buffs and although their results are still random they are at a much higher % on the high end if good materials are used. This has to be implimented properly though or smugglers will have to charge alot more for slicing with the same overall result. what would be a good mesure is if all the tools are say above 90% meaining wuks auks clamps and laserknife all above 90% then the outcome of the slice would not go below a certain % say 25% being the min. 95% would get you 30%min and 85% would get you 20%
And yes we should be able to choose the slice! some high end comp armor is virtually useless to some people without an encumb slice. This makes our job very frustrating.
BadSectorUK, nice summary there lotsa work, bravo.
It would be nice to be able to choose damage or speed slice, but experimenting is very much needed and choosing materials that are better quality should actually make a difference then being able to experiment and make it that much better would be great. Smuggler is the only profession that mixes combat and crafting it is one of the reasons I love it.
TRDB wrote:
/change vote to A
And here are the reasons. I can see an argument for why knives could matter, but absolutely not clamps. This could become a major hassle with how high the resource to # of use ratio is on them. We are not artisans and spending that much time devoted to crafting does not make sense within smuggler. So, where to put the experimentation? In the upgrade kits? Well, I can see both good and bad arguments for this. But what bothers me about them is where do the experimentation points used in their crafting come from? I do not know enough master as/ws who are also master artisans to make quality tools if the experimentation points are found in artisan. (Does anyone know for sure?)
The big thing here is that I feel we may be playing with fire. While experimentation could be great, I see a LOT that can go VERY wrong and hurt one of the few things we have. Needless to say I'd rather see time spent developing some new content for us that fixing something that just isn't broken.
Thank you
15-35 = not broken.
Just because you don't like a 15% slice doesn't mean it is broken. Let me know when you fail and lose the weapon completely like a Master Crafter would. Randomness is the price of no risk.
because i can get the same job done with a $1 screwdriver that i can with a gold-plated one
IF I'm forced between those two options I'd say "A", but I don't think those options are the only ones available.
If resource qualtiy becomes a determining factor, there will be much pain for our whole profession. You will see quality kits skyrocket in price, and the affordable ones produce poor results. What I like about our class is that spice and slice requirements being straight forward make it enjoyable. I for one don't want to spend my time combing worlds for that high quality resource so Ican get a good slice. If I wanted to be a crafter most of my game time, I'd be an artisan, not a smuggler.
Rather then having resource quality effect the quality of a slice, the level of smuggling master should (imho) be the controling factor in how a slice goes. With each level of increase in slicing, there should be tiered results for the expenditure of skillpoints, with master getting the obvious bump. I would rather see range locks such as master gets a 20-35% slice Slice II a 10-15% so on and so forth. Tool quality effecting slicing will create a class system in the community where only make obscenlyrich smugglers whocan afford highest quality kits benefit. Or turn ourprofession into one similar to doctor where 80% of game time is spent finding those perfect resources, neither alternative sounds FUN to me.
If you want to further complicate the mix, make the targeting of slices an option, but with potentially a wider range of success. Example. At master smuggler, you have the option to target your slice to speed or damage, resist or encomb. If you don't your success range will be 20-35%. If you do, your success rate becomes something more like 10-35%. Sure you get the slice you want, but the risk of lossing effectiveness makes the slice more of a gamble. For each increase in substance, there must be a balancer and that might make it more 'sellable' to the powers that be.