Smuggler Archive

Thread: Help out Thunderheart Poll on Slicing experimentation

Windcry
Tue Feb 10, 2004 4:24 am
#209

B



- I Imagine A world with peace and place with tranquility and harmony
I imagine us attacking that world cause they would never exspect it -

- Confusious say man standing on toilet is high on pot -
Caqoshor
Tue Feb 10, 2004 5:30 am
#210

A.


And here is why.


Higher experimentation tools are going to cost more if the people crafting them know you can charge more for the better slices. This will only drive costs higher, meaning weaponsmiths and armorsmiths make more money, the two classes who definitely don't need more money. This screws the potential customer in the end. Also, what about the people who do not have access to the higher experimented tools? You're going to see people haggling in the street about "I got 95% kits..."and "don't go to him mine are 98%!" and it's just going to be a big mess, especially when no one really knows if you are using a 98% kit or a 20% kit. Obviously the slice will be lower, but to someone who doesn't know better, there is a big potential for people getting ripped off. I say leave it like it is. Being a smuggler is all about luck. Slicing should be too...




Reivax Ketol - Dark Jedi Knight
Xav - Master Combat Medic and Master Rifleman
Caqoshor - Master Smuggler and Master Bounty Hunter
Dropoff vendor Bastion, Naboo 3100 6400 (Dxsquat's Weapons)
Inferno711
Tue Feb 10, 2004 5:37 am
#211

B






Cityb
Teras Kasi Master
Master Commando
Caqoshor
Tue Feb 10, 2004 5:38 am
#212

And just to add to my last post. I think a better option would be to make it so master smugglers have a choice between slicing for damage or speed, encumbrance or effectiveness rather than changing whether the experimentation matters on the tools. This would fix most of the problems people have with slicing. How many times has someone walked up to you with a crate of guns or 5 suits of composite armor just so they can ensure a damage slice, or a full set of encumbrance sliced armor? Again, why put more money in the hands of people who already have tons (armorsmiths and weaponsmiths)?




Reivax Ketol - Dark Jedi Knight
Xav - Master Combat Medic and Master Rifleman
Caqoshor - Master Smuggler and Master Bounty Hunter
Dropoff vendor Bastion, Naboo 3100 6400 (Dxsquat's Weapons)
RabbitFly
Tue Feb 10, 2004 6:10 am
#213


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"




And yes I am a master Smuggler. I have been for some time too. about 1 and a half month after release.

Message Edited by RabbitFly on 02-10-2004 05:19 AM

obijkenob1
Tue Feb 10, 2004 6:33 am
#214

A for sure. Its already annoying enough planet hopping for the spice I make. And thast because when I hire artsans to survey for me, they just look for high percent. It woudl be even lamer and time consuming to look for quality too.
dubbsacc
Tue Feb 10, 2004 7:53 am
#215


B. Make resources and experimentation affect slicing results. Better resources and more experimentation points result in higher probabilities of good slices.


My vote is for B


Why you ask?


Because we need competition between Smugglers, much like there's competition between Master Crafters. What's the point of everything else being experimented on, but not our stuff? How on earth does that make sense? It's called consistancy people!! And SOE needs to learn a little about consistancy, I didn't go all the way up to Master Smuggler, just so I can slice and get below 20%. There needs to be experimentation and a base Percentage that we can garuantee.




Dubbsacc Ayfa
Master Smuggler | Master Pistoleer | Novice Medic
Proud Member of DC's "Elite Rebel Pawn Crew"

zazo
Tue Feb 10, 2004 7:57 am
#216

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.





Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


Trinity_Curtis
Tue Feb 10, 2004 10:07 am
#217

B Definitely

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.



Trinity Curtis
LFD Aqua Commando
Xaphon Endorian
Master of Tai Chi - Smuggling - Pizola Slinger
Left For Dead Resident Jedi

dubbsacc
Tue Feb 10, 2004 10:08 am
#218






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








Not Broken!?!?! Are you insane!? I'm a Master, getting a 15% wouldn't be considered broken? I would consider that pretty d.amn broken.


There's pretty much two options here:


1) Make experimentation matter to lessen the chance of falling below 20%


OR


2) Make the BASE for master and levl IV ATLEAST 20% and nothing lower.




Dubbsacc Ayfa
Master Smuggler | Master Pistoleer | Novice Medic
Proud Member of DC's "Elite Rebel Pawn Crew"

Kav
Tue Feb 10, 2004 10:12 am
#219

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.




Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
ScreechPowers
Tue Feb 10, 2004 10:12 am
#220

A

because i can get the same job done with a $1 screwdriver that i can with a gold-plated one



ign- palu
MChz
Tue Feb 10, 2004 10:24 am
#221

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.






Cy'ma Ranor - Bria
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