Smuggler Archive
Thread: Concerns about slicing.
neinnunb wrote:
>>Some slices will now require components to apply.
I really like that, gives a reason to go out and get loot and also will be a market for these things.
How does farming loot in any way have anything to do with the idea behind a Smuggler class. In my opinion there are already more than enough reasons to go out and farm loot to sell and not enough reasons to have seperate classes in this game any more.
Not to ramble OT here or hijack the thread or anything but seeing rednames in profession forums brings a tear to my eye... [IMHO] The community appreciates this level of communication.
sMUGGLIN!
((345th!))
Cooter_Scylla wrote:
neinnunb wrote:
>>Some slices will now require components to apply.
I really like that, gives a reason to go out and get loot and also will be a market for these things.
How does farming loot in any way have anything to do with the idea behind a Smuggler class. In my opinion there are already more than enough reasons to go out and farm loot to sell and not enough reasons to have seperate classes in this game any more.
The thing you keep skippin' over is that- these high end slices are supposed to be RARE. Not the norm. Above average. Hard to obtain.
You dig it?
Ternque01 wrote:
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.
This is my entire point. 'Plan B' in no way shape or form even remotely attempts to make a sliced weapon more risky than a crafted one. If this Plan B really is meant to replace breakage ... it's already failed ... and smugglers saying that it provides risk vs. reward are smugglers who are missing the point and giving a gold star to a feature that DOESNT EXIST.
I like loot idea ... but lets not even suggest that it has ANYTHING to do with risk vs. reward ... it doesnt. It does not until it provides a risk that is not already associated with legal items.
If we want to compliment the DEVs on adding loot drops to slicing ...fine. But we HAVE to also say to them "risk vs. reward is still not achieved. We as smugglers consider to be still an open issue yet to be resolved".
If we tell them we're satisfied that we've got risk vs. reward ... when there is NONE ... what are we trying to say!? We can say we like loot and still say "although we don't think it provides risk" ... because CLEARLY it does not.
For example, if I do a level 4 slice with the ultra-rare component, bust I also use the semi-rare component? If so, the jump from level 3 to level 4 needs to be sufficiently large to justify that cost.
they are coming soon (tm) right now we are just talkin' slicing.
Now Plan A (breakage) was a great idea- but waaaaaay too many people railed against it. GM himself said that it would be too confusing for the player base and unfun.
I disagree with the unfun part and as far as the confusion- maybe they could call it "Jammed" instead of breakage. So when you went to use your gun you got a message that says:
"This weapon is jammed and cannot be used until a Smuggler unjams it"
Wouldn't that work?
Even if it did- there were already too many whiners so it won't be implemented.
Now we got regular slicing that calls for components and high end slicing that calls for high end components not as exciting but I think it's a good system.
HotDog -
Plan A made having a sliced gun more risky than having a regular one. It made the user wonder if it was worth breaking the law or not. Please explain how making a loot-drop slice system makes having a sliced weapon any more riskay than the loot-drop weapons crafting system we already have?!
Please see: http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=194104#M194104
HOTDOG wrote:
Cooter_Scylla wrote:
neinnunb wrote:
>>Some slices will now require components to apply.
I really like that, gives a reason to go out and get loot and also will be a market for these things.
How does farming loot in any way have anything to do with the idea behind a Smuggler class. In my opinion there are already more than enough reasons to go out and farm loot to sell and not enough reasons to have seperate classes in this game any more.
The thing you keep skippin' over is that- these high end slices are supposed to be RARE. Not the norm. Above average. Hard to obtain.
You dig it?
And what do you think promotes loot farming? All this does is force us to figure a way to farm so we can use the other half of our slicing skill, buy it from the jedi farmers at insane prices, or get paid a lousy 5-15k when the combat class shows up with theloot dropand a 5 million credit weapon.
Again, what does loot farming have to do with the idea behind being a Smuggler? You dig it?
The only benefit I can see coming from this is pointed at any class able to farm...
Message Edited by Cooter_Scylla on 06-23-2005 09:06 PM
heyitsme wrote:
Rare drops....hmm spinner blades are a rare drop, I had anywhere from 1-4 lines of FS luck (who knows if it helps)
and it took me from march 18 until may 24 before I got all the 8 spinner blades I needed for two recyclers.This wasclearing a minimum of 6"lairs" of Hidden Daggers EVERYDAY...oh and the real kicker is I BOUGHT 4 of my 8 blades from people who had them on vendors. So with my lack of luck....(aka the no good luck for red Mon Calamari, on Gorath, in a swoop helm, whose names end in avikcurse) I just have to say if it took me that long to get the peices of piddly cl17 mobs I hope to heck that my customers do better in the DWB....cause I am not even gonna waste my time getting killed there.
now skimming off the top on smuggler missions, or RE-ing crap loot (heck even looted CDEFs)......thats right up my alley.
You mean doing things that actually have something to do with our profession? */GASP!*
WorriedViper wrote:Can you get a Lvl 1 slice....then get a lvl 3 slice later on the same weapon?
You have to actually. To add a level 3 damage slice requires a level 2 damage slice. To add a level 2 damage slice requires a level 1 damage slice.