Smuggler Archive
Thread: Smuggler Revamp?
Zombie14
Tue Apr 13, 2004 7:04 am
#14
They better not make us have to experiment.
We are smugglers, not friggin crafters!
I hate having to go gather the best resources. That time sink is not what I want. If I wanted that crap I would have been a crafter.
We are shady characters that don't give two **edit**s about the customer, we just want our cash. We are not the local 'Paladin at GNC' making the best herbal spices in the galaxy! whoopty friggin doo.
What the heck, why do we even make the crap anyway... we are suppose to MOVE it, not make it.
I don't want to be full fledged drug dealer...
Z
DRWolfe
Tue Apr 13, 2004 9:22 am
#15
Ok, let me back up a bit.
Experimentation = good.
Resource quality as part of the equation = bad.
Therefore, giving us experimentation would be perfectly fine if resource quality was not a factor. That way it would be fully dependant on skill. That I could agree with. Still making good stuff from whatever is available, as it should be.
Experimentation = good.
Resource quality as part of the equation = bad.
Therefore, giving us experimentation would be perfectly fine if resource quality was not a factor. That way it would be fully dependant on skill. That I could agree with. Still making good stuff from whatever is available, as it should be.
Daneis_Nuenii
Tue Apr 13, 2004 10:24 am
#16
I wouldn't mind experimentation if all it did was increase our minimum slicing percentage.
Like, instead of being able to slice a gun from 11% to 35%, we could experiment and use quality components to reduce that range to like 30%.
That way I can say, "Hey buddy, I can guarantee you at least a 30% slice on this gun if I use my good tools. But you gotta pony up some extra cash for it."
Also, I think that there should be a new tool at Master Smuggler that lets us choose slice types. Which, of course, we would charge more for using.
Like, instead of being able to slice a gun from 11% to 35%, we could experiment and use quality components to reduce that range to like 30%.
That way I can say, "Hey buddy, I can guarantee you at least a 30% slice on this gun if I use my good tools. But you gotta pony up some extra cash for it."
Also, I think that there should be a new tool at Master Smuggler that lets us choose slice types. Which, of course, we would charge more for using.
RylanStorm
Tue Apr 13, 2004 10:27 am
#17
Slicing experimentation would work as it currently stands. A master gets more points and thus gets higher slices.
Back to spicing. I think resource quality should matter but not hugely. You should see a jump in stats when using 150 OQ materials to using 800 OQ but I think anything above that should yield the same amounts. i.e. anything over 800 OQ is good for us, without us always having to get new stuff.
bpphantom
Tue Apr 13, 2004 10:54 am
#18
Ah! That I can support
DRWolfe wrote:
Ok, let me back up a bit.
Experimentation = good.
Resource quality as part of the equation = bad.
Therefore, giving us experimentation would be perfectly fine if resource quality was not a factor. That way it would be fully dependant on skill. That I could agree with. Still making good stuff from whatever is available, as it should be.
PistolPlinker
Sat Dec 25, 2004 6:24 pm
#19
Smuggler Revamp?
I have seen references to a revamp. Are we looking at a revamp of our profession, or is this just a misinterpretation of what I am seeing? Speaking for myself I would like to see more of our skill boxes actually have an effect on the game play, and would like to see what Master actually gains us for attaining. Don't get me wrong, I think Smuggler is about the coolest profession in the game--we have finesse and some serious fighting abilities when cornered (especially when Smuggler is layered with Pistoleer and BH/Pistols *ahem*). I would also like to see more Smuggler oriented missions (aka "Smuggling"), or perhaps our own theme park aside from just what Jabba and Nym can do.
DrevenStrobe
Sat Dec 25, 2004 6:33 pm
#20
The Smuggler Revamp is a myth that has been growing since launch.
At the moment, it is tentatively scheduled for "Sometime after the Combat Upgrade."
Given the current pace with which the CU is progressing, I'd look for a Smuggler Revamp sometime in April / May...(just my personal opinion)...
Ternque01
Sat Dec 25, 2004 7:19 pm
#22
Good estimate Dreven. I'd personally either say May/June or March/April. This all depends where they put their development resources.
May/June if the devs that will work on our revamp are the ones doing the Combat Upgrade.
March/April if the devs that work on our revamp are NOT the ones doing the CU.
Nicolas_Frost
Sun Dec 26, 2004 3:49 am
#23
Ternque01 wrote:
Good estimate Dreven. I'd personally either say May/June or March/April. This all depends where they put their development resources.
May/June if the devs that will work on our revamp are the ones doing the Combat Upgrade.
March/April if the devs that work on our revamp are NOT the ones doing the CU.
And then around August/September for the Smuggler Rebalance, if the devs that work on our mythical revamp aren't the ones doing the Combat Uprebalavamp because one of them gave us one or two usefull skills, thusly, all must be broken again.
Zeon_Zaku
Sun Dec 26, 2004 11:36 am
#24
Nicolas_Frost wrote:
Ternque01 wrote:
Good estimate Dreven. I'd personally either say May/June or March/April. This all depends where they put their development resources.
May/June if the devs that will work on our revamp are the ones doing the Combat Upgrade.
March/April if the devs that work on our revamp are NOT the ones doing the CU.
And then around August/September for the Smuggler Rebalance, if the devs that work on our mythical revamp aren't the ones doing the Combat Uprebalavamp because one of them gave us one or two usefull skills, thusly, all must be broken again.
Yes, damn those useful skills! All other professions may need skills that have a use, but damn it Smugglers don't! 
SpinningCloud
Mon Dec 27, 2004 9:02 am
#25
I think you all have been snorting Happy Dust or something.
I'd place any kind of Smuggler Revamp just before Hell freezes over....but no sooner than this time next year.
Schadwood
Tue May 03, 2005 1:54 am
#26
We have a shiny new gun but where is our revamp?
[And personaly I sort of pictured a "smaller" pistol ... I feel like "Dirty Harry" toting around this "Hand Cannon" we got...
... darn pistol is almost as long as my legs]
Eetip