Smuggler Archive
Thread: Constructive Criticism for GM, Tiggs, etc... on the new Slicing Changes.
Thanks for the feedback Veela.
Stackable is definately the way to go IMO as well, great suggestion Spinning Cloud.
Making the high end slicing components craftable doesnt necessarily mean they will be common - Combining loot like krayt tissues or GDK Scales will make them rarer - and still valuable - while still providing interaction between crafter and smuggler.
But then we are just back at the "loot" for Teir 3&4 again.The main point tho - is to provide that interaction for the playerbase. Another key point I'd like to make is to have the crafted components have an efficiency rating. THe higher the rating of the crafted component - the better the slice will be. That will really make things rare - and provide a certain "personal touch" for the crafter to make very high-end slicing components. That way the high end slices are still expensive and rare. For those who are willing to take that expense.
Saarek wrote:
Thanks for the feedback Veela.
Stackable is definately the way to go IMO as well, great suggestion Spinning Cloud.
Making the high end slicing components craftable doesnt necessarily mean they will be common - Combining loot like krayt tissues or GDK Scales will make them rarer - and still valuable - while still providing interaction between crafter and smuggler.
But then we are just back at the "loot" for Teir 3&4 again.The main point tho - is to provide that interaction for the playerbase. Another key point I'd like to make is to have the crafted components have an efficiency rating. THe higher the rating of the crafted component - the better the slice will be. That will really make things rare - and provide a certain "personal touch" for the crafter to make very high-end slicing components. That way the high end slices are still expensive and rare. For those who are willing to take that expense.
This is a good idea but all a mute point on the effectivness of the slciing tool if the weapon caps are still there
Tim, you sir are exactly right.
Feedback #3:
Please remove the weapon caps - or make them a "soft cap" a crafted cap only - that can be bypassed with high end weapon components - weapon power ups - or slices.
If people want to spend the money on such modifications to their weapons - then let them and let it be worthwhile.
If you are worried about the new sliced weapons being game-breaking then increase the hitpoints of high-level mobs. People with low-level weapons dont stand a chance against them anyways.
THE RISK IS IN THE WRONG PLACE!
what i mean by that is. ALL of the risk, ALL of the reasons slices will be rare, are on the WRONG end of the slice.
the risk needs to be AFTER SLICING. otherwise we're just part of the crafting process. there's absolutely no reason not to get a slice. sliced weapons will eventually become nothing more special than a krayted gun.
the "breakage" idea was much better in creating an after slicing risk.
the problems with "breakage" was the fact that they named it "breakage" and they didn't finish the code for the system to work properly, instead just using the item condition to determine if it was "broken".
this caused confusion, and to add to that they allowed items to break after only a few uses. OBVIOUSLY that is not fun. but a fully coded and comprehensive "breakage" system would add a great deal of decision making to our game.
another problem with "breakage" was that it STILL DIDN'T reflect the ILLEGAL nature of these sliced items!
a better idea would have been to incorporate scans from Stormtroopers and local law enforcement into a REAL penalty system.
what they should've done:
- increased the amount of scans.
- make it so when you get scanned the authority figure begins a conversation with you with a radial menu.
- he asks to see your weapon/armor and you can choose to either hand it over or refuse.
- if you hand it over, he tells you "this weapon looks like it's been tampered with" and tells you he'll have to
reset it to factory specs and fine you some credits. (you then get the weapon back in your inventory as it was
before the slice and are fined 5% of your bank account. you will be able to re-slice the weapon.)
- if you refuse to hand it over, he threatens you and angrily demands you hand it over (giving you one more chance).
- if you still refuse to hand it over, he orders his men to incapacitate you. if you are incapacitated, the weapons
is confiscated and you lose the weapon and are fined 10% of your bank account.
THAT would be a comprehensive, immersive, and fun AFTER SLICING risk system.
you do that, and you'll have A LOT of happy Smugglers.
Saarek wrote:
Thanks for the feedback Veela.
Stackable is definately the way to go IMO as well, great suggestion Spinning Cloud.
Making the high end slicing components craftable doesnt necessarily mean they will be common - Combining loot like krayt tissues or GDK Scales will make them rarer - and still valuable - while still providing interaction between crafter and smuggler.
But then we are just back at the "loot" for Teir 3&4 again. The main point tho - is to provide that interaction for the playerbase. Another key point I'd like to make is to have the crafted components have an efficiency rating. THe higher the rating of the crafted component - the better the slice will be. That will really make things rare - and provide a certain "personal touch" for the crafter to make very high-end slicing components. That way the high end slices are still expensive and rare. For those who are willing to take that expense.
I think this would work too. In this fashion you actually end up with 2 markets instead of one. Either way I think that lower-tier slices should utilize craftable components and looted comps should only come into the picture when you get to T3 and/or T4, either directly or as requirements for higher-end slicing equipment.
GanymedePharuu wrote:
i've said it before, and i'll say it again, and i'll keep saying till they pull the plug on this game...
THE RISK IS IN THE WRONG PLACE!
what i mean by that is. ALL of the risk, ALL of the reasons slices will be rare, are on the WRONG end of the slice.
the risk needs to be AFTER SLICING. otherwise we're just part of the crafting process. there's absolutely no reason not to get a slice. sliced weapons will eventually become nothing more special than a krayted gun.
the "breakage" idea was much better in creating an after slicing risk.
the problems with "breakage" was the fact that they named it "breakage" and they didn't finish the code for the system to work properly, instead just using the item condition to determine if it was "broken".
this caused confusion, and to add to that they allowed items to break after only a few uses. OBVIOUSLY that is not fun. but a fully coded and comprehensive "breakage" system would add a great deal of decision making to our game.
another problem with "breakage" was that it STILL DIDN'T reflect the ILLEGAL nature of these sliced items!
a better idea would have been to incorporate scans from Stormtroopers and local law enforcement into a REAL penalty system.
what they should've done:
- increased the amount of scans.
- make it so when you get scanned the authority figure begins a conversation with you with a radial menu.
- he asks to see your weapon/armor and you can choose to either hand it over or refuse.
- if you hand it over, he tells you "this weapon looks like it's been tampered with" and tells you he'll have to
reset it to factory specs and fine you some credits. (you then get the weapon back in your inventory as it was
before the slice and are fined 5% of your bank account. you will be able to re-slice the weapon.)
- if you refuse to hand it over, he threatens you and angrily demands you hand it over (giving you one more chance).
- if you still refuse to hand it over, he orders his men to incapacitate you. if you are incapacitated, the weapons
is confiscated and you lose the weapon and are fined 10% of your bank account.
THAT would be a comprehensive, immersive, and fun AFTER SLICING risk system.
you do that, and you'll have A LOT of happy Smugglers.
FTW
Saarek wrote:Excellent suggestion.Keep them coming. And lets continue to keep them constructive - and less "angry"LOL
was mine too "angry"?
i just think the good ideas are SO simple, and SO obvious, that it's completely dumbfounding that the Devs haven't thought of them.
and even more dumbfounding that the Players accept these less than good ideas.
Yea sorry about all the posts but I had to do something to keep my sanity... ![]()
Anyhooooo.
Loot-slicing = good
Tiered slicing = okay fine
Tiered slicing GATED by caps = WORST THING EVER.
I don't know how many times/ways I can say this. If you have caps in place that can't be overcome by slices, you are making whole sets of this rare loot USELESS. AS IN JUNK. AS IN I COULD GET MORE PROFIT OUT OF IT BY TAKING IT TO THE SANDFORD AND SON MINI GAME! Yes, I'm fully aware that I can slice maybe level 1, and 2, up to the damage cap, then switch to speed, but the damage slice loot is still of NO VALUE then.
That's my main beef with slicing. That and Starsider not getting the Salvage option...
Concussion... NPCs should not be able to get a shot off before the Daze sticks, Two Sith can be a death sentence because their opening shot is a KD, so when the add aggros, I'm on my back...
GanymedePharuu wrote:
Saarek wrote:
Excellent suggestion.
Keep them coming. And lets continue to keep them constructive - and less "angry"
LOL
was mine too "angry"?
i just think the good ideas are SO simple, and SO obvious, that it's completely dumbfounding that the Devs haven't thought of them.
and even more dumbfounding that the Players accept these less than good ideas.
Exactly the point of this thread - too many posts castrating devs for whats been done - and not enough constructive feedback. And Keck - I hear what you're saying man.
Negate the caps, increase the interaction between crafter and smuggler, and for the love of all that is holy make slicing illegal
Gotta agree with ya Ganymede - actually have from the start of this whole slicing thing. ![]()
Risk aside though, on the topic of components for slicing I've got a few thoughts:
1) Sure, have the uber looted slicing components drop from Purple Conn'd demons - but give crafters the ability to make a subsitute T4 component, which will be inferior to the looted counterpart. This way both crafters and fighters can have it their way. I know I know "You can buy your components" If we get into that discussion we'll go in circles for hours ![]()
2) Give the components away through Smuggler missions. Again, this has been talked to death - but boy, I'd sure love the day to come when you have to sneak by the guards either by stealth or by a stolen uniform with a stolen ID card and steal the components
Anyway, I think it's time for a Plan D (or which plan are we on now?)
Cheers
Dat
GanymedePharuu wrote:
i've said it before, and i'll say it again, and i'll keep saying till they pull the plug on this game...
THE RISK IS IN THE WRONG PLACE!
what i mean by that is. ALL of the risk, ALL of the reasons slices will be rare, are on the WRONG end of the slice.
the risk needs to be AFTER SLICING. otherwise we're just part of the crafting process. there's absolutely no reason not to get a slice. sliced weapons will eventually become nothing more special than a krayted gun.
the "breakage" idea was much better in creating an after slicing risk.
the problems with "breakage" was the fact that they named it "breakage" and they didn't finish the code for the system to work properly, instead just using the item condition to determine if it was "broken".
this caused confusion, and to add to that they allowed items to break after only a few uses. OBVIOUSLY that is not fun. but a fully coded and comprehensive "breakage" system would add a great deal of decision making to our game.
another problem with "breakage" was that it STILL DIDN'T reflect the ILLEGAL nature of these sliced items!
a better idea would have been to incorporate scans from Stormtroopers and local law enforcement into a REAL penalty system.
what they should've done:
- increased the amount of scans.
- make it so when you get scanned the authority figure begins a conversation with you with a radial menu.
- he asks to see your weapon/armor and you can choose to either hand it over or refuse.
- if you hand it over, he tells you "this weapon looks like it's been tampered with" and tells you he'll have to
reset it to factory specs and fine you some credits. (you then get the weapon back in your inventory as it was
before the slice and are fined 5% of your bank account. you will be able to re-slice the weapon.)
- if you refuse to hand it over, he threatens you and angrily demands you hand it over (giving you one more chance).
- if you still refuse to hand it over, he orders his men to incapacitate you. if you are incapacitated, the weapons
is confiscated and you lose the weapon and are fined 10% of your bank account.
THAT would be a comprehensive, immersive, and fun AFTER SLICING risk system.
you do that, and you'll have A LOT of happy Smugglers.
I like that, but basing the percentages on your bank account is a bad idea. I'd say like maybe 10k if you hand it over or 100k if you dont and get incapped. You cant make it too much or that would be "unfun (TM)"
MISTagent01 wrote:
Honestly though Saarek, I didn't save my clamps for that exact reason you're upset...I knew I was going to get crappy salvages and be mad that I made a whole bunch of space, so I just decided to delete them all and get out and loot stuff. I also set up a vendor and sent out an email that listed what I was looking for, and how much I was willing to pay (which was really low.)
You know I thought of doing the same thing, but you know what these types of changes not only affect the Smuggler profession but others as well. If they don't at least fix so most AUK\WUKs can be salvaged, crated or uncrated,then alot more players lose out. This was time and RL money as well as in game credits put into the effort to craft and sell these items and now for SOE to say "oh well" (not that they're saying that....yet)is unacceptable. You know I did a search the night before for vendors still selling AUK\WUKs and there were a lot. I hate to think what those guys were saying the day after Pub 19 when all that stuff was no good anymore. I guess I just chose not to be complacent about such things (not that I am accusing you of such), I have always been a fighter, always stood up for myself or others whenever I thought we were being screwed over. SOE seems to do that alot, screw over the players.