Smuggler Archive

Thread: Smuggler State of the profession

dorsai78664
Thu Oct 30, 2003 11:24 pm
#14

Good job on the post SanTsu.


On the terminals...yes, other types of mission terminals can be sliced and you will even gain xp. However, I have yet to see a higher payout on anything other than faction mission terminals and regular mission terminals. Its still a bit of a personal pet peeve of mine.





COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


bmeenan
Fri Oct 31, 2003 12:37 am
#15

Great summation of the class as it stands today, San. Just one thing to add/expand on a little...


It would be very nice to see higher level missions as smugglers go up the DF line and improve our combat abilities. Now I really am a new player to both the game and profession (0-3-1-4 Smuggler) but even now I’m finding that, when compared to other methods of making credit, even a sliced level 10 terminal becomes a little daunting.


Perhaps it would be possible to increase mission levels with each block of the DF line? (Novice Smuggler – level 10 missions. DF1 – level 12 missions. DF2 – level 14 missions, DF3 – level 16 missions, DF4 – level 18 missions, Master Smuggler – level 20 missions.)


I apologize in advance if I’m missing something on this. It’s just that’s one thing that has really stood out to me, and seems as if it would be minimal impact (and difficulty) in making such a change.


Cheers,
Rayner





______________________
Rayner of the Naboo
Captain of the Abydos Sky
Chilastra Galaxy
ekloploah
Fri Oct 31, 2003 2:00 am
#16

i agree with some, but to be honest, who cares if a gun has been sliced or not, its better to have someone come up to you and ask then be able to try for the secondary sale...any addition to this would suck, and there is no need for it.


Underworld is fine, its there for a reason. The game was ment for PvP.


on slicing, i'd like to see transportation terminals add'ed, but again your asking for the world, if we are given the choice that mean we will suffer in the prices we will have to pay. I'm not a crafter, i dn't care what i use, cheap is good. What your proposing makes life hell for every smuggler...and is WACK


Spices all around need to be fixed along w/ medic buffs, it will happen.



*cliff notes* slicing is fine as is, add transportation terminals and fix spice




**Smugglers Run** -Druggin a galaxy of pure bliss
coronet 444,-5684
Ekloploa's Architect Deeds,Master Artisan goods
electricnomad
Fri Oct 31, 2003 2:37 am
#17




Bamsee wrote:

That in mind though and the heavy push by smugglers to get experimentation in the game to add more depth to our crafting/business aspect we come to a wall. As the class is now and if this experimentation does comes into the game those who only use the crafting aspect of smugglers or use both that and the fighting will be forced to have artisan so they can survey to get the best materials of that shift for their use. Many already do this but if this does take place it will become forced choice. We would andagain inpart now are the only class that needs 3 base classes (45 skill points total) to make full use of our class. Solet us be given the ability to survey. This will get rid of that extra 15 points we are forced to use to get the full experience that our class has to offer. We don't need any mods for surveying other then the most basic, the ability to use. Just give us theblasted tool so we can do "our own" work. If the smuggler chooses to become better at surveying and the mods that go with itthen they can pick up artisan and the surveying line for those improvements. I think all of us can imagine what we could do with those extra 15 points, right? Finally for all those who say you should just hire a surveryor to do that work for you... why should we be forced to intrust in others when no otherbusiness aspected classesdepend more on anotherone to help them out then a smuggler who experiences all that the this class has to offer.


Oh btw, have any of you noticed since what the devs did to spice has pretty much dropped that line to worthlessness that many smugglers are turning to resource trading as a substitute income?




We all want as many points as possible, but demanding Surveying skills in Smuggler is the most misguided power grab I've seen all week.


If you want to get your own resources, and you don't want to deal with one of the many professional resource suppliers that operates in the game, that's fine - you can spend skillpoints and do so. But in this MMORPG, people develop interdependent networks. If you let Miners do their work (finding the resources) and you do yours (processing the resources), everybody wins. I don't understand your objection to being "forced to trust in others," because surely Entertainers, Medics, and a number of other professions are much more at the mercy of others in terms of making money. We don't have to work for tips. We hold the customer's guns until we get paid, and we don't trade the spice until we see the cash appear. If anything, our customers have to trust US, not the other way around.


PS - I surrendered all ofmy Artisan skills and I'm doing just fine with spice. I track down Miners who offer deals and ask Artisan friends of mine to find waypoints for resources I'm after, then plant harvesters myself. Works very well. I also found that I can make good money selling spice without a vendor, and don't have to deal with expensive maintenance fees. Artisan skills are easily eliminated if you're sociable and have a network of friends to help you at a few critical moments. I get to save skillpoints and give my friends something new and exciting to do with their time rather than try to be a one-man army.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

TheSku
Fri Oct 31, 2003 2:49 am
#18

Excellent! I'm glad you've basically compiled all our problems into one post. I can't think of anything to add to it. Although I believe there still is a spice market, albiet a small one on Shadowfire. You just have to find it.I've been pulling in close to 30k a day by throwing muon up on the bazaars on dantooine and dathomir. It's not alot, but if you go there anyway on a regular basis you can make some quick cash with minimal effort. The force crystal cave hunting trips seem to be the biggest buyers. Just my .02 credits.



Rosaf Egerge- Shadowfire




Rosaf Egerge- Master Gimp
Vasuran- Gimp-in-Training
Slothwizard
Fri Oct 31, 2003 3:23 am
#19

As far as the unarmed business- I think adding unarmed content is a waste of dev time, who would honestly use it? TKAs only. Let us use the mods and skills we got in the tree with our pistols equiped. That should be good enough.

For those saying the underworld skill is fine: tell me what a faction only line is doing in a class that is supposed to be nuetral and out for themselves? It makes no sense at all, underwold needs a major overhaul.

On slicing equipment making a difference - please don't add this it would be a pain in the butt. I am going slowly up the slicing tree now (I refuse to grind, I bought this game to have fun). It is hard enough to find work not being a master smuggler... Also there is no way to prove to a customer what tools you are using. How can the effect of a clamp be measured? It works or it doesn't. Slicing works fine, adding experimentation will turn it into a powergamer dominated profession like all of the other artisam classes.

Spice- I agree it could use experimentation or at least some effectiveness bonuses at master. I believe this was intended but since it didn't work they took it out, what exactly does the +20 or whatever it is bonus do that we get when we reach a new level?

A couple other notes: Make some sort of way to insure that we have not screwed with peoples stuff (taken stuff out of containers ect.). Please allow us to do some sort of secure trade where the other person doesnt just hand something over and have to trust us. I twice now have had containers completely disappear from my inventory when i sliced them open... I payed them 1000 creds each but come on you know how that must look to them. Thank God it hasn't happened while slicing someone's weapon.

The main bugs would be the spice downer bug, the "you are already slicing something" bug, and this disappearing item thing. Aside from that add some smuggling content and some real bonuses at master and I'll have nothing to complain about.



.:For smuggling and proffession of the week (image designer) services send me a tell or email:.

Tim-the Sloth
SpyBoy
Fri Oct 31, 2003 4:09 am
#20

While a DL would be cool id like something like a sawn off shotty ala launcher pistol. We are more hit and run then long standing combat. Hit hard once.... and if not, run away



And i am not a spice monkey!!!! I am a Master Dirty Merchant.



Snoochie Boochies.




Exx Psyoby - Valcyn
---------------------------
Marksman, Adventurer, Smuggler, Scoundral.

Jaxk Psyoby - Bria
---------------------------
Tracker and Bounty Hunter in the making
CavemanGamer
Fri Oct 31, 2003 6:19 am
#21


You might also want tomention that our 10% and 25% discounts on faction perks do NOT apply to promotions...


Is this a bug? or by design?


Siinna
Fri Oct 31, 2003 6:29 am
#22

very nice state of our profession.



now crossing fingers so that we get some feedbacks before christmas !



PS : i wouldnt mind seeing the underworld tree being 100% changed.

pseudoroom
Fri Oct 31, 2003 6:39 am
#23

Wow San, that is absolutely perfect. I think you nailed it. Very good summation of everything we've been saying. Now let's hope everything you've laid out on a silver platter for them gets the attention it needs.



Ju-stin D'Aur
Master Smuggler
Master Pistoleer
bpphantom
Fri Oct 31, 2003 6:44 am
#24

True dat. I've noticed since I got the 10% that my faction (Imp) costs have dropped accordingly except for rank promotions. I think it's by design but it would be good to know for sure.


Great summation though. Looks pretty much spot on.




---
Imperial Colonel Istovyr Ousstyl - Lone Survivor of Gothica City - Rori - Lowca
Still the best darn smuggler there is.
JWing
Fri Oct 31, 2003 7:21 am
#25

Wow, San talk about good work. Thanks again.


Here are a couple other ideas....


1. I'd like to know what the actual range is for slicing at certain levels. Example, a level IV slicer can slice a weapon between 20-32%. This will help the community know what to expect, as well as us.


2.Allow the materials used to craft knives, clamps, WUK's and AUK's acyually make a difference in the quality of the slice. 99% effective tools now mean nothing.


3. Please, please give us a pistol cert. San's DL44 (modified) idea is excellent.


4. Try to make a better market for spices...



All in all, I'm very happy, thanks again San.




SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
ouselyd
Fri Oct 31, 2003 7:33 am
#26

SanTsu,


Excellent post, I dont agree with the fact that any average joe needs to be able tell if a weapon is sliced or not. It takes someone that can take the cover off and see if it was tampered with or something something to that nature. I like the fact we are the only ones in game with that knowledge and I think it would be a bad idea to let everyone have that ability.


But again overall I whole heartedly agree with your post!


Good Job.


-Ousely Darkwave


Master Smuggler


Kauri


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