Smuggler Archive
Thread: Concerns about slicing.
GanymedePharuu
Fri Jun 24, 2005 12:14 am
#261
riotcontrol wrote:
Oh, also... (regardless of the difficulty of dungeons in which the loot drops will happen) a much more starwarsy idea would be to gain the slicing components via, say... keeping a few of the components from the illegal weapon modification equipment crates you transport in Smuggling missions...
(Seriously, loot drops=ok for fantasy MMORPGs, but it's should be Star Wars here...)
now THAT'S a good idea.
AngusMacGregor
Fri Jun 24, 2005 12:15 am
#262
GM... what about making the drops limited-use Smuggler crafting schematics where we could make one factory run of them per schematic?
That would help alleviate some of the time investment of having to run to these places all the time just to be able to slice.
maxtheusher
Fri Jun 24, 2005 12:16 am
#264
GM, I love you, have my babies. 
Guys, don't forget, if they're that rare, think about how much those slices will cost
Guys, don't forget, if they're that rare, think about how much those slices will cost
Rueger_Karde
Fri Jun 24, 2005 12:17 am
#265
Hmm. Interesting.
What would prvent me from slicing each catatgory up to lvl 2. If I slice both speed and damage twice (without looted equpment) then it better not be as good as 4 slices on speed.
Hey, im all for the serperation of smuggler that are hardcore slicers and the "hey can you slice this" while your walking through the SP, but this is a bit extreme I think. It of course depends on the drop rate probably.
Oh and better be REALLY ILLEGAL!!!!!
Rogue135
Fri Jun 24, 2005 12:17 am
#266
GanymedePharuu wrote:
riotcontrol wrote:
Oh, also... (regardless of the difficulty of dungeons in which the loot drops will happen) a much more starwarsy idea would be to gain the slicing components via, say... keeping a few of the components from the illegal weapon modification equipment crates you transport in Smuggling missions...
(Seriously, loot drops=ok for fantasy MMORPGs, but it's should be Star Wars here...)
now THAT'S a good idea.
Ding ding ding, we have a winner!
Best idea yet.
I think this would solve most of the problems a lot of us have with the idea, not only is it content but it would solve the "loot camper" problem that I'm sure we all see.
Message Edited by Rogue135 on 06-23-2005 02:26 PM
Saarek
Fri Jun 24, 2005 12:18 am
#267
maxtheusher wrote:
GM, I love you, have my babies.
Guys, don't forget, if they're that rare, think about how much those slices will cost
Thats exactly what I sad. Well not exactly.
GREENMACHINE:
What are the new slicing percentages and the items required for each teir of slice?
Please and thank you.
Jaspor
Fri Jun 24, 2005 12:19 am
#268
Holy poop, they unchained GreenMarine from his desk for an afternoon! Yay! There is hope!
Nice to see you, dude!
Glad to hear the numbers are getting tweaks! How about more options for weapons? *coughcoughSACreductioncough*
I like the idea of components needed for the high-end slices. I don't like the idea of them being so rare we have to pay millions of credits to get our hands on them. The limited schematic idea is a good one, though probably too time-consuming to implement with this publish pending.
Thanks for stopping in though, I'm sure I'm not the only one quite relieved and feeling better about the whole situation now that you've commented. 
AngusMacGregor
Fri Jun 24, 2005 12:19 am
#269
One more thing...
Are we still going to be limited by damage and speed caps on weapons?
Like, if the damage cap is reached on a weapon, are we going to be able or unable to slice that weapon for extra damage?
Gen00b
Fri Jun 24, 2005 12:20 am
#270
This may be a little off topic and I know you already said you will look at it, but just a little story to show you it really needs tweaking:
In our community we have crafted I think more than 20 Jetpacks (every few weeks we crafted one, together with an armor piece) and almost a complete suit of Mando. After the CU we haven't even been near the DWB.
The levels got upped twice after the first week. The First week people used the DWB to grind xp because it was so easy Now it's impossible to get to the first big room without being killed... (two hit killers them battle droids)
So it's quite hard to find the right balance.
IMO they should be "ordinary" (not boss) levels 78 - 81 but just with a lot of HAM.
In our community we have crafted I think more than 20 Jetpacks (every few weeks we crafted one, together with an armor piece) and almost a complete suit of Mando. After the CU we haven't even been near the DWB.
The levels got upped twice after the first week. The First week people used the DWB to grind xp because it was so easy Now it's impossible to get to the first big room without being killed... (two hit killers them battle droids)
So it's quite hard to find the right balance.
IMO they should be "ordinary" (not boss) levels 78 - 81 but just with a lot of HAM.
GreenMarine
Fri Jun 24, 2005 12:20 am
#271
I would rather start with the components being hard to get and loosen
it up to make it easier, then have them be too common and have to nerf
them. If this goes out and they are too rare and it sucks, we'll loosen
it up.
If I make Crit Chance 3 give you 10% chance to crit, that's _nice_. You
should have to work to get that. You should feel you've earned it.
Smugglers: You don't have to farm these components to slice. Charge
more if you do, but charge less if the person you're slicing for
supplies the component.
it up to make it easier, then have them be too common and have to nerf
them. If this goes out and they are too rare and it sucks, we'll loosen
it up.
If I make Crit Chance 3 give you 10% chance to crit, that's _nice_. You
should have to work to get that. You should feel you've earned it.
Smugglers: You don't have to farm these components to slice. Charge
more if you do, but charge less if the person you're slicing for
supplies the component.
Pootian
Fri Jun 24, 2005 12:20 am
#272
I say make more items like the jedi crystals. So someone at the DWB can loot an item but they wont know its true worth unless they have it looked at by a smuggler. This would allow for some roleplaying as well, ie smugglers trying to pay too little for a part. Overall I think this would be better than non-smugglers looting stuff then selling it to a smuggler for a huge premium.
RECAP-
1. Smuggler loot drops (for slicing) should only show stats to smugglers, just like jedi crystals do for jedi.
2. This would create more of a star warsy feel.
RECAP-
1. Smuggler loot drops (for slicing) should only show stats to smugglers, just like jedi crystals do for jedi.
2. This would create more of a star warsy feel.
GanymedePharuu
Fri Jun 24, 2005 12:21 am
#273
seriously... i'd like to know why this isn't a mini-game in any sense of the word.