Smuggler Archive

Thread: Concerns about slicing.

Valkyrie36
Fri Jun 24, 2005 12:28 am
#287

Not a smuggler...but I like sliced weapons .


looting high end components can be alot of fun. Take space for example; you can loot your guns or get them made by a SW.


Maybe this can be applied here also. Allow smugglers to craft a basic components for all slicing levels, but also have high end spawns drop better components that do a better job.


Dosi
Fri Jun 24, 2005 12:28 am
#288

Well I certainly hope you are planning on getting the rest of smuggler fixed. You pretty much just nerfed us again. No way will we get any business if the tools needed have to be dropped in a high level dungeon.

100k for a slice? No thanks, I'll keep my weapon just the way it is.

^That's what this will lead to.



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maxtheusher
Fri Jun 24, 2005 12:31 am
#289



Dosi wrote:
Well I certainly hope you are planning on getting the rest of smuggler fixed. You pretty much just nerfed us again. No way will we get any business if the tools needed have to be dropped in a high level dungeon.

100k for a slice? No thanks, I'll keep my weapon just the way it is.

^That's what this will lead to.




wrong, they'll get the cheaper slice. The guys who will be getting the 100k slice are the uber ones who spend a lot of their time in the DWB or Avatar anyway. So they'll most likely be providing the component anyway, or selling them, guess what, people who want the best of the best will pay for it.



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GlanocRunningstrider
Fri Jun 24, 2005 12:31 am
#290

Assuming loot locations cannot be camped and the drop locations are varied and spread out, I do not see how this is much different than looting high end weapon parts. I don't mind going out and getting some krayt tissues or gorax bones for my weaponsmith to use.



The Empire is Mother, The Empire is Father.
Jedi-of-the-Hills
Fri Jun 24, 2005 12:32 am
#291

GreenMarine raises a valid point. The smugglers don't necessarily have to go GET the components. They can if they feel like it, but the person who wants the slice can go get it themselves.


What is required for this, GreenMarine, is some kind of interface that allows the crafter/smuggler to use an item in someone else's inventory without that person actually handing it over. I gave the AV-21 schematic and powerplant to a crafter to have them build me one, and the crafter "mysteriously" went LD. Next time I saw her, she claimed she'd never seen me before. I had to file a customer service ticket to get the matter resolved. You know how THAT goes.


Anyway, that would work fine if you could set up some kind of an UPGRADE window similar to the TRADE window. You start the UPGRADE process with the smuggler in question, put the weapon you want upgraded in the box, put the parts you need to perform the upgrade in another box, the smuggler enters the amount of credits he's going to charge, you both agree, and BANG. Upgrade done.


Same thing with schematics and the AV-21 powerplant. You'd supply the schematic in the trade window, and the powerplant, and the artisan supplies the rest. Or, maybe you do! Maybe you bring *all* the parts and the artisan assembles it for you. It'd be a way for the two individuals to communicate about the subject.


I'm serious, Devs, you'll have a lot of stolen components this way unless some kind of system like I've mentioned is implemented.




-------------------

Rel Arasan of Bria

"So what you’re asking is “can a lightsaber block a magic missile?” The answer is no. A magic missile always hits its target. Period. The Jedi would move to block the missile, the missile would move, the Jedi would move to intercept again, the missile would move again, etc. Eventually the Jedi would tire or make a mistake and that’s when the Magic Missile would hit." -- Red Mage
Rogue135
Fri Jun 24, 2005 12:32 am
#292

As someone else already mentioned, why have Smugglers dependant on such a dull thing as loot drops when we already have a solution ready made in the form of Smuggler missions coming soon.I'm sure I'm not alone when I say that many of us would be willing to wait another few weeks to do thehigher end slices.


Just let these"rare" parts beamong the items we can get from smuggling rewards. Not only does this solve the issueof "DWB is too hard" it also gets rid of the Loot Camping and it would be far more entertaining and give us a reason to do the smuggling missionslong-term.





--------------
I've got a bad feeling about this."
GanymedePharuu
Fri Jun 24, 2005 12:32 am
#293

suddenly no one else cares that this new slicing system is nowhere near being a mini-game?

i mean the loot drops are a nice idea. removing the breakage system is a bad idea, but if your main reason was that it wasn't "fun", then why did you not make this into a mini-game, which would be a lot of fun.



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but all i got was
<--- this stupid hat.

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Avallach
Fri Jun 24, 2005 12:34 am
#294

Could we wait to see what the slicing levels are like? I could envision a scenario where this works and works well:

(Numbers pulled out of thin air)
Level 1 damage slice: 5% damage increase-no component necessary
Level 2 damage slice: 10% damage increase-component needed crafter from rare resources
Level 3 damage slice: 15% damage increase-moderately rare drop component needed.
Level 4 damage slice: 25% damage increase (jump intentional)-rare drop component needed.

Since I can get each weapon sliced multiple times, I'm very unlikely to demand level 4 slices every time, especially if the item cost is high, as it would be. I'm not, however, likely to be disappointed by a 10 or 15% slice...

This *could* work well...let's see the hard data.



------------------------
-Charin Ianaro, Aventine Neighborhood, Temenos, Naboo

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Jaspor
Fri Jun 24, 2005 12:36 am
#295






GlanocRunningstrider wrote:
Assuming loot locations cannot be camped and the drop locations are varied and spread out, I do not see how this is much different than looting high end weapon parts. I don't mind going out and getting some krayt tissues or gorax bones for my weaponsmith to use.




Yep, this is how I see it, and just building on an existing game mechanic if you really want the BEST weapons possible.


For your typical throw away weapon, a Level 1 or 2 slice should be fine (and easily accesible, and relatively inexpensive). For that Krayt/Gorax ADK'd weapon with your initials carved into its barrel and a lock of your loved one's hair embedded in the handle, you'd probably be willing to do what it takes to get that expensive, rare, and very useful high end slice. The best of both worlds. I think I like it.




Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


Schadwood
Fri Jun 24, 2005 12:36 am
#296

So basical with the new system I am at the mercy of hardcore looters and what they want to sell these for right? Great ...






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Smuggler and Master Pilot
Captain of
The Midnight Lady
"Scuffy looking? Well...um...Maybe but i aint no nerf herder."

Brutus_Krylop
Fri Jun 24, 2005 12:36 am
#297






Avallach wrote:
Could we wait to see what the slicing levels are like? I could envision a scenario where this works and works well:

(Numbers pulled out of thin air)
Level 1 damage slice: 5% damage increase-no component necessary
Level 2 damage slice: 10% damage increase-component needed crafter from rare resources
Level 3 damage slice: 15% damage increase-moderately rare drop component needed.
Level 4 damage slice: 25% damage increase (jump intentional)-rare drop component needed.

Since I can get each weapon sliced multiple times, I'm very unlikely to demand level 4 slices every time, especially if the item cost is high, as it would be. I'm not, however, likely to be disappointed by a 10 or 15% slice...

This *could* work well...let's see the hard data.




This is exactly the type of system I would envision.



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Loki_Ashaman
Fri Jun 24, 2005 12:37 am
#298






GreenMarine wrote:

Slices are unlimited item upgrades. I don't believe they should be free. The breakage system was too harsh a penalty. Instead, I'm enabling plan B. There are 9 components used by the current set of slices. Components cover a range in rarity and the difficulty of location in which they drop. For example, rebuilding the firing pin (level 4 fire rate) or applying a feather trigger pull (level 3 crit chance) now requires a Delicate Trigger Assembly, which drops in Death Watch Bunker and Avatar Platform. We may have to tweak the drop rate a few times to get it right.

This stuff should go to Test Center in a day or two.







I Am Not A Smuggler, but that sounds cool. If I want a power slice on my rifle, instead of going to theed and screaming for the nearest smuggler, I go get agroup and try toloot the rare component and then bring it and my rifle to a smuggler. Kinda like if I want a power rifle, I get a group to kill Krayts to get tissues to supply a Weaponsmith. Kinda like if a pilot wants a powerful RE'ed weapon for his ship, he collects loot and brings it to a Shipwright to RE for him. I like it.


Welcome to more interdependency Smugglers.





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maxtheusher
Fri Jun 24, 2005 12:37 am
#299

GM! MORE IMPORTANT THAN ANY OF THIS!!!


An increase in the improvements won't mean a lot if the hard caps are already preventing the current slicing system to improve guns any.


the rare looted drops will be meaningless and worthless if the caps aren't raised or made so they don't affect slicing.



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