Smuggler Archive
Thread: Concerns about slicing.
They finally figured out a way to make the Imperial Crackdown on sliced weapons effective...rofl
But seriously. This sounds very bad. I assume the weapons still have damage caps on them, so you can't raise the slice percentages anyway because it will tell us we can't slice the weapon.
I think a better idea is to tighten the grip on the crackdown. I have not been stopped and searched by a ST in ages, and I'm a Rebel Colonel. Silly.
Make the slices component free. Add a risk for carrying sliced weapons.
GreenMarine wrote:
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.
I'm going to go against most of the posters in this thread and say that I like the idea of having loot drops for slicing, and making the higher slices require rarer components.
This makes being a Master Smuggler mean even more, because not only does one have to be Master to apply the top slice, but one also needs to have the rare component to do it.
As you said, "charge more". That's exactly what I'll do for those upper level slices. I will work with friends of mine to get these components, and it will introduce a new gaming style for myself personally.
Thank you GreenMarine.
what gives?
we want more RISK/REWARD!
Loki_Ashaman wrote:
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.
We already had interdependancy having to get WUK's/AUK's from WS's and AS's . I like the idea of loot but would have liked the breakage system in in some shape or form, as there are no real penalties for carrying sliced equipment.
gee.... go away for a meeting and look what happens.
No idea how I feel about the change, but.....
Thanks for the communication, GreenMarine! ![]()
It is good to know what is going on.
GreenMarine wrote:
> If this goes through I'd really like to see random spawns dropping the stuff, heck, maybe you can pull the stuff off a Gorax or something.
I would also like to seed these items out that way, although I don't know how a delicate trigger assembly would survive a week inside a Gorax or Krayt stomach.
Message Edited by GreenMarine on 06-23-2005 12:26 PM
About as long as a pistol would last inside a mouf stomach, lol.
maxtheusher wrote:
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.
I'm hoping someone realized this, and it's already taken care of.
Has anybody been able to try slicing a damage capped weapon on TC yet?
As for people who are saying, "Hey! Let's make these slicing components Smuggler mission loot!", I say, "Brilliant!" But we all know that those missions are coming AFTER the new slicing system. So why not just accept the "loot drop" part of it now, and then remember toremind them constantly and bang them over the head when it is time to get the actual smuggling in?
It doesn't have to be "loot drop" OR "smuggler mission loot", it can be both, right? ![]()
maxtheusher wrote:
GM, I love you, have my babies.
Guys, don't forget, if they're that rare, think about how much we will have to pay to get them if we aren't willing to spend all of our in-game timeattempting dungeons in the hopes we might get one
FIXED.
Like many on this forum, I ground out Slicer the hard (pre-CU) way. The payoff is that I was able to slice better than any novice Smuggler. By investing time and effort into my profession (I know this is a game, so "investing" is a relative term) I made Master, and the reward for my dilligence is that I can now slice at the maximum level.
Under Plan B, unless I am willing to spend most of my time attempting two of the hardest activities in-game, my Master skills will be no better than a level 1 or level 2. Even an M.Weaponsmith gets to reap SOME benefitby being a Master without needing to use high-end loot on every weapon.
By all means, add components to the mix. Make them player-craftable by weaponsmiths...and armorsmiths craft components forarmor. Having Mol Clamps and Knives in-game weren't all that bad, it was just the tediousness of how they were used which was a downer. Replacing the tedium ofthe old knives & clamps system withthe virtually insurmountable task of endless repeatative dungeon runs (or super-high component costs) is simply replacing one unenjoyable thing with something even less enjoyable.
Look at: Jedi and Pearls ...
/shout selling trigger assembly for 7 million!!!
I don't think so.
I see why in theory this is a good idea, but in practice I think it would be bad.
Please GM ... you're our only hope
Guamarhea wrote:
maxtheusher wrote:
GM, I love you, have my babies.
Guys, don't forget, if they're that rare, think about how much we will have to pay to get them if we aren't willing to spend all of our in-game timeattempting dungeons in the hopes we might get one
FIXED.
Like many on this forum, I ground out Slicer the hard (pre-CU) way. The payoff is that I was able to slice better than any novice Smuggler. By investing time and effort into my profession (I know this is a game, so "investing" is a relative term) I made Master, and the reward for my dilligence is that I can now slice at the maximum level.
Under Plan B, unless I am willing to spend most of my time attempting two of the hardest activities in-game, my Master skills will be no better than a level 1 or level 2. Even an M.Weaponsmith gets to reap SOME benefitby being a Master without needing to use high-end loot on every weapon.
By all means, add components to the mix. Make them player-craftable by weaponsmiths...and armorsmiths craft components forarmor. Having Mol Clamps and Knives in-game weren't all that bad, it was just the tediousness of how they were used which was a downer. Replacing the tedium ofthe old knives & clamps system withthe virtually insurmountable task of endless repeatative dungeon runs (or super-high component costs) is simply replacing one unenjoyable thing with something even less enjoyable.
I like the idea of lesser player crafted versions of the dropped versions. After all they HAVE to come from somewhere.
GreenMarine wrote:
> If this goes through I'd really like to see random spawns dropping the stuff, heck, maybe you can pull the stuff off a Gorax or something.
I would also like to seed these items out that way, although I don't know how a delicate trigger assembly would survive a week inside a Gorax or Krayt stomach.
Message Edited by GreenMarine on 06-23-2005 12:26 PM
Probably true, but why not include items like "A Partially Digested Firearm" in the loot for such creatures? Give smugglers (and maybe weaponsmiths?) the ability to take those items and recover slicing components from them, akin to Jedi crystals at the moment. A better condition scrap weapon would result in a rarer slicing component. If you've REALLY got spare time, allow weaponsmiths to salvage crafting components from the same, forcing players to choose whom to take their loot to for processing.
"Yeah, this T-21's shot....but look at the trigger assembly they put in here! This thing's a beauty. Let me see if I can get it out without damaging it...."
crowmedic wrote:
I am totally against "Loot drops" for slicing. All this will do is forcethe smugglers to buy these products from the elite looters on trade forums.
If they HAVE to be added the items should be quest based awards for running smuggling missons.
Just making random loot drops is being lazy Greenmarine I am sorry. The last thing SWG needs isloot camping in any fashion. Just look how popular it was in DAOC...so popular Mythic is making a new server without it because they lost so many customers.
Message Edited by Fatismo on 06-23-2005 01:48 PM