Smuggler Archive

Thread: Help out Thunderheart Poll on Slicing experimentation

Lynchmawb
Thu Mar 04, 2004 1:49 am
#352

B
project303
Thu Mar 04, 2004 4:12 am
#353

A for sure


but B if this were concerning Spices..


Master Smuggler



Krangk
Indiana-Reayle
Thu Mar 04, 2004 8:01 am
#354

A




Indiana Reayle


Tarquinas


Sinn-Chaser
Thu Mar 04, 2004 8:13 am
#355

Wholeheartedy "B".


I have useless schematics for tools with 94% effectiveness currently. I made thembefore I realized that,althoughmetal conductivity was supposed to make better tools and therefore (I assumed) better slices, it really doesn't matter because it's all random. What's the point of being a Master at something if apparently my skills and all my practice doesn't make perfect (or some semblence).


I think effectiveness has it's place here. Spend the money for good, high-conductivity metal and build your reputation on your slices. Could also help set a price scale -- let the customer decide if they want to spend 5k per slice and get the good stuff, or spend 3k per slice and take their chances.



The Master Smuggler / Master Teras Kasi / Gunslinger -- Sinn-Chaser
Desolation Peake on Talus | Gorath Galaxy
"Good ... Bad ... I'm the guy with the guns."
Geevo
Thu Mar 04, 2004 10:03 am
#356






Dinian wrote:

One of the things that really seems to help Thunderheart get results is to have real metrics to back up requests. This thread is designed to do that.


Please reply to this thread once if possible to make it easier on me when I tally up the totals. Please refrain from voting if you are not a smuggler (honor system).


A. Remove experimentation entirely from Molecular clamps, Upgrade Kits, and Laser Knives. Everything works like today, totally random slices, experimentation and resources don't make a difference.


B. Make resources and experimentation affect slicing results. Better resources and more experimentation points result in higher probabilities of good slices.


Goal: To give Thunderheart a real number for what the smuggler community feels like about this.






A (I think I voted for experimentation before) ... please change vote.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
zazo
Thu Mar 04, 2004 10:15 am
#357

no experimentation for slicing components.



slicing needs to be fixed but this will not help





Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


Partamers
Thu Mar 04, 2004 2:15 pm
#358

Without a doubt I vote A!

As has already been stated I am not an artisan or a miner so I would rather not have to pay for higher tools just so I can say I have a "CHANCE" at high results. The way this game has been so far has not been improvement oriented. I think if you look in the shadow of the name you can see the word NERF staring back at you!

Just leave it the way it is. Han Solo did his job and moved on we are not here to make friends with everyone we come in contact with because after all we are Smugglers and we are doing illegal things. So if the weapon gets an 11% slice or if it gets a 35% slice I still get paid. That is what it is all about anyway.

Asnokat
Master Smuggler, Novice Commando
Leader of the Brute Squad
www.BruteSquad.ws



Asnokat
If so powerful you are?..why you hide in house!"






"SWG is a story rife with broken promise after broken promise, nothing was ever finished or polished, corporate greed and yearn for making current quarter profits pushed development, instead of meeting the real needs and wants of the players." --Jason Gould--
JTGAlpha
Thu Mar 04, 2004 2:16 pm
#359

168-151 i think.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

Cinergy
Thu Mar 04, 2004 3:10 pm
#360

Definately.....A. We have no crafting prereqs so why should be subject tothe crafting system's parameters.



Corran H.- Master Smuggler

Ittsa Trap- Haven't Respec'ed Yet...


Esharra
Thu Mar 04, 2004 3:30 pm
#361

A



Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Morthon
Thu Mar 04, 2004 4:01 pm
#362


A.


I went smuggler because I wanted to get away from chasing resources.



*****************************************************************************


Dont bother looking for my Epeen, wife got it in the divorce....
hemispherezz
Thu Mar 04, 2004 7:38 pm
#363

B



haanoverfist


Master Smuggler / Master Weaponsmith


Scylla



flakmagnet / haanoverfist

Master Munitions / Master UnderWorld Smuggler

Scylla

Offer any Auctions Won to my vendor -99 -5908 south of Coronet, Corellia. Killing Weapons Vendor.
2 Shops one in Socoro, Corellia -99 -5908 and Bartertown, Tattoine -1819 -4852
Jedi_Zeus80
Thu Mar 04, 2004 9:27 pm
#364

B


Make the materials and exp on the tools count for something. If it wasnt planned this way then why do they give it to us? I think it works well as is becuase the exp on the tools comes from the spice line.. which would help out the smugglers actually interested in the profession, who have invested more points.


Keep the exp points in the spice line, giving the masters a better slice % and the crafters who picked up the slice line only to bypass the smugglers can still slice their own stuff, but will have much lower %s since they dont put the extra points in to the spice line to make their tools better.


Keeps the better slicing in the hands of those actually interested in the profession.


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