Smuggler Archive

Thread: Concerns about slicing.

gassygunslinger
Sat Jun 25, 2005 4:12 pm
#469

Ok, after long searching, I finally found an answer... Damage and Speed caps are STILL on slices. When the last plan (plan A) was on, many people said that barely any weapons allowed them to get to an 8% damage slice because of the caps. Now,who would want tolabour (and this means anyone doing the slicing or getting the slice) for hours camping a loot spot to get an 8% damage slice? We aren't talking Uber-Slices here, we're talking the same damn slices that were in TC before, only now we have to work harder to get them. Hearing this, do you still think the loot system is fair?



################################################
################################################
################################################
################################################
################################################
################################################
################################################
################################################
################################################




dlc3007
Sat Jun 25, 2005 4:18 pm
#470






gassygunslinger wrote:
...to get an 8% damage slice? We aren't talking Uber-Slices here, ....




If 8% is the highest possible slice, above and beyond all other damage slices, isn't that by definition Uber?


Besides, I believe the only percentage that was changing was the critical hit. It was being increased so that crit. wasn't mathematically eliminated from the viable choices.


New game, new slices. 35% damage was obviously way out of balance. won't happen again. The sooner you forget what slicing used to be, the better off you'll be.

Message Edited by dlc3007 on 06-25-2005 07:20 PM



Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
gassygunslinger
Sat Jun 25, 2005 4:31 pm
#471






dlc3007 wrote:






gassygunslinger wrote:
...to get an 8% damage slice? We aren't talking Uber-Slices here, ....




If 8% is the highest possible slice, above and beyond all other damage slices, isn't that by definition Uber?


Besides, I believe the only percentage that was changing was the critical hit. It was being increased so that crit. wasn't mathematically eliminated from the viable choices.


New game, new slices. 35% damage was obviously way out of balance. won't happen again. The sooner you forget what slicing used to be, the better off you'll be.


Message Edited by dlc3007 on 06-25-2005 07:20 PM




I'm just saying, weapons that are already uber won't be able to even get the top slice, so what's the point? An 8% slice really doesn't seem worth the effort. I heard people complaining that when Plan A was out that the slices weren't "uber-enough" and expected with loot for them to be better. I've gotten 12% slices in Bria this past week, and that's hardly uber! It seems like we're just loosing more than we're gaining herepeople.



################################################
################################################
################################################
################################################
################################################
################################################
################################################
################################################
################################################




BeigeKnight
Sat Jun 25, 2005 5:35 pm
#472

I've learned to deal with the high-end loot slices. I don't care about that. If some loot camper wants that extra 5% on whatever, good for them. I'll charge them an extra 10k for it.


But for the love of god, no loot for level 1-3 slices atall. I'm not carrying a backpack full of components. That's not fun for me. And that's what this is about right? Fun for someone? That's why they removed breakage. It wasn't fun for someone.


Oh, and bring back breakage.





Malakii the Smuggler
I was "Mal" before I knew there was a show about a smuggler named Mal.
Eavik
Sat Jun 25, 2005 6:08 pm
#473

Haven't read through the entire thread - so I'm probably just rehashing the same old stuff - but I still want to give my opinion on why I HATE the idea of looting components for slicing...


1. People will loot their own components and bring them to the slicer. That means the customer is giving me the weapon/armor piece- plus the only tool required to actually slice the item - yet I'm somehow supposed to be able to make money from this? "Umm...yeah...that's going to cost you 20k for me to put your component on your weapon."


2. We went from carrying crates of AUKs, WUKs, Clamps and Knives - to now having to carry 9 different types of components that don't stack for each type of slice. We just took a MAJOR step backwards in all the crap we have to carry around for slicing.


3. The Smuggler/Crafter types are pretty much screwed. Crafting factory crates, slicing and selling in bulk isn't really feasible with loot drop components.


4. Tier 1 slices require no components. Tier 4 slices do require components. Master Smugglers get punished, while Novice Smugglers need nothing to slice. If anything, why not reverse that? Make Tier 1 slices require loot components that drop from random NPCs. This gives the Novice Smugglers something to target while grinding all that pistol XP.


5. Weapon "breakage" or "jamming" benefits the smuggler - giving repeat business. Required loot drop components for slicing hurts smugglers - pretty much making the business even worse off than it is now.



Looks like my slicing boycott is going to continue.


Juspar
Sat Jun 25, 2005 6:29 pm
#474

Juspar's Plan C:



Weapon Slice types (@+2%,+2%, +3%, +4%)


Damage - move minimum damage up. Allow the weapon and the weaponsmith to determine maximum damage, let us effect DPS.


SAC - reduce special action cost.


Critical - chance of inflicting double damage.



Slice Customisation - Components - Risks


Tier 1 - +10% - Pure Ability - None


TIer 2 - +15% - Smuggler created component - None


Tier 3 - +25% - WS/AS created component - Jam


Tier 4 - +50% - WS/AS created component, OR for bonus, looted component - Jam and Scan



Looted Component Sources


Skimmed off smuggler missions.


Extracted from a broken weapon randomly looted from high level mobs ALL OVER THE GALAXY.



I like the idea of loot drops being used to give a bonus to a slice, just like Krayt Tissues and Rancor Scales for the smiths. The concept of risk for reward is ESSENTIAL.


I'd like to see some thing like the image design window coupled with the trade window so that items can be manipulated to a finished product before anyone accpets any trade or cash.


Making loot a random spawn from many possible Mobs will eliminate camping. Making it (eventually) available through smuggler missions will reduce our reliance on outside sources, but still allow them to contribute to the economy.




Juspar - DELTA : Rebel Combat Medic/ Smuggler, Bria

After CU I stuck it out because my guild friends were still here, the good was good enough and the bad could be worked around.
With NGE:
  • My guildies hated it so much they quit
  • They nerfed my uniquness
  • They nerfed my ability to role play
  • They nerfed my strategic combat
  • They disregarded Star Wars canon
  • As a level 80 smuggler, I have out dueled every level and every profession. Only beated since NGE by a level 90 Bounty Hunter.
VitoGenovese
Sat Jun 25, 2005 9:24 pm
#475

Slicing tools as loot drops is a terrible idea. I despise Everquest. I despise having to camp for things I need. I despise having to buy things I need at insane prices from the powergamers. I can't believe you would even consider putting ANYTHING in the DWB. Have you been there recently? Its harder than Hugh Hefner after a viagra cocktail. The first room is death. I haven't been any farther than that after the CU. If you do anything make it something smugglers can get from smuggling missions. In the interrim stick Smuggler NPC's at starports or cantinas or something where we can get them. Making something we need an uberloot drop is a very very bad idea. Please don't screw us up more. Much like George Bush's "War on Terrorism", the solution is worse than the problem.



______________________
Adapt! Or be Darwined.
I don't believe in the Force anymore, but I do believe in Karma.
HeadRoll
Sat Jun 25, 2005 9:40 pm
#476

Dismiss the notion of having drops at STATIC places.


Take the sameideas off your other online games. Occasionally use random roamer spawns as well. Makes people spread apart, travel and get a pleasant surprise when they kill a random creature and find a nice gift in their inventory



IndySWG
Sat Jun 25, 2005 10:45 pm
#477

GM if you are still reading this, please take a look at the suggestions that are similar to this: CLICKY






Korin Sterling - Master Smuggler / Master Musician - Ashla's Wing Part: [1][2]
Perfection City, Lok, Lowca [About Perfection] | [Vendor Directory] | [Forums]
Perfection ... it's not just a state of being ... it's a destination!

Cannondale
Sat Jun 25, 2005 11:34 pm
#478

This is stupid.

why not make it skill based and the slice depends on the skill of the person doing it, not by rare looted items. I just dont get you SOE.

Looted Rare Items to slice? WTCrap people. God, get something right PLEASE.
noahTHEpurdy
Sun Jun 26, 2005 2:42 am
#479

Our entire game is getting loot/quest reward based. Look at the Kashyyyk weapons, why NOT use one? They're better than what weaponsmiths can make. So now your going to make it like that for us to in a sence? Your first idea with weapon jamming was PERFECT! This loot idea just makes me think your too lazy to fix plan A. Here's all you have to do to make everyone happy:


1. Guns "Jam" not break. (Prevent Confusion)

2. Guns will jam at a random interveal between 1 and 5,000 shots. (Not too much, Not too little, risk and reward)

3. Instead of having the gun NOT function, have it function, but at two thirds its original stats. (for those who complained about losing all weapon functionality)

4. Require the smuggler to use an Item he can craft to fix it. (Some tinkering still needed)


For armor:


1. Item will but unable to provide protection.

2. Armor breakage will occur once about ever 3000 condition lost on said sliced piece.

3. Item will unequip when breakage occurs and is not able to be equipped untill a smuggler fixes the piece.

4. ALSO require a smuggler made item to fix.



This coupled with the original system is WHAT WE NEED!
SmugglingSkipper
Sun Jun 26, 2005 9:05 am
#480

I like the above idea, it makes sense, do what he says!



~The Skipper of Otters~


*Pirate at heart...YO HO YO HO A PIRATE'S LIFE FOR ME!*


$licing and $picing on the Flurry $erver


XrioT
Sun Jun 26, 2005 10:40 am
#481

/agree with including jamming. There has to be a good risk associated with carrying a sliced weapon, and considering this 'jamming' is already implemented and just needs to be tweaked & perfected, it shouldn't be discluded as an option. I would rather have plan A with its flat slicing percentages and 'jamming' fixed to work properly than plan B with no risk to carrying a sliced weapon. Although a combination of the two would be ideal in my opinion, here are a couple suggestions.


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


1) Fixing Weapon 'Jamming'


Whether or not the slicing system uses looted components, the weapon 'jamming' should be included imo. Although 1/5000 is still to risky for me, and I can burn through 3000 condition on armor in a couple hours, so I would propose something like this,


Maybe the percent chance to 'jam' could be something like


.000xxx where xxx is thecustomization level of the weapon/armor


For example, a weapon or armorwith a 50% customization would have a


.000050 chance ofjamming (.005 percent)


and a 100% customization level would be a .000100 chance of jamming. (.01 percent)


This would at least give us a 1/10000 chance of it jamming because afterall, a single lair could possibly yeilda few hundred shots from a pistol before being defeated (if not more), and grinding through 20+ lairs could be accomplished in a short time, surely not weeks of time. Averaging 500 shots per lair at 20 lairs would put us to 10000 shots, so even at this .0001 (.01 percent) chance we are not looking at more than a few good game days before the weapon 'jams'. But that's incentive to only have it sliced 50% thereby giving us a 1/20000 chance before jamming.


Obviously the 0/xxx condition upon jamming needs to be addressed; condition degrading by 1% or something to that effect when a weapon 'jams' would be fine by me, but surely not more than that.



2) Implementing a combination of the two mechanisms


Adding components to a slice should be an option and offer the opportunity to increase a slice percentage by 1%-2% or so. This would give the powergamers who always want to have the greatest things possible a chance to go out and get their loot, bring it to a master smuggler and get a little bit extra on the slice; nothing spectacular, and probably not even worth searching the DWB for the looted component, but certain people will do it anyway just to assure they are getting the highest possible slice. The general population will not care, and as slicers we can easily explain to them if asked that they would only gain 1% or so and it shouldn't be hard to convince them it's not worth the effort.


Reviewing the threads posted here and generating a summary of the ideas should easily give an appeasing mechanism to draw up this combination of the two systems. And to make it easier from a programming standpoint it could even be something like this,


- Use the Plan A slicing options and code for the slicing steps 1-4(may be only 3 stepsin some cases). Leave the slicing percentages the same as they were in Plan A with 10% speed being the highest, 8% damage being the highest and use the most recent critical hit slice increase.


- Copy the Plan B slicing options for the level 4 (highest level, may be only 3 stepsin some cases) slice into a 'level 5' slice option. Have this level 5 option require a component, which only increases the slice from step 4 by 1% or 2%.


option 1: To make it simple, just use the same current components required in a phase 4 slice with plan B and only provide a 1% increase to this level 5 slice.


option 2: To make it a little more complex using the lower-level components will increase the level4 slice by 1% for this level 5 sliceand using an elite component (one found on krayts, at DWB or similar) will increase the level 4 slice by 2% for this level 5 slice.


Personally, I think this offers the 'best of both worlds'. People who liked the Plan A better will still have their plan A, and those who liked the plan B better will still have their plan B. Weapons that have been sliced will have a risk associated, but not so extreme that weapons are breaking multiple times per day. The power gamers that want to hunt down loot to get the high end slice will be able to do so, but it won't be a large enough increase to cause concern among normal gamers that don't want to have to find the components to get a good slice. Obviously, the customization levels would have to be looked at so a level 5 slice to speed is feasible, but a simple reduction of 5% accrossed the board pitting the rest of the percent into level 5 could accomplish this.


/cheers



Page 37 of 47