Smuggler Archive
Thread: Concerns about slicing.
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
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.
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.
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'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.
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
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.
/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