Smuggler Archive
Thread: Help out Thunderheart Poll on Slicing experimentation
Ragnaat
Tue Jan 27, 2004 10:23 pm
#55
A.
Unless this is in coordination with a much broader slicing revamp all you're going to end up with is the same problem that doctor buffs currently have... a whole lot of extra work (both in time and cost) for a still wildly random result. I just don't see the "best" tools making in un-random enough to be worth the effort.
Also, if B, i would want it to be based on quality of metals in the tools smugglers can make (100% clamps + 100% knife = perfect slicing conditions) I don't want to have to be at the mercy of other crafters to be able to conduct my daily business in a professional manner. We'd also have to have quality of tools listed in the examination window.
I don't have a problem with going after the good resources, infact i'm leaning towards pro-experimentation on spices, but the difference between slices and spices is that the end result of spice crafting is a known entity (specific quality + duration + downer) where slicing as we know it isn't and so I'm anti-B and pro-A.
Unless this is in coordination with a much broader slicing revamp all you're going to end up with is the same problem that doctor buffs currently have... a whole lot of extra work (both in time and cost) for a still wildly random result. I just don't see the "best" tools making in un-random enough to be worth the effort.
Also, if B, i would want it to be based on quality of metals in the tools smugglers can make (100% clamps + 100% knife = perfect slicing conditions) I don't want to have to be at the mercy of other crafters to be able to conduct my daily business in a professional manner. We'd also have to have quality of tools listed in the examination window.
I don't have a problem with going after the good resources, infact i'm leaning towards pro-experimentation on spices, but the difference between slices and spices is that the end result of spice crafting is a known entity (specific quality + duration + downer) where slicing as we know it isn't and so I'm anti-B and pro-A.
Shazeen
Tue Jan 27, 2004 11:04 pm
#57
A
B basically forces you to take up artisan or buy from someone who is one. However, I would gladly choose B if we had the experimentation points for slicing equipment inside the smuggler profession.
Just my two cents.
B basically forces you to take up artisan or buy from someone who is one. However, I would gladly choose B if we had the experimentation points for slicing equipment inside the smuggler profession.
Just my two cents.
Whiteness
Wed Jan 28, 2004 2:10 am
#60
A
i feel the experimention is a leftover from when engineering IV was a pre-req. It only matters if you cut the right wire, quality really does not enter in to a decision. You have the skill to cut the wire right already, your higher quality tools will not increase your skill at knowing how to slice. And you are not '"creating" anything you are modifying something, creation of an item is when quality resources should and does matter.
Besides, I want to be able to create my tools at a moments notice, not be stuck sitting on my thumbs ![]()
tsivozi
Wed Jan 28, 2004 3:03 am
#61
A : do not want to spend my time crafting and surveying, prefer definitively the outside
TheWok
Wed Jan 28, 2004 3:35 am
#62
A.
If I wanted to spend all day looking for 950+ metals, I'd have been a weaponsmith.