Smuggler Archive
Thread: Help out Thunderheart Poll on Slicing experimentation
CorellianCowboy
Mon Aug 02, 2004 1:16 am
#638
Agreed, I don't want to pull on skill from non-requisite professions.
BTW, this wouldn't be such an issue if the devs had listened to us back in late beta/early launch and switched our pre-req from Unarmed IV to Engineering IV. Would have made more sense then, and it would make more sense now if our "hybrid" profession was actually hybrid instead of just two different combat classes.. one of which has nothing whatsoever to do with the profession.
BTW, this wouldn't be such an issue if the devs had listened to us back in late beta/early launch and switched our pre-req from Unarmed IV to Engineering IV. Would have made more sense then, and it would make more sense now if our "hybrid" profession was actually hybrid instead of just two different combat classes.. one of which has nothing whatsoever to do with the profession.
jbezorg
Sat Aug 07, 2004 8:35 am
#640
B
It should be based 70% skill and 30% on the quality of the tools. Maybe even less of a percentage fo tools. Better tool obviously help but slicing is not a precision craft. They are doing things that contradict common sense sometimes... Like removing safety systems on a thermal detonators.... But the last thing you need is your PLK to fizzle out halfway through the wire... or your clamp to indicate the wrong wire.....
Message Edited by jbezorg on 08-07-2004 08:52 AM
MujtahiD
Sat Aug 07, 2004 1:11 pm
#642
A
What they need to focus on is ensuring that our slices dont drop below a certain %. 15% slices at Master is ridiculous. It shouldnt be experimentation that rectifies this, but a revamp of our skill itself. We're not die-hard crafters to run around and buy the best resources for simple knives, and having to purchase crates of WuKs and AuKs is tedious (I make my own at my factory, but the resources will still cost).
As a result, the price for slicing in general will go up since we'll have no profit, and whenSoE finally decides torevamp armour and buffs, solo'ing for cash is prolly gonna prove difficult (speculation, here).
Imagine trying to get a whole suit of comp sliced at this rate. We're smugglers. We're supposed to be selling stuff at lower prices because we also have fighting skills and underworld skills (who knows when they'll revamp THAT) to utilise. A chef does nothing but make food and drink. A weaponsmith makes weaps. But smugglers fight with pistols (talking about just the profession itself), make spices, slice items and have underworld abilities. I think its just complicating the class unnecessarily.
Grizzaphus
Sat Aug 07, 2004 10:12 pm
#644
For the love of god no.
I personally do NOT want to have to scrounge, beg, borrow, and steal credits just to afford the experimentation skill tapes that would get added. Look at armorsmiths and weaponsmiths, if you're NOT at +12 experimentation you DON"T get SQUAT for business. This alone has stopped me from trying out armor and weaponsmith and I do not want to see it hit Smuggler, add on resource quality requirements and we're just a friggin crafter that can shoot a pistol with some ok skill.
just my opinion