Smuggler Archive
Thread: Smuggler State of the profession
With all due respect, this needs updated.
With the changes in Faction Pets, Underworld is now useless for all. The reduction in costs, and FP purchasing has no value when the average life expectency of a Faction Pet is 8 seconds on a good day.
They just need to pull the tree completely now and do something else there.
Just two think:
1) Spice is very very very useful in a battle despitedowner can incap.
2) I think great master smuggler's fetaure can be "radar invisibility" or "faction radar invisibility". For PvP battle it could be great :-)
I am one of the (old) master smugglers on my server, Gorath, second generation, as it were. The first Masters seem to have all either left SWG or switched to playing alts, or have given up Smuggler. I'm still doing it, but I am seeing (increasingly) all benefits to achieving MASTER SMUGGLER trickling away.
THERE MUST BE BENEFITS TO ACHIEVING MASTER SMUGGLER THAT ARE NOT....EXPLOITABLE.
I got my MS the hard way; I didnt BUY clamps. Clamps shortcut the climb up the Smuggler tree, and make it a piece of cake. One suggestion: Make it IMPOSSIBLE to use clamps even if you purchase them....unless you have CERTIFIED in Slicing IV. That would restore the "respectability" to achieving Slicing IV. Right now it is laughable.
As has already been said by many here; slicing experience should translate for some benefit in slicing after achieving Master; and it should be known that it does. Slicing tools are pretty much broken, which means using the BEST tools really doesn't do anything. Perhaps there should be a tool, dedicated just to Master Smuggler that either boosts percentage even further OR adds ability to determine which way the slice; it could be something from Artisan or from Droid Engineer. I would like to see the effectiveness of Weapon Crafting stations (as something you can stand next to while doing it) influence the percentages of slicing as well. This would actually help because people would COME to you or to a place for slicing, rather than trying to catch you at a starport on the run while you are really trying to do something else. It would help with inventory, because you would be able to leave your tools at a place rather than always carting them around with you. Alternatively.....I would actually like to see a Master Smuggler SLICING DROID that you could put all your slicing tools in, in crate form, and take around with you...and not have to extract the tools from the crates (as in factories).....and not have the tools decay if you die (as in storage droids). (This would be a great boon to MS, save time, save all kinds of grief, and be worth struggling to the top of the tree to achieve.) It could be something, like the BOWCASTER, that is a joint effort, in this case made by Droid Engineer and Master Smuggler....and its effectiveness, like a weapon crafting station, should impact the percentages of the slice also. This Droid should be able to hold at least 10 to 12 crates of tools and function as a portable crafting station that allows the MS to produce schematics for factory runs of tools.
As one of the NEUTRAL smuggler/slicers faction points do not one damned thing for me. In fact, I LOSE by this position. This seems wrong to me, and also out of character with smuggler. I think that rather than selling faction points....a NEUTRAL smuggler should somehow be able to take advantage of the GCW to financial advantage. The languages, again, are like a broken tool; worthless.
FIGHTING - In all fairness, the Master Smuggler needs to be given a technique or a special move of great effectiveness and advantage that cannot be achieved just by climbing the DF tree. It should be special enough to compensate for the worthlessness of UA; it should be special enough to make giving up Master Smuggler something that really hurts. The move should be good enough to have groups vieing for the inclusion of a Master Smuggler the way they want a Master CH or Combat Medic.
Master shouldn't just mean running around with an EMPTY title.... Master should mean something even if it is in SMUGGLING...and it shouldnt just be a little 5% on a slice which is randomized....so basically most of the time it = ONE BIG ZERO that looks more impressive than it really is.
Shadows of Gorath
Just a comment in regards to spices. I personally feel that spices are way out of wack as far as benifit vs reward. I have a master rifleman on another server from my smuggler, and when I first started leveling I was using muon gold, thinking it was awesome.
Then I discovered food. I can get the same benifit from foods and drink on an almost non-stop basis with no huge downer period. I cant even remember the last time my rifleman used his spice, its basically sitting there collecting dust and unlike my spice days I am rarely without the buffing effects of food.
Cul
Why don't you just make money SELLING clamps? So what if you didn't buy clamps? You got there first and now have the advantage of selling your product to everyone else who needs 'em.
I agree that the master box needs more incentive, but hell, the whole profession needs more incentive. I spend almost no time in the game anymore actually using smuggling abilities. I haven't sliced anything for anyone in ages (still at Slice III -- only 7000 more XP to go...), I've only got Feign Death, and the other two trees are worthless to me.
What's our job in this game again? What are we supposed to be doing exactly? I don't think the devs know anymore.
I don't think I've seen any comments about this, so maybe I'm the ONLY one, but I'm frustrated that I'm forced to get millions of points of pistol experience to become a master slicer. It's not all that 'creative'.
Definately, pistol experience should be used for Dirty Fighting, but Underworld should be something completely different... Hell, take ALL of the benefits of Underworld and either sprinkle them throughout the other Smuggler boxes, or throw them all in Master Smuggler and make a completey new tree:
As I've seen suggested, split Slicing up into Weapons and Armour trees.
Maybe add a Smuggling tree and give us some freakin' content so we can gain 'Smuggling' experience mabye?
Keep the title "Underworld" and make us mob leaders with connections and non-faction thugs/pets.
Stupid no-edit button. That should say "Millions of Pistol Experience to become Master Smuggler".
Sheesh.
Perhaps a sugestion of sorts for Underworld:
Disguise, well mebbe thats the wrong word, the ability to become "lost in the crowd" (only to players and npc's)when in cities. Not 100% sure how this could be implemented. Perhaps if the player successfully 'blends': his weapon is holstered, he becomes invisible for a certain length of time and can do no attacks and cannot pull a weapon. Implementation is the tough part here... invisibility may sound cheap but I can't think of a way to do it otherwise.
Always shown as neutral when at UW 4, no matter what alignment the player has chosen.
I don't like any additions/changes that force a smuggler to join other professions to be able to compete on the market. I'd sure like to see experimentation added to spices, but with any experiment bonuses only earned within the spices tree.
I've already ran into issues where players only want master's to slice their stuff, i don't want to have to be accountable for all my tools and equipment too. I don't mind if kit quality becomes an issue as that already something the smuggler has to go outside his profession for.
An added smuggler weapon would be nice the stun damage type seems like a good suggestion
My thots....
A'rago
Wanderhome
i know this post is long and old. and maybe someone's already mentioned it.
but aside from some of the other glaring problems with smuggler. this one seems the most annoying.
our class requires pistol skill exp in order to adv two of the four skill trees... and yet. no where in the profession is there any additional pistol skill earned.
no increase to pistol firing speed... which i think would be fitting.
no increase to dodge, or counter attack.... which i think would be well deserved.
no increase to acuracy ...which just seems silly
add to that no smuggler specific weapon. and no skill at master block. and you get a lame feeling about actually commiting to smuggler for the long haul.
Vas