Smuggler Archive
Thread: Great Threads in Smuggler History, Volume I
DarkWonderer said:
I'm bringing to the Discussion board what has been said over and over on the Smuggler Board.
Almost none of the smuggler skills work correctly if at all.
Underworld Branch:
1) +100 Language Comp does absolutely nothing. Everyone in the game knows every language already.
2) There are no skills that involve smuggling, sneaking around people, or anything else a smuggler might do.
3) Buying faction points doesn't work
4) 1/2 Faction point loss when killed. It's not like we can't gain the points back by killing the easiest opposing faction NPC.
Underworld Conclusion: There's no payoff in this branch. This is supposed to be an elite profession.
Slicing Branch:
1) Terminal Slicing allowsyou to slice mission terminals only. The Reward bonus does not even cover the cost of the clamp.Whetheryou succeed or failto slice the terminal it's 3 minutes before you can try again.
2) Slicing 2 gives better results than Slicing 4. It would seem like a simplefixwouldn't it?
Slicing Tree Conclusion: Fix the weapons and give us more to slice.
Dirty Fighting Branch:
1) Unarmed IV is required to get Smuggler but there are no Unarmed moves at all. Possibles include eye gouge, throw dust, choke, unarmed low blow. Weapons include brass knuckles.
2) There are no pistol or unarmed bonuses in the dirty fighting tree (+speed, +accuracy...you get the picture)
3) Low blow and Panic Shot basically do the same thing, delay the aggro. With the new 30 second rule on delay attackswe need something do actual damage.
4) Last Ditch is the same thing as Stopping shot except Last Ditch is a tier 4 skill and requires more HAM to use(Stopping shot is only tier 3). Last Ditch is also part of a Hybrid proffession which take many more skill points to get.
Dirty Fighting conclusion: This is a smugglers only combat branch, give us some fighting skills
Spices Branch:
1) Since the new patch spices don't show their crafting % and are not experimentable.
2) Experimentation has never worked to begin with. A 75% shadowpaw has the down time as an 11% shadowpaw. I know for a fact that if experimentation started working smugglers would be able to compete with Chefs.
3) Give us spices the effect burst run time and speed, resistances and so on.
Spices Conclusion: It absolutly is at a standing 8 count right now and needs serious help. Experimentation is a must.
Master Smuggler: 25% off faction perks is very nice but that's all there is. There are 0 bonuses to any of the 4 branches
Overall conclusion: Smuggler has been permanently pistol whipped. Please help us reclaim some dignity and give us 4 working branches. Oh yeah and please please please give us Smuggling missions.
Eickera Ackbis
Smuggler
Intrepid Server
TomoRainer wrote:
If there's no response by the end of the PST workday, I'm going to find a commando with a flamethrower, sit down in the middle of town, and have him set me on fire in protest of this vileoppression of the smuggler profession.
yeah, full of venom yet missing our teeth. old and bitter..i love i!! ![]()
i remember hearing bout Green Marine way back then, i was so full of hope too *sniff*
Youforgot the part about GreenMarine leaving the regular Dev team to go work on the Space Expansion. It happened about a month (maybe even less) after we were promised attention that time.
Roadego wrote:
Oh, this was the post that inspired them to tell smugglers we had our very own dev named green marine! And green marine had great things in store for us! They just didn't mention at the time that he was the 'very own dev' for quite a few other professions, player cities, mounts, vehicles, etc.