Smuggler Archive
Thread: For GreenMarine post your bugs/issues with Publish 19 Slicing changes here.
Just to add, slicing components should stack, and we should be able to slice above cap. After all whats the use of slicing when someone can just buy a weapon from a MWS that is already maxxed out.
AngusMacGregor wrote:
My biggest issues:
The drop rate for the simple and finely crafted tools is extremely low, much more so than the more advanced components.
Critical Chance slices seem to not work. We get the +Critical+ above the target's head, but no evidence of improved damage done.
Damage slices seem to not be giving the correct % increase in some cases.
Well, let's see.
Issue Number 1: The whole system is flawed in design, and has pissed off the vast majority of smugglers (somewhere around 95% sounds right) out there. It would sure be nice if the someone came in here, looked at all the threads complaining about it (basically the entire first 3 pages or so) and said, "We'll look into it," or perhaps, "The loot will become rewards as soon as we bring in smuggling missions, which are scheduled for Publish XX."
Issue Number 2: The drop rate is insanely low for us to do our jobs.
Issue Number 3: We still can't breach the caps on weapons.
i've said it before, and i'll say it again, and i'll keep saying till they pull the plug on this game...
THE RISK IS IN THE WRONG PLACE!
what i mean by that is. ALL of the risk, ALL of the reasons slices will be rare, are on the WRONG end of the slice.
the risk needs to be AFTER SLICING. otherwise we're just part of the crafting process (aka slice-monkeys). there's absolutely no reason not to get a slice. sliced weapons will eventually become nothing more special than a krayted gun.
the "breakage" idea was much better in creating an after slicing risk.
the problems with "breakage" was the fact that they named it "breakage" and they didn't finish the code for the system to work properly, instead just using the item condition to determine if it was "broken".
this caused confusion, and to add to that they allowed items to break after only a few uses. OBVIOUSLY that is not fun. but a fully coded and comprehensive "breakage" system would add a great deal of decision making to our game.
another problem with "breakage" was that it STILL DIDN'T reflect the ILLEGAL nature of these sliced items!
a better idea would have been to incorporate scans from Stormtroopers and local law enforcement into a REAL penalty system.
what they should've done:
- increased the amount of scans.
- make it so when you get scanned the authority figure begins a conversation with you with a radial menu.
- he asks to see your weapon/armor and you can choose to either hand it over or refuse.
- if you hand it over, he tells you "this weapon looks like it's been tampered with" and tells you he'll have to
reset it to factory specs and fine you some credits. (you then get the weapon back in your inventory as it was
before the slice and are fined 5% of your bank account. you will be able to re-slice the weapon.)
- if you refuse to hand it over, he threatens you and angrily demands you hand it over (giving you one more chance).
- if you still refuse to hand it over, he orders his men to incapacitate you. if you are incapacitated, the weapons
is confiscated and you lose the weapon and are fined 10% of your bank account.
THAT would be a comprehensive, immersive, and fun AFTER SLICING risk system.
you do that, and you'll have A LOT of happy Smugglers.
by the way, it is possible to have both the "Plan B" loot system, PLUS a comprehensive AFTER SLICING risk system. they would not conflict with each other in any way. and until the AFTER SLICING risk system is in place, then slicing is incomplete and "just not fun".
Message Edited by GanymedePharuu on 07-06-2005 09:42 AM
2. The loot drops are too low, in almost all cases
3. The NPCs and Creatures that drop most of this loot are too advanced for some smugglers, causing advanced careers to grab a strangle hold on our market. Charging absobinant amounts of credits for us to slice, causing us to charge large prices to alleviate our costs. This damages the game for new players who cannot afford these prices.
4. Damage slices are not adding up properly, some 8% damage slices don't seem to apply properly, giving us slices equivalent to a 4% slice.
5. There are problems applying slices to "ENHANCED" weapons, the slices apply to the weapon before the enhancment it seems.
6. I have had to put up a SECOND house to cover the storage of all these components. These components should be stackable or come in charges. There is no reason why all smugglers should have to fill up their safety deposit boxes or build a second house. This damages the galaxy as there is less space for other homes to go up, and could potentially cause more lag.
Here is my two cents.
what i mean by that is. ALL of the risk, ALL of the reasons slices will be rare, are on the WRONG end of the slice.
the risk needs to be AFTER SLICING. otherwise we're just part of the crafting process (aka slice-monkeys). there's absolutely no reason not to get a slice. sliced weapons will eventually become nothing more special than a krayted gun.
the "breakage" idea was much better in creating an after slicing risk.
the problems with "breakage" was the fact that they named it "breakage" and they didn't finish the code for the system to work properly, instead just using the item condition to determine if it was "broken".
this caused confusion, and to add to that they allowed items to break after only a few uses. OBVIOUSLY that is not fun. but a fully coded and comprehensive "breakage" system would add a great deal of decision making to our game.
another problem with "breakage" was that it STILL DIDN'T reflect the ILLEGAL nature of these sliced items!
a better idea would have been to incorporate scans from Stormtroopers and local law enforcement into a REAL penalty system.
what they should've done:
- increased the amount of scans.
- make it so when you get scanned the authority figure begins a conversation with you with a radial menu.
- he asks to see your weapon/armor and you can choose to either hand it over or refuse.
- if you hand it over, he tells you "this weapon looks like it's been tampered with" and tells you he'll have to
reset it to factory specs and fine you some credits. (you then get the weapon back in your inventory as it was
before the slice and are fined 5% of your bank account. you will be able to re-slice the weapon.)
- if you refuse to hand it over, he threatens you and angrily demands you hand it over (giving you one more chance).
- if you still refuse to hand it over, he orders his men to incapacitate you. if you are incapacitated, the weapons
is confiscated and you lose the weapon and are fined 10% of your bank account.
THAT would be a comprehensive, immersive, and fun AFTER SLICING risk system.
you do that, and you'll have A LOT of happy Smugglers.
by the way, it is possible to have both the "Plan B" loot system, PLUS a comprehensive AFTER SLICING risk system. they would not conflict with each other in any way. and until the AFTER SLICING risk system is in place, then slicing is incomplete and "just not fun".
New account so I can not edit, but see original post right above this. A bonus for grouping with a smuggler in a city would be that the smuggler could bride or talk the entire group out of a fine / deslice.
If the devs insist on having a weapon cap placed into the system... perhaps the slicing dialog box could list the current weapon type and its base min-max damage cap, speed cap, sac cap, and such.
This helps us out so we don't need to do a search across the weaponsmith forum to know what the cap is, and we can make better decisions about slicing
Message Edited by Antonnio on 07-06-2005 10:01 AM