Smuggler Archive
Thread: why is everyone complaining???
AngusMacGregor wrote:
I still want pie and beer as components. They should drop from drunken chef NPC's (who are all named djlowballer and speak in a way that's really hard to understand)that can be found in any cantina.
For an extra mini-game, you caneat the pie and beer instead of using them to slice with, and that's how you get a bounty placed on you.
Had to fix that.
JeCy wrote:Smugglers have always been related to the classic.. Loot and rare things.. which in this game is not generic crafted stuff that anyone can get a hold of.. Sooo why is there such an uproar on this loot based slicing??you dont need to camp.. I never camp loot i search the galaxie for things i need and trade/barter/buy (very smuggler/merchant like)Needing rare smuggler tools is just like a WS or armorer making there rare loot drop stuff.. You need the best of the best reasources+loot to make the very best.. No idea why smuggler should be any different... Hmm why not add in crafting to it too.. like making a bunch of high qaulity tools?? (this was poled way back and most of you wanted nothing to do with it)I RP a smuggler, Skills dont make me one.. slicing doesnt make me one.. Selling spice?? oky maybe /wink. But for the comments about being a clicking slicing monkey.. that was how it used to be,. This is a MUCH more dynamic system and IMO tons better.Complaining about the rarity of the loots saying crystals are every where.. and smuggler tools are rare is just plain silly. Crystals were rare way back.. Blue rug adhesives used to cost over 1 million credits each..now you can find um on vendors for 100k were they sit for months. heck grevious fighters where going for 2-3 million and consitered rare and now you can find um on vendors for 350k each.. and there are lots around. People crying that its soo rare before even checking places.. Like using your pirate faction and waking in to a pirate base and checking out the crates. Or maybe going to war with some oposite faction. there are soo many different spawns or npcs you cant possibly have checked um all in one day.. let alone spent an hour or 2 killing them to see what the drop rate is. Even in the ranks of the certain types of spawns there are different loots and drop rates. there are littler 100's of differnt spawns.. and to spend 2 hours on each on.. thats ohh basic math.. 300-400 hours?? and thats just starting to get an idea of what drop rates are. to me all this complaining is as bad or even worse than the armorer changes. atleast there people where sitting on 100 million credtis worth of resources in vaults they had been collecting since launch in many cases.. this.. its all new all added, nothing was taken away only added. People in a total uproar before even giving the thing a chance.The slicing changes are great, why not give um a change before you are ready to lynch the devs or give up a prof.Je'Cy
point taken, it just seems very un-smugglerish (nice word eh?) to resort to the same default 'kill everything to get your loot' system for our stuff as well. Now if we ever DO get smuggler missions it would be nice if some of the stuff we smuggle and have a chance of stealing is this kind of item. I have no problem introducing items into the game non-crafted but would prefer variety. They borrowed the level and conning system from EQ2 but they left off that games biggest selling point, endless amounts of quests and content. Theres so many quests in that game its practically layers upon layers of quests. If we ever _DO_ get smuggling missions... *ducks and dodges the barage of flying tomato's* I hope they come with the amount of depth used in the eq2 questing template.
JeCy wrote:
Smugglers have always been related to the classic.. Loot and rare things.. which in this game is not generic crafted stuff that anyone can get a hold of.. Sooo why is there such an uproar on this loot based slicing??
you dont need to camp.. I never camp loot i search the galaxie for things i need and trade/barter/buy (very smuggler/merchant like)
Needing rare smuggler tools is just like a WS or armorer making there rare loot drop stuff.. You need the best of the best reasources+loot to make the very best.. No idea why smuggler should be any different... Hmm why not add in crafting to it too.. like making a bunch of high qaulity tools?? (this was poled way back and most of you wanted nothing to do with it)
I RP a smuggler, Skills dont make me one.. slicing doesnt make me one.. Selling spice?? oky maybe /wink. But for the comments about being a clicking slicing monkey.. that was how it used to be,. This is a MUCH more dynamic system and IMO tons better.
Complaining about the rarity of the loots saying crystals are every where.. and smuggler tools are rare is just plain silly. Crystals were rare way back.. Blue rug adhesives used to cost over 1 million credits each..now you can find um on vendorsfor 100kwere they sit for months. heck grevious fighters where going for 2-3 million and consitered rare and now you can find um on vendors for 350k each.. and there are lots around.People crying that its soo rare before even checking places.. Like using your pirate faction and waking in to a pirate base and checking out the crates. Or maybe going to war with some oposite faction. there are soo many different spawns or npcs you cant possibly have checked um all in one day..let alone spent an hour or 2 killing them to see what the drop rate is. Even in the ranks of the certain types of spawns there are different loots and drop rates. there are littler 100's of differnt spawns.. and to spend 2 hours on each on.. thats ohh basic math.. 300-400 hours?? and thats just starting to get an idea of what drop rates are. to me all this complaining is as bad or even worse than the armorer changes. atleast there people where sitting on 100 million credtis worth of resources in vaults they had been collecting since launch in many cases.. this.. its all new all added, nothing was takenaway only added. People in a total uproar before even giving the thing a chance.
The slicing changes are great, why not give um a change before you are ready to lynch the devs or give up a prof.
Je'Cy
Ability to control the slice, ability to mix and match: Fantastic!
Requiring loot for slices 2 and up: Not so fantastic.
Regarding the highlighted comment you made -- there is a BIG difference: Weaponsmiths AND Armorsmiths do not HAVE to have looted components to make decent weapons. A WS can make an FWG5 with resources that are "harvestable" -- and if he or she uses good resources and knows how to use experimentation to get a better result, he/she can produce a very, very good gun. It is nice to add uber items that are looted, but it is not imperative.
Smugglers on the other hand, cannot do this. They MUST have aLOOTEDitem to tinker with weapons or armor past the first slice. Why not let smugglers (or better yet AS and WS) craft what smugglers need toperform slices and why not use the same functionality that already exists in the crafting system for WS and AS -- rare loot would ADD to the slice or the kit, trigger assembly, etc. --not be required for it. This would still keep the *very* best slices rare without hobbling Smugglers. And I think THOSE slices should go slightly above the "cap."
And actually, something WAS taken away. The ability to perform one of the smuggler's main ways of making money (none of which are actually SMUGGLING) without having to KILL and LOOT.Also -- Smugglerswere dependent on AS and WS for AUKS and WUKS and they took that market away from WS and AS. So yes, things were taken away.
SOE says they want players to be dependent on each other. The only dependency created by this loot-based slicing system is depending on other people for COMBAT -- to kill and loot corpses. It's not just the smugglers but the crafters who are losing out here.
I think the truth is that this game is fast becoming loot-based (and for a game that is headed that way, they probably need to step up the quality of the loot drops). I also think that the whole concept of "contraband" is perceived by SOE as "unpopular" so it has been dropped and this loot concept is being used a way to keep these "uber" slices rare -- which is unfortunate, since a contraband system would be SO much more immersive and star-warsy than this loot-based system.
LM wrote:
Regarding the highlighted comment you made -- there is a BIG difference: Weaponsmiths AND Armorsmiths do not HAVE to have looted components to make decent weapons. A WS can make an FWG5 with resources that are "harvestable" -- and if he or she uses good resources and knows how to use experimentation to get a better result, he/she can produce a very, very good gun. It is nice to add uber items that are looted, but it is not imperative.
Smugglers on the other hand, cannot do this. They MUST have aLOOTEDitem to tinker with weapons or armor past the first slice. Why not let smugglers (or better yet AS and WS) craft what smugglers need toperform slices and why not use the same functionality that already exists in the crafting system for WS and AS -- rare loot would ADD to the slice or the kit, trigger assembly, etc. --not be required for it. This would still keep the *very* best slices rare without hobbling Smugglers. And I think THOSE slices should go slightly above the "cap."
And actually, something WAS taken away. The ability to perform one of the smuggler's main ways of making money (none of which are actually SMUGGLING) without having to KILL and LOOT.Also -- Smugglerswere dependent on AS and WS for AUKS and WUKS and they took that market away from WS and AS. So yes, things were taken away.
SOE says they want players to be dependent on each other. The only dependency created by this loot-based slicing system is depending on other people for COMBAT -- to kill and loot corpses. It's not just the smugglers but the crafters who are losing out here.
I think the truth is that this game is fast becoming loot-based (and for a game that is headed that way, they probably need to step up the quality of the loot drops). I also think that the whole concept of "contraband" is perceived by SOE as "unpopular" so it has been dropped and this loot concept is being used a way to keep these "uber" slices rare -- which is unfortunate, since a contraband system would be SO much more immersive and star-warsy than this loot-based system.
darmokVtS wrote:
Why everyone is complaining? Simple, this is the smuggler forum, it's all about complaining here.
Not completely. Quite often it's about beer and pie.
Because...
1. This system of slicing isn't any more 'fun' than the old one,
2. The silly components don't STACK....which SHOULD be an obvioius feature,
3. Clampls and knives don't salavage,
4. It bears NO resemblance to the In Concept concept that we discussed for FIVE months with ZERO feedback from the devs and
5.WHERE THE FREAKING HADES IS SMUGGLING CONTENT? (That In Concept thread mysteriously disappeared as well.)