Smuggler Archive

Thread: Slicing ideas

Taln2
Thu Aug 11, 2005 7:26 am
#1

Maybe it's me, but I miss the mystique of the old slicing system. How about we ditch the slicing cap and re-randomize slicing values for effects? Let'scontinue to allowthe smuggler choose the slice type, but let the base slice effect have arandom value bonus a la the old system. Heck, maybe even make the quality of the roll component dependant if you guys are liking the loot system. Or we could have it be a completely random proc based on the number of smuggler slicing boxes owned by the smuggler (say +5% per box chance for a "critical" slice, with +10% effect of critical slice).


For example, let's say a master smuggler could up to a get a +50% bonus to a slice, which procs (20% chance) on the application of an 8% damage slice, making it into a 12% damage slice.


TBH, I'd prefer it much more if slicing only featured constant *rolls* instead of constant values. In other words, instead of Tier 1 being 2% damage, it would be much cooler if it were say 1%-3%. But I could see that being defunct in a way.


If a cap absolutely, positively must be enforced, then the proc could (as should all slicing) make the weapon's newly maxed stat equal to the cap. For example, trying to damage slice a 943 damage DL44XT won't work, because 2% more damage would push it over the hard cap of 948. While it's impractical to do so, someone might actually want to do that and that case should be diagnosed with a popup and confirmation ("Warning! This action will cap the weapon's [stat] of [value of cap]! Are you sure you wish to proceed?").



Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
dlc3007
Thu Aug 11, 2005 7:31 am
#2

The tragic thing is that the whole concept of "rolls" went right out the window with the CU. This isn't just for slicing -- this is for everything. Apparently, (random = bad) to SOE.

I like the idea of some random bonus being applied. The problem is that it starts leading back to the old idea that and random slice that isn't the max makes the weapon/armor worthless.


Of course, the other problem is that it'll never be implimented anyway.



Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
Taln2
Thu Aug 11, 2005 10:57 am
#3

That's only sort of true -because server side rolls (calculations) do tend to generate lag, a lot of them were taken out, specifically in combat.This is inherent in all MMORPGs. However I think that slicing is more along the lines of frequency of use of crafting, which still has random rolls for successes on experimentation.


IMO, the max-mincrowd wouldn't have much to complain about anyway, since the values are more or less fixed - it's just that there's an (by my example) one in four chance of receiving a +50% benefit per slice. Those values are tentative and should be a bit lower, but you get the idea. And as I said in the original post, if solid caps that apply to slicing are that significantly important to design (and I don't think they are), then any slice that would mathematically bring that item beyond it's caps should have the sliced attributes set to the cap if the slicer so wishes.




Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
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