Smuggler Archive

Thread: my thoughts on why weapon 'breakage' way pulled from test

EEMAN
Thu Jun 23, 2005 7:02 am
#1

I know everyone has mixed feelings about the subject. Let me just say that on the surface based on IN CONCEPT discussion notes I am all for what that documents goals were. However, I understand why it was pulled from test. The programmers took a shortcut and to me it was pretty obvious that they just started banging out the code recently despite dialog about working on it for the past several months. The shortcut I am talking about is using the decay system to implement weapon breakage. Some clever coder thought that since the decay system already had inplace unbugged functions to disable a weapon, they would just shortcut the code and make a database change resetting the condition to zero. This aparantly made it past code review as a great time saver. Unfortunately everyone that aproved this method seems to think in small picture terms and missed systems that interact with item decay. This was a mistake for a few reasons:

1. currently the decay system's 'disabling' leaves the user holding the weapon firing away all the while wondering why he stopped doing damage (unless he happened to catch that system message in the middle of battle). Something more attention getting is needed when a weapon 'jams' or 'disables' such as unequiping.

2. In my opinion the biggest reason why the decay system was a mistake is that a zero condition weapon is non repairable. (a bit of history first) Repairs have been broken since Jan 2004. In Nov 2003 theres patch notes that state crafters had significantly higher chance of repairing items of their profession than other players. At that time new repair tools were created and the old repair 'kits' were removed from the game. Repairs from nov to jan by a master weaponsmith resulted in a 'minor blemish' repair 65-75% of the time. This type of repair lowered max condition by 40 to 50 points as long as the weapon condition was >50% of the max condition. In January this bonus to item professions (weapons repair bonus to weaponsmith, armor for armorsmith etc) stopped working and everyone gets exactly the same results despite weapon repair skill tapes and all 4 boxes in repair of the force sensative crafting repair tree. Currently if condition is >50% you get a 'max condition has been reduced' message resulting in a 200 point max condition reduction. If it is <50% but more than 100 points condition you get a 400-500 point max condition reduction. At 100 points of condition the stats start lowering to zero and at zero the item stops doing any damage at all. If a weapon hits zero it cannot be repaired and any repair attempt lowers the condition into the negative. This means that arbitrarily using the condition system to emulate 'jams' will result in a permanantly non-repairable weapon.

since they took a shortcut there is no chance of coding a replacement 'jamming' system before tuesday. If a jamming system is going to be introduced its going to have to get coded from scratch. My suggestion is adding a column to the weapon table for jam status. The default value is a 0 and when its decided the weapon needs to 'jam' then they change it to a 1. The function that writes the change to the database also needs to unequip the weapon and send a system message. This will give a much faster indicator of a problem with that weapon so that the weilder can switch weapons before taking 5 or 6 hits wondering whats going on. I suggest also modifying the UI that shows a red box around 0 condition items to also show that box around items that have a 1 in the jam column.


I fully support a risk/reward system and those that dont want a 'jam' in combat need to make a choice of carrying multiple weapons or make requests that less points be spent into modifying. In my opinion smaller increments should have been used in percent increase. Maxing out speed customization should have been less than 100 since its a paultry gain in speed of .1 to the final result. If all the steps lowered in cost a 'safe zone' in slicing could exist. If the player didnt want to have a 'jam' but still wanted some slice, a 25 point slice should be almost (not absolute) free of any chance of jam. A 100 point slice definitely needs to jam once every 2 weeks but the percentage increases in mods needs to go up too otherwise the risk outweighs the reward esp where speed is concerned. A 6% speed slice on weapon is only going to lower it by .01 and to 'jam' every 2 weeks for a .01 increase in speed is not a balanced risk/reward.



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
AngusMacGregor
Thu Jun 23, 2005 7:07 am
#2

Funny thing is... if they took it away temporarily in order to make it work right, and they plan on putting it back in, all they have to do is let us know, and that would make us happy.


But until they do, anyspeculation on why they did it is justthat... speculation.






"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
Jaspor
Thu Jun 23, 2005 7:08 am
#3

Good post.


Sadly, I doubt anybody from the Dev team will actually bother reading it or listening to it.


It really is pretty damn sickening for them to claim to have been working on this system for months.





Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


Daturaze
Thu Jun 23, 2005 7:09 am
#4

Good post Omosack,


I appreciate your last paragraph about the risk/reward - but even at a 25% modification, I doubt the small reward of speed/damage would still be worth the minute risk of a jam.


IF the breakage system was in the game, then I still think people would still get the full slice on an uber weapon, (after all - there's point in being "just a little bit pregnent" ) and use it for "special occassions" while carrying a second "everyday" weapon. Would've been a boon to weaponsmiths.


Ah well.


Cheers
Dat



ThreeTimesOneMinusOne
Thu Jun 23, 2005 8:37 am
#5






Daturaze wrote:

Good post Omosack,


I appreciate your last paragraph about the risk/reward - but even at a 25% modification, I doubt the small reward of speed/damage would still be worth the minute risk of a jam.


IF the breakage system was in the game, then I still think people would still get the full slice on an uber weapon, (after all - there's point in being "just a little bit pregnent" ) and use it for "special occassions" while carrying a second "everyday" weapon. Would've been a boon to weaponsmiths.


Ah well.


Cheers
Dat









Exactly, you talk about losing a return buisness, but all in all I think even less people would bother with slicing. I'd rather suck up the extra decay with PuP's then risk my gun blowing up on me at random for a mesaly 8% more damage. Then I have to hunt down a smuggler to click one thing on it to get it to work again, assuming it didn't drop to 0 conditon on the jam.

XStarbracer
Thu Jun 23, 2005 8:43 am
#6

At least some people have foresight. 8% increase is in no way enough to justify the risk of breakage, you people claim to want to make smuggler better that will make it worse because unlike before with people at least getting slices more, slicing will become as worthless to the community at large like spices are.



-------------------------------------------------------------------------------------------------------------------
- I support NO DECAY.It should be run like EQ . No 20k price cap on the bazar and everyone can craft. Its has worked for 7 years on everquest and there is no decay plenty of money and no crazy prices.

Decay is only good for crafteres and bad for everyone else.
<>

mcb650
Thu Jun 23, 2005 8:44 am
#7

I don't get why some people have flipped out about weapon breakage being removed. With the difficulty of the MOBs now relative to your level, do you really want your weapon giving out when you have two enhanced kwis on you? I don't. I might've tolerated it back when I could tank eight rancor and nightsister at once, but you basically only get one shot with MOBs these days. You do less damage than your opponent over even a 3 second period and you die. It's that simple.

I think people like the idea of the immersion, but it would get old really fast. A lot of people would just avoid slicing altogether.



Yuber
Tailor::Shipwright
Esojj Wisreu

Musician :: Dancer :: Image Designer
Proud to be -SIN-

-
Imperials are retarded.


Zeon_Zaku
Thu Jun 23, 2005 8:50 am
#8






mcb650 wrote:
I don't get why some people have flipped out about weapon breakage being removed. With the difficulty of the MOBs now relative to your level, do you really want your weapon giving out when you have two enhanced kwis on you? I don't. I might've tolerated it back when I could tank eight rancor and nightsister at once, but you basically only get one shot with MOBs these days. You do less damage than your opponent over even a 3 second period and you die. It's that simple.

I think people like the idea of the immersion, but it would get old really fast. A lot of people would just avoid slicing altogether.




People already will avoid slicing. Even without the breakage, it's just not worth even 10k to get a 6% slice.

I feel that breakage should be left in, however we should be able to slice for greater values... perhaps up to 50%. This would increase the use of slices because people would be trying to get their weapon as fast or as powerful (or both) as they could get, but then breakage may occuer because of this slice. Which then would bring them back to us to repair the item.



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


XStarbracer
Thu Jun 23, 2005 8:55 am
#9


Thats the point, no one would be bringing weapons back because hardly anyone will get things sliced. If you want to be challanged go special forces with a backpack full of spices and sliced weapons and try to escape from all the guards and players in a town. Theres your challanging smuggler content.



-------------------------------------------------------------------------------------------------------------------
- I support NO DECAY.It should be run like EQ . No 20k price cap on the bazar and everyone can craft. Its has worked for 7 years on everquest and there is no decay plenty of money and no crazy prices.

Decay is only good for crafteres and bad for everyone else.
<>

Jaspor
Thu Jun 23, 2005 8:55 am
#10

The numbers are pretty easy to figure out from a balance point of view really.


PUPs have been balanced for the CU, correct?


Every PUP has one upside - it increases a weapon stat.


Every PUP has two downsides - They run out, and they also decrease another weapon stat.


Slices have two upsides - it increases a weapon stat, and it is permanent.


With breakage, they also have two downsides - The chance of a "jam", and the "illegal" crackdown angle.


I'd say that advantage vs. disadvantage balance between the two are pretty even.


Hence, slices should be able to increase weapon stats just as much as power-ups do.


Now who knows what the max increases for power-ups are?





Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


SpinningCloud
Thu Jun 23, 2005 8:57 am
#11

Zeon; "People already will avoid slicing. Even without the breakage, it's just not worth even 10k to get a 6% slice. "


If that even. I'm buying weapons that are pretty much at their max DPS on Live now. The max is still there and you can't slice past it so why would anyone want to pay anything when it isn't going to substantially increase your DPS?






Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Jaspor
Thu Jun 23, 2005 9:08 am
#12






SpinningCloud wrote:

Zeon; "People already will avoid slicing. Even without the breakage, it's just not worth even 10k to get a 6% slice. "


If that even. I'm buying weapons that are pretty much at their max DPS on Live now. The max is still there and you can't slice past it so why would anyone want to pay anything when it isn't going to substantially increase your DPS?








Whoa whoa whoa whoa whoa! Are you saying that the new slicing system STILL does not take weapon damage or speed beyond their "hard caps" ?! Is this true?


*runs over to the TC forum...*


Oh, and yay me, that's Post #1000!




Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


XStarbracer
Thu Jun 23, 2005 9:16 am
#13

Thats the problem, the slicing system isnt that great to begin with, you add in breakage and its a recipe for disaster. Maybe if slicing gave big rewards like going beyond the hard caps breakage would be more acceptable.



-------------------------------------------------------------------------------------------------------------------
- I support NO DECAY.It should be run like EQ . No 20k price cap on the bazar and everyone can craft. Its has worked for 7 years on everquest and there is no decay plenty of money and no crazy prices.

Decay is only good for crafteres and bad for everyone else.
<>

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