Weaponsmith Archive
Thread: Some ideas on how to fix WS
player-xyz wrote:
First, this likley isn't for the player who either has multiple characters as purchased accounts, or for the player who produces crates of weapons and sells them unsliced. The patches on Test Center are a step in the right direction, but, as pointed out in that thread, it is hardly a solution. "Patch" is an appropriate term.
The problem with WS:
1) Skill points
2) Storage
Issue 1 is caused by a Master WS needing Master Smuggler and Merchant. There are some very easyoptionsto solve this problem:
a) Help the Smugglers, DROP unarmed IV as a requirement for Master Smuggler. They dropped requirements for Bounty Hunter and Politician, time to do the same for a skill point intensive and weak profession, or
b) Move the slicing skill of a Smuggler out of Master to 0040, or
c) Allow only Smugglers to use sliced weapons, or
d) Give WS more storage, well weaponsmiths need vendors to sell stuff anyway so we'd still need merchant freeing up skill ponts used in Merchant. Combat trees give skills that are common, so it is certainly within the realms of the game that vendor storage be added to the WS, or
e)Level the playing field, make ALL craftable items sliceable. not really possible, "slicing" is like rewiringto make a weapon/armor less safe (looses condition quick) for more protection and/or dmg, you can't make food better by doing anything a chef couldn't already do except add spice mayb Imagine buffs 30% better, brandy 30% more powerful.
Issue 2, storage. As already mentioned, the current fix is simply a patch. I really don't relish the idea of running from house to house to gather resources to build weapons. The game is suppose to be FUN, not TEDIOUS. Clicking on "sell" 500 times when my items expire is not fun. <--- definetly not fun
a) Create a storage-only vendor that, as the name implies, store items only. No prices, no expiration. No more switching between "for sale" and "stockroom". Go ahead, put a limit on it, just make the limit high enough so that WS's that have played for a while can actually manage their resources without it being a chore. This could be an "Elite Warehouse" or something like that, as mentioned in the Test Patch thred. i like this idea a lot or even just a special house that takes mayb an extra lot but holds only storage space (backpacks and cabinets, not furniture) but a lot more then a regular house
As I stated, this is not for all weaponsmiths. However, it is very clear to me that Weaponsmith is in need of some changes.
Combat types invest skill points and gain fighting power.
Medics invest skill points and gain healing power.
Scouting types invest skill points and gain hunting power.
fixed
samijx wrote:
I agree that artisans ought to gain access to some sort of increased storage shed capabilityI'd love to see a brand new building made by architects called .... "A workshop" It can have a built-in workbench with cabinets specifically designed for resources. Perhaps we can re-name the doors in a similar way that we currently name backpacks and dump resources in them. Perhaps 10 cabinets with max 30 items per cabinet,plus 100items in theworkshop (Not within a cabinet) to provide space for crafting stations and othercrafting stuff, with minimal decorations for a total of 400 items. The workshop can take up 4 lots, which is reasonabel for 400 items. This would make crafting so much easier, and will not hurt the economy or other game aspects at all.
Just think about it
Combat types invest skill points and gain fighting power.
Medics invest skill points and gain healing power.
Scouting types invest skill points and gain hunting power.
Artisans invest skill points and gainALL power.
There is basicly no reason to change the skillpoint requirements for slicing, just because someone has not enough points for their template. Why not lowering skillpoints for TKA as well, so I can defend myself better when harvesting resources ?
This is stupid. There is no requirement for a Weaponsmith to slice their weapons. If you want it, take smuggler and use up the skillpoints or find yourself a Smuggler friend. It is good, that you cannot learn everything by yourself. This is a Multiplayer game and interacting with others is half of the fun.
Storage is allways a problem, but to be true, it is not as bad as a weaponsmith as others. Sure you need lots of different resources, but only small amounts. So if you don't have enough space, you don't need to harvest millions of units of a resource, one or two 100k stacks last quite a while. Sure it would be nice, if the stacksize of resources would increase, but the extended house storage is a step in the right direction.
All these things are not required and don't fix anything.
What should be fixed are some of the weird experimentations (like weapon stocks) and making the different experimentation lines more usefull and don't make damage the one and only (but this will hopefully be done in the combat upgrade).
I think the devs would have more pressing issues than these wishes. Better they should fix smugglers, so they can do more than just slicing, maing it a viable profession.
Keos wrote:
Why fixing something that is not broken ?
There is basicly no reason to change the skillpoint requirements for slicing, just because someone has not enough points for their template. Why not lowering skillpoints for TKA as well, so I can defend myself better when harvesting resources ?
This is stupid. There is no requirement for a Weaponsmith to slice their weapons. If you want it, take smuggler and use up the skillpoints or find yourself a Smuggler friend. It is good, that you cannot learn everything by yourself. This is a Multiplayer game and interacting with others is half of the fun.
Storage is allways a problem, but to be true, it is not as bad as a weaponsmith as others. Sure you need lots of different resources, but only small amounts. So if you don't have enough space, you don't need to harvest millions of units of a resource, one or two 100k stacks last quite a while. Sure it would be nice, if the stacksize of resources would increase, but the extended house storage is a step in the right direction.
All these things are not required and don't fix anything.
What should be fixed are some of the weird experimentations (like weapon stocks) and making the different experimentation lines more usefull and don't make damage the one and only (but this will hopefully be done in the combat upgrade).
I think the devs would have more pressing issues than these wishes. Better they should fix smugglers, so they can do more than just slicing, maing it a viable profession.
As to your comment about the need for tons of resounces ... try crafting/selling in the volumes I sell.
I agree with your point to a degree about the other attributes for experimentation.
Smugglers do in fact have a much larger role than just slicing. Granted, selling faction points, assisting in the demolishing of bases, slicing terminals, running decoy (for feign death in the DWB), and others isn't content enough ... Maybe folks should broaden their visions about what benefits a good smuggler that knows his profession can do.
player-xyz wrote:
First, this likley isn't for the player who either has multiple characters as purchased accounts, or for the player who produces crates of weapons and sells them unsliced. The patches on Test Center are a step in the right direction, but, as pointed out in that thread, it is hardly a solution. "Patch" is an appropriate term.
The problem with WS:
1) Skill points
2) Storage
Issue 1 is caused by a Master WS needing Master Smuggler and Merchant. There are some very easyoptionsto solve this problem:
a) Help the Smugglers, DROP unarmed IV as a requirement for Master Smuggler. They dropped requirements for Bounty Hunter and Politician, time to do the same for a skill point intensive and weak profession, or
b) Move the slicing skill of a Smuggler out of Master to 0040, or
c) Allow only Smugglers to use sliced weapons, or
d) Give WS more storage, freeing up skill ponts used in Merchant. Combat trees give skills that are common, so it is certainly within the realms of the game that vendor storage be added to the WS, or
e)Level the playing field, make ALL craftable items sliceable. Imagine buffs 30% better, brandy 30% more powerful.
Issue 2, storage. As already mentioned, the current fix is simply a patch. I really don't relish the idea of running from house to house to gather resources to build weapons. The game is suppose to be FUN, not TEDIOUS. Clicking on "sell" 500 times when my items expire is not fun.
a) Create a storage-only vendor that, as the name implies, store items only. No prices, no expiration. No more switching between "for sale" and "stockroom". Go ahead, put a limit on it, just make the limit high enough so that WS's that have played for a while can actually manage their resources without it being a chore. This could be an "Elite Warehouse" or something like that, as mentioned in the Test Patch thred.
As I stated, this is not for all weaponsmiths. However, it is very clear to me that Weaponsmith is in need of some changes.