Weaponsmith Archive

Thread: The gap between Novice and Master

SeaRaptor
Thu Jan 27, 2005 11:42 am
#1

Howdy folks!


As you know, one of the issues on our current list is the gap between Novice and Master Weaponsmith. The is very little that a Novice can make that will sell, chiefly due to a lack of experimentation points. There's been several lengthy discussions on this board since release on ways to close this gap in order to keep newcomers in the profession.


The Artisan Correspondent, Guruweaver, has floated an idea in the Artisan forums that might help solve this disparity. I'd like you guys to read and comment on here, if you would. This is not me asking for your opinion in an official capacity as Correspondent to report back to SOE.I am merely curious on how you think Guru's proposed change would affect the Weaponsmith profession positively or negatively, because I think it has merit. Undoubtedly there are some pretty significant ramifications to consider, which is why I'm seeking your thoughts and opinions on howitwould impact us and whether or not it might be worthy of bringing to TH or Tiggs' attention down the road.


Thanks in advance, and keep it civil. =)



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
Trean
Thu Jan 27, 2005 2:15 pm
#2






samijx wrote:




Institute the same rules that Shipwrights have to endure as far as factories go. Allow a factory to mass produce sub-components, but not final products. Master weaponsmiths will not want to make 1000's of hand crafted weapons, thus opening up a market for less that perfect weapons.





This will make me and basically almost all weaponsmiths quit. Weapons are bought in bulk because the customer would like to maximize something or go through alot of them. Ships are not bought in bulk because you don't go through them as quickly and the cost would be high very high. Basically making people hand craft final compiles would alienate A LOT of the elite crafters in all professions. I simply don't have the time to hand craft the amount of weapons I sell, and if I did have to hand craft everything I wouldn't have been weaponsmith this long simply because it would stop me from playing any other part of the game. I contested the hand crafting part of shipwright things, I think it forces crafters to generally devote way to much time into a single thing which will lead to a high burn out rate and eventually lesser quality goods.



Anyways on to the topic of the thread. Why shouldn't there be a gap between Master and Novice? Personally I am a Master, so maybe I am biased, no most likely I am biased. But basically you give every master the same resources and they generally come out with the same product. So, now you want to include people who don't even go to master in the pool? This is too much in my opinion. Now I have had many ideas on how to change it, like dividing experimentation into melee/ranged/munitions and putting them in their respective trees so you can "specialize".


All in all, I don't believe the gap should be bridged. Once again I am biased. But seriously speaking, why should a novice weaponsmith be able to compete with a master on any level or any schematics. I know it would promote dabbling, but seriously to be an elite weaponsmith on any server you can usually only burden yourself with weaponsmith, and some people do one other task but I ask, where do they find the time? You have like 40+ specific resources to keep track of as a weaponsmith, and picking up another profession usually consumes your best weaponsmith resources. Now if you don't like to do it that much, you may want to pick it up on the side, but why should I let a guy who picks up certain trees or just novice be able to make ANY weapons as good as a master.


Love my post or hate it, do what you do, but the gap is in every profession and its a good thing in my opinion.





Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

player-xyz
Thu Jan 27, 2005 3:17 pm
#3

Not only is the gap a good thing, but it is easy to become a Master Weaponsmith.


I question the basis that the grind to Master is long and hard. The "grind" is in collecting the resources required to make decent weapons, be it via harvesting or purchasing of resources. The actual time it takes to become Master WS is small -- simply get 0020 and then grind Heavy Warheads. Compared to some of the other professions that I mastered (Smuggler, BH, Commando), WS was by far the easiest.


There are many ways for players to make money until they are ready to become a WS. When a player has enough resources, both in terms of weapons resources and credits, they should take the 3-4 days required and become a Master Weaponsmith.




Serit Eimion, Weaponsmith/Armorsmith

Vendor located outside Theed on Naboo: -5220,3437
CTRL_ALT
Thu Jan 27, 2005 3:39 pm
#4

I think it is a nice idea for novice, or people who just like to dabble. I think alot of people who want to be crafter try to get to master before crafting much. The 4th tree for assembly and experimentation would have to be completely changed around. Someone who could craft the adv components could make just as good weapons asa master, although they may be limited in schematics. I like how the current layout for the weaponsmith tree is right now and I think that you should gradually get experimentation points as you go up that tree.



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
dsurfman
Thu Jan 27, 2005 3:44 pm
#5

I see it like this...


The problem doesnt lie in the system the of crafting it lies in the market. Why waterdown the best to make novices feel better? I have nothing against a novice, hell we were all novices and we should be willing to help them...But why should something be done that could detract from my sales when I have put in the work? To stop grinding?


That won't happen. No matter how you make the system players are always going to do what is neccessary to get to the top the fastest. I dont think that there would really be an influx of WS selling weapons. Also I dont see our profession in such dire straits that we need to do something this drastic.


Here is an idea though. Why not change the other elite professions so that they may only purchase a certain quality sword so far into the game? Not just schematic requirements like oh One-handed IV gets EVERY sword minus stun batons...which is foolish...


But make it so that Tier I elite professions cannot effectively wield a weapon produced by a Tier IV or master. Not only does this fragment your sales a little but it also allows more WS individuality. Perhaps I am only going to be 2224 WS. Use the rest of my points elsewhere. I still have a market as a Tier II ws with Tier II quality weapons for every warrior who needs a tier II weaponsmith or below. Then make it so that a Tier II ws can definetly make every weapons that Tier II combatants want. I know it sounds a little bit more involved...I havent thought it out all they way either...but I think in the long run it is more fair for us all and makes for WS in the early stages to ahvea purpose...


I do like the idea of junk dealers, and Faction orders though...



Celehorn
Imperium Securis
CTRL_ALT
Thu Jan 27, 2005 3:51 pm
#6






Trean wrote:





samijx wrote:




Institute the same rules that Shipwrights have to endure as far as factories go. Allow a factory to mass produce sub-components, but not final products. Master weaponsmiths will not want to make 1000's of hand crafted weapons, thus opening up a market for less that perfect weapons.






This will make me and basically almost all weaponsmiths quit. Weapons are bought in bulk because the customer would like to maximize something or go through alot of them. Ships are not bought in bulk because you don't go through them as quickly and the cost would be high very high. Basically making people hand craft final compiles would alienate A LOT of the elite crafters in all professions. I simply don't have the time to hand craft the amount of weapons I sell, and if I did have to hand craft everything I wouldn't have been weaponsmith this long simply because it would stop me from playing any other part of the game. I contested the hand crafting part of shipwright things, I think it forces crafters to generally devote way to much time into a single thing which will lead to a high burn out rate and eventually lesser quality goods.








I think Trean speaks for all weaponsmiths here, if I had to hand craft all weapons I would close down my shop and just make weapons for all my friends. SWG would be ruined if this happened...I don't think anyone wants weapon prices to skyrocket.



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
samijx
Thu Jan 27, 2005 4:08 pm
#7


I edited my first post, don't know what got into me???



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Mini_Tuss
Fri Jan 28, 2005 12:49 am
#8

Overall, I think it's a good idea.

As for the sub-components, I think people underate the non-advanced components. For example, I don't use the advanced pistol barrels for lower weapons, only Mod Reps and Geo sonics. I also only use the advanced rifle barrel for T-21s, occaisionally not even for that. (Come on guys, whats the difference between 410 and 408? Is it really worth another fifteen hundred credits worth of resources?). The lower level weapons with the lessre components are actually really good for grinding. You can make a 108 max, 1.3AS D18, a 126 max, 1.5AAS Scout blaster. Maybe even a 3.0AS, 197 max Dh17. Now, most people like the damage, but its speed that is really important for the lower levels of any profession. With some, its still important at Master.

So, at the very low levels of Weaponsmith, it would be possible (with the 10pts of exp.) to make some very nice grinding weapons. Admittedly, they wouldn't be able to make as much money as a MWS because they just don't have the schematics for the money-making weapons, but that's also the way it should be. A Master SHOULD make more money then a Novice, just not to the complete exclusion that it is atm.



Thralia Maanzit
Owner of Maanzit's Munitions. We Moved! New Waypoint is 724 -5348, east of C-net on Corellia. Please, any auctions I win, deliver to the High-end Weapons vendor.
Zandergeef
Fri Jan 28, 2005 12:55 am
#9

I say let them make grenades. I hate making grenades so let the novices do it.


While I do feel bad for novice weaponsmiths we were all there and did what we had to do to get the best weapons out there. They should just not be able to make weapons as good as masters. What is this going to allow someone to just get novice weaponsmith and be able to hang with the masters. Its like smuggler.. you get master so you can slice the best. You have to spend the points to get what you want.


The grind was a pain and comming from a heavy combat guy it took a long time. But the reward was worth it.. I remember getting 10 points to experiment with and it was great.



Tieler Durden -- Elder Smuggler(retired)
Geef Durden -- Elder Weaponsmith(retired)
Vendor in Twilights End (-2982 5253 Naboo) or at least they used to be

player-xyz
Fri Jan 28, 2005 1:08 am
#10

I assume the logic would be that a 10 pt Novice WS could make decent D18's, and when they are 0100 or 1100 a few other weapons that would sell.


However, those weapons would not have the advanced sub-components. So can a D18 with non-advanced blaster handlers and blaster pistol barrel sell? I do not think, at least on my server, that a Novice WS could compete with a Master because a Master has the advanced sub components.


The main advantage would be that a WS who has a few of the munitions crafting branches could now make grenades about as good as a Master. I suspect that would be a huge draw, and quite a few grenade-onlyWeaponsmiths would appear. This may eventually lead to more Master Weaponsmiths, as relatively Novice WS are able to slowly build up the cash and resources required to attain Master. It could also decrease the number of Master Weaponsmiths, as the value of the "Master" is diminished because a significant source of income for some Master Weaponsmiths is eliminated or greatly reduced.




Serit Eimion, Weaponsmith/Armorsmith

Vendor located outside Theed on Naboo: -5220,3437
samijx
Fri Jan 28, 2005 1:30 am
#11




Weaponsmiths that are less than master did have their role when the game was new. There were few master weaponsmiths and there was also a lot less outstanding resources out there.


1. A non-master weaponsmith ought to make non-master quality weapons, this is just a fact, and the reason why all professions (excpet for maybe BH) aspire to master their chosen profession.


2. I see his point and concerns, but here are my suggestions to bridge the gap.


  • Increase the quality of resource spawns. This way you don't need the once-in-a-lifetime uber spawn, to make nice weapons.

  • Allow NPC junk dealers to buy player crafted weapons (Say 1.5 CPU) that way the WS will get both XP and some of his money back, yet prevent factory runs being sold to said junk dealers for a profit. (Perhaps a junk dealer won't buy a weapon that has a serial number of one previouslybought.)

  • Have crafting quests such as XXXX representitive of the Empire wishes to place an order for 50 DH-17 rifles. Then the WS can craft the rifles, walk up and sell them to the rep. (Similar to the junk dealer, but the reward can be additional WS crafting XP)

  • Recommend that the aspiring WS first gets master smuggler, so he can slice his own weapons (Which I think still grants a small measure of user XP) and then he can sell his weapons that get really good damage slices. (long shot here, but hey....anything can help)

  • Institute the same rules that Shipwrights have to endure as far as factories go. Allow a factory to mass produce sub-components, but not final products. Master weaponsmiths will not want to make 1000's of hand crafted weapons, thus opening up a market for less that perfect weapons. (Bad, Sami-jx Bad, Bad, Idea! stop with that kind of talk!) um, this is a bad Idea guys...don't even think about doing it.

3. As far as utilizing the player economy to correct for the discrepancy, I think that's just not reasonable, since 95% of all players are seeking high quality stuff only. I hope my comments/suggestions are helpful.




Message Edited by samijx on 01-27-2005 02:34 PM

Message Edited by samijx on 01-27-2005 05:06 PM



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Implementor
Fri Jan 28, 2005 5:35 am
#12


interesting. I hand-craft virtually everything except subcomponents (scopes, stocks etc). Never made a run of final-weapon builds ever cept for the odd geo-core hammer.


However there should be a disparity between novice and master. Didn't bother me a bit that I couldn't compete with Masters, why should I? I am a novice and still learning.


It was awesome to get my 10 points...then work my way to 11 then 12...then finally the force-craft skills. Lots of hard work and a ton of investment, well worth it in my opinion.

Hell even first getting to master wasn't really mastering. more like Novice Master Weaponsmith


level up to master, learn and start learning. No need to coddle the novice at all.



Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
Procurement Specialist O_o
SeaRaptor
Fri Jan 28, 2005 6:21 am
#13

See, this is why I wanted to have this discussion. =)


While I agree that there should be some disparity between novice and master, right now the main chunk of that is schematics. There is very little a novice can make that people want to buy (at the moment). This is further compounded by the fact that everything they CAN make is radically inferior to whata master can make, thus ensuring that NOTHING a novice makes will sell. Period. This is a tremendous barrier to entering the profession, even if you completely overlook the obscene resource requirements of weaponsmith.

My hope would be that at least if a novice weaponsmith could make competitive novice weaponry, such as D-18s or DLT-20s,they might have at least a small portion of the market they could sell to and be able to help support themselves while mastering the profession. Additionally, this would allow people to further specialize their sales without being forced to blow skill points on master weaponsmith if they didn't want to. Someone could master only the melee tree and and make a healthy business for themselves by specializing inmelee weapons(less a few schematics in the MWS box) since they could match the quality of a master, but not the selection. You could do likewise with grenades or firearms.


Let's be honest: we've all been very lucky that for the most part, our profession works quite well. There's very little broken about it. It makes my job fairly easy and non-controversial. =) Perhaps I'm one of the "old guard" in my desire to see the profession become a little more newb-friendly, I dunno. That's one reason I wanted to solicit opinions and try and get a better idea of where you guys stood.


Thanks for your comments, everyone, and keep 'em coming.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
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