Weaponsmith Archive

Thread: Compilation of Weaponsmith Issues (11/26/03)

Ybagi
Thu Jan 22, 2004 9:56 pm
#118

Weapon enhancements


These need to be percentage based, just like slicing or powerups.


The way it is now, it makes no sense for a weaponsmith to enhance anything other than pistols because the percentage gain on a rifle or carbine is much less than that of a naturally low damage pistol and the cost of enhancing a rifle or carbine is much greater in terms or risk and cost of enhancement.


I'm sure this is all being addressed already in the combat balance pass, but as it stands now, thing are getting worse with the introduction of the nightsister vibro units creating the same inbalance for melee weapons.






Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
maz_r
Fri Jan 23, 2004 9:26 am
#119






Hi


First post from a noob novice weaponsmith, so be gentle with me.......


From all of the above discussion, it would appear that there is concensus that making a living as a noviceWS is not very easy. That is my (limited) experience too. It seems to me that there could usefully be some adjustments to the WS skill tree which could make this profession more rewarding without having to make Master.


Admittedly, these are 'top of head' thoughts for discussion:


1. A 'tailor made' weapon, that is crafted for a specific person should be better than a factory/standard one. This is easy to justify (better fit, adjusted totheir physique etc.) and is mirrored in RL - how many top golfers use standard shop bought clubs? I personally feel that this is much more like the type of character I want to play rather than someone churning out factory weapons in the drive for credits. My ego would rather have someone in the game bragging about having a weapon made by me! After all, the tailored weapon is only going to be slightly better than standard and for the user, it is all about bragging rights really!


2. How reasonable would it be to let Master WS' use less than perfect resources but get the same final quality as a novice using 'perfect' (i know there is no such thing) ones. That way, a novice 'could' make a weapon as well as a master, but only by using top notch rare resources wheras a master can use more common ones. This might be similar to experimentation, but you use the skill points you have to adjust a resources attributes (which would have to be capped in some way). Maybe, 1-10 pts available which allow 100 pt adjustment each. I haven't really thought about the detail too deeply, but feel it might actually allow some proper experimentation with resources to gain the best from what you've got to work with.


3. Apprenticeships should be more symbiotic releationship.Together, a Master & Novice should get a benefit from their alliance. Not too sure what that might be, but it makes working together more integral to the game - maybe the novice can craft to the masters skill but only on the schematics that he holds? i.e. the novice can churn out rifle barrels with max. experimentation etc, but can't assemble the finished article because he doesn't have the schematic. Naturally, the components would be given to the Master for final assembly . This would probably need a serious reworking of the schematics, but I'm sure you see what I'm driving at.


Enough for now, but I feel there is so much more that could be made of this profession if we work together to balance it.


Ikrew

Novice WS

Chimaera

Logix
Fri Jan 23, 2004 9:38 pm
#120






Ybagi wrote:

Weapon enhancements


These need to be percentage based, just like slicing or powerups.





While I agree that enhancements are way out of whack, I don't think this is the best way to solve the problem.


Personally, I think Rifles should not have unlimited damage. With the speed bonuses at Master Rifleman, the possibilities are endless if T21s and Lasers could reach such heights. Rifles become a lot more powerful than a Pistol with this type of enhancement. Every weapon is so different and requires suchsensitive balancethat throwing a blanket percentage bonus over every enhancementis justnot going to work.


Enhancements need to be catered to each individual weapon type, and they should have variety. There should be a Rifle-specific enhancement, a Carbine-specific enhancement, a Pistol-specific enhancement, aSword-specific enhancement, et cetera. If you design an enhancement with only one weapon in mind, you're less likely to end up with it being too powerful or not powerful enough.


Enhancements should also cater more to Range values, as well as Damage Mitigation and even Skill Enhancements. The vast majority of those who have weapons enhanced use those weapons for one purpose: PvP. Enhancements should reflect that.


Krayt Tissues need to be done away with entirely, in exchange for these new specific enhancements. Krayt Tissues are an example of how blanket damage bonuses don't work. Having them exist forces constant changes and development to weapons to counter-act theoverpowering strengththese tissues bring to the game. How long until they rethink high-end Krayt Jawa Ions or speed-enhanced Krayt Flamers? Instead of bringing more nerfs to the guns, we need to bring better enhancements into the system that work appropriately for the guns in which they are designed for.


As it stands, the only thing more ridiculously sketchy andunbalanced than the weaponsthemselves are the components that enhance them. I think the best way to go about it is to get as far away as possible from Krayt Tissue.
DMFan
Tue Jan 27, 2004 2:48 am
#121






maz_r wrote:






1. A 'tailor made' weapon, that is crafted for a specific person should be better than a factory/standard one. This is easy to justify (better fit, adjusted totheir physique etc.) and is mirrored in RL - how many top golfers use standard shop bought clubs? I personally feel that this is much more like the type of character I want to play rather than someone churning out factory weapons in the drive for credits. My ego would rather have someone in the game bragging about having a weapon made by me! After all, the tailored weapon is only going to be slightly better than standard and for the user, it is all about bragging rights really!






I completely agree. Identical items SHOULD NOT be mandatory. Perfect crafted items, such as Stradivari Violins, are not madewith mass-produced sub-components. This is ABSURD.


We should encourage masterful-handmade-works.


I say, removeidentical items requirements.




"I was angry with my friend, I told my wrath, my wrath did end; I was angry with my foe, I told it not, my wrath... did grow." (W. Blake - A poison tree)

Danem Jy'viir - Old Denobia, Rori.
biggychong
Tue Jan 27, 2004 4:00 am
#122

I'm not a wep smith but a stun carbine would be nice (only range wep that doesn't have a stun type).







* signature edited by Admin. *
MrBreaker
Fri Jan 30, 2004 6:25 pm
#123

It would be nice if the Beam Rifle could actually be used by a combat profession.



Rory Breaker / Pendulum
(in game names)
CEO of -Breaker- Inc: Unsliced and Sliced Weapons
-6600 4100 Naboo, near Theed
CorenLanra
Thu Feb 05, 2004 1:31 am
#124

On the topic of "specialization", I suggest the following for someone that might say want to to JUST melee.


Go up Melee4 and Tech4, have aspecial box just for Meleesmith (along with Gunsmith and Munitionsmith or whatever) costing _12_ skillpoints. This would give him all the elite melee weapons (wait, did I say ALL? haha)and the final 3 experiment points. Doesn't have to be 12, but needs to be something to discourage just dabbling to avoid the other trees. It will still be less points than someone that really wanted to compete with a true master, but had no need or ability to collect resources for the ranged stuff or munitions(MUCH more complicated).



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Eriwulf
Mon Feb 09, 2004 6:06 am
#125



FYI, quoted from swgcraft.com


"" It looks like current structure of the resource database has hit the point where it is no longer optimal for the amount of data it contains. Some recoding is needed to fix this but for the moment I have archived off all resources that were marked unavailable over a month ago.

At the moment there is no way to access these archived resources from the site. This will not affect the current resources in any way but anyone wanting to look up information for old resources will be out of luck.

This should hopefully stop the site griding to a halt when the concurrent user count gets as high as it has been. Fingers crossed! ""






i.e historical data has been taken offline, and now only contains resources added the last 1 1/2 month or so. Except some resources that spawned when swgcraft went down around christmas while changing hosts.


Of course if no oneon your server bother to update it, the info will become inaccurate, it's all up to you...
Kelliannaenwyl
Wed Feb 11, 2004 12:17 am
#126

as a MASTER you should ahve few moderate success and more great successes your a master remember and crit fails as a master yeah rite after crafting thousnds and thousands of components you should have figgured out what is what and be better at masking good components rather then playing the average game having to make 10 identical items to get one that doesnt have any flaws (moderate success or fails) yeah you can still mess up but the boys at GM dont make cars without wheels do they?
Kelliannaenwyl
Fri Feb 13, 2004 3:45 am
#127

I think you have gotten Master Weaponsmiths confused with the GRANDMASTER weaponsmiths the 5 or 6 guys from day one (probably beta testers or devs (playing on their own time)) that started grabbing up every good resource and maintaining a monopoly on the best of the best resources and then chargeing what ever the market will bear. pistols for a million credits speeder bikes for 30k mmmmmm sounds a little off to me hey you dont have to buy from them and i dont think you should BUT as a master WS ART and a Bussinessman I cant go on 36k rancor missions with out heavy support so i need to make money by charging a fair price for weapons and NO i dont think a good pistol should be over 20k a good rifle over 40k (and im not talking T21s they are crap except for destroying turrets are players still using turrets and minefeilds anyway?(cost of replacement is too hi when it only takes a couple guys a few minutes to destroy one). I almost have to charge a million credits a weapon to maintain the 150k an hour that docs and combat cutouts enjoy its just that everyone takes artisan (and its elites) for granted i've been playing from day one and havent 'cheated' useing online information about oh this is how you grind this this is how you max your xp this way i took my time and enjoyed the game i have yet to break the 5mill mark not because im not a master WS but because people only want to buy the best of the best which drives the grandmasters prices even higher PVP drives those prices up nothing you can do about that ive tried the everyweapon for 3k dx2 fwg5 t21 laser rifle yeah they sell SLOWLY and you can only list 25 at a time and they dont get better IF you hand make them the only SCHET worth keeping is the the one you run on the factory


Mass Produced VS Hand Made i agree that HM should be better then MP but it doesnt call for a revamp of the whole artisan a fix that WILL work with the current schets COMPONENTS donot gain or lose from being run in a factory FINISHED items ie the actual weapon does 0-30% off the top(that nice little buffer you get when you first make the weapon you all know what im talking about) whoot i got a 97% ill make aschet of this bam a 67% mass produced item will it keep people from just collecting the best resources and running the factory maybe will it keep people from getting the best resources for nice hand made weapons maybe but the lowend and the high end will go not to who has JUST the best resources BUT to who actually wants to make GOOD weapons would i pay 2mill for a 1off lets see colt m1911 #2 9mm sold for 2million dollars at auction mmmm maybe people will (oh that particular weapon was only one of 2 and #1 was destroyed by military testing of the 9mm vs .45cal m1911s its history as well as the uniqueness of the the weapon is what drew the hi dollar amount) this would eliminate the grandmasters from soaking credits and not returning them to the economy it would also let the little guymakie enough money to support all those trips all over the galaxy looking for new & hopefully better and bettermaterial.



sorry guys i havnt found much use for the posts i spent most of my time in game but i want let my voice be heard too
Kelliannaenwyl
Sat Feb 14, 2004 1:29 am
#128






I'd also like to add:



  • non-existant schematics for rantok swordsand scythes



  • rancor teeth should be used to enhance a sword core, not replace it (which is what makes them so useless currently)






  • whoot we got a scythe schematic thats we cat make with out combatmodels in our template or rely on friends to loot for us or pay incredibly hi prices just to make them and you hear every one saying that 'all crafters gouge' sure sure thanks guysnow we really will have to charge a million +cr for the scythesanother pain in the next schet that really isnt worth the effor to to even bother with i need looted items and more looted items hey just make the dang things drops and thell WS goodby if i cant make it from a schet and im a master WS then why is WS even in the game? i didnt agree withit when you did that to the AS with RIS armouroh and to heres the kick in the pants i have to have a swordsman go get the schet for me the NPC wont even talk to me atleast the RIS quest the AS got not some combat cutout likethe averagepure combat is even gonna know whattitanium aluminium is is that titanium or aluminium


    nice tri guys im only one guy here but i pay good money every month to be a CRAFTER not a combat model running around with a RP cuz thats my only cert (cdef yeah rite that got thin the first week after release)


    OH one more thing i would like to see SPEED and DAMAGE seperated on the experimental quality of a weapon a weapon doenst do more damage as it gets faster it gets SLOWER try a 2handed sword the more RAW damage it does the more it weighs the more it weighs the slower it is UNTIL you get used to the weight and LEARN how to make it move faster one is HOW it is USED the other is HOW it is MADE this goes back to the customization of weaponsevery one want the weapon that does the MOST amount of DAMAGE period the endDoT counts a faster weapon does more DoT and a weapons raw damage is obvious if these were seperated in to 2 differnt categories the customer could choose which is rite for them (or us WS can figure out the math ourselves for Dot) and choose oh this weapon needs speed that weapon needs damage



    Kaiva
    Sat Feb 21, 2004 11:44 pm
    #129

    Always having great successes would be bad of course, but some 20 moderate successes on projectile feed mechanisms or two-handed axes? That's insane in my opinion, the success rate should be based on the resources used (ie: 100% conductivity in power-handlers and a 998 conductivity copper for use in it should be more geared toward great and amazing successes) With power-handlers and all near-perfect resources from what the schematic calls for, i've had to remake and remake them about 17 times before i got an even acceptable product. Painful it is to sit and grind when you're a master... *twitch*


    -Kaiva

    Master Weaponsmith / Tailor / (dropping) Armorsmith / (soon to be) Merchant
    OverClock
    Sun Feb 22, 2004 2:29 pm
    #130






    Logix wrote:

    aSword-specific enhancement, et cetera. If you design an enhancement with only one weapon in mind, you're less likely to end up with it being too powerful or not powerful enough.






    Thereare currently 2enhancement that fit only to swords andboth arenot powerful enough



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