Weaponsmith Archive

Thread: A Weaponsmith laments.....

Parsifal_Nightstalker
Sat Jan 10, 2004 11:06 pm
#14

While I agree that I would prefer a little more control over my own destiny, meaning I would like more differentiation in how weapons could be crafted, when all is said and done there are still other factors that weed out the weaponsmith-wannabes. Yes, the difference between old and new polysteel copper isn't what it used to be, but for other resources it's still the one that spawned in September that produces the better weapons...


Don't care about five damage points? Well, try keeping up a full inventory of resources so you can provide a full spectrum of products to customers. And with three factories going non-stop, I only have room for five harvesters, so that BER13 sure does come in handy...


The bottom line is that, at least on some servers, the population of weaponsmiths is already weeded out sufficiently. On Tempest, on my home planet of Tatooine, a quick glance shows very few serious weaponsmiths. For Tempest as a total, there really are less than ten weaponsmiths that provide a fairly good array of serious weapons.


Maybe everyone is chasing holos or tired of finding Axidite Iron, but for whatever reason there aren't enough serious weaponsmiths around on our server. While greater differentiation of products would be desirable, there's already enough challenges out there to keep it interesting...






Klingsor Master Weaponsmith (FS)................Tempest's Second-Oldest Active Weaponsmith
Mining Outpost, Dantooine (-371, 2107)..........................with KlingsorSliced Premium Weapons
Mos Krayt, Tatooine (6212, 4523)................................................................next to the shuttle
River's Edge, Dantooine (4444, -3916)..........................................at the Over the Edge Cantina


payingcustomer
Sun Jan 11, 2004 12:18 am
#15






CivicExR95 wrote:

I seriously doubt we'll see better resources than those for a looong time.



Bah! You'll see some next week. Quit your bitching.
Wynan
Sun Jan 11, 2004 12:29 am
#16

I had the feeling for a while but now I'm pretty sure of it:


what is wrong with resource shift is that it (really) seems that when a resource spawns, i.e. kammris iron it'll increase the % that a new kammris iron spawns within next few days


I mean currently or 1-2 days ago on Wanderhome as irons we had :


2 kammris


2 axidite (of which we didnt have any for months)


2 bronzium


3 polonium


1 dolovite (and had another dolovite last week)


also we didnt have any colat iron for months and recently had at least 3 within 2 weeks or so, didnt have duralloy steel for months and recently had 2 and having a 3rd currently, for a whole month we had at least 1 polysteel and 1 platinite copper all the time,I dont think it's coincidence, I think that there's a problem and instead of having a resource that never spawned for ages show up we have the current or recent resources spawn again and again


causing 2 problems, 1st we have the resource quality issue, obviously since when you have 2-3 spawns there's good chance 1 of them is good quality and 2nd we can still wait on long waited resource to spawn as we're always getting the same ones


it might be intended that way but it's bad for the interest of WS'ing to me, we need so many diff resources I dont want to see 2-3 ofa few resourcesfor weeks before I can see 2-3 of a few other resources for weeks aso.....


just my observation and my opinion though

payingcustomer
Wed Jan 14, 2004 4:14 am
#17






Wynan wrote:

it (really) seems that when a resource spawns.. it'll increase the % that a new(resource) spawns within next few days




This trend happens on Sunrunner aswell. We had Gall gems for weeks, then we had another type of Gall gems for more weeks. On easy to reach zones on starter planets, I especially see this.


All the good resources are hiden in the Twighlight Forest. The secret is out.


Oar

MozzerKing
Wed Jan 14, 2004 9:31 am
#18

Resource rarity is critical to our profession. If indeed something has changed, and it appears it has on Wanderhome, this is very, very bad. It's not fun when there's no advantage to hunting to down the rare resources.



Maya
Cr0wnguard
Thu Jan 13, 2005 7:13 pm
#19

At least you don't have to use a pickaxe to mine your resources. Is this the first game you ever played crafter at? This is alot better than mining with a pickaxe like i did on UO. Remember it could be worse. I've ground out a mining proff before and it sucks beyond anything you can imagine. So be happy.



~Verminard Dragonbane~

Spiglord
Fri Jan 14, 2005 1:27 am
#20

It's funny..... One year on from when I originally started this thread and nothing has really changed....


Weaponsmith is still the same old resource-hoarding round-a-bout, but with the added necessity to now having to hoard loot items as well.... If you don't have the best resources and the best loot drops, it's still hard to compete..., and even when you do have them.... you are just making the same stuff as everyone else


When I heard about resource 'Recyclers' my heart jumped, thinking that finally the Dev's had finally decided that maybe combining small amounts of multiple resources to produce better resources, or better specific stats on a resource, would add a new level of skill and ability for players, to the benefit of all crafters. Instead we get a tool to combine very small amounts of resources into generic resource type... What a let down...


Why would a WS need to combine small amounts of resources into generics, when most have tonnes of hoarded resources. I have access to 60 million units of some of the best spawns since time began, so I can't see myself 'Recycling'...


Whilst I still think that SWG has the best crafting system around, I have to repeat that the lack of a mining profession to bring some extra level of skill to the aquisition, preparation and improvement of resources, is the single biggest 'Flaw' in SWG.... We are all in effect 'cookie-cutter' crafters, making the same quality of items......




Spiglord Ka'la of Wanderhome
Founder of The CONSORTIUM [TCON]

Ancho
Fri Jan 14, 2005 2:15 am
#21

The only thing rare in a game after a year from release is the Weaponsmith who is still a weaponsmith. Resources over the long haul are the same for everyone who waits for them. On Bria, it looks like Krayt tissue is back to under 100k for the base again. It used to be 30k for a base tissue.

This week on Bria, the Ditanium Steel and Polonium Iron for the T21s is just a fraction of a hair higher in value, so we may be able to squeeze 1 more point of damage into it.

Being a weaponsmith, you have to love something about it, or frugal enough to want the best weapons for your combat toon without shelling out the dough. I chose weaponsmith because of the bowcaster. Sure, a laser still beats it hands down with AP2, but its exciting enough to know I can hit something with my 50+ ideal range bowcaster and have 300 max base damage, and not even have Novice Marksman. Of course, then the shauput eats me alive in 3 hits, but I hit it!

Its been a good year to have been a weaponsmith. I miss everyone who has retired, but some of us still live on.

-J



Jarveth - Building the Bowcaster since August 2003
JW Bowcaster and Mastercraft Armor & Weaponry | RIS enabled
Solaris, Naboo (-4010, 6116) - Weapons | Kashyykian Armor
"(I think he's flipping mad)" -- Origins
BruSwillis
Sat Jan 15, 2005 2:39 am
#22

Good post, this is exactly what I said we would be saying after crafting changes were taken out of the game due to the vocal minority (coupled with a stupid previous correspondant) shouting and complaining about something they never even tested.


Had the Devs ignored the vocal minority and let us keep the crafting changes, there would be a lot more difference between Weaponsmiths and what the public wanted from their weapons (especially after the CU when HAM and speed will come back into play) making weapons (in fact all crafted items) individualistic to the crafter.


It's a pity the blinded voices of so few have screwed up the game for us in the long run.






_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

Ybagi
Sat Jan 15, 2005 6:55 am
#23






BruSwillis wrote:

Good post, this is exactly what I said we would be saying after crafting changes were taken out of the game due to the vocal minority (coupled with a stupid previous correspondant) shouting and complaining about something they never even tested.


Had the Devs ignored the vocal minority and let us keep the crafting changes, there would be a lot more difference between Weaponsmiths and what the public wanted from their weapons (especially after the CU when HAM and speed will come back into play) making weapons (in fact all crafted items) individualistic to the crafter.


It's a pity the blinded voices of so few have screwed up the game for us in the long run.







seems to me that those changes increased the quality of everyone's goods equally and even allowed alot of stuff to reach 100%.


If everyone is making 100% stuff, then there is 0 difference between smith A and smith B which sounds worse by your argument not better.





Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
dsurfman
Sat Jan 15, 2005 8:14 am
#24

I think that each crafter should have a different voice, a signature weapon, to be the one person everyone says "you want that go see him." I believe that we dont have that now. The resources either suck as a whole or get good as a whole. I know I have been hoarding for over a year now and alot of stuff I take like 10k and that is it because what I got is so much better. At last count I have well over 150 resource containers. I dont need to harvest at this point. Ofcourse, my guild has created a crafting enterprise that we call Lethally Dark Industries and we share resources, factories, roadoiactive, harvesters, and lots for storage and such, so that helps!


Also, I dont think a new WS should rank with an "old timer". Sorry I dont. You are the new kid on the block find a niche to first work your name into then build from there. That is what myself, and every other WS who does this for the love and had been here 14 months plus has had to do. I dont think it is fair to me, sticking it out as a WS that you an collect and match me for resources in a week...I also think there needs to be logevity exp bonuses for WS and other crafters wo stick to the profession for more than a few months. Now at a year as a weaponsmith to be able to have +14 exp points wouldnt be so bad. And I know scream about how unfair it is to the new guy, and that no one would buy there weapons with that...


Hell what advantage do I get for doing this so long? Shouldnt I get something?



Celehorn
Imperium Securis
Ybagi
Sat Jan 15, 2005 8:33 am
#25






dsurfman wrote:

I think that each crafter should have a different voice, a signature weapon, to be the one person everyone says "you want that go see him." I believe that we dont have that now. The resources either suck as a whole or get good as a whole. I know I have been hoarding for over a year now and alot of stuff I take like 10k and that is it because what I got is so much better. At last count I have well over 150 resource containers. I dont need to harvest at this point. Ofcourse, my guild has created a crafting enterprise that we call Lethally Dark Industries and we share resources, factories, roadoiactive, harvesters, and lots for storage and such, so that helps!


Also, I dont think a new WS should rank with an "old timer". Sorry I dont. You are the new kid on the block find a niche to first work your name into then build from there. That is what myself, and every other WS who does this for the love and had been here 14 months plus has had to do. I dont think it is fair to me, sticking it out as a WS that you an collect and match me for resources in a week...I also think there needs to be logevity exp bonuses for WS and other crafters wo stick to the profession for more than a few months. Now at a year as a weaponsmith to be able to have +14 exp points wouldnt be so bad. And I know scream about how unfair it is to the new guy, and that no one would buy there weapons with that...


Hell what advantage do I get for doing this so long? Shouldnt I get something?







How about your good name, most weaponsmiths if they stick with it for long enough will develop a reputation and a certain degree of fame on their server.


I do wish it wasn't so profitable to sell resources so that a new weaponsmith would have to go through the four months of collecting reasources like I did before I could even make some weapons; let alone good quality.




Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
BruSwillis
Sat Jan 15, 2005 8:37 am
#26






Ybagi wrote:


seems to me that those changes increased the quality of everyone's goods equally and even allowed alot of stuff to reach 100%.


If everyone is making 100% stuff, then there is 0 difference between smith A and smith B which sounds worse by your argument not better.








Nothing like.

If you put all your exp points into damage thats all you would have, high damage weapon. Now if someone wanted low HAM, then the smith would put more points into lowering the HAM therefore having a lower damage. This would have moreof a bearing come the CU, like I said, when HAM and speed will be a major factor in weapon stats again. As it is now, most smiths make exactly the same and there's no difference. Exp into damage till you cap then either range or condition for the rest. Same stuff server wide, no difference.




_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

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