Weaponsmith Archive

Thread: Thermal Detonators take too long to make....I am concerned

AriesMercwar
Tue Nov 16, 2004 5:00 pm
#14

It happens sometimes, I just don't want this topic to spiral out of control is all.



Pre CU or BUST!!

In Game Contacts: Ariesmercwar, Profex Radaloon, Sid' Flaire
AriesMercwar
Tue Nov 16, 2004 5:09 pm
#15

Let us also keep in mind that a jedi Grinder can easily go through a Crate of Thermal Detonators or other Genades in less than an hour. The amount of time it takes to use them Vs. the time it takes to make them is seriously disproportionate.



Pre CU or BUST!!

In Game Contacts: Ariesmercwar, Profex Radaloon, Sid' Flaire
SeaRaptor
Tue Nov 16, 2004 5:11 pm
#16






AriesMercwar wrote:

Let us also keep in mind that a jedi Grinder can easily go through a Crate of Thermal Detonators or other Genades in less than an hour. The amount of time it takes to use them Vs. the time it takes to make them is seriously disproportionate.


Ding! Precisely. PRECISELY. =)




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!
KoshXion
Tue Nov 16, 2004 9:41 pm
#17

Not sure i agree, grenades should be hard to make!!


The only reason this seems to havebecome a problem is because of the demand of the FS grinders!


Take that away and we're back to normal... not as rich, but back to normal.


If they are taking more time charge more money......



If you want to rant about something look in to your datapad and try and make a single rocket launcher!




They take 5 whole proton grenades (not one grenade with 5 uses), 4 blaster power handlers, 8 projectile feed mechs, 2 weapon scopes, metal, steel, etc.)



Now complain about time!!!!!!






.:Miyoko:.
MichailArris
Wed Nov 17, 2004 6:46 am
#18

I know I brought this up around the end of JTL Beta when the change was first announced.


And to put it in simple terms for some people, 1000 Adv. Blaster Power handlers used to take 48 hours to make, now they are up to around 71 hours to make. Now I did a run of T21's (75 of them) and that only took 7 hours for the run. So basically what took about 54 hours to make only took 7 hours to use up.


But basically this change was put in towards the end of JTL Beta. Some dev noticed that the complexity formula on factory times wasn't right and fixed it.This resulted in a 31-33% increase of factory times to make everything in the game. And each experimentation point used increases the Complexity by 1. So IMHO the Devs are trying to get all the crafters to cut down on the use ofexperimentation points in order to get things out faster.


So personally I think this has hit all the Elite Crafters pretty hard,but Armorsmiths (since they require more parts to build a suit of armor), Weaponsmiths and Droid Engineers got hit the hardest. We basically need to get all the crafting correspondents together and get something hashed out for a good presentation to the devs to see if we can find some sort of middle ground that can make everyone happy.



Mich'ael Paladin

Elder Master Commando
Master Spy

....Has Mastered the Pilot Profession
Test Center 12 pt. Master Weaponsmith
My Ship at Spaceloot


Cpl_Fisher
Sat Nov 20, 2004 7:35 am
#19






SeaRaptor wrote:





EdOWar wrote:


If grenades are easier to make, then more WS will make them, thus more competition and less profit. Just food for thought.




This is true, Slim, but it's my opinion that there has to be balance somewhere. I mean, let's take the most extreme example: Proton Grenades. They're stupidly complex, suck up resources like a Hoover, and are certed at Master Commando. Not exactly a big group to market to, eh? And for all the hassle (and weeks of factory time) it takes to make them, they are LIMITED USE.


Pretty silly, if you ask me. I mean, at least buffs last 3-4 hours. A stack of 5 grenades doesn't last long at all if they're actually being used.


And that's the other half of the problem here: munitions suck. Let's face reality. I mean, if it weren't for the fact that combat XP converts at a better ratio to Force-Sensitive XP than regular weapon XP, none of us would be making C-12s at all. The addition of Aurilia is the only reason they sell.


Munitions should:



  • be usable by more than just Commandos (I'm talking about non C-12's here)

  • be easier (or at least faster) to craft

  • have WAY better range mods (for something with a blast radius, they miss WAY too often)

  • potentially have more uses per stack

That's my opinion, anyway. Thoughts?






As a commando.....



/worship


I do a lot of Base raids, and its Stupid that I can go through what took my Guild weaponsmith a week to make in 2 hours. I would love to be able to use grenades as a viable attack, now I only use them On small turrents that aren't worth my weaponsmiths time and effort to fire rockets at. I see this as not a only a weaponsmith issue, but a GCW issue as well, I'm in one of the more active PvP guilds on my server, its sad that one of our main bottlenecks is rocket availibility. Would you mind if I posted a link to this thread in the GCW forum?





Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
CorenLanra
Sat Nov 20, 2004 7:52 am
#20



SeaRaptor wrote:
Munitions are the red-headed stepchild tree of the Weaponsmith profession. It is a tree dedicated almost solely to one single combat profession -- Commando -- to craft insanely complex, LIMITED USE ITEMS that hardly anyone uses.
It is my sincere hope that we can get this looked at and fixed as a part of the combat balance. It's on my radar, at least, and I'm sure it's on the other WS testers' and the Commando testers' radar as well.





I stopped even mining for munition specific resources about 9 or 10 months ago. I simply don't have the time/patience to make all of the parts. Of course around the time I stopped factories weren't reallly working right like they should anyway.



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

SeaRaptor
Sat Nov 20, 2004 4:18 pm
#21







Cpl_Fisher wrote:


Would you mind if I posted a link to this thread in the GCW forum?



Feel free if you like, but realize that the current state of munitions will (hopefully) change as a part of the combat upgrade/revamp/balance/whatever.




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!
cl0kwerq
Tue Nov 23, 2004 9:18 am
#22

I'm sorry, but are you actually complaining about people wanting you buy your stuff?


You know what happens when demand exceeds production? Higher prices as scarcity grows.


Basically this gives you a free run to set your price as high as you like, and people will pay it (i.e. petrol prices)



Now, as a MDE, I'd be ecstatic if people wanted more droids than I could make. However...demand just isn't there, which is why I'm considering ws tee hee


Revel in your time. Be happy.....very happy, that anything you make is in such high demand and will be for a looooong time.



-Corbantis-
-1091 2684 Dantooine, Just outside the Mining Outpost
::TEK:: Industries Receptionist Vendor
tek'rat[master Armorsmith=12 Point=R.I.S.Certified=]
-Flurry-
-1028 2362 Dantooine, Just outside the Mining Outpost
::PS:: Personnell Solutions Vendor(either)
Seik Rell'eef[master Droid Engineer/master Shipwright]
stanleycat
Tue Nov 23, 2004 3:50 pm
#23

Tobix,


No offence, but the reason we are debating it is that most of the weaponsmiths that post on this (admirable) forum dont really want to up the prices, and rip people off.

We want produce a high quality product, that people love and want to use - that will make us good credits and help us buy more materials to make better weapons.


We could all spend our time pumping factories, but frankly, we dont really want to....


You could yourself become a ws and specialise in grenades - but believe me, the fun would soon evaporate


Good luck with your droid business (an undervalued prof in my opinion)



Jase theAce
ex_SWG
Dynastar
Tue Nov 23, 2004 4:01 pm
#24

Non-issue for me. I don't cater to the whims of the Jedi-wannabes.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Bermag
Wed Nov 24, 2004 2:19 am
#25

Grenades have some bugs that need to be fixed to make them useful for other than grinding combat XP.


1) Fix speed. Throwing grenades are capped at (I think) 9 sec no matter your speed skill or speed on grenade.

2) Accuracy neeed to be improved. if you throw at a creature and not lair you frequently miss.


They could add some state effect/DOTs as well. Maybe throwing a protone might give a fire DOT, all blast grenades stun, glops give a poison DOT etc.


I also would like to see mines become more used. Let us drop some limited time (after x seconds they disappear) mines that will explode when any enemy get near. Would make them fun to use for Pve as well. Drop some mines in front of you and aggro some NPCYcreatures and they run into your mine field.



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
AriesMercwar
Sat Dec 04, 2004 9:54 pm
#26


My main concern here, is as someone posted ( to drunk to remember ) that I do not want to Rip-off my customers. I have already set all of my weapon prices (other than rare items like DE-10, Scythe, Executioners Hack etc. ) to below 20k and items close to 20k are my flame throwers and LLC's. Most of my weapons only sell for 5-10k now, because I am trying to do my part ( at least on Bria ) to balance the galaxies Economy. I feel bad (personally) when I cahrge over 100k for a crate od grenades that are going to take around an hour to use, when that player spent over 2-3 hours of their personal time to BUY that crate of Grenades... Do you see my point here? It's not about the Credits, it's about helping other people enjoy playing this game we call Star Wars Galaxies! And I do not enjoy tying up my factories for over two weeks to make 1 type of weapon when I could be making several to meet my customers product demands. I think the Devs seriously need to take a class on Economics because Economic principles still apply in a video game within a virtual environment such as SWG.

Message Edited by AriesMercwar on 12-04-2004 08:56 PM



Pre CU or BUST!!

In Game Contacts: Ariesmercwar, Profex Radaloon, Sid' Flaire
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