Weaponsmith Archive
Thread: Quarterly Top 5
But 2 could be a part of 1, its a useless loot until fixed.
d0qtrX wrote:
Why have a quarterly report when the devs only throw us a bone every 8 months or so.
This time, they're actually rounding up the issues. I sent in my final spreadsheet and detailed descriptions of every issue to TH. So, the reason for this Report is more than just to have one; it was drafted because the team has asked us to turn them in.
However, based on general feedback from these forums and this thread, I opted to alter the Slicing thing. Instead, I changed it to a general issue with the Weaponsmith barrier to entry, encompassing all the issues like lack of Novice Market, having a Slicer, 12 points, etc. I think that even if some of us don't agree specifically on sliced weapons, most of us can agree that the barrier to entry is really a bit steep on the whole.
Before you fret, I didn't suggest that any nerfs should take place, nor that well-established Weaponsmiths shouldn't be rewarded for their hard efforts into their business. Instead, it's simply that Weaponsmith competition is far too fierce and demand only scales across a handful of items. If we had more specialization, customization, versatility and a wider range of goodweapons to offer (even for the little guys, without taking away from the market of name-brand smiths), the market wouldn't be so cutthroat and the barrier to entry wouldn't be so much of an issue. I think we can all agree on that.
I, for one, absolutely agree with this assessment.
Logix wrote:
If we had more specialization, customization, versatility and a wider range of goodweapons to offer (even for the little guys, without taking away from the market of name-brand smiths), the market wouldn't be so cutthroat and the barrier to entry wouldn't be so much of an issue. I think we can all agree on that.
Logix wrote:
Polls are in, these are your Top 5 issues:
Redundant/Useless Weapons/Loot - 20 votes
Included in this:
- Loot is unbalanced across the board, some items (Rancor Teeth) worthless and unused.
- (should state that the balance of low end looted items needs to be looked at. I have some 150 max damage rancor teeth that made some awesome swords)
- Weapon schematics (warhead, etc) not being used in any schematics.
- Tangle, DL44 .. etc, never being bought/crafted.
- ( the majority of these only pertain to pistols. This is due to the addition of two many high end pistols and no balance of the lower ones)
- Beam Rifle cert still broken (thus useless).
- Lack of weapons/weapon variety (honestly, if all of these useless weapons/items worked, nobody would be complaining about variety.)
Beserker Rifle - 18 votes
- Enough said.
Storage - 14 votes
- Resources not stacking beyond 100k
- Loot components not stacking
- A myriad of other issues that force us to waste space
Looted Weapons Too Common - 13 votes
- Most notably, polearms/DOT weapons.
Slicing 101: Prerequisite to Weaponsmith - 10 votes
- Too difficult to sell anything unsliced nowadays.
- (all i sell is unsliced weapons, and i am one of the top sellers on my server. The main complaint should be there are no slicers for customers. Smugglers are a rare bread now. So basically i disagree with this statement.)
Message Edited by epidimick on 11-15-2004 12:24 PM
I have 8 vendors in my mall that I run.
4 are Unsliced weapons, 2 are sliced weapons. (then one resource and one nade vendor) I make roughly the same profit daily on each.
Unsliced high end (Krayt/Acklay) weapons sell great. Sliced T21s and Hammers sell great as well.
Certain weapons have strenghts for sell rates presliced and some postsliced.
I'm not really religious about this last point but I think doing something like increasing decay on sliced weapons would be really nice for us... if anything it:
- Increases the rate at which customers come back for new weapons
- Puts emphasis on Weaponsmiths who are 12 point and can do extra condition
- Puts more emphasis on using the resources that might not change min/max/speed but will affect condition
- Keeps customers coming back to your for repairs. (Chatting with your customers always creates a larger buisiness so thats a good thing too)
I agree, perhaps if they wanted to make a WS able to slice weapons he would have a max of say 20%, that way he could slice, but smugglers would still be the prefered choice, smugglers kinda get the poo end of the stick as far as a primary proff, they have no weapons mods, cant make very much money from crafting, underworld is pretty useless, and they take more skill points then mastering WS does! it is an all around character, but a jack of all trades and master of none, all they reallyhave thats special is slicing, I say give hem the choice at master of what type of slice...
papajedi wrote:
I like the list, except I'm not sure about the slicing thing.
(The following is about smugglers, but it seems that WS and Smugglers share a symbiotic relationship)
Here's a thought....what if the slicers could choose the slice? Speed or Damage (same for armor slices). It could be done with the addition of a second weapon upgrade kit and a second armor upgrade kit.
I'm pretty sure both slices would be used (speed for the hammer as mentioned above....and VKs for up and coming TKMs for instance and other weapons used on the journey to master a profession...and damage slices for most other weapons that the masters are using). Personally, I'd have two sets of armor - one sliced each way - ubese for example, sliced for HAM and composite sliced for damage.
To offset the ability to choose the type of slice, the slice effectiveness could be weighted to be lower than it currently is, with highest slices (35% ??) becoming extremely rare, but 10%-15% being very very common.
I think this will accomplish a few things:The consumer will now buy unsliced weapons. Slicing stays with the smuggler (where it belongs). Smugglers get some love. WS professionals can remain focused on weaponsmithing.
Any other thoughts about this?