Weaponsmith Archive

Thread: WS Bug and Repair Discussion Thread Reward Loot Versus Crafted Items

Orew
Wed Jun 01, 2005 2:34 am
#14

replace looted weapons with looted schematics... each schem with 3 charges for example. Advantages:


1. for the looter: a weapon crafted for free, as good as the looted one or better, and money for the remaining charges

2. for the crafter: will keep the 2 remaining charges and make money out of it... and the satisfaction of crafting something special


this is how it worked for scythes before and everybody was happy - I really don't understand why this very nice model was replaced with "pure looting". must have been a really incompetent game designer messing with things without having any idea about what he was doing





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Date Registered 05-03-2005 02:11 PM
Total Posts 1
EldritchArms
Wed Jun 01, 2005 6:36 am
#15








Mor-Dan wrote:



What do I see as the problem?



There is a decided lack of comparable crafted weapons to those currently being given out as quest rewards. This is represented in three separate classes.


1. Quest reward weapons are, to some degree, made up of recognizable weapons from the films and other sources.


2. There is an obvious "cool" factor to the quest reward weapons as some are either well known, as above, or unique in their appearance, like the Katarn Knuckler.


3. Certain quest reward weapons are obviously and dramatically superior to the majority of crafted weapons, if not all weapons of that class.



How would I fix it?

I strongly believe in the viability and necessity of quest reward weapons. They need to remain in game and should not be reduced in any way. Fixing the issue, however, is relatively simple.


There needs to be clear differences between a quest reward weapon and a crafted weapon of the same level and class. If a quest reward weapon has dramatically higher damage then the comparable crafted weapon must have drastically lower SAC, to provide a viable alternative to the quest reward weapon.


I believe quest reward weapons, as much as I love them, should not be able to be repaired. If we do not know how to make a weapon, how can we possibly be able to fix it?


In NO CASE should a quest reward weapon wildly outperform a crafted weapon. To some degree is fine, but making a quest reward weapon the "end all" choice by a large factor only serves to degrade crafted weapons further.


Where melee weapons are concerned there are very few high level weapons. New weapons such as an Advanced Gaderiffi Baton, etc. would be widely appreciated and increase the viability of melee weaponsmithing.





Those are my thoughts, Id be happy to hear any counterpoints.




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samijx
Thu Jun 02, 2005 11:59 am
#16







tehedin wrote:

I feel that every weapon should be in the WS skill tree. I never understood how we could just "forget" schematics.


I'd like to see a system where every single weapon has the ability to be enhanced by loot. Give npc's and certain critters (krayts, acklay, etc) the chance to drop enhancements and scale the quality of the enhancements according to the difficulty of the mob. This would discourage camping certain areas, give the WS the ability to make any weapon, as well as keeping the lewters in the mix.


I could handle the CU, but this quest-driven game we're heading towards is very discouraging.







/agree


I hatetemporary schematics. I don't mind so much that certain "Special" weapons might require loot components, but keep the schematics available.


Message Edited by samijx on 06-02-2005 01:59 PM



Sami-jx (Naritus)
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DeeepPurple
Mon Jun 06, 2005 9:00 pm
#17

weapons need more variety, i went to craft a 1-hand weapon for a friend, i couldn't, the best i could do was a curved sword cause she was level 31 and all the good weapons at that level are looted, so there was nothing i could do. made me really sad that a mWS can't equip a character when we are suppose to be the main source of equipment if not the only source of good weapons in the game, hence our functionality, take that away and we are useless



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Phat_D_Har
Tue Jun 07, 2005 5:54 am
#18



Mor-Dan wrote:
that sounds a little too much like slicing...




As a smuggler, I can tell you this would be missed for income, but frankly I'd be happy to give it up for smuggler content. There is some discussion that our traditional roles will disappear anyway in the smuggler revamp.



All three accounts canceled as of January 2006.
Lagofar Refunds Requested.

So long and thanks for all the fish!
Mor-Dan
Fri Jun 10, 2005 4:16 pm
#19



Phat_D_Har wrote:


Mor-Dan wrote:
that sounds a little too much like slicing...




As a smuggler, I can tell you this would be missed for income, but frankly I'd be happy to give it up for smuggler content. There is some discussion that our traditional roles will disappear anyway in the smuggler revamp.





noted. thanks for everyone's replies here. a new focus thread will be posted after the current patch on TC goes live. this will remain floated throught he weeked, and on Monday will be unstickied.



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kttyhwkr
Sun Jun 12, 2005 4:05 pm
#20

Problem with looted weapons is the WS is completely left out of the entire weapon crafting process. The problem with looted weapon schematics is the casual player may not be able to afford the prices of the finely crafted weapons.


A possible solution would be to keep the loot weapons in the game, make them decent enough that the casual player would like to use them when out PVEing. Add in an option like looted shipwright parts that would allow the WS to reverse engineer the weapon and get a limited use schematic or allow them to modify the weapon based on customer requirements.


A couple ideas on how we could enhance a looted/reward weapon


- Enhanced scopes for better accuracy

- Modify the trigger guard to speed up the gun

- Better barrels to lower the SAC

- Or Krayted/Goraxed powerhandlers/feed mechanisms to increase the overall damage

- Add an Acklay core to increase the durability and damage

- Replace the motor on TK weapons for increased effects


This would allow the hard core PVPers to maintain the weapons superiority need to come out successful in PVP and lets the casual gamer get the "wicked cool" looking gun they have always wanted. Plus, the WS still gets to participate in the weapons smithing business.


Manteo
Gawzeera
Sun Jun 12, 2005 4:50 pm
#21

what do i see as the problems?


1) many of the new loot weapons were supposed to be new CU weapons. even in the CU beta these weapons were available from the frogs.


2) many of the new loot weapons are better than most of the crafted weapons.


3) current weapons all seem to have the same damage ranges and others seem to be grossly ineffective compared to others. take the advanced laser rifle for example, it requires less resources than a T-21 but has almost the same damage. so other than aesthetic appeal whats the point in making a T-21?


4) pre-CU looted weapon schems have mostly become useless. before the CU a DXR-6B rifle was a pretty good weapon now post CU its rubbish. same goes for the DE-10


5) WS left out of the process of crafting/creating/obtaining looted weapons. if an MBH player gets a proton carbine and ADK's it chances are he will never need another weapon again. this is bad for us as it makes us fairly useless.



possible solutions :


1 and 2 and 5 fix the loot tables so that instead of looting creds and useless junk that can be sold for creds people stand the chance of looting a limited use weapon schem.


3 and 4 mix up the damage ranges to make some of those useless weapons worth while again.








"Jedi. Their order is a fading light in the dark. corrupt and arrogant.They must be punished." - Asaj Ventress Clone wars Micro series
dnalluf
Mon Jun 13, 2005 4:59 pm
#22

As many have pointed out..let the loot be schems,not the weapon itself..or atleast let there be schems that people can loot. Cause the caps set on crafted weapons makes it very hard to compeat with some of the looted ones. Best kin dam rifle i can make with gorax shards (tuskan and berserker) caps at 887, I have seen looted ones from the wookie expansion at around 1050 max with kin dam. So why would anyone by one of mine?..even if i use +160 or higher bones to cap em. This is annoying as hell..and kills ws as a proff.


So either remove caps on weapons or make looted ones schems..not the weapon it self..or preferably both. Nemis



NEMIS 12 POINT MASTER WEAPONSMITH AND MASTER SMUGGLER. "NEMIS EXTREME WEAPONS" VENDOR IN MY HOUSE JUST OUTSIDE THE MINING OUTPOST ON DANTOOINE. WP -1040 2040
Korom
Thu Jun 16, 2005 3:05 pm
#23

Hey, guys I thought I'd drop by and chime in on this subject as I'm looking through the boards. I'm not a weaponsmith, but I do need you guys badly...BH is dependant on good weapons and I hate to see my weaponsmiths hurting like this. Oh, btw Hi Mordan, Its Jorguus, I still play, lol and I have more Krayt Tissues in Storage if you want em. ok now down to business.



I think that a quest system for weaponsmiths to do and learn permanent draft schematics should be implemented. It should be crafting based and not have anything to do with combat so that they can do what they need without anyone else interferring. I think it would add content to the WS profession while allowing them to craft the more rare looted weapons in the game. Personally I like specialized weapons that are custom to my character, and I know those can be expensive sometimes but the ones I get from Mor-Dan are well worth it. I know how much work goes into making weapons and I salute you guys all the way, the CU was supposed to change combat profs, too bad it also dipped into your business...and that of armorsmiths i think too.


Another thing that was proposed pre CU that seems to have not come up was the idea of different creatures looting stuff that WS could use to enhance weapons. I was all for it and knew that it would be good business for WS and hunters alike...heck it would help out the Rangers out there as well.


I would like to see a crafter theme park that allowed them to craft more intricate upgrade components if they completed it. That way master crafters could run the park, finish the thing and learn "new" techniques on how to make weapon components that are above what they can normally do...of course there would have to be balancing factors on each component but it would add to the flavor. Heck, I'd like to see it where you guys could break down looted weapons and then reverse engineer them and know how to make them.


Finally, I say, give Master Crafters CL 25-30. Once you reach a master elite crafter prof you get to be that CL and the low level creatures wont touch you...heck save you guys from some danger. Got a tough job already dont need to add stress and multiple attempts to wrest resources from a Fambaa infested harvester.


Well that's two cents from your local BH who supports his WS's 100%.



Jorguus K'Ariel -- BH Extrordinaire


Summerflame
Thu Jun 16, 2005 4:41 pm
#24






Korom wrote:

Hey, guys I thought I'd drop by and chime in on this subject as I'm looking through the boards. I'm not a weaponsmith, but I do need you guys badly...BH is dependant on good weapons and I hate to see my weaponsmiths hurting like this. Oh, btw Hi Mordan, Its Jorguus, I still play, lol and I have more Krayt Tissues in Storage if you want em. ok now down to business.



I think that a quest system for weaponsmiths to do and learn permanent draft schematics should be implemented. It should be crafting based and not have anything to do with combat so that they can do what they need without anyone else interferring. I think it would add content to the WS profession while allowing them to craft the more rare looted weapons in the game. Personally I like specialized weapons that are custom to my character, and I know those can be expensive sometimes but the ones I get from Mor-Dan are well worth it. I know how much work goes into making weapons and I salute you guys all the way, the CU was supposed to change combat profs, too bad it also dipped into your business...and that of armorsmiths i think too.


Another thing that was proposed pre CU that seems to have not come up was the idea of different creatures looting stuff that WS could use to enhance weapons. I was all for it and knew that it would be good business for WS and hunters alike...heck it would help out the Rangers out there as well.


I would like to see a crafter theme park that allowed them to craft more intricate upgrade components if they completed it. That way master crafters could run the park, finish the thing and learn "new" techniques on how to make weapon components that are above what they can normally do...of course there would have to be balancing factors on each component but it would add to the flavor. Heck, I'd like to see it where you guys could break down looted weapons and then reverse engineer them and know how to make them.


Finally, I say, give Master Crafters CL 25-30. Once you reach a master elite crafter prof you get to be that CL and the low level creatures wont touch you...heck save you guys from some danger. Got a tough job already dont need to add stress and multiple attempts to wrest resources from a Fambaa infested harvester.


Well that's two cents from your local BH who supports his WS's 100%.



Jorguus K'Ariel -- BH Extrordinaire








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Anistasio
Thu Jun 16, 2005 5:33 pm
#25


cant sell melee weapons really. would need like 300-400 enhancements to come close. need enhancments for all rangedto compare or beat. once more if your an all melee template you cant participate in lev 90+ pve so no one is really even doing melee and if they are you cant make 751 dam knucklers or 1040 one-handers without ungodly enhancements and why loot the enhancers when anyone can get an already made weapon for a quest item. i guess these are gonna be craftable now maybe but still no one will buy them. just really getting boring making the same few weapons over and over.



-Your greed will destroy you-
- 4/29/04-
Terv
Sun Jun 19, 2005 9:17 am
#26

1) The problem I see is that the weapons from the quests pose is that they are the wanted/cooler weapons, we don't have many weapons to make as it is. Well we have a lot of schematics but why make things that just sit. Can't enhance a lot of weapons due to weapon caps. I like getting all these quest rewards myself, and surely don't want to see them go, but...


2a.) Well maybe the weapon could be a broken/worn out weapon. Say you need a weaponsmith to referbish or restore the weapon to make it usable. While restoring the weapon we can add new enhancements/parts. Kind of a weapon that can be broken down to a schematic to be rebuilt. So if they just want to show it off in their houses they can because it looks like a normal weapon, but is not useable.


2b.) Have the weapons fully useable but the stats not so great, we could break it down and make it a far better weapon.





-TERV-
Terv Co. 12pt Weaponsmith
Elder Master Smuggler
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