Weaponsmith Archive

Thread: Guide to Weaponsmithing, Post CU

baxnzar
Fri Jun 24, 2005 1:26 pm
#14



CorenLanra wrote:
90% of all documentation has and will be done by players. I didn't buy ROTW, so have no clue what kind of manual came with it, but I bet they just inserted the 2 year old SWG: An Empire Divided manual with a few annotations. I really don't have the time to polish my guide up right now and make it all inclusive very quickly. For the next 6 weeks I will be @ work or @ school for 13hrs a day 4 days out of the week and will be in process of moving to a new place in RL. What timeframe are they wanting this in?



Actually, It's a watered down version of the old manual.

Go figure
CorenLanra
Fri Jun 24, 2005 1:57 pm
#15



HoxStarclipper wrote:
Hey Mor-Dan,
Any chance you can make a sticky that list how many tissues each gun takes post CU? In fact does the whole loot and what it does list need to be redone?
Thanks!!!





Can't help with a stickie, but my "Custom" page has all the listings of how many each take updated for the CU, and my "Enhancements" page is updated, however some of the value ranges might be a tad off. Link is in my sig.



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

Mor-Dan
Fri Jun 24, 2005 10:53 pm
#16



baxnzar wrote:


Mor-Dan wrote:


CorenLanra wrote:
You mean something like mine, which is stickied already, but all inclusive? Logix's guide is still very relevant and I saw no need to repeat information. I think however my guide covers a good range of the issues post-CU.





yeah, but you have too much "negatives" in there for different things. leave out parts like "why pre-cu components are better" and "12 point crafters are better than 10 point crafters" and replace them with segments on "how to compete with". does that make sense? if you decide you want to tackle this let me know and i will pull your current guide, be a bit more thorough in editing it, and send it to you for revisions.




Hey Mor, I mean no disrespect, but is that because the devs don't want to hear the truth, or is it that they just want it to go away?

Serious question.

I'll say it again, just because feedback is negative, that doesn't make it bad.
In fact- the negative feeback is what should be taken MOST seriously, because people are telling you how they REALLY feel.

A valid point is a valid point.

And while I'm posting, Is there any ETA on when elemental damage will function correctly?

Thanks.





no offense taken. the reason i say "too many negatives" is because a player's guide should be objective. we play this system everyday. many of us have played for almost two years now. we have cause and reason to be jaded by certain inadequecies. however, a player's guide would not be written with these issues in mind. it would simply tell you what each thing is, how it is supposed to work, and where it fits in the scheme of things. it would include things like "and don't bother crafting weapons lower than CL54 because they won't sell". think of it more this way: you aren't writing this for the game, you are writing it for the profession. the game has flaws, the profession does not. we know what a weaponsmith is, we know what a weaponsmith does, and we know how the system is supposed to work. that's what you write about. that is the way all guides and manuals are written. you have to remove all of your causes for concern and stick to the facts. it is difficult, because you want to share all of this information, but it is the same as helping a child grow. they have to be allowed to make some mistakes or they won't learn to overcome adversity. that why you wouldn't necessarily even include the top question asked, unless it pertains to the fundamentals of the profession.

How is a 10 point smith different from a 12 point smith isn't necessarily part of the basic system, but it is part of the advanced system and should be discussed as How to Become a 12 point Weaponsmith and Benefits of Being a 12 point Weaponsmith. again, just taking care not to take sides. let people make those decisions and choices on their own...



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
CorenLanra
Sat Jun 25, 2005 12:09 am
#17



Mor-Dan wrote:


CorenLanra wrote:
You mean something like mine, which is stickied already, but all inclusive? Logix's guide is still very relevant and I saw no need to repeat information. I think however my guide covers a good range of the issues post-CU.





yeah, but you have too much "negatives" in there for different things. leave out parts like "why pre-cu components are better" and "12 point crafters are better than 10 point crafters" and replace them with segments on "how to compete with". does that make sense? if you decide you want to tackle this let me know and i will pull your current guide, be a bit more thorough in editing it, and send it to you for revisions.




I could probably reword things to seem a bit more neutral, but since one of the main questions posted on the boards is "What is the difference between 12pt and 10pt Smiths?", it needs to be included.

I could leave out the section on why Pre-CU parts are better, but when a new smith wonderes why he cannot compare to a Pre-CU smith model they are still going to wonder, and come asking here on the boards. True these parts will eventually be used up, but people like me will always keep a stash around for custom builds.

It could however be split into "Guide to Weaponsmithing, Post-CU" and appendix a, "How to make 'The Best'" Prenerf parts are a fact of life, thanks to SOE, they shouldn't be ignored.



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

ShugFlurry
Sat Jun 25, 2005 12:57 am
#18

RotW had no manual.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
ShugFlurry
Sat Jun 25, 2005 5:19 am
#19



Mor-Dan wrote:


baxnzar wrote:


Mor-Dan wrote:


CorenLanra wrote:
You mean something like mine, which is stickied already, but all inclusive? Logix's guide is still very relevant and I saw no need to repeat information. I think however my guide covers a good range of the issues post-CU.





yeah, but you have too much "negatives" in there for different things. leave out parts like "why pre-cu components are better" and "12 point crafters are better than 10 point crafters" and replace them with segments on "how to compete with". does that make sense? if you decide you want to tackle this let me know and i will pull your current guide, be a bit more thorough in editing it, and send it to you for revisions.




Hey Mor, I mean no disrespect, but is that because the devs don't want to hear the truth, or is it that they just want it to go away?

Serious question.

I'll say it again, just because feedback is negative, that doesn't make it bad.
In fact- the negative feeback is what should be taken MOST seriously, because people are telling you how they REALLY feel.

A valid point is a valid point.

And while I'm posting, Is there any ETA on when elemental damage will function correctly?

Thanks.





no offense taken. the reason i say "too many negatives" is because a player's guide should be objective. we play this system everyday. many of us have played for almost two years now. we have cause and reason to be jaded by certain inadequecies. however, a player's guide would not be written with these issues in mind. it would simply tell you what each thing is, how it is supposed to work, and where it fits in the scheme of things. it would include things like "and don't bother crafting weapons lower than CL54 because they won't sell". think of it more this way: you aren't writing this for the game, you are writing it for the profession. the game has flaws, the profession does not. we know what a weaponsmith is, we know what a weaponsmith does, and we know how the system is supposed to work. that's what you write about. that is the way all guides and manuals are written. you have to remove all of your causes for concern and stick to the facts. it is difficult, because you want to share all of this information, but it is the same as helping a child grow. they have to be allowed to make some mistakes or they won't learn to overcome adversity. that why you wouldn't necessarily even include the top question asked, unless it pertains to the fundamentals of the profession.

How is a 10 point smith different from a 12 point smith isn't necessarily part of the basic system, but it is part of the advanced system and should be discussed as How to Become a 12 point Weaponsmith and Benefits of Being a 12 point Weaponsmith. again, just taking care not to take sides. let people make those decisions and choices on their own...



We're getting old



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
epidimick
Sat Jun 25, 2005 8:29 am
#20

I have already started writing one. My recent post the science of weapon components is one of the sections. I figure in about a week i will be happy with the product.





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PaladinX333
Sun Jun 26, 2005 11:22 am
#21






Jaspor wrote:

Call me crazy, but isn't this the sort of thing one of SOE's paid employees should write?


Or do none of them actually know how it all works?







To be honest, I don't think any of them do know how it all works. Just look at Pub 18 and all the things that it broke. Many of those things were broken because theteam working on the code had no idea how it was supposed to work.


I speak from experience. Dump a bunch of new programmers into a complex project and the first changes they make will most often break existing code. Factor in the absolutely lousy source code control they use and it is a recipe for disaster.


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