Weaponsmith Archive

Thread: Logix serious danger with new system they are looking to implement in Publish 7

WILDMAN_SOLO
Tue Feb 24, 2004 3:44 am
#14

If this change goes in then all new Masters to the profession will be fuxored !!!!!


The established smiths will already be making crates upon crates of uber high experimented high damage weapons which once the patch goes through will be nigh on impossible to make. They will then be able to charge uber prices for these weapons and they will obviously corner the market as everyone will want uber damage weapons which are not able to be produced by the new system.


I am on the way to being a master (non hologrind) and I haven't been able to collect all the resources I will need to make decent weapons yet due to them notbeing in the current resource shift on my server e.g no Irolunn gas for adv power handlers.


Anyone who has become a WS as a choice and not as a holo carreer will be seriously rodgered up the ricker with this change as the established WS will drive the up and coming ones out of the market.


If any of you say it won't happen like that I draw your attention to allthose smiths that made crates of pre-nerf FWG5s hand over fist.


The same will happen again and essentially anyone new to the profession who has not ben on the serverlong enough to gather enough resource to make crates of good weapons will now get it in the rear without any lube real hard if this change goes in.


Anyone who disagrees is just another one of those selfish greedy **edit** WS who don't give 2 **edit**s about anyone else trying to have fun





=Upde Harris= 12pt Master Weaponsmith and smuggler of Chimaera server - Voted 20th Best WS on the server !!! WOOT
Idiva Harris - 12pt Master AS and Merchant

Ancient Weapons and Hokey religions are no match for a good blaster at your side !!
Visit =Upde= Weapons Inc. in RFR Guildhall Kintha on Tatooine (2k from Mos Eisley) for all your weaponry needs.

payingcustomer
Tue Feb 24, 2004 9:21 am
#15






BoberFett wrote:


I also don't think a change like this would lower quality across the board.






Why didn't you just say this? I don't care the least bit about quality. After sitting here staring at this Jinga Ritualists nekkid ass for the last 3hrs to get a tape, I really don't.


All I care about is whether I can turn a quick buck on something I make, in a market that is so inflated it hasbecome a "Montehall game." You know those from AD&D where the DM starts handing out Vorpal Swords of +10 Dragonslaying off the corpses of everyothergully dwarfs and everyone is a Halfdemon assassin with Psyonics. Opps I said demon.


Oar


Avock
Tue Feb 24, 2004 11:00 am
#16

I actually don't mind not being able to spend the extra points on the secondary stats (like HAMs) in this case. You can always eat some of that chef food to get more experimentation, and you can get weaponsmith experimentation tape (although that is pretty expensive). Customers generally seem to care more about damage/speed -- and in fact I'd argue most players don't understand the importance of HAMs. If they can get an extra point of damage, they'll overlook a few extra HAMs quite readily. And weapon stock-piles eventually fade -- although I don't sell a lot of FWG5s (I don't have any pre-nerf ones). It's more probable though thatthe FWG5 has simply fallen from favor with customers because it no longer does as much damage and the republic blasters has essentially replaced it (mostplayers haven't figured out the difference between heat vs. energy vs. acid, etc). My sales look something like this for the last 2 months:


XG Mines


I do have a question though. If you have crummy resources, like OQ 500 CD 500,and assuming you have 10 experimentation points,and experimentthe weapon 10,000 times, will it be possible to make a perfect weapon?


I'm hoping that you'd only be able to make a perfect weapon if you had perfect resources ..... Please don't make us click a lot, it makes my wrist hurt. The 3 months of clicking to make master weaponsmith was bad enough ...


- Avock

Master Weaponsmith / Master Merchant / Master Artisan

East Dune Sea Oasis, Tatooine

Corbantis




- Avock
Retired Master Weaponsmith, Master Merchant, Master Artisan, [combat challenged]
Core Tech - Weapons - East Dune Sea Oasis, Tatooine (5012, 3260)
payingcustomer
Tue Feb 24, 2004 11:30 am
#17






Avock wrote:


I'm hoping that you'd only be able to make a perfect weapon if you had perfect resources



Although I sympathise about clicking alot in the new system; I disagree with you fundamentally about the design requirements for a perfect weapon, needing perfect resources. There are alot of specific requirements in crafting as it is. Too many if you ask me.. Why do we need factory crate subcomponents???


I doubtthey possess the manpower/intelligence to monitorall their servers trends and specific resource pops. You could be wishing yourself into a pit for an eternity of agonzing digestion.


In the creation of a perfect weapon, all I'm asking for is amazing results from amazing rolls. Let the chips fall where they may. Pure random, pure luck. There are far too many efficiency ratings on things like survey tools that do NOTHING as it is! I don't want more math. I want more creativity.


Give me bloodcovered cleavers, or give me deathblows, but don't make me sell hairspray bottles with decent numbers.


Oar

Avock
Tue Feb 24, 2004 2:00 pm
#18

LOL.If 50 people on a server all wanted to make the best weapons though, then that wouldmean ifone personspent 2 hours clicking, then someone else will have to spend 2.5 hours clicking to out-do the first guy, andso on and so on. It would escalate into a huge click-fest where people are spending days just clicking.


Seriously, it's badforour wrists ... and it discourages people from following the game rules. People that want to make incredible weapons willultimately use automation programs (just like most of the jedi-holo-grinders). And those of us without the click programs will have a very very tough time competing with the folks using the automation programs.


The resource gathering is better, it follows the rules, and it adds excitement to the game (I get really excited when a cool new resource shows up, cause I know I'll be able to make a better weapon).


Iwouldlike to see the randomness removed completely.


- Avock
Master Weaponsmith / Master Merchant / Master Artisan
East Dune Sea Oasis, Tatooine
Corbantis




- Avock
Retired Master Weaponsmith, Master Merchant, Master Artisan, [combat challenged]
Core Tech - Weapons - East Dune Sea Oasis, Tatooine (5012, 3260)
Bermag
Tue Feb 24, 2004 2:25 pm
#19

Making these changes might be a good change if they adjust the numbers. If 1000 stat resources for example give you 10% (so 7% for great success you get with 700 stat resources) and take into account what the maximum possible stats are on the required resources (for exmaple 100/1000 plumbum is perfect)

But I dont trust SOE to get this right. It would require extensive testing.



---
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
Avock
Tue Feb 24, 2004 2:37 pm
#20

I like the idea of giving +10 pts (on top of the base 30 pts) if you have a perfect resource. That would be a cool way to give an extra bonus to really good resources, and you could experiment into the secondary stats like HAMs, etc.


I know there are a bunch of resources that never seem to be very good like many of the irons, but that doesn't bother me very much because at the end of the day it's making a competitive weapon that is fun, it doesn't have to be perfect, just really good.


- Avock

Master Weaponsmith / Master Merchant / Master Artisan

East Dune Sea Oasis, Tatooine

Corbantis



- Avock
Retired Master Weaponsmith, Master Merchant, Master Artisan, [combat challenged]
Core Tech - Weapons - East Dune Sea Oasis, Tatooine (5012, 3260)
Rubicon49BC
Wed Feb 25, 2004 1:18 am
#21

I do understand the wish to diversify experimentation due to resource quality. But it should not be a nerf.


You might want to suggest the following to the devs:

Currently experimentation adds 7% for a great result, right. Why not make it possible for resources with higher stats, to go over the 7%. For example. A 1000 OQ resource should add 10%, 700 OQ could add 7% etc.


It still leaves us with the problem of resources with inherently poor stats, such as plumbum iron, but it also makes it possible to get better results, as long as the resources are good.





Colonel Malachon Draco, Imperial Army
Commander of The Imperial Order
Starsider
payingcustomer
Wed Feb 25, 2004 3:57 pm
#22






Avock wrote:

It would escalate into a huge click-fest




It is already. Evolution haspast right by you Avock.


The basis of RPG is die rolls. If you don't like it, play Solitaire.


Oar




payingcustomer
Wed Feb 25, 2004 4:19 pm
#23

I had a thought about what I just wrote, and submited before I wrote it here. Bear with me. If the basis of RPG's is die rolls, like most serious RPGers will agree to, then maybe the problem with SWG is that it has too much dead wt areas that do nothing with die rolls. Like all the flavor statistics on objects like. What good is quality on a wooden chair? It's a waste of code space.


As for the many dead wt areas, I submit to you the Politician class that has absolutely NO rolls in it. Nothing he does, is affected by a randomness factor, and that is in my humble opinion why many after getting elected sought someway to get the hell out of dodge.


Another class without any risk, of low die rolls is Entertainer. What do they do, that has a die roll, that they control? Sure they dance, and can were clothing with mods, that someone else MAKES.


Do you see where I'm coming from?





Avock wrote:

...you could experiment into the secondary stats like HAMs, etc.




This comment upsets me, and I plan to tell Avock why.


Why change something to makethe processmoremundane?


As things stand right now, Isee morevariations inthe creation of a wooden axe, than I see in the creation of a vehicle(restrung dewback).


If anything dumb down weaponcrafting, let randomness determine the durability on assembly by the resources. How are we adjustinng the durability after the assembly anyways, in a fictional sense of building? You either assemble it with sturdy parts or youjerry rig it. Afterwards ya can't do a thing to improve its lasticity.


So I think Avock and I can compromise, by letting the resources determine final durability, without any crafter input. Let range we some static numbers for varying degrees of weapons... the TH master T21, the TH intermediate T21, and the Thunderheart novice T21. This is what he wants to do, let him, balance accuracy for each.


Give the crafter the choice to experiment on HAM, Speed and Damage. Those are the key features. The rest is flavor text.


Oar


payingcustomer
Wed Feb 25, 2004 4:32 pm
#24

Ok, I'm trolling myself. HEHE!


In Publish 7, I'd like to see 5 choices after assembly for the experimentation on weapons. Let the resources determine durability, let Thunderheart determine weapon accuracy based on schematic level and let us determine based on die rolls and skill mods the following.


Speed XXXXXXXXXX

Damage XXXXXXXXXX

Health XXXXXXXXXX

Action XXXXXXXXXX

Mind XXXXXXXXXX


This would make happy, but since I seldom get what I want, I won't hold my breath. Nor do I anticipate a response.


But in the hopes of catching the eye of someone in the know, I also want to urge you to rethink the post master skilltape experimentation acquisition system. To make them drop a little more frequently take out the posture change(up), BE duplicating tapes(like def vs stun), and make it more enjoyable to find an earnedreward.


Oar

scruftydog
Thu Feb 26, 2004 2:11 am
#25






Logix wrote:





payingcustomer wrote:





Avock wrote:


I'm hoping that you'd only be able to make a perfect weapon if you had perfect resources



Although I sympathise about clicking alot in the new system; I disagree with you fundamentally about the design requirements for a perfect weapon, needing perfect resources. There are alot of specific requirements in crafting as it is. Too many if you ask me.. Why do we need factory crate subcomponents???


I doubtthey possess the manpower/intelligence to monitorall their servers trends and specific resource pops. You could be wishing yourself into a pit for an eternity of agonzing digestion.


In the creation of a perfect weapon, all I'm asking for is amazing results from amazing rolls. Let the chips fall where they may.





Surprisingly, the original poster is correct in his hopes: With the system,weassumeperfect resources = perfect weapon.






What about gated resources. Is 100 CD/1000OQ Plumbum considered perfect? didnt read your post well enough


Who is Keldarin and what is the relevance of his/her posts?


Message Edited by scruftydog on 02-26-2004 07:14 PM




________________________________________________________
Ana Lightingfly has left the building

LLJK_Griz
Thu Feb 26, 2004 2:24 am
#26






scruftydog wrote:

What about gated resources. Is 100 CD/1000OQ Plumbum considered perfect? didnt read your post well enough


Who is Keldarin and what is the relevance of his/her posts?






A developer.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Page 2 of 3