Weaponsmith Archive

Thread: Top 10 Questions You Would Like Answered

WannaHackaLugie
Tue Jan 27, 2004 9:55 am
#14

Hand crafted stacks and scopes show on:
EE3 Carbine
Elite Carbine
Laser Carbine
Laser Rifle (and they fixed the 90 deg scope bug)

Stocks:
T21

Scopes show on
FwG5
Striker
DXR6

Hand finished elite carbines look awesome.

Maybe it's just me, but i like the hand finished look on a weapon - makes it distinctive. I know that everyone uses factories to mass produce the finished weapon so this is a fair trade for me.

I'd like weapon customization to show to the other toons, and not just appear as a standard weapon.

I'd like to know if they will fix the resource cap on Rhodium / Plumbum etc as previously announced on Test (but dropped because we all screamed nerf)

I'd like new weapon schematics that cannot be farmed from one location (Geonisian Cave)

I'd like a Master Weaponsmith quest - like the RIS armour, but please don't make the loot drops as insane as RIS.

I'd like to see the elite weapons do different damage - how many energy weapons does a rifleman need ?

I'd like to see the tusken and nym as kenetic, the spraystick as acid, the t21 and elite as blast, the E11's as heat.

I'd like to be able to use a BLL droid for what it was intended - HEAVY LIFTING. Program in the waypoints to the various harvestors on a planet and let IT go retrieve the minerals.

I'd like to see the master artisan components actually have a positive effect on the weapons they go into - control units are a joke.

Other than that i'm happy

Gortais, Master Weaponsmith / Master Artisan
Aegis City, Corellia. Sunrunner Galaxy



Ibrahim Gaunt

Who cares.
Jedi_Titus
Tue Jan 27, 2004 12:09 pm
#15






Enlil- wrote:

Took a 2 month break.





Well welcome back! And as you could tell nothing has happened, well at least nothing since the big FWG5/scatter/launcher "fix"


I could have sworn stocks showed on the laser carb. hmm... maybe I'd better go check that again.



Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
LLJK_Griz
Tue Jan 27, 2004 6:38 pm
#16






Enlil- wrote:

Took a 2 month break. Before I took the break early november stocks only showed on laser rifles and yes no stocks or scopes showed on weapons taken from crates..

Was hoping that something happened to our profession and what we do, I guess not.


Stocks still dont show on laser carbines, these are the only ones I've made since I got back. Guess it's time to test what weapons do show stocks.







As of last patch, all rifles/carbines except the E11s, DH17s, and DLT20/a will display stock and scope if they are hand-crafted with the stock/scope being loose in inventory instead of in crate during the crafting process.


This list of questions is fine with me. All the resource/schematic/certification nonsense and the uselessness of munitions tree will hopefully be fixed in the huge combat rebalance, whenever that is.




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
mindtrigger
Tue Jan 27, 2004 8:27 pm
#17

1. Please fix Desh Copper, Rhodium, Plumbum, and all the resources needed for advanced components. I really love being a smith, but It sucks the fun out of it having so many horrible resources out all at once. There needs to be someone making sure that not all the resources go to hell in the game all at once like this. It makes smithing painfull at best.

Resources in general: Why in the world do you have all of the same classes of certain metals having stats that are so similar? For example, I have 2 different Duralloy Steels that are so close to each other in stats that one is no better than the other. From what I have seen over the past several months in the game, this is the same for nearly all the resources. I think there are 3 Desh coppers around right now and all 3 of them have nearly the same crappy stats. What's the point of multiple classes then?

Why not make smaller or less frequent veins of higher quality classes within the same metal type, and spread more of a lower quality around so it's easier to get to? This will allow us to work harder (or spend more) to make "amazing" weapons if we so desire, or take the easy route and make "good" weapons using an easier to find, yet lower quality version of the same metal type. (sorry that was so long winded, but it's been driving me nuts)


2. I agree that Weapon scales are hosed. There is a short list of weapons people actually seem to buy. Many weapons I simply don't make because no one wants/needs them.


3. Like everyone else, I seem to see no advantage to using top quality crafting tools or stations, even though I have paid well for them. It seems like someone could at least CONFIRM whether or not the stats actually work.


4. Enhancements -

Krayt tissues are only practical on a small handfull of guns, mostly pistols, and the +30's are dropping WAY more often than any other ones. They are kinda pointless as people don't care much for that +30 boost.

No one can give us word on when, if ever, the Gorax on endor will spawn so we can start making some enhanced projectile guns again. How hard can it be for someone to verify, at least, if they are spawning at this time or not?

Rancor Teeth?? These are a joke. I have yet to see a tooth that made a better sword than I can using an advanced sword core. They should be enhancements, not sword core replacements.

As far as Fence/melee/pike weapons, I think we all agree that they are being left in the cold when it comes to special weapons.


5. COLOR. Please bring back the color text options for product names, makes them more fun and leaves room for people to "logo" their products. Also, some color options on weapons would be nice. Would open up the custom weapons market a bit more because people would want matching guns, special guns, etc.


6. Where are all the "Amazing" Successes?? As a master weaponsmith I am a little confused as to why I seem to get the same amount (or more) crtitical failures and moderate successes as I did as a low level Novice. A master smith, by definition, is a master at what he does. This would suggest a MUCH lower frequency of failures, and a much HIGHER frequency of amazing successes. I also agree with the idea that hand made weapons should come with a small bonus over factory made weapons. Seems like we should be rewarded for taking he extra time to build someting by hand.


7. Wherehouse structures and actual "shops". In a game where the artisan/smith plays a most key role, why in the world didn't someone design structures that are SHOPS, and not houses? Sure, leave the option if someone wants to use a house, but why not give us some nice looking shops with counters and display areas in them? Also, we could really use Wherehouse buildings for storage. I currently have no less than70 resources (Not to mention crates of components) and all my belongings spead across 3-4 homes of various sizes. Even if it took 4-6 lots I'd rather have one big storage building for it all.





Oceas Moonshadow
Bria Galaxy

Looking for Active Guild
Returned to support the game on 4/12/06
Elder Ranger - Elder Rifleman


Rangers Lead the Way.
Nodoze
Tue Jan 27, 2004 8:33 pm
#18

A question...(likely asked a thousand times already)

Why does a moderate "success" damage the stats of the item being crafted?
Kaffis
Tue Jan 27, 2004 9:46 pm
#19

Will "specializing" by learning experimentation and one other tree ever produce a character capable of crafting viably marketable items in that niche (minus the master schematics that fall into that niche) and have them even close to competitive with a master's? I.e., will an expert swordsmith ever be a worthwhile way to dabble?

And if not, why not? Every other profession has ways to dabble that can add to the playing experience -- a headshot 2 from a non-master rifleman does the same damage as a headshot2 from a master.. why do the crafting professions get screwed out of the skill based system, and effectively locked into a class based one?
Logix
Tue Jan 27, 2004 11:10 pm
#20

Bear in mind, this isn't a Top 5 thread, it's not a bug thread, it's not an issues thread. There are too many issuesand everyone has differing opinions on what should be a priority, so unfortunately, we're going to have to limit these questions to "larger-scale" type of knowledge; the ultimate Divine Plan for Weaponsmiths, so to speak.


Stocks and scopes are a novelty feature, like colored item names. The developersknow the graphics are bugged and they know it needs to be fixed, but novelties are a low priority to them. Try to base your questions off of what we genuinely don't know about, as opposed to questions in which we know we're going to get a predictable, "low priority" answer.


I'm not going to add anything onto the "Experimentation plans" question. Trust me, they know our opinions on moderate successes, they are running a hell of a lot more data on it right now than most of us would assume. Crafters unanimously feel experimentation needs tweaking and the developers have heard us. Now we need to hear them and what they plan to do to tweak it.


Explanation for resource balance within weapons and components [questioning the value of Rhodium, et al] is going to be added, as well as a request for end-game Weaponsmith information, like Weapon Specialization. I think I'll knock off the stun damage question, since that probably could fall under damage-types anyway.

Solo4114
Wed Jan 28, 2004 7:17 am
#21

Logix,


Good initial top 10 post. I offer only a few revisions.


For #1:


I'd revise this to make mention of WHY we're asking the question -- Weaponsmith is a two state profession currently. People are either masters working to find resources and such, or they're non-masters grinding their way up. Along with helping those with only the novice box specifically, is anything planned, in discussion, or in design for making ALL levels of weaponsmith economically viable?


To me, it's not just that novices get screwed six ways 'til Sunday. It's that pretty much no one can participate in the economy until they hit Tech IV, and even then, they'll have a tough time 'til they hit FA4 or Master. And that's just in terms of raw selling power. ANDit doesn't even address the resource requirements and the constant daily (I hesitate to use the word) grind of finding the best resources once you GET that selling power.



For #4 and #5, we can combine these into one question and save ourselves a question. Here's my proposed revision:


4.) With regard to damage types, are we going to see new damage types added to all the weapons and will stun weapons specifically going to be rebalanced?


See? Two birds, one stone.



For #6, I'd rephrase the question slightly to get at a more expansive answer:


6.) When exactly DO you plan for the "Weapon Rebalance of January" patch to go in, and what can we, as weaponsmiths, expect from this patch?



For #9, I'd rephrase the question like so:


9.) Experimentation is currently very frustrating. "Moderate successes" and "successes" often result in a DECREASE in the weapon's stats following experimentation. "Good successes" offer only a minor increase post-experimentation. "Great successes" and "Amazing successes" are really the only worthwhile achievements in the experimenting. Also, many weaponsmiths have noticed that their percentage of "Good" orbelow successes seems unusually high, even in towns with manufacturing/research centers. Is this by design, is it unintentional, is anything being done about it, and if so, WHAT is planned or being done? Please be as specific and elaborate as possible.


It's a long-winded way of getting the same information, but the comments before the actual question itself help focus whoever's answering on specific issues, rather than giving them a broad range of things to talk about which may not even address our specific concerns. Also the actual question itself is broad enough that it hits what we're getting at (it's kind of like squeezing four questions into one), AND it sort of forces them to not simply say "We know things are wacky with experimenting and yes, we're doing stuff. Next question?"


For #10, I'd suggest the following:


10.) Many weapon schematics call for specificresources that have certain commonly bad statistics (IE: forms of iron with sub-300 conductivity, and which often have low overall quality scores as well). The general consensus in the weaponsmith community is that it's bad enough that these resources spawn infrequenently at best, but to hamstring them with such poor values really hurts the variety of the weapon market, due to the uniformly poor quality of the final products requiring these resources. No one wants to buy a Power5 pistol when it requires resources that will always cause it to have statistics that are below those of an FWG5. Are the Devs aware of this problem, are there any changes planned, and if so, what are the changes (and if not, why are there no changes planned)? Again, please go into as much detail as possible here.



Now, since we consolidated #4 and #5, #5 is now open. For #5, I'm honestly not sure (I ran out of ideas too -- I suppose the "We have to hoard resources and it takes up space -- little help here?" style question might work), but give it a day and I'm sure someone will post a good question.


Anyway, hope this helps some. Given that our total # of questions are limited, I try to squeeze as much into a question as possible, the better to squeeze as much OUT of the devs as possible.

Lyzi
Wed Jan 28, 2004 8:15 am
#22

You must ask the following question:


"The weapon smiths would like to get a few answers regarding weapon repair:
- does it help to repair a weapon close to a crafting station?
- do weapon repair skilltapes work and how much % success bonus they give?
- do weaponsmith have any repair bonuses in the profession, how much?
- do the skill tapes named "repair" have any bonuses to repair weapons?
-do krayt tissue lower chance of successfull repair?
-do slices weaponlower chance of successfull repair?
-do low condition on weapons lower chance of successfull repair?"


And try ask it as 1 question instead of 7


- Lyzi




- Lyzi
__________________________________________________________
The BlackHand - We Always Prevail
Master Weaponsmith 12 exp. points, -963 -4364 (StarWares mall) Bestine, Tatooine, Eclipse
Master Doctor, Theed, Chimaera
Eclipse new auction site - www.swgauctions.org
VaMage
Wed Jan 28, 2004 9:14 am
#23

I would second this, list the resources name, and maintain sort order. I'd even 3rd it if I could!






Johnny-Umah
Weaponsmith
Kaadara, Nabbo, Chilastra 3717,5920
American by Birth but Southern by the Grace of God
Solo4114
Wed Jan 28, 2004 10:58 am
#24






Lyzi wrote:

You must ask the following question:


"The weapon smiths would like to get a few answers regarding weapon repair:
- does it help to repair a weapon close to a crafting station?
- do weapon repair skilltapes work and how much % success bonus they give?
- do weaponsmith have any repair bonuses in the profession, how much?
- do the skill tapes named "repair" have any bonuses to repair weapons?
-do krayt tissue lower chance of successfull repair?
-do slices weaponlower chance of successfull repair?
-do low condition on weapons lower chance of successfull repair?"


And try ask it as 1 question instead of 7


- Lyzi








I can do that.



Question 5.) Weaponsmiths are in need of clarification on repairing weapons. What general factorsinfluence the outcome of weapon repairs (IE: krayt tissue/sliced status/attached powerupsreducing success, quality of repair tool, proximity to crafting station, types of skill tapes/enhancers, weapon condition at time of repair, max weapon condition -- could also be considered weapon quality, whether the weapon has previously been repaired, etc.), and do weaponsmiths in fact have any bonus to repair over other non-weaponsmith players? Please provide as comprehensive a listof factors as possible, and explain the bonuses weaponsmithsgain to repairing, or, if there are no bonuses, why weaponsmiths do not receive bonuses to repairing.



>phew< that was a long one, but I think it still holds together as one question.

greenbleeder
Wed Jan 28, 2004 4:14 pm
#25

OK here's my top 10 (not in any particular order) :


1. The new schematics on test sound great but they are temporary. Will we be getting any new permanent schematics anytime soon? ...maybe new weapons for masters of elite combat professions?


2. Will we ever be able to see stocks and scopes on all or most firearms? (on our own avatar as well as when looking at someone else with a stocked/scoped weapon) Will weapons always have to be hand finished for these types of customizations to show?


3. Are there plans to add more customizations to all weapons? i.e. colors, more stcock/scope styles, different hilt styles for melee weapons, etc.


4. Currently the republic blaster can be used by anyone. Is this being fixed?


5. Beam rifle cert???


6. Because of stat limitations on certain resources (i.e. rhodium steel) advanced rifle barrels are not worth using. Is this being looked at? and will it be covered in the weapons rebalance?


7. Are resource stat limitations in general being looked at? ...It has been stated again and again that too many low end weapons outperform their high end counterparts because of resource limitations.



8. Other than Krayt tissue, most enhancements are not worth the time they take to collect and run separately in factories. The Nym stuff is decent but nothing that special. Others, like Kliknick glands and Rancor teeth are just a waste of time. Are enhancements being included in the upcoming weapon/combat rebalance? Will we see more types soon?


9. Will weever seeany help with storage space so we can stop cramming stuff in factories and private vendors(we all know the reasons whyspace is a problem for us and and to a lesser degree a few othercrafting proffessions) ...maybe furniture storage that doesn't go against house limit? The crafting station storage slot? ...I konw this is mainly a database issue but we will usually find a way tostore what we need anyway so why not make it a little more covenient so i can at least decoratemy house a little.


10. Will we ever be able to craft weapons for vehicles or any type of stationary heavy weapons for battlefield use? (E webb repeating blaster or something of the like)


Well, that's my 10

Lyzi
Thu Jan 29, 2004 1:34 pm
#26






Solo4114 wrote:





Lyzi wrote:

You must ask the following question:


"The weapon smiths would like to get a few answers regarding weapon repair:
- does it help to repair a weapon close to a crafting station?
- do weapon repair skilltapes work and how much % success bonus they give?
- do weaponsmith have any repair bonuses in the profession, how much?
- do the skill tapes named "repair" have any bonuses to repair weapons?
-do krayt tissue lower chance of successfull repair?
-do slices weaponlower chance of successfull repair?
-do low condition on weapons lower chance of successfull repair?"


And try ask it as 1 question instead of 7


- Lyzi








I can do that.



Question 5.) Weaponsmiths are in need of clarification on repairing weapons. What general factorsinfluence the outcome of weapon repairs (IE: krayt tissue/sliced status/attached powerupsreducing success, quality of repair tool, proximity to crafting station, types of skill tapes/enhancers, weapon condition at time of repair, max weapon condition -- could also be considered weapon quality, whether the weapon has previously been repaired, etc.), and do weaponsmiths in fact have any bonus to repair over other non-weaponsmith players? Please provide as comprehensive a listof factors as possible, and explain the bonuses weaponsmithsgain to repairing, or, if there are no bonuses, why weaponsmiths do not receive bonuses to repairing.



>phew< that was a long one, but I think it still holds together as one question.








hehe... thats a badass quesation! heh


But i do belive this is an important question, so many rumors about repairs that I feel we all need to get some answers regarding this to put an end to it all. This question is not only important to us weaponsmiths, but it is also important to all weapon owners.

- Lyzi




- Lyzi
__________________________________________________________
The BlackHand - We Always Prevail
Master Weaponsmith 12 exp. points, -963 -4364 (StarWares mall) Bestine, Tatooine, Eclipse
Master Doctor, Theed, Chimaera
Eclipse new auction site - www.swgauctions.org
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