Weaponsmith Archive
Thread: How to make non-master Weaponsmiths successful and compete in the trade
I think you folks are nuts. I come up with an idea, where even logix has stated, the novice smith cant compete with the master. So they have to grind all the way up to do anything reasonable. It was an idea, yeah maybe it needs some work... But for pete's sakes remember the old days. How would you feel if you had to start from scratch again and put yourself in the place of the lower level smiths of today having to compete against the masters...
I have only been a master weaponsmith two months.
I would feel... cheated if, at, just Novice Weaponsmith I could make weapons that competed with a master. Like there was nowhere to go.
Anyways, I think architect and tailor need for experimentation to actually MATTER, if it as you say, and a dabbler can compete with a master.
If they were willing to invest the time, effort, and skill points to become master, they should be superior to someone who isn't willing to. (btw, I spent 2 months grinding to 0-2-0-3 weaponsmith, then I managed to crank out the rest in a couple days)
What you are suggesting would be like suggesting "Hey, why not give a novice rifleman all the speed, aiming, cover, and other modifiers at novice, and only have them unlock the specials as they work their way up"
ElRapoSuave wrote:
Change the way weapons are experimented all around. Make only 1 line for a weapon to be experimented with...instead of damage, speed, and the other seperate lines. Resource quality should be a major issue...a factor that makes or breaks the weapon from the beginning.
Well, it's nice to see that 5 months after I gave up trying to compete as a novice weaponsmith this board is still full of arrogant masters. God forbid someone express an idea that might attract new players to the weaponsmith profession, and God forbid they have a shot at making money. This is, BY FAR, the oneprofession that attracts the most arrogant, self-centered, holier-than-thou players in the game.
More than half the master weaponsmiths on this board got where they areby sponsorship (guild), macro grinding and free resources. New players cannot compete with that, and you know it. This profession reminds me of a union shop, scared to death that some new guy might come along and do something anywhere near as good as one of the senior guys. Well, you can have it.
Are you the same person who complains that they can't be Master Merchant Master Armorsmith Master Droid Engineer Master Rifleman Master Pistoleer etc etc
Remember, if everyone could make great weapons at novice weaponsmith, then EVERYONE would be novice weaponsmith and make their own.
Also, it's EASY AS HELL to grind Weaponsmith. Just plop down 2 personal wind generators, and 3 personal mineral generators (both you crafted yourself), and gather steel, and sell off your excess wind energy.
That's how I did most of Weaponsmith!
You know, it would REALLY make the 60 or so skill points we felt worthless if someone who only spent 20 skill points and could make melee (or ranged) weapons just as good as us, and make all the ones we could except the bits in the master block.
And there IS valid point comparing this to a combat class. WE ALL USE THE SAME SKILL POINTS.
Combat and crafting professions are completely different things...comparing them won't win an argument.
When the game launched I had a weaponsmith, and only got about halfway up the tree then quit.
I took weaponsmithing back up today.
1 experimentation point is a kick in the groin, because if anyone is tempted to use that point it fails 80% of the time...making the weapon worse than it would have been had I not used that measly 1 point.
In my opinion, what they need to do is shift the weight of experimentation points vs. resource quality.
Listen to this proposal.
Change the way weapons are experimented all around. Make only 1 line for a weapon to be experimented with...instead of damage, speed, and the other seperate lines. Resource quality should be a major issue...a factor that makes or breaks the weapon from the beginning.
Lets say we're making a laser rifle, so here's what happens. (I'll just use OQ in my example to make it easier to understand.
Lets say someone used 500 OQ resources in all the components, they piece together a gun that does 10-100 damage, 10 speed.
Person number 2 uses 1000 OQ resources, they get a gun that is 20-200 damage, 5 speed
Novice has 1 point, master has 10. We'll assume they both used the 1000 OQ resources for this.
The novice experiments his 1 point and improves the gun 10% overall...it is now 22-220 damage 4.5 speed
The master uses his 10 points, improving the gun 100%, so his is 40-400 damage 2.5 speed This would be the "perfect laser rifle"
Using my example you can see that a novice isn't really any competition for a master, but could still make a decent gun to sell. I think this is fairly similar to the current system, with the major change being that experimentation affecting all stats on a gun instead of just 1 set. I don't think this change would really hurt anyone at all....just provide better weapons for the consumer.