Weaponsmith Archive
Thread: WS Changes in Development..
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Dodece
Sat Nov 06, 2004 9:31 pm
#14
I too read the article, and am pretty damn near thrilled by what is mentioned. They actually seem to be intent about not screwing with crafter made items. They are talking about getting rid of the uber loot weapons. They are talking more along the lines of powerups for weapons. Which means smiths will be more valued for base results again. Plus the forsight to try and limit loot camping. Which has been problematic at best.
If things go good with this and the combat upgrade hopefully I will be able to reactivate my mws and feal good about it. I did my best for months to collect up the finest resources. Only to find out I could sell the resources for more then what the guns I put them in went for.
Result makeing weapons actually lost me credits, and with the broken combat there was an overabundance of weaponsmiths. Hopefully the upcomeing upgrade and a new loot system. Will make my smith a good use of time again.
Jedi_Titus
Sun Nov 07, 2004 8:59 am
#15
I hope your read is right Dodece. I like the P-up idea.... heck I even arguedfor it as an alternative to uber-loot.
Dodece wrote:
I too read the article, and am pretty damn near thrilled by what is mentioned. They actually seem to be intent about not screwing with crafter made items. They are talking about getting rid of the uber loot weapons. They are talking more along the lines of powerups for weapons. Which means smiths will be more valued for base results again. Plus the forsight to try and limit loot camping. Which has been problematic at best.
On a side note: more storage is desperately needed, but I wouldn'thold my breath on that one.
Amana
Sun Nov 07, 2004 6:29 pm
#16
Jedi_Titus wrote:
I hope your read is right Dodece. I like the P-up idea.... heck I even arguedfor it as an alternative to uber-loot.
Dodece wrote:
I too read the article, and am pretty damn near thrilled by what is mentioned. They actually seem to be intent about not screwing with crafter made items. They are talking about getting rid of the uber loot weapons. They are talking more along the lines of powerups for weapons. Which means smiths will be more valued for base results again. Plus the forsight to try and limit loot camping. Which has been problematic at best.
But my impression was that loot uber and non-uber would go up exponentially. So, we could forget making anything without kewl loot in it. Complete crafting dependence on loot... yuck! I guess I'll go back for another read.... I really hope you are right and I'm wrong.
On a side note: more storage is desperately needed, but I wouldn'thold my breath on that one.
Well that is a true problem because loot will always be needed. I like the idea of being to enhance all of our components like with rifle barrels and such but it is a point to bring up where we will be decimated in sales if we don't use loot enhanced weaponry. Right now unless you have sliced weaponry it is very hard to compete in the market place. My weaponsmith is on starsider and hasn't made any real ties with smugglers so my weapons remain unsliced and I sell them appropriately without the enitial mark up unless I use special parts like lightweight vibro motors or rancor teeth.
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