Weaponsmith Archive
Thread: Quarterly Top Issues Reporting
gblfxt
Sun Oct 10, 2004 8:34 am
#14
1. storage, with all the resources and components, there is limited inventory for a single account weaponsmith, unless they specialize, although it would be nice too not have to.
2. munition cost, they need to bring down the resource use of munitions, so people will be able to buy them at a reasonable price and not bankrupt the weaponsmith.
2. munition cost, they need to bring down the resource use of munitions, so people will be able to buy them at a reasonable price and not bankrupt the weaponsmith.
Grisbilen
Sun Oct 10, 2004 2:49 pm
#15
1. Components from crates or when factory producing not visible, guess the 90 degree bent muzzle on the t21 falls under this category too
2. Berserker rifle stabilizer
3. Advanced stocks have bugged experimentation
4. "Moderate success" and "Success"ispractically failures, but thats just semantics i guess 
5. Can't think of anything else
PaladinX333
Sun Oct 10, 2004 7:13 pm
#16
Experimentation on the Heavy Axe is bugged. You only get 7 total points of experimentation regardless of how many exp points you have.
Vidi_MerchantMan
Sun Oct 10, 2004 9:11 pm
#17
Brilyn wrote:In no particular order:Slicing: needs a downside. There currently isn't one, and (enough) people don't conisder the weapon 'useful' unless it's got a slice of x% before they buy it.
Perhaps a possible downside to even out slicing could be that if the slice increases a stat on the weapon, then maybe the condition of the weapon could be lowered. For example, if the damage is increased 25% from 200 to 250, then the condition could be lowered by 25% from say, 1000/1000 to 750/750. After all, would that not be more realistic?
By the way, issues about slicing weapons do belong here as issues such as this can and will affect the weaponsmith profession.
ineedrootbeer
Sun Oct 10, 2004 10:43 pm
#18
like alot have said..there needs to be a weapon skematic or 2 that can be looted and not expire on ya...or at least have a fair amount of uses-
i think more guns should show the looks of barrles and scopes and stocks..almost all carbines do but only one rifle ((laser) and pistol only 2 of them showboth barrel and scope (sr-combat & dl44)--- but even still no matter what barrel u use it comes out the same on the rifle or carbine,,the gun should show what you add to it by hand so there r more oringinal looking guns out there instead of the samething over and over...
Grisbilen
Sun Oct 10, 2004 11:05 pm
#19
Vidi_MerchantMan wrote:
Brilyn wrote:
In no particular order:
Slicing: needs a downside. There currently isn't one, and (enough) people don't conisder the weapon 'useful' unless it's got a slice of x% before they buy it.
Perhaps a possible downside to even out slicing could be that if the slice increases a stat on the weapon, then maybe the condition of the weapon could be lowered. For example, if the damage is increased 25% from 200 to 250, then the condition could be lowered by 25% from say, 1000/1000 to 750/750. After all, would that not be more realistic?
By the way, issues about slicing weapons do belong here as issues such as this can and will affect the weaponsmith profession.
Should also armorsmithing belong here? asarmor resistancesaffect the weaponsmith profession? or maybe chef, after all the brandy make our weapons usable..
Stop talking about slicing, there is a smuggler forum with a top 5 list for that!
coughhakka
Mon Oct 11, 2004 1:09 am
#20
Outside of what my peers have mentioned, I am very concerned about the new mineral spawn change since Publish 10.
We average 20 irons on Bria per week and only two coppers, steel, and/or aluminums. All the servers have the same pattern since Publish 10.
The effect will be felt shortly - as so few of the core metals spawning per week, means months will go by between spawns of specific items like Diatium Copper, Mythra ...etc..
Do the math - if you had 6 steels per week and now you have 2, the chances of a named resource spawning has been reduced by 2/3.
Bermag
Mon Oct 11, 2004 3:24 am
#21
1) Berserker rifle not craftable
2) The always present storage problems. Devs have said they will not increase limits or allow stacks size to be increased. But can we at least make identical loot componets (agents, tissues, cubes) stackable? That would save me a lot of space and make it much easier to work with. Also if crate size could be increased to 50 items for components it would also save us a lot of storage.
3) Amazing success on last experimentation might give you lowere results than all great success.
4) Increase XP cap so we can store more XP before going to Village to convert.
Standardlager
Mon Oct 11, 2004 6:43 am
#22
1. Adv. Weaponstock Experimentation is bugged.
2. Give the SCOPES more meaning to a weapon.
3. With the increase in number of DOT weapons being used allow for WS to get a chance to make such items other than the Mod. Republic blaster and Enhanced E-11 Carbine.
4. Try and make each weapon have its purpose. I know pistoleers have pretty much every type of damage type (From Kinetic to acid to heat to Energy) Almost everything seems to have a weakness to Kinetic. Make it viable to have to switch certain weapons to allow for more DMG types.
5. Limited Schematics are only creating more storage issues for us.
7. Berserker rifle stablization component.........Nuff said.
8. Stats need to be displayed on DE10 barrel.
9.Increase the resource container size from 100k to a million. The only benefit to 100k stacks is they keep you from losing everything at once.
10. Teras Kasi needs more weapon types.
11. Increase the experimentation of the EFFICIENY line so that using this tree a little more might make a difference instead of 1-3 point decrease.
Dynastar
Mon Oct 11, 2004 7:35 am
#23
1. Advanced Weapon Stock. Enough said.
2. Berserker Rifle Barrel Stabilzation Component borked.
3. Loot weaponry. It's entirely too common now.
4. Polearms do not have a loot component reasonably similar to Acklay bones.
5. Weapon models not correctly displaying scopes/stocks.
2. Berserker Rifle Barrel Stabilzation Component borked.
3. Loot weaponry. It's entirely too common now.
4. Polearms do not have a loot component reasonably similar to Acklay bones.
5. Weapon models not correctly displaying scopes/stocks.
d0qtrX
Mon Oct 11, 2004 8:09 am
#24
My top 5:
1. Diversity: or LACK thereof. Not enough reasons to use the decent selection of existing weapons. In fact, most weapons of each type totally suck. Redundant schematics don't help.
2. Resource stacks need to be upped to 1M, Housing, bank, inventorystorage needs to be increased.
3. Loot schematics need to be made permenant (require loot components if you must), or changed to un-tradeable loot certifications.
4. Moderate Success and REPAIRneeds a serious look
5. Loot weapons better than what WS can make. When people come looking for a pike, I tell them "Go to dathomir. You'll find one in 45 minutes that's FAR better than what I can possibly make."
tehedin
Mon Oct 11, 2004 9:17 am
#25
coughhakka wrote:
Outside of what my peers have mentioned, I am very concerned about the new mineral spawn change since Publish 10.
We average 20 irons on Bria per week and only two coppers, steel, and/or aluminums. All the servers have the same pattern since Publish 10.
The effect will be felt shortly - as so few of the core metals spawning per week, means months will go by between spawns of specific items like Diatium Copper, Mythra ...etc..
Do the math - if you had 6 steels per week and now you have 2, the chances of a named resource spawning has been reduced by 2/3.
I second this
Im hoping we can get some clarification on this issue
eznihm
Mon Oct 11, 2004 9:51 am
#26
SWG_Bobo wrote:
First off, slicing isnt really an issue and second it doesnt belong in the weaponsmith forums...belongs in the smuggler forum.
It is and it most certainly does.
Slicing needs a downside. We can't sell our product unsliced - that's a problem.