Weaponsmith Archive

Thread: How are we expected to equip a WS toolkit? take off BackPack?

RebelAmphibian
Sat Mar 27, 2004 3:42 pm
#14






Ruuka_Eno wrote:

Do you really feel the need to keep you backpack equiped while you craft?





Hailene Da'Covale

Master Weaponsmith Merchant and Artisan

Naritus Server







It's not that I or you would need your backpack equiped per se, it is the fact that you have 50 more inventory in your backpack that does not count againstthe 60 on your avatar, ONLY if you have it equiped. And what if are things in my backpack that I need for crafting?


Therefore, if you use it for inventory, and not for "looks", then it could be a problem. If you are at a starport and want to do repairs or craft with a droid out, or even at your buddy's crafting station, or at a better crafting station than your own in an Industrial Center town, then you can't drop everything in inventory to manuever the toolkit to your backpack slot.


I have usually 5 to 15 at themost free room in my inventory including my backpack because somethings I just carry around. I have things to craft with (crates of components, and key resources), a few things to sell, powerups for pvp, powerups for dant, weapon repair crates, things I might be carrying to the bazaar, and stuff off my harvestors, and deeds to harvestors, and armor, and crafting clothes..... and it goes on. Oh, and I forgot, sometimes I do themeparks or other multi-item-loot quests. I don't have a problem with any weaponsmith who doesn't play this way. If you craft out of your guilds resource stockpile, spend all your lots on big house, or multiple small houses, or buy straight of the bazaar what you need, and you never do those other things I mentioned, that's fine. I just want what the apron-wearing crafters get, the ability to keep the backpack on.One frequently suggested solution was to move the slot, but I don't care how it gets solved. If they made a brand new slot, great we would all be happy.


Let me justsay, again, it is not just that I don't like having to drop in my houseor bank to use the toolkit, or just that my house and bank are too full, which they often are, or just that the hassle of doing the transfers is irritating, which it is, it is also that I can't use it away from my house or bank. And as someone pointed out, the bank transfer method is even more time consuming.


Adean, Master WS, Master Artisan, Carbineer

RebelAmphibian
Sat Mar 27, 2004 3:58 pm
#15






Reldun wrote:





RebelAmphibian wrote:





Reldun wrote:
I would say make it a wearable container in the backpack slot as many people have already scrimped and saved to build thier 12 point suit around the toolkit.







So you are not in favor of having as much inventory as other trades do, for the sake of the sockets you would loose from your belt or coat? Did you know the toolkit has 4 sockets?


I do my own mining alot, and I do a lot of other things, so having to drop so much inventory to put it on is a show-stopper for me and many others. Do you ever want to craft on the fly from your droid?





Hmmm I didn't think there was anythign there to misinterpret...






I must apologise, didn't catch the "container" part. That would be great. Then maybe the toolkit would also be invulnerable to decay, like a backpack, but if not, think how hard it would be to switch your backpack and everything in it, if you have a lot of inventory.


There is no easy way to change backpacks with items if you also have items in your inventory without using other unequiped containers to hold everything else on your avatar. Step #1, drop everything else which is in another container, #2 unequip toolkit/container, #3 drop toolkit/container, #4 pick up adventering backpack, #5 equip it, #6 pickup rest of items in other container


So yes, I would love an invulnerable, weaponsmith toolkit that contains 50 items, and has working sockets (they are broke on backpacks probably on purpose because of invulnerablity), with acommand to drop it straight from equiped to the floor, without first having to make room on avatar to unequip and then drop it (see above).


In my estimation, that would likely not be aproved by devs, and also would probably be more coding than simply changing slot, or making a new slot.


Speaking of new slots, why can't there be just a bandolier slot? Makes sense in real life, you can wear backpack, belt, coat and bandolier at the same time.




kalasiris
Sun Mar 28, 2004 5:55 am
#16

My guess for the reason you can't wear a bandolier and a backpack at the same time is that its a graphical thing, and that the two could overlap. Still, they could just give one item priority, so that one overlaps, or they could just make it so that only the bandolier shows if wearing both. As for the belt thing, I hadn't thought of people who had skill tapes on their belts. Taking them in to consideration, the best option I think is to make the toolkit a wearable item. That only adds benefit to an existing item, so it hurts no one. The only people who might complain are the other crafters, if they wanted their own signature wearable containers, but I really think it'd be less unbalanced for one class to have a unique wearable container, rather than for that class to not have the option to wear a container. Where is our correspondent?
Ruuka_Eno
Sun Mar 28, 2004 8:36 am
#17

Ya,I understand how a backpack works. I am not stupid, nor do I need a refresher course on SWG basics thanx!


My point is: This is easily fixable by managing your inventory space before you craft so that you can unequip the bacpack for a short period of time rather then complaining and whining about how you can't wear 1 more item then any other class in the game.


You think we would be jumping for joy that the DEVs made it alot easier to obtain weaponscrafting skill mods! I mean come on, +5 weapons assembly or exp tapes can go for 5 million or more on the auction boards (just an example).


Is this really an issue that require DEV attention or is it just an unrealistic expectation that you had when buying the toolbelt (that you would be able to wear it with a backpack)? No one else can wear a bandolier with skill mods and a backpack at the same time...





Hailene Da'Covale

Master Weaponsmith Merchant and Artisan

Naritus Server

Soar
Sun Mar 28, 2004 5:58 pm
#18

Nope, I just can't agree with those of you who say that the bando style kit is not so bad. Anyone who has played a crafter for more than a month knows the importance of their backpack and what an incredible nuisance it is to un-equip, or to not use at all.

Especially for WS, as they require more different types of resources than any other profession. There is just no room in a WS bank box, primary pack or house. That secondary pack is critical to a full-time WS.

However despite of this, the weaponsmith toolkit was the only one of all the crafting kits to require the backpack slot. The crafting profession which needed their backpack slot the most was the only one to get a bando style kit. Everyone else got aprons or other and they all have 4 slots. The team had to make a deliberate choice to give WS the bando style kit.

If you think about this there are only two possibilities. Either SOE team is not organized enough to be thinking things through to this level, or they are intentionally implementing changes to make this profession less appealing. Can anyone else put forward any other explanations?

I think this is something that our correspondent really needs to take up with the dev team.

-Soar
LLJK_Griz
Sun Mar 28, 2004 6:18 pm
#19






Soar wrote:


However despite of this, the weaponsmith toolkit was the only one of all the crafting kits to require the backpack slot. The crafting profession which needed their backpack slot the most was the only one to get a bando style kit. Everyone else got aprons or other and they all have 4 slots. The team had to make a deliberate choice to give WS the bando style kit.





The droid engineers got a bandolier too, but it requires an item which was removed from the game months ago (droid repair kit) and apparently the few people who got one of these andcrafted it found that it eats all the components and does not produce a bandolier.


With SOE's apparent indifference toward broken items (grenade experimentation SEAs, etc) it is extremely unlikely that this will be addressed in any way, no matter how many people complain about it.



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
Soar
Sun Mar 28, 2004 6:27 pm
#20



LLJK_Griz wrote:


Soar wrote:


However despite of this, the weaponsmith toolkit was the only one of all the crafting kits to require the backpack slot. The crafting profession which needed their backpack slot the most was the only one to get a bando style kit. Everyone else got aprons or other and they all have 4 slots. The team had to make a deliberate choice to give WS the bando style kit.


The droid engineers got a bandolier too, but it requires an item which was removed from the game months ago (droid repair kit) and apparently the few people who got one of these and crafted it found that it eats all the components and does not produce a bandolier.
With SOE's apparent indifference toward broken items (grenade experimentation SEAs, etc) it is extremely unlikely that this will be addressed in any way, no matter how many people complain about it.





Wowzers, thats pretty incompetent for a team that is supposed to be the best in the business

-Soar
Trean
Sun Mar 28, 2004 6:46 pm
#21

If you can't figure out why you can't unequip your backpack and stillcraft just like everyone else that uses these bandoliers then well you need to get a little more organized.



Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

LLJK_Griz
Sun Mar 28, 2004 6:55 pm
#22






Trean wrote:

If you can't figure out why you can't unequip your backpack and stillcraft just like everyone else that uses these bandoliers then well you need to get a little more organized.






My house is full of furniture and resources, my bank is full of resources, and my half of a shared storage house is full of resources. My backpack has 30-40 items -crates of food/powerups/meds and overflow from stuff that won't fit in my house. Main inventory has armor, several rifles, stim and wound packs, and single stacks of food that came out of the crates in the backpack. The only time I can remove my backpack is if I go in the PA hall (which has no furniture or anything so I can use it for temporary storage) and drop it in there. Anyone who's been around a long time and has combat skills probably has similar amounts of stuff.



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
Soar
Sun Mar 28, 2004 8:10 pm
#23



Trean wrote:
If you can't figure out why you can't unequip your backpack and still craft just like everyone else that uses these bandoliers then well you need to get a little more organized.





First off that is not the point at all. The point is why are WS (with the exception of DE as their kit doesn't work anyways) singled out as the only crafting profession with this disadvantage?

But to let you know exactly how organized most MWS are here is my own system.

BankBox : Ferrous and Non-ferrous current use piles - 90+ items.
Storage Factory 1 : Ore/Gems and Gas/Chemical current use piles - 90+ items.
Storage Factory 2 : non-WS items -80+ items
Naboo round house : All back-up 100k piles - 70+ items
Large Gen House (shop) : Junk bag and Decor - Full.
Primary/Secondary Backpack - Common use items, resources, crates. - always 90% full

Don't say I need more storage facillities as I need lots for harvesting. Dont say I should get rid of my junk bag when they are used for components that dont make a difference to the final build. The above numbers are pretty much what you will be seeing when you max out your resource collection and have enough to keep you going for atleast 4 months in the future. If you are able to drop you backpack without bother then you probably have a way to go before mastering your profession.

But again this is not the point.
GarenTore
Mon Mar 29, 2004 3:37 am
#24

Yet another case of thinking they know whats right. Why not consult the playerbase thats funding the damn game?


Why didnt they just make aprons for all craft classes.


Plus, if you really wanna get me started, why do Docs get +5 expon their cloaks and we only **edit**ing get +3? Jesus-H-Christ on a Jumping Castle, dont call me a whiner, the bandos are a **edit**ing stupid idea.


Anyone who doesnt think so is obviously a new weaponsmith, or a **edit**ing holo-grinder who thinks the skill might be nifty to hang onto for a week or two.


And dont start on the price of current SEAs in the game. The prices are that way because the POS AFK campers can gouge whatever price they like, yet another thing SoE dont give a rates arse about. Hell they designed the **edit**ing macro system, cant be much wrong with that they wanna admit.


Oh I cant wait for this post to be deleted. I'll copy and paste it into notepad just incase.


You see, the people with the main and equipped packs packedfull of resources are the ones who dont trust the piece of **edit** database that SoE claim to be godly. Houses used to disappear, as did factories and ifyou happened to have stored all your resources in one that did go poof, well tough **edit**, you werent getting jack back.


Hell, even now I can log in, and sit and stare at where my back packs in my house SHOULD be, and wait an hour for the **edit**ing things load up.


Im starting a Fix The WeaponSmith Bando thread.



Az' - Master Weaponsmith
Everything dies baby, thats a fact.
Maybe everything that dies someday comes back..


MonroeThanes
Mon Mar 29, 2004 1:02 pm
#25

ummmm without the bandolier there are only 7 clothing slots, since the backpack enhancers dont work, so to me its better leaving it where it is so it occupies that 8th slot, i use all the others, i got my 2 extra points by only paying about 3M out of pocket just by working it the right way and relying on friends to helpout



I'm Monroe Thanes and I approve of this message.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Vote Democrat! They've got a traitor and an ambulance chaser this time around!
Deregen
Mon Mar 29, 2004 8:49 pm
#26






Trean wrote:

If you can't figure out why you can't unequip your backpack and stillcraft just like everyone else that uses these bandoliers then well you need to get a little more organized.






Just to add to everyone else:


Because of the large variety of resources one needs to collect to be a highly successful master weaponsmith, it is nearly impossible not to be running around without a backpack on all the time full of odds and ends.


My workshop is a medium house. It consistently has 120-150 items inside of it, including components and resources i'm working with, looted enhancements that I pick up when I can, crates of finished weapons for vendor stocking or special orders, and oh yeah, a crafting station, and a couple of chairs because darn it, it's a role-playing game.and a workshop without a little furniture just feels wrong.


Outside that workshop are five, count 'em, five factories. Each one, in addition to doing what factories do, also holds resources or components. For example, in the one that holds metals, I have 94 different types of weapons-grade metal right now. I could probably stand to lose about 10 of those because they were harvested longer ago and are redundant, but that would still leave quite a few that I need to keep around. Another factory holds munitions components - and only that. The third and fourth hold ores, and other resources, respectively, (my second account does architecture when I get bored), and the fifth holds weapon components - and yes in case you're wondering I run 1000 power handlers at a time now so they last for more than a week.


The rest of my lots are divvied up between harvesters and shops. I operate 6 vendors on 4 planets. I have standing contracts with several guilds and player cities to keep stocked weapons vendors in their locations. I keep factory crates of everything I can make on hand simply so that I can restock the vendors quickly if there's a run on say, laser carbines this week.


Now maybe my situation is a bit extreme, but there's a lot of masters out there who are using a ton of shared space simply to hold resources. I have a spreadsheet that catalogs all of my resources simply so that I can make the best possible weapons for my customers. Is this fun? No not really, but I really like the whole not having to run missions to pay maintenance on my stuff thing, you know? We've all been around long enough by now to have seen a dry spell where a certain rare didn't spawn for months at a time, and so we all hoard.Giventhe crazy market saturation forweaponson most servers, having stockpiles of the best possible resources ishow you make sure that you can compete. Most of us run around with our backpacks on full time. Mine typically contains crafting tools, survey tools, various harvester deeds, and resources and looted components I've been collecting but haven't yet dropped off wherever i keep them long-term. My main inventory I typically reserve for resources and components I'm using when creating a prototype or a schematic.


I could probably figure out a way to lose the backpack and wear a toolkit while I craft, but you know, I really don't think that I or anyone else should have to go to that trouble. Maybe it's just my opinion, but most of us put enough effort into our profession as it is. I see no reason why the toolkit, which is itself difficult/expensive to get, shouldn't be changed to be wearable with a backpack.


And you know what, the other crafting professions don't have it any better when it comes to resources, either. Well, except maybe tailors.

Message Edited by Deregen on 03-29-2004 07:51 PM



Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
***Visit the Starshadow Foundation vendors, located at 750, 4950 on Talus, about 3k west of Nashal Starport***

SWG Community Contributor since 2001. Beta 1, Shuttle 1.
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