Weaponsmith Archive

Thread: Focus Thread. NGE on TC

Summerflame
Mon Nov 07, 2005 3:46 am
#27






BattleSw0rd wrote:






rotezora wrote:

summer, one of the most important things to me is what will happen to the storage vendors. plz fill us in as soon as you can.


oh, and anyone cranking out sub's before nov 15th?






theres a .PDF file floating around stating any profession will be able to place a vendor...im not sure if this is confirmed or not...


and ive tried to convince my guild to fork over the uber resources on our resource vendor so i can crank out pre-cu 2 parts....but they say that they probably wont convert like components did post cu-1....although i believe that anything made before the 15th will be converted to something ubah!






As far as I am able to tell the vendors should be intact (even if you respec out of crafter). However you wont be able to restock items unless you have the skills from trader.


Ill ask the devs to clearify this





----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



Ecnirp
Mon Nov 07, 2005 4:38 am
#28

Its really tough test out anything on the TC... when I finally managed to get on I got stuck with the ramp bug


Hopefully we will be able to get professions on their before this goes live (as in Blue Frogs) - its stupid to make us spend days grinding just to see what our profession will be like as most of us will be respec'ing straight over when it goes live.


I just hope that since its obvious that crafting has been dumbed down for WS... with only 1 stat on weapons that we can experiment on, and since there is no longer any decay..... SOE give us a little love any make anything lootable < to what can be crafted.


Implementor
Tue Nov 08, 2005 3:27 pm
#29

i read your latest read-only-post to the developers. I must say you really did a very good job of expressing why we loved crafting and in particular weaponsmithing. I started this game as an MMO-noob, first one ever, and wanted to be a weaponsmith/crafter even before I bought it due what i reasearched about it. It exceeded my expectations to be honest. I had such freakin' FUN learning and finally excelling at it.


hahaha when I realized that just Mastering the skill boxes was just the bare beginning to it, it fueled the competitive and creative fire in me to becoming a true master. And after a lot of enjoyable work I did. And what fun it was. After the CU much of the creativity/diversity was watered down, but even then i still enjoyed it.


I had a blast and ahalf. Very sorry to see it go. mmmmm as the time draws near I may make a goodbye post. Regale some history and anecdotes and a formal fare-the-well


for now, I am going to craft a bunch of kick-a$$ stuff and give em to friends and loyal customers to use while they can. weeeeeee





Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
Procurement Specialist O_o
ShugFlurry
Tue Nov 08, 2005 3:51 pm
#30

I.....want to kick a dev in the arse...... want to kick a dev.... in the arse

*EVERYBODY TOGETHER!!*




Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Akimaki
Tue Nov 08, 2005 4:03 pm
#31

heh, u can count on me leg..




R.I.P Biu Tze - proud former Weaponsmith
R.I.P Oru Hafed

SWG was my one true love but she cheated on me, twice..
Ithoh
Tue Nov 08, 2005 4:58 pm
#32

I read the last post on your do not reply thread. The dumbing down of AS is why I moved to WS. It was great when I saw so many lines to experiment with. Now WS is becoming another simple profession. Dumbed down for the masses that have no ability to figure things out.


Sadly I think this is what SOE wants. They are not looking to make vets stay. Instead they are looking for a new player base. With the NGE the way it is and knowing that SOE will push it on before the 22nd no matter what condition it is in I think they may find themselves with zero player base.





NGE - A "knee jerk" reaction to another MMO's success and a complete lack of understanding of what the customer base wanted and why it stayed loyal for so long.
Reluctantly and sadly cancelled and refunds requested.

"After receiving feedback from members of the community, conducting extensive focus tests, and evaluating the combat systems of other games in the genre, we are confident this new fast-action combat truly delivers what players, fans, and gamers have come to expect from a Star Wars experience." I wonder if they still feel this way.
MordaiSiff
Wed Nov 09, 2005 3:23 am
#33

I'm still in complete shock over this whole scenario. They aren't just ambivalent to a crafter presence, I think they really want us gone at this point. If someonehas an arguementotherwise, pleaseshare it because as much as I want to find a reason to stay as WS,or even continue playing at all, I have not.


I'm hoping the no stat subcomponents and enhancements is limited to TC in the interest of balance testing before release and to see what their stats should be in live but I think this is a long shot. We have to realize that in the new system a few extra damage points makes alot more difference than before. I can also see them removing enhancements for this reason and becausethey have become a requirement as opposed to an option and played a large part in the massive inflation present. However, leaving no way to customize weapons or set them slightly apart from others is a db to WS. I don't care if it's just skins or effects we get for experience or quests or whatever, if there is no goal for the crafter to aspire to there is no reason for the customer to desire the result.


HoopR
Wed Nov 09, 2005 8:34 pm
#34


Summer, copied from the Focus Test thread on NGE-Trader...






I've just completed Round 1 of testing on TC-Ahazi. A summary follows:



  • As previously stated, now confirmed, any ABPH, APFM, other sub-components, no longer have stats. It is unknown whether the "quality" of the sub-component has an effect on the final product, but I will test this tomorrow morning and provide an update.

  • All WS schematics present pre-NGE are also present post-NGE, there were however slight changes (see next bullet)

  • All weapons requiring 4 or more ABPH/APFM in the crafting process have been reduced to THREE.

  • There is no longer a slot to add enhancements of any type when crafting an ABPH/APFM (previously stated). They do show up on the ingredient filter as a substitute for an ABPH/APFM but you are prevented from using them. Working as intended or bugged, the Dev Team must comment.

  • Stocks and scopes, both standard and advanced models are still present on the WS schematic list. If scopes and stocks will not be required for crafting weapons post-NGE, these should be removed from the list of available schems, and dropped from all loot tables.

  • Maximum combat level for weapons has been reduced to 80.

  • As with TC-Corbantis, disabled weapons still exist. My thought is there is broken link in the code between the weapon and Commando Profession, as all disabled weapons were previously Commando certs.

  • The conversion statistics for weapons seems to have been altered from the conversion with TC-Corbantis. It appears as though all weapons that are of the same type and equal level (all level 80 rifles for example) converted with near identical stats, regardless of their quality (non-cap, single/double capped). If this fact holds true for the actual NGE live conversion, any weapon of equal level BUT with elemental damage, will be the weapon of choice. Using again the example of rifles, the ALR, T21 and Jawa Ion rifles all converted as level 80, with nearly identical stats, regardless of their stats pre-NGE: 130-260, give or take a point here or there. Because the Jawa Ion also carries additional elemental damage, aside for cosmetic reasons, players will only carry and wish to buy the Jawa Ion for the elemental bonus. If this makes it into live as-is, the T21 and ALR are automatic non-sellers.

  • Confirmed WS crafting suits still function and add up to 2 additional points during experimentation. However, as previously stated by another tester, in most cases these extra points are not needed due to the built-in weapon stat restrictions. Only when you are using average to below average resources would the extra points come into play. Additionally, the suits do NOT require bio-linking in order to wear. Any looted modded clothing obtained AFTER the NGE, WILL require bio-linking in order to equip.

  • Weapons on vendors do not convert to their NGE levels until after removed/retrieved from a vendor. This means Day 1 of the NGE, all weapons currently for sale will have to be removed and then put back up for sale in order for their new statistics to display properly.

I'm sure that I'm forgetting something, but if so I will include it on tomorrow morning's crafting test. More to come...




Eryn Izar - MWS/MSW
<EI> Weaponry and Shipworks
Providing affordable death, carnage and mayhem throughout the galaxy
All chassis @ 2cpu, components @ 2K per level
Corellia, near Platinum City, WP 1715, -5602
Liakhara
Wed Nov 09, 2005 9:01 pm
#35

Has anyone tested how weapon crafting in Engineering compares to weapon crafting in Munitions? I.e. tried to make the same weapon with the same resources in each subcategory at the 10 and 12 point level. I'd be interested to see if they are comparable, because if so, one could choose to be an engineer and only lose the grenade schematics (engineer has 4404 Weaponsmith)




Bindi'i Kenne'dal
................................................................
Alts: Kor'don, Iri'na, NPC
Chimaera Galaxy
................................................................

RIP Weaponsmith

HoopR
Thu Nov 10, 2005 10:12 am
#36


Copied from NGE Focus Testing thread...






I've just completed phase 1 of crafting testing on TC-Ahazi. A summary of findings is below:



  • Experimentation on sub-components has been completely eliminated. The only remaining options once assembly is completed are export prototype, and export crafting schematic.

  • Quality of ingredients for sub-components has been eliminated in determining the final product. Only the resources used for the assembly of the actual weapon are weighted in the experimentation phase of crafting.

  • Newly crafted weapons turn out with equal or near-equal statistics compared to pre-NGE converted weapons of the same type.

  • A 10 pt WS is equal to an 11pt or 12pt WS for weapon creation, EXCEPT in cases where a weapon also includes Elemental Damage. It is only for Elemental weapons where the extra one or two points in experimentation provide a benefit.

  • Weapons of the same class (rifles, pistols, carbines, melee) and of the same level (80, 72, 64, ect) have basically the same statistics. For example, all CL80 rifles turn out roughly as 130 - 260, Carbines as 44 - 88, Pistols as 44 - 88, and Melee as 90 - 180. These figures MAY be built-in caps, but that would need confirmed.

If anyone has anything specific they would like tested that is unable to get access to TC-Ahazi, please post here with the details, and I will do what I can to run a test for you.


My overall impression thus far, is agreement with what many have said since these changes were announced - the "dumbing-down" of the WS profession. As it stands now, my days as a WS are probably numbering in the single digits, as I have no desire to be someone's weapon assembly monkey. Essentially that's what WS is becoming...a chimpanzee taught how to click a mouse could make an equal weapon to anything I could put together.




Eryn Izar - MWS/MSW
<EI> Weaponry and Shipworks
Providing affordable death, carnage and mayhem throughout the galaxy
All chassis @ 2cpu, components @ 2K per level
Corellia, near Platinum City, WP 1715, -5602
Liakhara
Thu Nov 10, 2005 9:21 pm
#37


See my post above.


Could you test certain weapons such as the E11 Carbine, Ryyk Blade, Lightning Rifle, Scatter Pistol while a Munitioner, and respec to Engineer and make the same weapons using the same resources and see how they compare?


If they come out the same, it would provide weaponsmiths with a choice to be paired with Armorsmith or Droid Engineer (although not be able to make grenades). And if they don't come out the same, we'll know the answer to this question at least




Bindi'i Kenne'dal
................................................................
Alts: Kor'don, Iri'na, NPC
Chimaera Galaxy
................................................................

RIP Weaponsmith

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