Weaponsmith Archive
Thread: ** Dev Response Regarding Uber Loot Items **
thats a crazy axe, someone screwed up on these things
welcome to the land of the star wars gods who smite you down with just a glance
I got it! Make it so that master weaponsmiths have a 1 in 5,000,000 chance of crafting a legendary weapon, and make it "prototype only" (no schematic allowed).
I know this has been stated before, but in particular, run a calculation estimating the number of times a weaponsmith hits combine vs. a group takesdown a high level NPC, and use that asbase odds that a weaponsmith makes a legendary weapon. It only seems fair that if the combat types get a shot, so do we!
Logix wrote:
Do you haveany idea what this would mean? You would have a combatant coming to you demanding you make him 10 of these uber weapons, along with immediate advice as to finding these resources and/or demanding your supply, for a meager fee of whatever the combatant feels is "fair". 90% of the time, I'd wager the schematic would be looted by a completely clueless Bounty Hunter who destroyed it because he doesn't understand what a schematic is.
And then those who actually take it to a Weaponsmith to get something made -- Do you think with how every Weaponsmith is seemingly morally opposed to having "legendary guns" in the first place, that they'd willingly make a gun for this person that is above-and-beyond the norm of whatever they can make? It has your name on it, but you can't make any more of them. The only difference between that and looted legendary guns, is that with the latter, I don't have to stand around listening to Novice_Bounty_Hunter_00 harass me for two hours about giving him my resources so he can get his uber gun made. You don't put crafter items in the hands of those who don't know a thing about crafting, it just doesn't work.
Sorry, but that's sort of the point of online multiplayer gaming - player interaction adn interdependency. Us crafters cannot be bounty Hunters, therefore have less chance of looting. They can loot but can't craft. Ergo, interdependency. If all people want to do all day long is kill NPCs then more power tothem. I can do that in a nice game that sits on just my computer and doesnt have to be connected to 1000 others.I for one will deal with this dude if he brings such a thing to me. If he is obnoxious, I will Ignore him. If we can come to an agreement over the loot, good.
Yes, I will ask the devs to evaluate this further, but knowing their logic, this wont be high priority until alot of other bugs and balancing things are fixed.
I like the idea of a 'legendary' prototype only item that can be crafted rarely...
I like that suggestion of enabling crafters to rarely craft these items too. It gives back crafters their professional pride, explains where these items come from and also gives non combat classes a way to access these items. It would not become a problem if they were proto-type only.
A nice fix all round.
First off, I am in ownership of one of these fine weapons. I recieved it over 2 months ago, the screenshoot can be viewed here:
http://www.leftcorner.com/swg/Striker.jpg.
It does 560 health poison every 6 seconds for 5 minutes. Up until the post about that axe, I haven't heard of anything higher. I won't believe it until I see it, but let's assume the data is accurate.
I have heard of 5 other Exceptional/Legendary weapons over the last 2 months and they are more a kin to a low use, low DOT weapon like this:
http://www.powerempire.pwp.blueyonder.co.uk/brainflame.html
With each confirmed weapon however, the loot was always from a Dark Jedi. Dark Jedi are rare, I have seen 7 in 4 months of daily play and I travel constantly as part of my "clueless" profession.
Next is number of uses. Most, and I say most, of these weapons have uses in the low 2000 range. Mine is over 11k and the axe is at the ungodly 70k limit. From what I have seen in screenshots, confirmed data, the uses are quite low and the DOT is quite weak.
Additionally, the decay rate on these weapons, I would estimate, is almost double that of a normal relativly well crafted weapon.
Now let's put is all togther to check perspective:
- Loot is from Dark Jedi, a very rare NPC and is not on every single Dark Jedi.
- The DOT and weapon stats, on average, are nothing to write home about
- The decay rate is high enough to ensure that steady usage of the weapon will turn it into 0 condition with weeks
If you then factor that many combat classes, like "clueless" BH for example, need an array of weapons, one can see that such an item will have very little economic impact on your profession. I have continued to purchase weapons from weaponsmiths at a good rate to your bottom line.
In closing, 1 in 50,000 will not affect you in the slightest.
You can make the best weapon on the server? I can't be Boba Fett.
RanShino wrote:
In closing, 1 in 50,000 will not affect you in the slightest.
FYI. The drop rate for Zod Runes in Diablo 2 was 1 in 11 million!
There were thousands of Zod Runes in D2.
They weren't even the rarest drop.
Now, there is no cow level to bot all night in SWG, but, at 1 in 50,000 I think you are going to see these weapons slowly permeate into the player base, and errod business from crafters. People aren't going to pay crafters for their super high end, krayt enhanced weapon, when they can buy a normal weapon, and go kill meatlumps until one drops something 10 times better then that krayt weapon could ever hope to be.
I'm not a weaponsmith, and I think the idea of these loot drops of exceptional weapons are cool, they should however be much rarer (tusken rifles like the one seen before should be 1 in 50 million, not 50,000).I think a better way of doing this (and keeping the WS/AS involved in the process)would be to include more drops like krayt tissues.
How about asmith quest for a draft schematic for an enhancer, an enhancer that can only be assembled with looted parts, allowing for combinations of great loot (components)to make truly uber weapons/armor. Also, this would serve to depopulate the preschool that was formerly called the krayt graveyard, and give people more to search for (while the devs create actual storyline content)
I admit I scoffed at the loot drop idea when it came out. However it was implemented very well, now I think its time they realized the potential of the system.
Ok, even if exceptional weapons drop 1 in 50,000...what about the less then exceptional. Are there lesser weapons that are still better than ours or are legendary and exceptional the only ones out there. THe less than exceptional would obviously drop more, but how much more.
When are they planning on actually introducing money sinks for the combat class? Insurance you still don't need, cloning is once a planet for the most part and once in a great while if you staying on a planet like Yavin or Lok for an extended time period. Weaponsmiths do a lot of work to make a profit, an argueably, grinding is probably the worst aspect of this game...and only crafters have to grind in the classic sense. Combat classes get to have a LOT more fun earning their profession, weaponsmiths only really have the most fun when they master the profession and can make their weapons the best possible weapons...and it's still a LOT of hassle dealing with the mechanics of farming resources and running our machines and factories...not too mention the hassle of customers sometimes. I'm curious, are they going to do anything that makes the crafting classes fun...or are they going to keep making it more like a job and less enjoyable? Are they trying to drive people out the profession? I just see them making so many changes that negatively affect the profession, and then they go and drop a nice "adding uber lootable weapons to mobs" for the combat classes....could crafters get a bone please. When I say "bone" I do not mean increased power and maintinance requirements on our harvestors, increase maint/power on factories, limiting schematics back to 100 after examining the issue again, making resources more difficult to pull up or impossible if they don't spawn...kinda like Gallorian Rainbow Gemstone never having appeared on Tarquinas ever.
The crafting classes in general get trod over by the dev's repeatedly. There are MANY bugs with the crafting classes in general, not just us...but what do the dev's add? Uber lootable weapons? What about schematic fixes, certification fixes, resource fixes, bazaar fixes, merchant class fixes, vendor fixes, CLASS fixes. There are so many more important fixes they should be working on, not uber lootable weapons. This is all not to mention adding more content for the players of course.
I don't want to be uber, and I think adding weapons to the game to give players more choices, like weapons with DOTS, is a good thing. But make those weapons special because they are different, not because they are god like. It's the same developer idiocy syndrom that made EQ suck. When they added new content they didn't make it rival the existing content in new and varied ways...they just made better stuff and the old stuff became junk. If, when they added new content, they added new weapons with new and different effects to add more variety, but not making them more powerful...they would have given the players a choice. When they add better items to the game the players no longer see a choice, they see better and better means your character will perform better. Adding content to provide a choice is GREAT, adding content to make older stuff inferior is stupid...especially in a game where a combat class can run 5-10 missions in a night and be able to afford the best of the best....even for mid profession, or novice in a profession.
Why are developers clueless to these facts....