Weaponsmith Archive
Thread: A Weaponsmith laments.....
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Ybagi
Sat Jan 15, 2005 8:49 am
#27
Well that crafting system change had nothing to do with what you are talking about...
Speed and damage will always be tied together, its too easy to make an unbalanced weapon if they aren't.
I'm sure that HAM cost on weapons and the ablity to experiement on them will be looked at in the combat upgrade.
BruSwillis
Sat Jan 15, 2005 9:11 am
#28
What are you on about?
Please think a little. Right now people want damage no matter what. Therefore we make high HAM high damage stocks for rifles. This wont happen after the CU. If people want stocks, they will want them as low HAM as possible because buffs wont be in the same league as they are now. So, we will have to get stocks with low HAM and then try to lower the HAM more with whatever points are left after putting them in damage. The CU will effect the speed of all weapons, it is being totally looked at, which means, stocked weapons, with low HAM = slower rifle.
With the crafting changes, all your exp points went where you as an individual crafter wanted them to go, not like the current system where you put points in till it caps you. That is what would make each crafter individual because all their componants woould be made to their individual style.
You are obviously not actually thinking about this if you think speed is only relative to the final essembly and exp points in damage/speed together.
Just so I know, were you a crafter when the crafting changes were on TC for that month? Did you go onto TC and test it all? I did and couldnt wait for it to be pushed to live so I could use my regular resourse stock. It was a great day, many of us poured out schems and saved them for future use making superior and more individualistic weapons.
Ybagi
Sat Jan 15, 2005 9:26 am
#29
You are the one that isn't making any sense...
People want damage because of flaws in the combat systems that negate the usefulness of speed, its not really a crafting issue at all.
You assume that every weapon should have a stock because that is how the current combat system dictates how weapons should be made.
When HAM and speed become more important, it will add some differentiation to the system which seems to be what you are looking for, so why you come in here and bash the old corespondent is completely insane.
The crafting changes on test center and when they when to live was a bad idea thats why it was removed, stop living in the past and get on with it.
Good things are on the way.
Ybagi
Sat Jan 15, 2005 9:27 am
#30
BruSwillis wrote:
Sorry post above comes across as flamitory, didnt mean it that way.
I never take any offense on these forums, nor do I mean any in what I post.
Ybagi
Sat Jan 15, 2005 9:34 am
#31
The new Artisan correspondent posted this; looks interestingand applicable to us so here it is...
Howdy all,
Thunderheart just released to us the plans for publish 7. He says he'll publish all the notes to the public shortly, but I thought I'd give y'all a quick peek at the Artisan-related changes in the next publish.
Notes below:
Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of “critical fails”. Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter’s raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player’s assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
End Notes:
There are a number of other changes, such as combat changes, the ability to call pets/vehicles/droids without a camp, vertical movement of objects, new craftable light sources (I believe they are architect only, I'll confirm), sliced weapon tag, a number of significant droid enhancements, and junk dealers are being reactivated.
There is more, but I'd thought I'd pick out the tastiest bits for y'all.
Thoughts? Comments? Concerns?
Take care!
Thunderheart just released to us the plans for publish 7. He says he'll publish all the notes to the public shortly, but I thought I'd give y'all a quick peek at the Artisan-related changes in the next publish.
Notes below:
Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of “critical fails”. Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter’s raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player’s assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
End Notes:
There are a number of other changes, such as combat changes, the ability to call pets/vehicles/droids without a camp, vertical movement of objects, new craftable light sources (I believe they are architect only, I'll confirm), sliced weapon tag, a number of significant droid enhancements, and junk dealers are being reactivated.
There is more, but I'd thought I'd pick out the tastiest bits for y'all.
Thoughts? Comments? Concerns?
Take care!
here is link to original post
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=31722
BruSwillis
Sat Jan 15, 2005 9:37 am
#32
I dissagree. People want high damage no matter what the cost, because what is the cost? High damage high HAM stocks mean what exactly when buffed? Take buffs out and those weapons will be as usefull as an ashtray on a speederbike. Im not saying every weapon should have a stock, im saying every weapon that can take a stock is being requested by the buyer with as much damage as possible with no regard to HAM costs.
Ybagi wrote:
You are the one that isn't making any sense...
People want damage because of flaws in the combat systems that negate the usefulness of speed, its not really a crafting issue at all.
You assume that every weapon should have a stock because that is how the current combat system dictates how weapons should be made.
Thats my whole point, they were not a bad idea at all. The crafters on the test center loved it and we could not believe the uproar the armoursmith and weaponsmith correspondants came out with. The classic was the WS correspondant complaining that gated resourses would mean lower stats on all weapons for example that used plumbum and yet my Republic Blasters came out much better. It was pure crying about a system that they didnt test properly. If they had gone on TC and tested it properly instead of screaming on the forums we would have a brilliant system in place now and there wouldnt be the server wide standardisation of weapons/items.
Ybagi wrote:
The crafting changes on test center and when they when to live was a bad idea thats why it was removed, stop living in the past and get on with it.
Ybagi
Sat Jan 15, 2005 9:48 am
#34
BruSwillis wrote:
Ybagi wrote:
You are the one that isn't making any sense...
People want damage because of flaws in the combat systems that negate the usefulness of speed, its not really a crafting issue at all.
You assume that every weapon should have a stock because that is how the current combat system dictates how weapons should be made.
I dissagree. People want high damage no matter what the cost, because what is the cost? High damage high HAM stocks mean what exactly when buffed? Take buffs out and those weapons will be as usefull as an ashtray on a speederbike. Im not saying every weapon should have a stock, im saying every weapon that can take a stock is being requested by the buyer with as much damage as possible with no regard to HAM costs.
In the current system this is true but if HAM cost become important then it will become more of a choice rather than a requirement.
Thats my whole point, they were not a bad idea at all. The crafters on the test center loved it and we could not believe the uproar the armoursmith and weaponsmith correspondants came out with. The classic was the WS correspondant complaining that gated resourses would mean lower stats on all weapons for example that used plumbum and yet my Republic Blasters came out much better. It was pure crying about a system that they didnt test properly. If they had gone on TC and tested it properly instead of screaming on the forums we would have a brilliant system in place now and there wouldnt be the server wide standardisation of weapons/items.
Ybagi wrote:
The crafting changes on test center and when they when to live was a bad idea thats why it was removed, stop living in the past and get on with it.
All the stats of weapons did go up, because the effect of the resource caps was reduced, that doesn't mean that everyone's crafted weapons would be different, just that everyone would be making higher damage weapons.
CTRL_ALT
Sat Jan 15, 2005 10:24 am
#35
What is with bringing back really old posts? Is this a "I told you so?" Hehe, a post on Tempest was locked when it was brought back from so long ago.
Ybagi
Sat Jan 15, 2005 10:44 am
#36
Nothing wrong with bringing back interesting posts.
How many weeks without someone posting in the things not to ask a weaponsmiths post would be considered a necro?
Bumping old auctions just to mess with people is what they don't want.
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