Weaponsmith Archive

Thread: Fix The Weaponsmith Tool Kit!

FudMucker
Sun Apr 04, 2004 5:24 am
#27


Sign/ The fud Mucker, Master Weaponsmith.
Dakota_the_Hutt
Sun Apr 04, 2004 9:08 pm
#28

/sign. So annoying to unequip toolkit.......



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Daakota the Wookie: Master 12-Point Weaponsmith, Master Rifleman
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WoShiZhen
Mon Apr 05, 2004 4:07 am
#29

Uh.. I dont want it to be pack or bandolier...
We wants an apron!!! Yes we doesss!!!
But yeah.. Pack IS better than bandolier...

/sign
Thunky
Mon Apr 05, 2004 4:50 am
#30

not that i think it's going to make a difference.. but i'm all up for some change to the toolkit.



Thunky Bith'Thew
Master Weaponsmith
Teras Kasi Master
Thunky's Ye Olde Weapon Shoppe
Dunamis Leon, Flurry
Jedi_Titus
Mon Apr 05, 2004 10:42 am
#31

I'd love to see it as a apron or gloves personally. But as a pack is still much better than a bandoleer.


My problem with a pack is I would never wear it out of my house for fear of decay. Since the devs are sooo good at giving us detailed info on how things work (yea right....) I never ever use decayed stuff in my crafting on the off chance that it might have a negative effect (or completely break the skill mod on clothing; a supposedly fixed bug doctors had problems with). So I'd still be forced to juggle my inventory around, but not as much.


When the devs keep doing silly little things like this it just reinforces the impression I get more and more that they have no understanding ofcraftingin this game and are completely clueless when it come to the crafting professions. I still have yet to hear of a single dev that considers him/herself a "serious" crafter in-game. Every dev I hear of playing the game is a kewl fighter who wants more kewl lewt. *gag* (no offense intended just making a point)




Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
Orew
Mon Apr 05, 2004 3:54 pm
#32

I would like to see all bandoliers having the same capacity as a back pack.

It would be really nice to have some diversity.





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Di-Kiem
Mon Apr 05, 2004 7:12 pm
#33

/sign...Amen brother



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RebelAmphibian
Tue Apr 06, 2004 12:35 am
#34

/sign


I like to remind people however that right now, backpacks don't decay, and likely any future containers would also not decay because of the whole problem of what to do with your 50 items when your backpack falls apart. I think instead of doing anything else, the devs just decided to leave backpacks as invulnerable and brake the sockets so you can't put SEA's on them. If they make our bando a container, they would be facing the same issues again, which I doubt they will do.


If they made the bando a container and it still decayed, then I would still have to shuffle items at my house or bank to use it, and still not be able to use it at startports because it costs to much to let it decay.


That's why my first choice is a new slot (assuming they won't give us an invulnerable container). Second choice another slot, such as belt, (or one with least sockets already). Third choice is toss up between no change and vulnerable conatiner.


AltharXXX
Tue Apr 06, 2004 10:22 am
#35

/sign



Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Ehoc
Thu Apr 08, 2004 4:15 pm
#36

/sign


Another issue for me regarding the WS Tool Kit is why does creating a manufacturing schematic record the serial number of the Cargo Pocket? The draft schematic does not call for a Cargo Pocket created from a factory (someone correct me if I'm wrong) so using the manufacturing schematic based on itshould not require an identical Cargo Pocket.


Any thoughts?






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Ehoc Aderiawe - Master Rifleman - Master Swordsman
Arafo - Master Weaponsmith/Artisan
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Funkbacca
Fri Oct 29, 2004 8:04 am
#37

Oh man, just had to deal with this this morning, having just had one made... and my house is too full to just set the backpack down. What a headache... and to have to empty enough space the be able to pick the mostly full backpack back up?


AAAAAAAAAARRRRRRGGGGGGGGHHHHHH!!!!!

Fix this please!!!!!!!!!!!!!!!!!!!!!



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Maceey
Fri Oct 29, 2004 3:13 pm
#38

luv the idea about the backpack now that would be very usefull for all crafters.


Little idea

Delete the grenade belt and make a ws belt and remove the bandolier like a pet trade in to change it to a belt that would be so much better. Because the belt now sucks and isn't of any use. and that way soe won't have any probs with the aprons etc




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
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ShugFlurry
Sat Oct 30, 2004 12:13 am
#39

/sign

though it would be nice to have the toolkit as a belt maybe... then i could wear my lightweight Backpack as well



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
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