Weaponsmith Archive

Thread: What we discussed

zazo
Tue Feb 15, 2005 1:06 am
#27






ana-mo-cara wrote:



1. Sliced weapons on the vendor. After a protracted discussion we came to the conclusion that they should only be tradeable not vendorable or sold on the bizarre. This promotes weaponsmiths skill over the quality of a slice, and it promotes a greater use to just plain smugglers in the game. Wes seemed to think this would be generally good for the smuggler community. This would also eliminate the bake and waste philosiphy. Where smiths make and then slice destoying poorly sliced weapons. This is time consumeing and pointless. It also undercuts back alley smugglers who cannot compete, because they are still subject to randomness in sliceing. While by tossing out weaponsmith/smugglers get an unfair advantage because the customer will always get the slice he or she wants. This includes the choice of damage or speed. Plus the choice of the number.


I am for this but what of the instance where someone wants to sell used weapons and armor? or someone buys a lot in anticipation of the proper slice? or for those smugglers that have a bulk slicing deal with weaponsmiths? no big deal to me but it may be for others


2. Mineing rights we generally accepted that mineing certifications would be a good thing. If they were placed in artisan. Its too easy for someone to just place a harvester without even delegateing any points to the act. If you want to harvest meat you need to have scout. To harvest minerals or resources you should have to dedicate some points. To prevent resources from being field. This prevents players from simply buying into a profession. Being a decent crafter should require some work. Not just a ton of credits.


My issue with this? I have to make spices am I not supposed to be able to mine for materials myself without artisan? at the moment I pay artisans to survey for me when I need it but if I were to purchase the materials I would be at the mercy of their price and spice making may become prohibitive. Keep in mind that smuggler is not the only profession that crafts that needs this, medics, dox, combat medics. All need resources but no artisan prerequisits. I only make spice for the guild so again not an issue for me but something to considar


3. Heavy weapons. We decided it would probabally be a good idea if heavy warheads took the place of protons in the rocket launcher schematic. It simplifies this item just a little bit, and will allow the weaponsmith to make more and charge less for them. Hard to convince a smuggler that a 30 use weapon is really worth the price it has to go for. Cutting out five assemblies would do a world of good.


I've wondered why more people don't get these items sliced as they can make huge differences in spd/dmg I used torocket launchers, acid beams, etc all the time





just my 2 credits




Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


ana-mo-cara
Tue Feb 15, 2005 1:07 am
#28

Well there is always a workaround I am sure you will have a weaponsmith/smuggler go to town with a bag full of only the finest sliced goods, but that will just make the act take a bit more time, and even then that player would be acting as a smuggler. Selling illegal goods on the streets. Which would be cool you make it you slice it you sell it in the back alleys at that moment you are a smuggler. Will it be more expensive perhaps a little bit, but thats part of the problem players think they shouldnt be takeing risks with slices. When they should. If your still hell bent on haveing a perfect damage slice on a rifle your going to be forking out some serious cash.


Whereas now we are just able to bake and destroy the bad sliced items. This means that a player will always have the choice of a high slice that they like. It should never be like that, and smugglers who are not crafters can hardly compete against that. Imagine this.


Two smugglers standing in the street they both have sliceing in their mojo. You ask smuggler one how much he charges he says 7k. You go up to smuggler two and ask how much he charges he says 15k. Your stunned why so much. You go back to smuggler one and ask him his slice range. He says 11 to 35 and the type is random. Plus there is no telling what the slice will be could be bad could be good. You ask the second smuggler what his slice range is he says 25 to 35 and you get to choose the type of slice. Here is your choice do you buy from smuggler one sure he is cheaper, but there is alot of risk. Smuggler two is more expensive, but its more of a sure thing.


This is the dilema in a nutshell players are smart. Players will always go for the better deal. If the freerange smuggler has to slice five times or more to get you what you want its going to cost alot of creds to do that. Whereas the crafter/smuggler has found a work around. He will make and slice the weapons, and give you a choice. Plus he will work most of the bad slices out.
Frolykk
Tue Feb 15, 2005 1:58 am
#29






ana-mo-cara wrote:

Well all chat software has a problem. For the most part I think the launchpad chat worked, and everyone should have that installed it should have installed when you installed the game. On some chats firewalls interfere. On others you end up needing 5or 6 different patches. While I feal for your system load I cannot see how its a result of the launchpad chat. I mean how resource intensive can this be on your system. You open the launchpad you put in your name and password you go hit the chat button. I mean to me yahoo chat is more resource intensive.


I am a weaponsmith smuggler, and I have come to a general conclusion being that template breaks down into one thing your a weaponsmith that happens to be a smuggler. You know like its a freaking accident. Personally





Try opening you launchpad and the chat and look at your taskmanager, and watch how much cpuload it has.







__//¯Maco Starbane¯\\_Human_//¯Smuggler - Alliance Ace Pilot¯¯\\__
_____//¯¯¯Frolykk¯¯¯\\_Wookiee_//¯ Trader Neutal Pilot¯\\____
___//¯¯¯Valsil Torr¯¯¯\\_Twi'lek_//¯¯ Commando - Imperial Pilot¯¯\\____
Asir_SWG
Tue Feb 15, 2005 2:29 am
#30






Giamai wrote:

i made my opinions known on the illegal items becoming unvendorable thing on another thread so i won't go there but then there's harvester certifications


doa search of the artisan forums...this was discussed at length for quite some time there last summer with a group quite a bit larger than 8. ended up about 50:50 for and against. i was a definite no...and this is why:


1) there are several professions that have a legitimate need for resources that do not require artisan. because of the skill point limits this forces them to handicap any combat skills making them much weaker than they need to be. those professions include doctor, cm, BE, and smuggler.


this means a locked market for resource peopleallowing them to corner the market if you remove what you can do currentlywhich isbuy wp's for resources from artisans. certain resources are simply not on resource vendors routinely and this handicaps these professions further.


2) comparing scout harvesting versus setting up a harvester is not a fair comparison. anyone canput upa house why not a harvester? but skinning a durni to get hide, that i can see requires some skill.


as an alternative, one of the many arguments went, instead of nerfing everyone else, give artisans valuable bonuses to the surveying tree. a commando can't plant a harvester on the side of a hill but an artisan can. or an artisan gets 13 BER on a heavy but a swordsman lacking some mechanical skill is only able to get 8 BER out of the same harvester.


consider this alternative in your discussions...i think it helps artisans without taking too much away from others






I have already posted a solution to this issue on the first page.... If you have no skills you get personal units, you can still harvest resources, but if you need large amounts you will need to either spend a few SP or purchase the resources on the open market. At the moment the ability to chuck down ber 13's without any skill points spent is a free meal ticket.



ERHAMSTERHAMSTERHAMSTERHA
MSTERHAMSTERHAMSTERHAMSTE
RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
ERHAMSTERHAMSTERHAMSTERHA

MSTERHAMSTERHAMSTERHAMSTE

Giamai
Tue Feb 15, 2005 3:04 am
#31






Asir_SWG wrote:



I have already posted a solution to this issue on the first page.... If you have no skills you get personal units, you can still harvest resources, but if you need large amounts you will need to either spend a few SP or purchase the resources on the open market. At the moment the ability to chuck down ber 13's without any skill points spent is a free meal ticket.





that is only a partial solution...


there are more issues thanthis that are created with certs.


1) there are very specific resources needed that simply do not appear in the open resource market except by request. there are simply too many resources for a dedicated resource miner to keep up with. this alone hinders people as they will not necessarily be able to obtain the best stats on things they need without keeping up with resources themselves. having to wait for a miner to get these specific resources produces a bottleneck whereas a part time crafter like a BE or CM is currently able to pay attention to these things on their own without the interdependency


2) personals are capped at 4 BER at best. as a master doctor, for example,this is not going to allow the retrieval of sufficient resources to allow the recovery of a reasonable level of resources to produce stims or buffs to run a business.


3) as i said, spending the skill points for something in addition to the prof is unnecessary as it stands now. CM in particular is intended to be combat support, skill points are already stretched just to allow that to happen, adding artisan severely weakens all of these professions that legitamately need resources but for which artisan is not required. it is a stretch that becomes unfair simply because all the other crafting professions are not required to use up skill points .. they come with their chosen profession.


4) requiring harvester certifications basically encourages something the devs don't want, cross server lot trading. start a new toon and make them an artisan becomes beneficial over simply renting lots from combat people within the server.


what i am encouraging is an anti-nerf...always people are attempting to take things away from others for their own benefit. what i suggest is giving bonuses to artisan so that it encourages people to want to take up artisan for the bonuses rather than creating a monopoly that hurts others and makes people look for ways to work around it.




TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
SeaRaptor
Tue Feb 15, 2005 6:40 am
#32






Hurlobacca wrote:



Felton, do you sell sliced weapons?





No. Never have, never will. I don't see the point in de-valuing my work. As an engineer, I am taught to abhor waste. Crafting weapons just to throw half of them away is wasteful. As a businessman, I don't see the need in taking risks with my stock that will cause roughly half of it to lose value. That's what I feel slicing does. Besides, contrary to popular belief, not EVERYONE gets or wants a slice.






Whether you do or your don't, do you feel that as correspondent you should represent all weaponsmiths regardless of whether they sell sliced or not?




Do you really need to ask this question? I feel like I'm doing a decent job trying to gather the viewpoints of both sides here. (See the poll thread, for example.) I know my own mind on this issue, but that doesn't invalidate in any way the thoughts and experiences of others.






It seems to me like the foremost item on their agenda was a pursuit of a ban on selling sliced weapons on vendors. Curiously, at least some of them are WS's who also slice, something I've never cared to do myself because I don't have time and also because I don't think I should have a vertical monopoly on every aspect of selling weapons since I do everything but the slicing. The fact of the matter is that all weapons are sliced by smugglers, and taking sliced weapons off vendors doesn't help smugglers and only penalizes some WS, as each weapon can only be sliced once and by a smuggler and they already own 100% of the smuggling business.




I can assure you that any kind of restriction on illegal goods on vendors will only go through with the thought and input of the Smuggler community. They've been abused enough as is. I think you might see it some day, but I also think that the dev team probably has more pressing matters on its plate right now.


That doesn't mean we can't discuss the matter; however, I only think this will be a problem for a little while longer. Anyone who thinks that the current state of slicing (huge benefits, no penalties) isn't going to undergo some changes as a part of the Combat Upgrade is kidding themselves. Still, it would benefit us to see if there's some middle ground that can be reached and a solution that works for everyone... which brings us to this discussion.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
Hurlobacca
Tue Feb 15, 2005 2:22 pm
#33






SeaRaptor wrote:






Hurlobacca wrote:



Felton, do you sell sliced weapons?





No. Never have, never will. I don't see the point in de-valuing my work. As an engineer, I am taught to abhor waste. Crafting weapons just to throw half of them away is wasteful. As a businessman, I don't see the need in taking risks with my stock that will cause roughly half of it to lose value. That's what I feel slicing does. Besides, contrary to popular belief, not EVERYONE gets or wants a slice.


I've sold several thousand sliced weapons but only throw awayless thanten percent at most and not because they wouldn't sell but because of vendor item limits.I see running a sliced vendor as akin to offering slicing insurance for your customers. I make a lot more selling sliced than I would selling unsliced but I am providing an additional service, assuming increased risk, and increasing my labor costs due to the time it takes me to transport sliced weapons,price, stock and restock them. The one thing that amazed me when I first created these vendors is that I sell nearly as many speed sliced weapons as I do damage sliced. Granted they generate roughly half the income.


I run a weapons business in partnership with two other players and run the DamageSliced and Speed Slicedvendors (both of which also contain Krayt and other Special weapons like scythes, de-10's, acklay hammers, etc.)and they run other vendors including Melee, Ranged, Heavy Weapons/Grenades and Krayt/Special Weapons vendors all of which offer unsliced weapons. I also run a Crate Weapons vendor for players that want to get a whole crate of their favorite weapons sliced.


Our arrangement is fairly unique but we work hard to provide quality weapons for all players regardless of whether their preference is for sliced or unsliced weapons. I agree with you that many players prefer to buy unsliced weapons and we try to accomodate those differences and fashion our business model so as to meet the needs of the players on our server.






Whether you do or your don't, do you feel that as correspondent you should represent all weaponsmiths regardless of whether they sell sliced or not?




Do you really need to ask this question? I feel like I'm doing a decent job trying to gather the viewpoints of both sides here. (See the poll thread, for example.) I know my own mind on this issue, but that doesn't invalidate in any way the thoughts and experiences of others.


I should have worded the question differently as it's not my intention to question your integrity and I think you've done a great job as correspondent thus far. I don't see any valid reason for WS's to object to other WS's selling sliced weapons. To me that would be like 12 point smiths objecting to 10 point smiths selling krayt or enhanced weapons which wouldn't make any sense either and would likewise be an intrusion on another player's right to self-determination in how they play their profession.






It seems to me like the foremost item on their agenda was a pursuit of a ban on selling sliced weapons on vendors. Curiously, at least some of them are WS's who also slice, something I've never cared to do myself because I don't have time and also because I don't think I should have a vertical monopoly on every aspect of selling weapons since I do everything but the slicing. The fact of the matter is that all weapons are sliced by smugglers, and taking sliced weapons off vendors doesn't help smugglers and only penalizes some WS, as each weapon can only be sliced once and by a smuggler and they already own 100% of the smuggling business.




I can assure you that any kind of restriction on illegal goods on vendors will only go through with the thought and input of the Smuggler community. They've been abused enough as is. I think you might see it some day, but I also think that the dev team probably has more pressing matters on its plate right now.


I agree the smuggler community needs some love. I just take objection to this recurring practice of trying to enhance one profession by diminishing another when there are so many other things that can be done to enhance smuggler without spoiling someone else's fun, especially when the proposed solution would be so easy to work around. Even if I couldn't sell my sliced weapons on a vendor I'd still get my crates sliced and put them on display in a house or put them in packs or whatever. Nothing would be accomplished except inconveniencing players like me as I'd still be paying smugglers to slice my goods, same as always.


That doesn't mean we can't discuss the matter; however, I only think this will be a problem for a little while longer. Anyone who thinks that the current state of slicing (huge benefits, no penalties) isn't going to undergo some changes as a part of the Combat Upgrade is kidding themselves. Still, it would benefit us to see if there's some middle ground that can be reached and a solution that works for everyone... which brings us to this discussion.


I'll admit to getting a bit hot under the collar when 8 "experts" get together and proclaim they've decided they don't like sliced weapons on vendors and want to start a campaign to ban them.


There are in fact penalties associated with slicing weapons but they are limited to the usefulness (half of them decreasing in value by your estimate) and longevity of the weapons. You either have to pay more for a sliced weapon or buy enough to get a good slice and repairs are also adversely affected by slicing and weapon decay is impacted by the amount of damage the weapon is producing as well. If you are referring to in-combat changes to how a sliced weapons affect players ham, that seems like it would make sense.


I think we're all looking forward to learning more about the changes to combat/weapons/armor as that information becomes available to us. If, as you predict, the desirability of sliced weapons may even change with the revamp then it would seem a bit premature to advance a campaign to remove sliced weapons from vendors when player preferences might decide that issue anyway before long, which is how it should be anway.










Hurlobacca 12 Point Master Weaponsmith
SiyBer Arms South Coronet -200 -5500 Visit Our Vendors:
DmgSliced SpdSliced Melee Ranged Krayt/Special Heavy/Grenades
Crates/Tools Powerups Bargain Resources
Muzz
Wed Feb 16, 2005 2:10 am
#34

I'll admit to getting a bit hot under the collar when 8 "experts" get together and proclaim they've decided they don't like sliced weapons on vendors and want to start a campaign to ban them.

There are in fact penalties associated with slicing weapons but they are limited to the usefulness (half of them decreasing in value by your estimate) and longevity of the weapons. You either have to pay more for a sliced weapon or buy enough to get a good slice and repairs are also adversely affected by slicing and weapon decay is impacted by the amount of damage the weapon is producing as well. If you are referring to in-combat changes to how a sliced weapons affect players ham, that seems like it would make sense.

I think we're all looking forward to learning more about the changes to combat/weapons/armor as that information becomes available to us. If, as you predict, the desirability of sliced weapons may even change with the revamp then it would seem a bit premature to advance a campaign to remove sliced weapons from vendors when player preferences might decide that issue anyway before long, which is how it should be anway.









Mr Bacca.

The discussion was held as a meeting of minds, hopefully the first of many, where people who have a vested interest can join in and debate suggestions, the Smuggler correspondent did just this and contributed actively to the discussion. As for campaigns, well people start campaigns for all sorts of things all the time. Personally I don't think any of the things we discussed will ever make it into the game, but that does not mean the meeting and discussion we had was invalid and meaningless.

There was no feeling of anyone there regarding themselves as any more of an 'expert' than anyone else who posts here.

If you don't like the chat meeting idea and don't think it worthwhile then please don't attend, and there's no reason to be disparaging towards others who wish to try this sort of thing.

Message Edited by Muzz on 02-16-2005 09:16 AM

Message Edited by Muzz on 02-16-2005 09:16 AM



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Bermag
Wed Feb 16, 2005 7:26 am
#35






ana-mo-cara wrote:


2. Mineing rights we generally accepted that mineing certifications would be a good thing. If they were placed in artisan. Its too easy for someone to just place a harvester without even delegateing any points to the act. If you want to harvest meat you need to have scout. To harvest minerals or resources you should have to dedicate some points. To prevent resources from being field. This prevents players from simply buying into a profession. Being a decent crafter should require some work. Not just a ton of credits.







And why is that bad? And a crafter you might not have time or skills to do everything. Should every ws have combat skills so they can kill Krayts and Acklay? It is good that crafters need to interact with other players.


What is next step, to make it impossible to trade the resources?





---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
SeaRaptor
Wed Feb 16, 2005 7:53 am
#36

Rather than quote Hurlo's post, I'll just say: Thanks for your thoughts. I don't really see this as a divisive issue, merely a choice that some smiths make. I don't have anything against people who choose to sell sliced stuff on their vendor, I simply don't do it myself. I don't see the need to nerf their ability to do so at this point in time, mainly because there are no other good alternatives available at the moment.


This is a good discussion, and one we need to be having. Anyone with thoughts, please feel free to contribute; no one's opinion is invalid.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
WILDMAN_SOLO
Wed Feb 16, 2005 8:05 am
#37


I have never thrown away a single weapon I have sliced in my life. I just list it for sale and it eventually gets bought. Trying to prevent sliced weapons from being sold on vendors is an act of lunacy and impinges on a whole way of gameplay and enjoyment for a whole set of people.


Fine if you don't like selling sliced weapons don't, but don't try and start dictating what can and can't be done and what should be allowedand what shouldn't be allowed, these forums stink of people not liking others who are resourceful and hard working to establish and maintain their business.


Message Edited by WILDMAN_SOLO on 02-16-2005 03:06 PM



=Upde Harris= 12pt Master Weaponsmith and smuggler of Chimaera server - Voted 20th Best WS on the server !!! WOOT
Idiva Harris - 12pt Master AS and Merchant

Ancient Weapons and Hokey religions are no match for a good blaster at your side !!
Visit =Upde= Weapons Inc. in RFR Guildhall Kintha on Tatooine (2k from Mos Eisley) for all your weaponry needs.

Muzz
Wed Feb 16, 2005 8:24 am
#38

This thread might as well be locked/deleted now. It seems some people aren't even able to read other peoples thoughts and points-of-view without replying with a semi-coherent rant.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Frolykk
Wed Feb 16, 2005 6:40 pm
#39

I wish i had the vocabulary to express my oppinion in a way that would be offensive to some people.


But i'll try.


If you read my signature, you'll see that i am both a smuggler and a weaponsmith, on differant characters, but on the same server.

That being said, i'm a role-palyer first, a smuggler and weaponsmuth second.

I could easily slice all the weapons i make and sell them on my vendor, it would be nice, and i would make more money, but it hurt the option to do some backalley slicing, i don't make my money on weaponsales because i don't preslice, and i don't make money on slicing because everyone else sells presliced, personally i don't find it as important tomake a living out of either profession, as i find it important to have fun and enjoy my time online.


Most weapons i sell are sold at buildcost because i enjoy making them, not because i want to make alot of money fast, i did make alot of money slicing over a year ago with the 100cr per % fees, and i still have a few loyal clients from back then, that have made me alot of money, because i've switched to a system where people just tip what they want, if they find me in a good mood, if i'm not in the mood then a few people compensate by paying alot more, but most just wait for me.


I know there is alot of controversy about the idea of sliced items being banned from vendors and the bazaar, personally i love the idea, i mentioned it at the meeting, if people contact me about presliced weapons then i'm happy to supply them, just like lootmade weapons, i think that several weaponsmith would rather spend their 11 good krayt tissue on3 weapons made to a special order then make a T21 and dump it on their vendor and might have to wait a month to sell it.

But thats just my oppinion.


For me it's more about fun then anything else, i can see how it can harm some people business, but for me it would add alot more fun then harming my business, interaction with my costumers is what keeps them comming back, more so then the fact that my weapons are above average.

I've gotten alot of free stuff, including12 (+110, -1.2) tissue just because people like the way i run my business.. I may not sell as much as some of the other weaponsmiths on eclipse, but i bet if you take the fun into account then i earn alot more.


I would say Flame me all you want, but that is against forumrules

But I'm all for things that added more fun to the game, even if it's a minor nerf.



__//¯Maco Starbane¯\\_Human_//¯Smuggler - Alliance Ace Pilot¯¯\\__
_____//¯¯¯Frolykk¯¯¯\\_Wookiee_//¯ Trader Neutal Pilot¯\\____
___//¯¯¯Valsil Torr¯¯¯\\_Twi'lek_//¯¯ Commando - Imperial Pilot¯¯\\____
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