Weaponsmith Archive
Thread: My latest post to the devs...
Talset11 wrote:Bottom line. Removing caps doesnt change the fact i only need one weapon.
Anything other then changing that simple fact is a waste of time.
Tal'set
PS Ok two weapons in my case ill need a kinetic carbine for pvp
ahh, but if they start to vary stats more, then you would need another gun. in my vision, at least three: damage, accuracy, low SAC/general use. then you need one in energy and one in kinetic. i am sorry to say i gave up on EVERY weapon being viable. it just isn't going to happen in a combat level based game like this. it could have worked in the old system though...
Thats just it though accuracy mean next to nothing. If i had a low sac one made all i would do would be to throw a damage power up on it and a damage weapon the exact opposite. Im sorry but the way combat is set up right now with it Being only energy or kinetic what your proposing will put you right back in the same boat your in now. Sure it will make weapon sales brisk again for a month or two while everyone has a weapon made to suit their needs but thats it.
The only way to counter this is to make the elemental damages mean more. Pre CU i carried 4 or 5 weapons based on their damage type until thats brought back i will have no need for more then one gun in PVE and 2 guns for PVP.
Tal'set
Summerflame wrote:
I also strongly believe that having creatures with resistance and weakness to elemental damage and then make more parts of weapons damage being elemental will be the way to save our profession from the ADK.
The devs said sometime around the start of the CU that creatures was meant to have resitance and weakness, but it wasnt implemented yet, Im still hoping here
Also this is something we could push for with the AS as Im sure theyd be very happy to have the elemental resists in armour mean something
Message Edited by Summerflame on 08-16-2005 01:10 AM
Are ADK's reusable? Meaning, can they be removed from an item and used again? (Excuse my ignorance... I've never had one).
If they are reusable I think a good solution is to make them NOT reusable. This would really make one think before slapping it on an item.
And, are ADK's REALLY the problem?? I mean, how many are out there per server? One per toon, correct? If they were made un-reusable (is that a word?) then I believe this would help our profession very nicely, along with most professions.
Malanor wrote:
Are ADK's reusable? Meaning, can they be removed from an item and used again? (Excuse my ignorance... I've never had one).
If they are reusable I think a good solution is to make them NOT reusable. This would really make one think before slapping it on an item.
And, are ADK's REALLY the problem?? I mean, how many are out there per server? One per toon, correct? If they were made un-reusable (is that a word?) then I believe this would help our profession very nicely, along with most professions.
You can delete the weapon to get the ADK back
In my opinion ADK is very much the problem not on its own as much as it is in combination with ROTW weapons and damage caps.
All the rich people which is supposed to buy our enhanced weaponry and which at least in my case is the main income source has at least one ADK and uses it on the one weapon they ever buy from me.
A lot of people has the adk even thou its one pr account pr server. Crafters sell these and thusmore fighters will have the possibility toearn an ADK.
A lot of the less fortunate people which I sold unenhanced weaponry to before the CU now has rotw quest reward weapons and uses them instead of buying from me
ADK and ROTW weapons could be countered as mentioned by me and others time and time again, by making people need to carry 3-5 different weapons each suitable for different situations
Mordan , remember the Acklay bones that were not balanced? What happened there? THose great acklay bones that had max and min dmg very, vey close lead the devs to change their stats. People were forced to turn in their acklay-stun baton and get it converted to the correct stats. Those that didn't contact a csr to have it changed risked loosing it.
Those that fight a retroactive balance pass are either wanting to stockpile some uber prenerf weapons to make gobs of money off of, or just want to be better than anyone else with no one else ever getting a chance to have a similiar weapon made.
Where is the harm in converting the weapons if a balance pass is needed on this new loot?
Not wanting to argue with you as I think you have been a good correspondant for the WS community, but other professions have had their items retroactively changed/balanced/nerfed when major changes happened. Ie - Chefs , Armorsmiths
Message Edited by Opie76 on 08-15-2005 09:55 PM
Opie76 wrote:
Mordan , remember the Acklay bones that were not balanced? What happened there? THose great acklay bones that had max and min dmg very, vey close lead the devs to change their stats. People were forced to turn in their acklay-stun baton and get it converted to the correct stats. Those that didn't contact a csr to have it changed risked loosing it.
Those that fight a retroactive balance pass are either wanting to stockpile some uber prenerf weapons to make gobs of money off of, or just want to be better than anyone else with no one else ever getting a chance to have a similiar weapon made.
Where is the harm in converting the weapons if a balance pass is needed on this new loot?
Not wanting to argue with you as I think you have been a good correspondant for the WS community, but other professions have had their items retroactively changed/balanced/nerfed when major changes happened. Ie - Chefs , Armorsmiths
Message Edited by Opie76 on 08-15-2005 09:55 PM
taht's a good question. i dont' know why our stuff gets the shaft on the retro nerf things. i also don't know why acklay bones are teh suck, acklay only spawns once every two hours in a place no longer soloable, and axva min still only spawns once a day. i REALLY wish i had the answer to these questions... cause that would mean my name was written in red
I see your point about the current status of looted components for WS. Only reason I was raising this issue is that if these items are imbalancing in your opinion and other WS opinions, then I just don't understand why the first lucky few to get a nice "unbalanced weapon" gets to be king again. The whole point of the CU was eliminate some of these issues and have balance among weapons.
Right now I wish I had a reason to use more than weapon. I Iliked it when creatures had certain vulnerabilities to a certain type of damage. It was more challenging. Now you just blast away with the highest damage gun you have.
Elemental damage in my opinion should have more meaning than just a paltry dmg boost. Perhaps if enough elemental dmg is done something like this could occur:
Think of these effects along the lines of the BH Advanced Critical Shot - Which has a chance for a -Critical Strike- for more dmg.
Cold - Target is chilled to the bone, thus slowing down their health regen.
Heat - Target begins to sweat profusely, leading to a slight reduction in movement speed.
Acid - Target's Armor/Clothes begin to show signs of enhanced decay
Electricity - Target's nervous system is temporarliy overloaded causing them to fall down. Think extra KD seperate from the normal KD timer.
These were just off the top of my head, and could be subject to debate/change.
The chance of these things happening would be pretty low, but when they do it would be a nice perk for using an elemental based weapon.
Message Edited by Opie76 on 08-15-2005 10:33 PM
Mor-Dan wrote:
when has there EVER been a retroactive nerf? let's try for things in which a precedent HAS been set, shall we? when they nerfed FWG5s back in Dec '03, did they retroactively reduce the damage on all 400-500dmg FWG5s? nope. when they removed the 40/40 dmg from all pre-CU weaponsotcks, did they remove the extra min/max damage from the weapons created with them? nope. when they changed the Jedi system, did they make all current jedi non-force sensitive again and have to find the rest of their hidden professions to unlock? nope.
online video games, MMOs such as this, are not and never will be based on "fairness" because it is a relative term. what is fair to you may not be fair to someone else. so, in these situations, you just do what is right for the long term health of the game. a balance pass needs to be done for the whole profession to make things more exciting, and less cookie cutter. will this happen? i can only hope. when will it happen? with the number of professions needing balancing before we did, i would say in 8-16 months, minimum.
this is why i always ask for you guys and gals input. we are working for the long term goals of the profession and the game. one way to turn the direction is remove the caps from weapons and put it on the loot, then diversify the loot. this allows the possibility for some of those double capped weapons to get beaten by a better, more professionally crafted weapon. that is good for the long term health of the game when you consider ADKs. with ADKs out there, there has to be a systematic increase in the quality of crafted weapons over time to force people to have to get a new weapon. if you don't, then eventually the only people byuing will be those who haven't played for a year yet, and can't afford to buy someone else's ADK.
That was the old dev teamthough. The new team seems to have a very different view of things.
online video games, MMOs such as this, are not and never will be based on "fairness" because it is a relative term. what is fair to you may not be fair to someone else. so, in these situations, you just do what is right for the long term health of the game. a balance pass needs to be done for the whole profession to make things more exciting, and less cookie cutter. will this happen? i can only hope. when will it happen? with the number of professions needing balancing before we did, i would say in 8-16 months, minimum.
this is why i always ask for you guys and gals input. we are working for the long term goals of the profession and the game. one way to turn the direction is remove the caps from weapons and put it on the loot, then diversify the loot. this allows the possibility for some of those double capped weapons to get beaten by a better, more professionally crafted weapon. that is good for the long term health of the game when you consider ADKs. with ADKs out there, there has to be a systematic increase in the quality of crafted weapons over time to force people to have to get a new weapon. if you don't, then eventually the only people byuing will be those who haven't played for a year yet, and can't afford to buy someone else's ADK.