Weaponsmith Archive
Thread: ** ATTENTION ** Time to Work on the Compilation of the Top 5 Weaponsmithing Issues....
- Projectile barrels and feed mech experimentation
- Lessen the ammount of obscure 'craptastic' resources needed for weapons. They should still be required, just in lesser amounts. Adjust resource density of said materials to compensate. If the EE3 requires 30% less kammris, make sure that the max density for a kammris vein is 30% less to deter stockpiling. This will allow better quality weapons without having to adjust stats for resources or complicated adjustments to requirements for schematics.
- Atleast acknowledge whether or not the multiple power handler stacking issue is a bug. I do not believe this is a bug, but rather a resource sink.
- Chem dispersion mechs and their experimentation
- Not weaponsmith specific, but I would like notification of a downed harvester via email with a waypoint attached (or coords to the harvester).
1) Bugged components - Projectile feed mech/pistol barrel, chem dispersion mechs, etc.
2) Weapons need a denotation that they were sliced, even if the slice was unsuccessful.
3) Weapons using ferrous metal still require conductivity/OQ for entire weapon schematic, meaning that only Quadranium or otherraresteel is acceptable since it usually has high cond/OQ, and it's not always available at resource shifts. Schematic either needs to be changed to reflect stats of steel/iron like shock resist, unit toughness, etc. or improve the conductivity of steel and iron. (I have yet to see Polonium iron on Gorath that is over 70 conductivity, meaning the Elite Carbine is anything BUT Elite.)
4) Fix Republic Blaster certification
5) Use of high effectiveness weapon crafting stations and/or weapon crafting tools seem to have little to no effect on results of actual weapons. I believe this was tested in another thread, and the tester claimed that after experimenting on 100 different items with a negative effectiveness station versus a 41% effectiveness station, that the negative station had LESS crit failures, and more great successes. Sorry I don't know the link to that post.
Thanks!
kortik wrote:
1) experimentation on adv projectile barrels/feeders needs to be fixed.
2) weapons that require electronic parts (e.g., control mechanism) get no benefit from those parts (and all such partsgive same benefit- or lack therefof -nomatter the quality of the materials used. either some benefit needs to be calculated into these weapons or the base stats (before component and resource attribute calculation is added) need to be boosted to make them viable weapons.
3) 75% of the weapons with gated resources use resources with crucial stats so low that they are almost invariably poorer weapons (or only marginally better) than lower certified weapons (e.g., laser carbine is superior to any elite i can make with best resources that have everspawned on the server and DXR6 is only about the same as laser carbine after allowing for the acid damage and lower armor piercing). Either adjust the crucial stat rangehigher on gated resources, raise base damage (before resource attribute calculation is added to determining final outcome) on the schematics that require gated resources, or raise possible attribute range for all attributes on all resources to range from 1-1000 (so that eventually when a decent version of that type spawns, it will be possible to build a decent weapon with that type resource).
4) make effectiveness rating on crafting stations and crafting tools mean something in terms of success/failure rate. I'm using a +40 ER crafting station and a +13 ER crafting tool and still getting the same number of failures as when I used a -9 tool and -2 station.
5) fix random number table on crafting/experimentation success/failure outcome. My experience over 3 months has been that if I get 1 critical failure, the odds of a second critical failure in a row are about 35%
sorry, can't find edit function.
want to add a suggestion for how the devs can deal with the multiple PH situation. stacking the bnuses is obviously out of the question, as pointed out by at least one of the above posts.
But, how about using a modifier based on number of PH's in schematic? 1xsingle PH bonus for 1 PH, 1.1xbonus for 2 PH's, 1.2 for 3 PHs, etc up to 1.9xbonus for T21's. This will produce a benefit for weapons that require multiple PH's (and maybe even offset the negative effect of crappy gated resources these weapons tend to require), without making a T21 more powerful than a rocket launcher.
just my $.02
1) Repair the bugged experimentation on adv components like adv. proj feed mech, etc.
2) Tag weapons that have been sliced
3) DO NOT stack stats from multiple items like Power handlers. If stats become stacked the market for krayt tissue will go through the roof. Camping MOB's will turn into an Uber Mob everquest experience.
4) Add a galaxy wide resource data terminal that we can check in cities. Beats hanging around each spaceport shuttle-hopping for two hours to check on resource shifts. Make the cost equal a shuttle ticket fee to the desired planet on which we want to check resources.
5) Eliminate grindage like a previous poster recommended. Anything crafted 1 or 2 skill boxes below the current will yield little or no experience. There are way two many people that achieved Master without building a single weapon besides D18's
This profession isn't that broke.
1. Slice indicator
2. Review DX2 armor piercing
3. fix Republic Blaster cert
1. Experimentation. Chem Dispensers (both advanced and basic), and others simply are broken. Further there are others that just seem 'not right'. I can experiment on somethings and get an appropriate success ratio, on other components I have to make 3x as much to get the same resultand the display is saying I have a better chance of success. If this is something thats considered a priority, I would be willing to spend time and make notes on all the things that dont seem up to par.
2. Resources. I think we need to cut back on the number of named resources that we need. Frankly aquiring resources is almost a full time job in itself for a weaponsmith, specially with the incredibly fast turnover rate on my server. Further some resources often make higher level weapons, not worth making.
3. I think master smith needs to be toned down slightly to provide novice and intermediate smiths with the slight ability to compete. I think moving 10% assembly and experimentation from master and putting it into the novice box, would be a great first step, and help the novice make d18's that are considerably better then cdef's. Further this would help remove some of the early pains of experimentation at the novice level. I remember specifically choosing not to experiment as it more often decreased the effectiviness of my weapon.
4. Make some of the choices more meaningful. We can make a huge pile of different guns, many of which are pointless to make because they are less effective than other similiar guns. More variety of damage types would be a good start.
5. Components. Components need to stack their benifits properly, further more things like scopes and stocks need to be improved so that their net benifits are atleast equal to their disadvantages. IE there needs to be a reason that some folks would want to use them.
1) Flag weapons that have: a)attempted to be sliced and failed b) sliced
2) Make weapon crafting stations more usefull
3) Add more weapons the more the merrier
1) show flags on sliced weapons
2) make the crafting station more usefull
3) HOW ABOUT MORE WEAPONS TO MAKE !!!!!
- Daminan Danzig
- Danzig Inc 5586 -4202
- East of Moenia, Naboo, Tempest
1, Fix experimentation on broken schematics.
2, Change the schematics so that the weapon stats are logically based on resource stats. Every gun seems to be based on Conductivity and Overall Quality; this makes sense for a laser rifle, but shouldn't an SG82 be based on Cold Resistance and OQ, and Launcher pistol be based on Shock Resistance or Unit Toughness,and a Spraystick or DX2 be based Decay Resistance (being acid based they would need to resist corrosion). This would make gathering resources more challenging and interesting (and harder).
3, Fix Republic Blaster Cert (so that Someone has it).
4, Increase variation among and balance betweenexisting weapons or add new schematics (so that we're not always making the same type). Prime example; Have the SR Combat Pistol do the most damage but at the expense of range (max 48m), have the Republic Blaster do slightly less damage but fire out to 64m, and have the DX2 do slightly less damage than the other two, but of an unusual type (acid). Thus a Pistoleer has to chose between three roughly equal weapons, each with it's merits and flaws (and we Weapons smiths won't be always making the same guns). Similarly, have the T21 do high damage but low speed, (as it is now) have the laser rifle do average damage and have average speed, and have the spraystick do the least damage, but with better speed and lower range penalties. To some degree SWG already does this, but I would like to see it taken further.
5,(Not WS specific but still very very much wanted) Either have harvesters send an email when they shut down (Q has said this is almost impossible to code under thecurrent setup), orcreate some way for us to check them remotely,or have some means of knowing when a resource will disappear.
Here's my list
Things that need to be fixed
1) Show if weapon has been sliced
2) Fix expermentation on feed mech.'s and barrels and chemical disbursion mech.
3) The next Advanced blaster power handler being created, after creating one with krayt tissue, always fails on initial combine.
4) Fix Beam Rifle and Republic Basters certs (or remove them)
5) Remove plumbum (or polonium iron) requirements from higher weapons, or increase base stats of these weapons so they get used. (SR Combat, Elite Carbine, T21 to name a few high level weapons that need looked into)
Things I would like to see.
1) Lower the rate of failures on initial combine or make it so not all items are lost in that combine (just an idea, my critical failures seem to be on par with when i was a novice)
2) Do something with weapon repair system, or explain how it "really" works.
3) remove limit of 50 schematics from datapad that can be displayed in a factory
4) change waypoints, pets, driods and schematics so they don't share the same 100 spots in datapad
5) (more of a general request) It takes so many types of resources, my houses and inventory are full with them, give us a building or something to store them in, resource storage locker?
6) Tell me how to change my name on these boards so that it doesn't mess up the board formating.
Spuds
Master Weaponsmith
Intrepid Server
Mos Entha Mall
445 3500 near Mos Entha on Tatooine
#1. Carbineers and Riflemen are at an enormous disadvantage due to Krayt Tissues not properly stacking. The vast majority of popular carbines and rifles require multiple identical krayt tissues, for the bonus of only one. Any rifle/carbine that only requires one is either mostly obsolete due to being so low in the skill tree, or rendered useless due to poor balancing. Carbines and Rifles should receive their own enhancement, one that would go directly into a rifle barrel or onto particular rifles/carbines to alleviate this issue.
#2. Insane success bug.
#3. Rifle Stocks require another balance pass.
#4. Whether or not the gun has been sliced and the exact slice percentage should be present on every weapon.
#5. Projectile Feed Mech/Barrel, Chemical Dispersion, etc experimentation problems.
To DarkCipher:
Might I suggest that for next week, we set some ground rules? While I do believe that everyone's opinion is valid, there is always a better place for certain opinions. For example, disqualifying any compilation suggesting improvement of crafting stations -- this is purely an Architect/Artisan issue, while it affects us, I guarantee those professions will be covering it, we should focus on our many other issues. Vice-versa, I would rather Pistoleers focus on their many Special Moves that currently have no purpose, than be putting forth issues to Developers about the Power5 issues, when we would already be covering such things.
Additionally, I feel there should be a preliminary list, a list of general issues to choose from, to assure that every opinion we receive is directly relevant. While I understand that customizations and the general look of aweapon is an issue we all wish to be looked at by the team eventually, things like experimentation being completely gated on Chemical Dispersion Mechanisms is more pertinent. Also so that everyone is aware of all of our major bugs before posting (they would be required to choose from the granted list), bugs they might have not came in contact with before and were not yet aware of, as they might have changed their opinion if they were aware.
1. Fix the insane successexploit -*ASAP*- it is ruining the Bria server and will spread to the rest of the servers fastif it isn't already in use on them.
2. Fix all remaining experimentation bugs such as the projectile feed and barrel ones.
3. adjust the schematics and/or resources qualities so that advanced weapons are more powerful that lower level weapons. For example a power5 pistol should be better than a scout blaster, or an elite carbine should be better than a laser carbine.
4. Deal with the novice weaponsmiths not having anything useful to make while they are leveling up. The insane amount of grinding necessary to become a master is inexcusable.
5. Put in an unsliced/sliced weapon indicator.
I would like to stress that number 1 is much more important then all the rest of the problems with the weaponsmith class. It has to be fixed immediately. A fix should have been in today's hot fix.
Kelgel
master weaponsmith, Naboo, Bria
1. Broken experimentation on both projectilefeed mechnisms.
2. Projectile barrels. Start with 8% effectiveness regardless of materials used.
3. Chemical dispersion mechanisms, can't experiment damage.
4. A sliced flag would be nice.
5. Basic weapon scopes experimented to 0 HAM costs still add to the HAM costs of the final product.
There's 5 to start with.