Weaponsmith Archive

Thread: Your Top Issues

TshenQin
Thu Oct 09, 2003 12:50 am
#40

--Potential fix: I'd like to hear ideas on the VK issue. I really don't think they're going to do away with them, so if you have ideas on how to keep VKs at their current power level, while increasing the effectiveness of truly unarmed attacks, I'd like to hear it. One idea I'll throw out there is to have a much greater chance of state change attacks sticking when no VKs are used.--

I think one way would be to lower the damage on the VK and give them to the brawlers. and have for the TK special combat gloves. Nice thing would be if the makers could experiment with the type of damage they could do. But i think gloves would do nicely.

Maybe an other experimentation option would be to have gloves that either defend more and hit less hard or once that hit harder but will protect less.
MorbidAngle
Thu Oct 09, 2003 2:10 am
#41

1.) Ham cost is still to hight. I dont want to kill my self when I use a special. We have to be in melee range to fight. That means we are getting hit also. We dont need any more ham damage then the creature is already doing. I think they should be half of what they are now.


2.) Tanking. We should be tanks. As it is we can not take any more damage then any ranged skill. If we could tank (and that is for all melee) it would make the CH skill less needed. That would let the ppl that like to be CH be one not just every one being one cause we need tanks.


3.) Out of range. It is pretty bad when I pvp and I am standing next to the person almost on them but can not hit them. But they sure are still shooting me.

Mister_Heavy
Thu Oct 09, 2003 8:06 am
#42

Couple responses to some points raised:

"3) Master Box........( Needs a change)

possible solutions mentioned: increase the over all effect of gaining master for the TKA profession. Tks should be able to see a huge increase of performance as well as something from each teir we level built upon and improved in our master box. Our master box should have things like improved power boost, improved unarmed hit( which it does), improved effect styles, and more vibro-knuckler certifications that allow us to cause damage other then kinetic. Our master box needs an over-hall."

The way they've redone Power boost, you do get a durration increase at master level. I don't think there is any kind of scaling effectiveness though. Is the durration increase enough of a boost? They probably won't be buffing PB again any time soon, so to differentiate between master and the lower levels, we'd probably have to end up reducing the effectiveness of the skill at the lower levels rather than furhter buffing the master skill.

I would certainly like to see a stun knuckler (like the sutn baton) go into the master certification box.

As for the other things, we do get quite a few bonuses in the master box, including combat equilibrium, damage, speed, accuracy and meditate. I think it's a good start, but we'll certainly find ways to keep master differentiated from dabbler as our profession evolves.



"3a) Fix Force of Will - it's currently worthless - and this is our master level meditate skill! I dont mind the fact it fails 2/3 of the time, but when it works, you should get at least 2/3 your HAM back, across the board. "

As Thunder hinted before he left, there is an upcoming change to FoW. I can't give specifics, but I think you'll find that it addresses the current flaws in the skill.


As for increased HAM regeneration for med, How would people like to see this implemented? Should it boost all stats, or maybe just a willpower boost for mind regen? How much of a boost do you think would be appropriate? Maybe this should only go into effect at master level as well? We'd have to find a way to make it useful, while not being imbalancing.



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Syrkai
Thu Oct 09, 2003 6:41 pm
#43

It's apparent that a /stick command or an increase to range must match /follow distance, otherwise, we are wasting our time....


Iwould like to see VK's as a damage vs. time item:


Knuckles deal more but without knuckles we should be faster, wouldn't it makes sense to be slower with a weapon equiped. When they do implement the sub-1 second cap, this would be an option.(Damage over time theory)


I think that all of the combo's should add status effects andall elite Brawler proffesionsshould have 3 damage type styles to choose from at master. (Heat, Electricity..etc...) It would also be nice to see small mods to visual effects with each type..


All elite Brawlertoughness types should encompassboth damage reduction for rangedand melee.. Or all of the elite Brawlers should receive a dodge mod to Ranged attacks... We are masters of balance, the are masters of pulling triggers.


With some of these changes it would be nice to see possibly more moves at TKM that we could macro and enjoy the esthetics of our master..


I hope that this helps,


Syr'Kai

Logix
Sun Apr 11, 2004 6:56 pm
#44

The time has come to begin compiling the quarterly Top 5's. I have been lurking for the past month and noting common complaints, but now we need to sort those voices into one thread.


Please post your top issues (only one issue is fine, but you can post as many as five) here. Additionally, I need you to specify why the issue needs to be at a high priority, what makes it so important to our profession. Check over the Issues Compilation thread if you need any ideas, but your issues are not limited to the choices in that thread alone.
Xieflow
Sun Apr 11, 2004 7:56 pm
#45

my main issue? Advanced Stocks. W T F is up with these?

I can live with the rate of moderate successes I'm getting, and the crit failure rate I'm getting.

I don't like spending 2 hours attempting to make an Advanced Stock Schematic that doesn't suck, and finally giving up because I can never seem to have a full line of great successes
EEMAN
Sun Apr 11, 2004 8:42 pm
#46

terrible returns on weapon repair.. its as if we reverted to pre-october-publish repairs where there is no profession bonus. I know a dev told you they didnt 'change' anything. But it sounds like that guy only knows how to program lip service and knows nothing about programming and bugs. Thats like saying 'no .. the vehicles are NOT auto storing because I know for a fact we would never write code to do that' . Yea right dev, go get a real programmer to come talk to us. This is an obvious glaring bug that the entire community see's quite painfully every time they tear a weapons condition down drastically. As a Master Weaponsmith with 100% repair tools I want a return to my 98% 'minor blemishes' results that I had before publish7. I dont care if you intentionally changed it or not.. that does not exclude the possibility of a bug creeping in.



sorry for the rant but the lip service on this issue is insulting at best and blatant advertisement of collective stupidity at the worst.





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Logix
Sun Apr 11, 2004 8:59 pm
#47






EEMAN wrote:

sorry for the rant but the lip service on this issue is insulting at best and blatant advertisement of collective stupidity at the worst.





To be fair, we [the community] do not have a good deal of credibility on the repair bug. For every post citing that repair rates are horrendous, we have a post citing that moderate success rates are ridiculously high after Publish 7. We do get some spacey claims on this board and they don't always want to trust our word on every single one. I have to say if I were in their position, trusting the word of a community that claims experimentation was nerfed again every three days would make me apprehensive, too.


Additionally, we have had only one person to run numbers on this. Unfortunately, the numbers were not ran at once; they were ran in small blocks on different days with different weapons. I am currently dealing with a totaled vehicle and my insurance company [RL: some guy ran a red light], but I'll have a mass-server-repair-extravangza as soon as I can cut out a solid block of time to get good data on this. But, I have to be honest: Without either a 20-page-long thread of hysteria or enough people bringing in solid data, they will continue to roll their eyes. We need more people to jump on this bandwagon, a couple posts just isn't grabbing their attention.

Zarny
Sun Apr 11, 2004 9:53 pm
#48

A big kicker for me would be in the Sg82, and Tangle guns. They have allot more potential not yet unlocked.


ALSO! The Lack of quality (On bloodfin atleast) with Desh/Rhodium/Byrothsis/and Ryll is horrid and unfair. If they dont want Vibro knucks to break 150 damage before slicing and their way of fixing that is by giving us 350 UT copper then just give us the possibility of a 1000 UT copper and the 1000 UT copper would yeild the 150 "Uber" knuck.



I am basically devoted to using HQ resources only and with a small division on these its hard to outrival others on the metal aspects with this, if they want a cap then make a cap on stats but allow for a more dispersion of the resources over the stats.



I'm actually all for having No knucks break 150 or having no Stun batons Break 250. (Excluding Ackaly) These weapons are powerful enough as it is but its too common for Any old weaponsmith to be able to duplicate these stats.



And Finally, I loved the "Crafting-nerf Day" Changes as they benefited people not slacking on resources like myself, I would like to see it reinstated





ZarnKano
WerrtZer
Sun Apr 11, 2004 9:56 pm
#49

Be real nice to see the drop rate on the geonosian pistol schematic increased 100-fold like the way the tenloss rifle one drops. As it stands now we have the lucky few who get any and all the schems cos they have the buying power or the uber guild to loot it for them. What most smiths are left with is a plummet in sales of the Tangle pistol while pistol users are forced into paying huge sums for both looted and crafted versions. Not really something that's broken as such but something that definitely needs consideration. I expect never to see one of these limited use schems, and thus never having the pleasure of making and selling one. DXR6-bs are two-a-penny right now while this pistol is rare. Why?


Oh and please fix the adv stock, and maybe the adv blaster barrel also.





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Zarny
Sun Apr 11, 2004 9:58 pm
#50






WerrtZer wrote:

Be real nice to see the drop rate on the geonosian pistol schematic increased 100-fold like the way the tenloss rifle one drops. As it stands now we have the lucky few who get any and all the schems cos they have the buying power or the uber guild to loot it for them. What most smiths are left with is a plummet in sales of the Tangle pistol while pistol users are forced into paying huge sums for both looted and crafted versions. Not really something that's broken as such but something that definitely needs consideration. I expect never to see one of these limited use schems, and thus never having the pleasure of making and selling one. DXR6-bs are two-a-penny right now while this pistol is rare. Why?


Oh and please fix the adv stock, and maybe the adv blaster barrel also.








Very very good point, i like that idea, on bloodfin, the scematics go for 3-7 million and after the Krayt tissue enhances, the guns sell for no less than 3 mil. But Bloodfin Pvp is a bit overboard I'd say.



ZarnKano
Dodece
Sun Apr 11, 2004 11:40 pm
#51

1. The kliknik glands make these things more useful. Have eighty of these worthless glands. It would be nice to see more weapons, atleast grenades make use of these items. I would love to see these getting used is some of the high end grenades. I can only get them to stick in the c12s and 22s. I would also like to see them loot in greater quantity. Means you could make crates of more then four, and if they could go into a protons we could actually make uber rocket launchers.


2. Some of the pistols need a overhaul some are near worthless. Would be nice to see them have some interesting damage types, or oddball stats say one that is extremely good at long ranges. Striker power5 dl44s. As it stands once a person reaches pistols two they skip these right by go for the dh17 scout of fwg. Really want a reason to make these other pistols.


3, The advanced rifle blaster barrels. The ones that use rhodium. No matter what I do I cannot get them past 11 11 I have hunted down the other resources some to real good quality. Still cannot get better then this can we get even a modest increase in the rhodium caps.


4. Bring back the kinetic tusken. Is there really a reason why one rifle cannot be kinetic. If its an issue of damage then give a second schematic for a kinetic tuscan but have its damage be lower.


I could care less about the repair nerf. Its for the best. I became a master weaponsmith to make guns not repair the guns everyone else made. I am all for staying employed. We are smiths not smugglers. Should be no reason that a weaponsmith should be hanging around the starport fixing weapons at two k a repair. I give this nerf a thumbs up.
YamadaMan
Mon Apr 12, 2004 4:46 am
#52

as a knew WS I have some "issues" let's call that more like "personnal problems" I see coming...

k I have to agree with the geno pistol schem, I just saw one going for 12M on eclipse, no way I can afford that ! and I'm pretty sure almost no one can afford the schem at that price.

the ressource spawn is a common issue as well, I think

and the last thing: please do something bout skill tapes, there is ONE unique place in the whole galaxy where you can find decent tapes, try what you want, but I don't think it's actually possible to wear 20 pieces of clothing with +1 tape on each. +1 are useless, why do they spawn ? there may be a reason, but I can't get that one.

as I'm newby WS, I'm not familiar with other issues yet, so just my 0.02 bucks here



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