Weaponsmith Archive

Thread: ** ATTENTION ** Time to Work on the Compilation of the Top 5 Weaponsmithing Issues....

Jedi_Titus
Wed Sep 17, 2003 2:18 pm
#40

1. fix broken experimentation, the specific schematics mentions AND the bug that LOWER stats after a "success"


2. remove at least some of the nutty specific resource requirements on weaps. This actually has 2 effects Ive seen. First it makes higher end guns poor due the the crappy material tehy require, and second is skews the profession strongly in favor of the old rich masters who 1 can pay for huge stockpiles of many many resources needed reach shift and 2 have huge stockpiles of old gone resources.


3. Narrow the huge gap between Nov and Master smiths someor make Nov. smiths able to make something good/useful so 1 they can more effectively sell good and 2 it would cut down on the amount of grinding. Right now no one wants to buy anything from someone who doesn't have at least tech 3. That is nearly an entire branch. And even at tech 3 a smith still can't really make "good" weapons that will sell.


4. add a flag for sliced weaps.


5. email message when harv stops




Egan Vorlock: Master Weaponsmith, Carbineer - Starsider

Elesar Vorlock: Master Ranger, Creature Handler, Pistoleer, Proud Bothan - Starsider
cwhooks
Wed Sep 17, 2003 6:23 pm
#41

1) Fix factories so that you get exp for crafting stuff corretly. This would alleviate the grind and help make it a bit more worhtwhile to craft low levle stuff to work your way up.


2) Named materials... Seems to me they make certian weapons useless to build on most servers. Why no change how that whole business works... Why not allow any iron to use in the case of plumium iron, but only allow generalize point experimentation. Currently experimental damamge effects both damamge and speed. If you use thenamed material you could specifically experiement with damage seperately and/or the speed seperately. Thus allow more variation in weapons if you have good named material.


3) Fixed the bug components, feeders, barrel, etc...


4) Show sliced on weapons liek powerups!


5) Fix crafting stations and tools! It seems like the negative rated stations are better than my lvl 40 one! Also for some reason when my failure rate for experimentation is at 0% I get a crit 1 in 10, while at 1% it is i in 50 roughly. I think you have a divide by zero error or something!




Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
MysticalGreedo
Wed Sep 17, 2003 6:47 pm
#42

1) Insane Success bug/exploit that allows guns made without Krayt Tissue to have the same damage and speed as guns made WITH Krayt Tissue


2) Bugged components.


3) Insane Success Bug


4) Insane Success Bug


5) Insane Success Bug


6) Insane Success Bug





Colonel Tambo Snea'kya
Sniper | Loyal Imperial Citizen | Token Bothan of LFD

RETIRED
cailsen
Wed Sep 17, 2003 8:12 pm
#43

OK, we'll try to post this again...

my order of things to fix:
1. success bug

2. broken experimentation

3. stuck opening stats on projectile components

4. (new) Review and rationalise certifications and and schematic levels. As a novice pistoleer I can use weapons (DX2) I won't be able to make until I get to master weaponsmith. If the pistoleer had to work up to the DX2 like the weaponsmiths do, there would be a market for mid-range weapons.

5. (new) Make quality and componetry work for weapon upgrade and weapon repair kits. I maxed out (99%) a repair kit, and added all the optional components, and it ate three out of five weapons, as opposed to an unexperimented (35%) which ate one out of five. All the weapons were used approximately the same amount. And all the smugglers know that the quality on the upgrade kit doesn't matter, so why should I waste time experimenting with good material to make a 99% WUK when cruddy copper and fiberplast will make a 50% one that does exactly the same thing?

I marked 4 and 5 as new, but I have seen them discussed in the forum before. I didn't see them in this thread, so i wanted to put them on the table. If they've been discussed before, I apologise.

A couple of comments about other concerns I've seen in this list.

First, about the poor stats on the rare resources: I don't find this a problem. Yeah, you can't make that uber gun, but no one else can either (unless they're exploiting). I have faith that eventually a plumbum iron with good stats will pop up, we'll all rush out and mine it, and then horde it until the rest of the items in the schematic pop with decent resources. It won't be tommorrow, but I figure to play this game for a while.

Second, the concern about creating opportunities for novices to compete with masters is well-intentioned but misplaced. A novice shouldn't compete with a master -- a novice should fill in cracks in the market and scrape along until (s)he gets to the pinnacle. For the record, I'm a 0-4-2-4 novice, and I've found a niche market that I can fill and make enough money to keep my harvesters and factories fed and still travel to Lok and Drathomir for guild hunts.

Finally, thanks to DarkCipher for taking on the correspondent job. He's already done a much better job than that other fellow.
Solstise
Wed Sep 17, 2003 11:00 pm
#44


  1. Many resources always seem to have very poor qualities. Plumbum Iron is the poster boy for this, but others such as Kirrium and Rhodium steel also seem to have the problem.

  2. Allfirearms are still based off of Conductivity and Overall quality. This needs to be changed, especially since most weapons require alot of non-ferrous metals which typically do not have more than 600 conductivity. For example, change the flamethrower to Heat Resistance and Overall Quality.

  3. Grenades still take way too long to make. The time invested in these just are not worth it when you consider the price for them is very low since they only have 5 charges.

  4. The stacking of multiple components benefits in weapons needs to have an answer so we can put this damned thing to rest once and for all.

  5. Even when HAM is experimented down to 0/0/0 on the normal scope it still adds 3 or 4 to the h/a/m costs.





Soltanus Foo
++++KorTech Industries++++
Founder of Avalon, Corellia
Master Weaponsmith July, 2003-NGE

"SWG Tradeskillers-May we all rest in peace."
Sashi
Thu Sep 18, 2003 12:43 am
#45

My pet peeves:


1) Track down and squash this exploit allowing weapons of far higher stats than should be allowable given the available resource qualities.


2) Experimentation values on bugged components, i.e. projectile barrels, feeder, chem dispersal mechs.


3) Fix damage types/ar ratings on weapons that were bugged on 8/13, including (but not limited to) tusken rifle and spraystick. I have yet to hear a single response on this issue.


4) Indicator for a slice, succeed or fail (i.e. This weapon has been modified by slicing)


5) Review the materials requirements for explosive devices. It seems odd that a limited use explosive device like a grenade can cost more in resources than a firearm. This means they don't scale in end user cost correctly, limiting their availability and the willingness of smiths to make them.


Actually I don't have that many issues with smithy. The insane stats bug is my biggest one.




Sashi, Master Sharpshooter, formerly Master Weaponsmith, now working towards fisherman.
Secksay
Thu Sep 18, 2003 1:43 am
#46

I don't know much about Weaponsmithing, i just made novice a day ago. Here are the issues I see.


1) I make CDEF weapons better than D-18's....how can that be possible? I try experimenting it, but it won't get any better untill I finish the skill branch on the right (forgot what that one is called).


2) Grinding. The way I figure it, I have to grind my way to master to even make any weapons that people will buy. This is way more boring than it has to be. I just wanted to be a productive member of the community, but I can't until I'm a master. My weapons will always suck until I get there.


3) More weapons needed. There must be more weapons in the StarWars Universe than this.


4) Is experimentation bugged? I got an amazing success and it DROPPED the percentage of the stat I was working.


5) Acually stacking the bonuses you get from experiementing on the components with experimenting on the weapon itself.



Bow-Tox Google-Eyes


Novice Weaponsmith


Eclipse


Naboo, Theed


"I build state-of-the-art BANG BANG's."




Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
Deregen
Thu Sep 18, 2003 5:18 am
#47

Here are my top 5 issues:


1. Broken/Messed up Schematics (yes I'm combining all of these into one - why? Because they should be relatively easy to fix). Things Like the chemical dispersion mechanisms, projectile feed barrels, the XG mine and DRX mine seeming to be reversed in terms of skills required to make. We should be able to give a concise list of these to the devs and be done with it.


2. Weapon stats are off. Whether it's a function of resources required, or just something wrong with the stat, someone needs to revisit each of the weapon lines and take a hard look at how the numbers come out. Many players are running around using only a very small subset of the weapons we can make, because there's simply no reason for someone to pick up, say, a DH17 pistol when they can get a Scout Blaster which is almost always going to be better DPS. Weapon stats need to be rebalanced so that combat characters are forced to choose between what they're using - every weapon should have a strength (e.g high damage) coupled with a weakness (ex: slow rate of fire). In the end, the goal should be for the combat character population to be using a relatively even mix of all available weapon types.


3. The gap between novice and master needs to be addressed. It's just not right that my little shop on Talus should end up crowding out new weaponsmiths planet-wide until they've spent weeks and hundreds of thousands of credits grinding up to master. Give the newbie weaponsmiths a break. Give them the ability to compete with the masters on the things that they CAN make, and make it so that the sole advantage of being a master is the ability to craft the more complicated items. I realize that this would require a rework of weapon stats, schematics, operating costs, and experimentation, but simply put, being a non-master weaponsmith is just not FUN once there are established masters in place. The game doesn't require new bounty hunters to grind to master just to be able to enjoy their class and pay their expenses by doing it, so why is that required of crafters?


4. Cut down on the grinding. I added it up - I've wasted over 250,000 units of steel and copper simply advancing my skills to where they are now. That seems silly. My suggestion - chop the experience requirements for the weaponsmith skills in half. Heck, do it for all crafters. Since experience comes from the number of resources you use (rather than the complexity of the item - which seems backwards btw), the only profession that seems to have a halfway decent production/advancement ratio are architects - and only because they need 20x the resources everyone else does just to make most things.


5. Get some of the merchant fixes in place. This thread is about weaponsmithing issues, but if sales (read: getting people to use what we make)is supposed to mean something we need to be considering that side of things as well. There are a few really frustrating merchant/vendor bugs right now (like advertising getting turned off at every server reset) which hurt the ability of all crafters, including weaponsmiths, to sell their wares to other players.


There's mine. Feel free to disagree.




Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
***Visit the Starshadow Foundation vendors, located at 750, 4950 on Talus, about 3k west of Nashal Starport***

SWG Community Contributor since 2001. Beta 1, Shuttle 1.
xxTigerxx
Thu Sep 18, 2003 6:58 am
#48

1) Identify when a weapon has been sliced.


2) Fix experimentation on Adv Chem Dispenser.


3) Fix Projectial Barrel starting % for expermentation.


4) Make Elite weapons better then the rest. Cabine users and Rifle uses still say Laser is best.



\#0000FF\Tiger of RareTS
Master Weaponsmith
My shop is West of Moenia (Naboo) at 3952, -4938 in the RareTS shop


Chilastra Server

pragmatous
Thu Sep 18, 2003 7:19 am
#49

i thought i commented here i guess not

1) As novice weaponsmith there is abolutly nothing we can make that will sell anything and with out techniques 3 andything below that you fail 8/10 times when experimenting. On top of the fact that there is nothing we can make that is useful making us forced to grind.

2) Experimentation is bugged. When i get a success it drops a couple percentage points. I guess thats your "Insane success" bug?

3) Experementition failure rate is too high Since i started WS 2 weeks i've seen one amazing success and about 1/2 are from critical failure to success (which is worst then failure right now)

I'm just a novice and thats all i noticed because thats all i do is grind and experiement once i gain another techniques level, since i have to.



_______________________________
Ove Afeliti - MASTER Weaponsmith
Lowca Galaxy - Naboo - Theed
MallocErr
Thu Sep 18, 2003 7:49 am
#50

0) Insane success bug - this is an EXPLOIT. HELLO. That usually gets them going. The only thing that makes them move faster than something that doesn't work is something that works too well.


1) Fix all schematics that are broken for experimentation - ChemDispUnit, AdvChemDispUnit, ProjFeedMech, AdvProjFeedMech, ProjBarrels, AdvProjBarrels


2) Fix Armor Piercing weapons to work as described in the official playguide detailing armor. DX2 at least is broken.


3) Add slice data to weapon examine, identical in format to the power-up section that exists now.


4) Crafting station/tool quality should have an effect, an amazing successes need to somehow be amazing instead of indistinguishable from great.


5) Overhaul factory schematic window. Sort alpha, remove 50 schematic display limit


Malloc Err


Vizzagoth
Thu Sep 18, 2003 8:32 am
#51

1. Fix the broken components/weapons -ie. experimentation on them.


2.Make sure all weapons have a point -distribution via certs so that all weapons a use somewhere. Weapon certs need to be stretched out more instead of given out en mass very early. Weapons that seem pointless like the beam rifle and D18 need to be looked at and revamped.


3. Fix Resources needed - Many high end weapons and components have resources that always spawn with horrible stats for what your using them for. Either fix the resources so they have the full spectrum of stats or switch them to more realistic ones.


4. Mark sliced weapons as such. It would be nice if you could get the original stats in parenthese so you can see just how well the weapon was sliced. Same for armor.


5. Grinding to Master - Make it so that people can't just make a zillion projectile weapon barrels and be an instant master. All you need is a huge amount of steel and a good macro right now. Make it something people actually have to make a variety of weapons to achieve.


* Not a weaponsmith issue, but it would be lovely if we could get a message when harvesters stopped. And also make it less rediculous to try and place the larger harvesters.





Vizzagoth's Weapons of Mass Destruction Incorporated
"For when you absolutely, positively, have to kill everything on the Planet!"
Bloodfin just outside Coronet @ 900 -4615

"When ships are added to the game, they will be made from 5 million units of a rare metal that only spawns inside the Sarlaac pit for an hour during a full moon on an even numbered Tuesday." - Me
Spectre486
Thu Sep 18, 2003 8:36 am
#52

Ok,


Here's my list.


1. Fix the schematics that can't be experimented on properly.E.G.Chem dispersion/adv chem dispersion


Spray sticks could be so much better with this fix!


2. Fix HAM and range experimentation on all weapons.


3. Change the stats on a few "irrelevant" weapons by some meansE.G. Striker Pistol, E11 carbine/Rifle (plumbum iron sucks!) D18 pistol at low level weaponsmith ismuchWORSE than a CDEF.


4. Fix experimentation so that getting a "success" or "Moderate success" doesn't actually make the stats worse -I've also had it where a failure made my weapon stats better!


5. Good weapon crafting stations seem to offer very little advantage overnot so goodones - in fact, I am convinced my experimenting has gotten worse since I bought my +13.55 crafting station. This is also true of the weapon crafting tool.


Wow...4 things affecting experimentation....think they will get the message?


Joon Greel


Expert Weaponsmith 3-4-1-4 / Master Marksman


Tempest




Captain Joon Greel
Rebel Army Medical Corps
Ex-Master Weaponsmith / Master FS Crafting Mastery/
Vendors in Edoras Mall behind Edoras Shuttleport, Naboo


Reven - Master Doctor/TKM - Infinity
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