Weaponsmith Archive
Thread: Your Top Issues
My top 5:
1: Do a resource pass over the weapons and find those that have resources that always spawn at low stats and either increase the geral stats of the spawns or switch the resource to another. Case in point the few things that require Plumbum Iron are always way below in the % of experimentation area becuase the stats needed for the Weapon are always too low on the material.
Like everyone else says, we need some sorta resource storage facility. However, I would love to see it where the resource storage facility also has a crafting station within, and you can stand next to it, begin crafting, and choose from resources within the facility.
Right now I've got about 200 different resources in backpacks in front of my crafting station. They are organized, but it's still a PITA to have to open a few backpacks, pick up resources, and then put them back in when I am done.
2. Fix the well-documented Adv. Weapon Stock issues.
3. Improve inventory management. Being able to see what's in a resource container without examining it is a step in the right direction. Now, give weaponsmiths an improved method of managing the resource inventory required to make high quality weapons. Having to store resources in backpacks on the wall and excess in spare factories in not an ideal solution.
Logix wrote:
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.
I've supplied _more_ than enough data. That data, both on a per-weapon and in-total summary, points to a roughly 85% weapon repair failure rate. The fact that it remains consistent across multiple days and weapons (in point of fact, a significant portion of my data collection was performed in one thrill-packed afternoon of weapon repair) only REINFORCES the theory that this is a global change. If folks have contrary experience, then I have yet to see hard, published evidence of it. Ask any weaponsmith on any server what their experience has been, and I'll bet you will get the same answer - it's been changed dramatically for the worse. We have data to back that opinion up.
1) Fix the WS toolkit to not screw us out of a backpack. Make it a belt, make it a container, let it be worn with a backpack, I don't care how its implemented but please fix it. Also it would be nice if the kit had +5 weapon experimentation instead of +3 (like every other class has, I think).
2) A storage building (with a crafting station/kit that lets you access the resources in it) would be way cool.
3) Make skilltapes stack (I will never be able to afford the +3 or higher skill tapes that are needed to get a +20 suit of clothing, but over time I might be able to buy 20 +1 tapes. Why can't I put X +1 tapes on an item and have it becomea +X item?).
4) Weapon repair - I don't give a fig about this. Make it worse for all I care. The more weapons that are destroyed when being repaired, the more business there is for me.
Can't think of anything else off the top of my head ATM, but I'll post more if I think of any.
1) Lack of storage - We need more storage!
2) Adv Blaster barrels (especially ABRB)- makes no sense that a std component is used more than an advanced component.
3)Adv Rifle Stocks - Like mentioned
1. Storage in general. the ideas of a storage facility above sound good. Also the ability to see what the stack is without examining them all. I am now storing in guild houses, factories, vendors, anywhere I can. Either increase storage capacity in houses for master artisans or increase stack/crate sizes.
2. Factory time is an issue for me. Some of the items take an age to make. With a run of 1000 units can be 3 days.
Cheers
I am not sure how many weaponsmiths are in the same boat as I am, but I have the followinf situation
3 Small Storage Houses
2 Medium Storage Houses
1 Large Storage House (where most of my resources are)
14 Equipment Factories most 75%+ FUll in the Input Hopper 40%+ FUll in the output hopper
1 Bank Account 100% Full
100% FUll Back Pack
75%full main pack
50 Backpack Storage
60 Main Pack Storage
2275 Spaces for item storage
1400 spaces of output hopper space.
I am running out of room, and I look through all my stuff and I give away what I see as junk but with all these different loots, things are absolutly crazy.
I had a brainstorm. A Master Crafting Facility for each crafting type. Weapon/Armor smith Forge that only a master crafter can place. Inside this forging factory is a Crafting Station, Storage Facility, and one Equipment Factory.
Storage Facility: A series of storage cabinets. You can name them what ever you please. Make 10-12 Cabinets, each able to hold 50-100 items, have this facility take up 4 Lots.
At first I had the thought of making it a city perk, but then it would be unfair for mastercrafters who do not live in a city. But this would be an amazing storage facility for all craftertypes, it would save time and I think in the long run it will also save some server load since everything will be inside one structure, instead of a field cluttered with various houses and factories.
Yes its an idea that could use some work, but its one of those where all crafters would benefit.
Repairs do seem to suck as of late, for reasons that cannot be explained. I have like +20 weapon repair from skill tapes, and I doubt it does any good. For that matter, why not show us our repair skill mods? Do we have any at all? They don't list in our skill box the way our experimentation and assembly ratings do. Why not? Devs tell us that master weaponsmiths/armorsmiths have a better chance to repair things, but there is zero hard evidence to back this up.
Advanced stock experimentation is still borked.
Advanced blaster rifle barrel still provides only the advantage of greater accuracy and a couple more points of damage. Since all rhodium steel sucks, this barrel will suck. At least the advanced pistol barrel can be made up of 1/3 copper with good stats, not this trash.
Storage space issues are ridiculous. We have to have 60-something named, specific resources. Some of those we have to have with good stats in different areas (high SR kammris for PHs, high CD/OQ kammris for EE3s, for example). For the love of pete, if you're going to saddle us with these insane resource requirements, give us a place to keep all this crap. I've got7 houses and 10 factories and I'm still toeing the line.
Toolkit being a bandolier = stupid. Make it an apron or a belt, then it'll be useful.
Various weapon issues. Still no certification for beam rifle. Republic blaster cert not moved as promised. Heavy warheads serve no purpose other than grinding. Munitions in general take far, FAR too long and are too resource intensive for charged items. Some weapons are completely worthless (Power5, SR Combat, Ryyk Blade, etc) because something you already have a certification for is better (maybe this will be fixed in the combat balance?). DLT20 and DLT20a are identical.
That's all I can think of for now.
1. Bugged repairs (they may deny the truth, but we know...)
2. Storage issues (increase resource stack size, weapon component crate size, weapon crate size (especially heavy weapons))
3. Adv. weapon stock, adv. rifle barrel, form-fitted weapon stock (yes, this is too good to be true, so it must be a bug... *grin*)
4. A chance to increase the weapon experimentation and assembly skill just by being a master long enough to earn them, not by buying skill tapes. There should still be some progression after hitting master WS.
5. Useless weapon component enhancements and replacements (stop dropping them and cluttering the bazaar)
One thing that would be really super is the ability to leave a package for a specific customer on your vendor.
For example, let's say someone asks me to make a krayt weapon for them, and they offer the tissue to my vendor. After I'm done, I'd like to put the finished product back on the vendor, but only so that the one customer can buy it.
There's a big time-gap between europe and the west coast, and it's difficult to get the finished products back to people sometimes ....