Weaponsmith Archive

Thread: Your Top Issues

Tharryth
Mon Apr 12, 2004 5:14 am
#53

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.


2: Resource storage builings. Make it so that Artisans can lay down a structure that can be used for storing resources and maybe parts for making items. Make it like a vendor if needed to be put into existing structure with an ability to put items into it and heve them sit in ther until needed. Maybe have the resources and items sorted either automaticially or by custom areas so that they are easier to be found.


3: We need to have the repair precedure looked at. Like others have said it seems to be broken recently and I've given up on repairs until I hear further that's it's fixed. Also if we can have an explenation by a dev as to if WSs actually get a bonus to repair and maybe have it in our skill list so we can see it and maybe imrove it with skill tapes.


4: A small thing but maybe have the customizable features of weapons to be fixed as well. this makes no difference ingame but I do get a few people who want specific barrels and/or scopes to be on their weapons and they either don't show up as the model used or if at all. Also maybe have a listing in the schem if the item shows customized parts. Such as the FWGs never showing custom barrels but it will show scopes.


5: Hopefully in the Combat and weapons pass weapons that are underused can be looked at and improved in some way to make them more usefull and sought after. Several pistols and other weapons just arn't used and often passed over for alter ones a level or so later. Maybe have some of the psitols or other weapons have special effects tied to them or faster speeds or higher damages they they already have. Case in point the SG82 is rarel if ever used because the damage is low and it has no Ap. Either it should have higher damage to make up for the no AP issue or it should be given AP. Much like the difference in the Gaffi Baton and the Vibro Knife One has AP the other Higher Damage but no AP.



----
3 Year Vet, still tugging along.
Xieflow
Mon Apr 12, 2004 8:46 am
#54

On storage:

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.
Jebredan_Xoel
Mon Apr 12, 2004 9:14 am
#55

1. Fix the well-documented weapon repair issues.

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.



Jebredan Xoel | Starsider | FS Crafting Master
FMS Super Store located just south of Coronet City at /waypoint -130 -5804

"Never settle for second best"


LLJK_Griz
Mon Apr 12, 2004 11:15 am
#56

Adv stock experimentation still broken.


Repairs almost definitely broken - it shouldn't matter whether the testing was done all at once or spread out over a couple days. The overall sample size was rather large, plus all the individual testing segments had the same distribution of repair successes.


Is the adv blaster rifle barrel supposed to be this bad? The adv blaster pistol barrel gives a decent boost to damage but the rifle barrel only increases it by 1 or 2.


SEA issues: useless grenade exp/assembly items still dropping (Jabba themepark schematic, etc). Do repair SEAs do anything?


Themepark reward scopes are garbage.Crafted adv scopes are better in every stat.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Sahlri
Mon Apr 12, 2004 5:48 pm
#57



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.



--
Sahlri Maker
Master Weaponsmith
Wanderhome - Rori
(3684 -6327) - 75 meters north of the Rebel Outpost
kalasiris
Mon Apr 12, 2004 6:44 pm
#58

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.


Rangerw
Mon Apr 12, 2004 7:00 pm
#59

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


4) Make where architects can experimentfactories for effec/speed even if it takes more power(hate that it takes days to make a run of 1K qtyof components)


5)Rancor Teeth - Make them worth using or save the data storage space on the server.



-------------

12pt Master Weaponsmith - Master Artisan - Master Tailor - Ahazi Alt-Master Swordsman/Master Doc

5 weapon vendors on Naboo near Theed @ (-3347 4390) Just 1500m from Theed Spaceport.


Special orders can be picked up from my shop on Naboo @ (-3347 4390)

Robbo1
Tue Apr 13, 2004 5:18 am
#60

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





Masser Weaponsmith
Member of HPI Mall
Theed, Naboo -5115, 2891
Itchybacca
Tue Apr 13, 2004 5:42 am
#61

On Storage:

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.



--------------------------------------------------------------------------------------------------------
-Tuckiee MasterBounty Hunter/Carbineer

SeaRaptor
Tue Apr 13, 2004 8:08 am
#62

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.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
Loriena
Tue Apr 13, 2004 8:22 am
#63

My top issues:

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)
Dodece
Tue Apr 13, 2004 9:23 am
#64

Okay from what I understand the heavy warheads will go in to tanks and spacecraft when those publishes come out. Has anyone else heard this. If it is true then collecting the good resources for them is not a waste of time. Just being farsighted. Just wondering if anyone else has read anything on this.
Avock
Tue Apr 13, 2004 11:36 am
#65

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 ....





- Avock
Retired Master Weaponsmith, Master Merchant, Master Artisan, [combat challenged]
Core Tech - Weapons - East Dune Sea Oasis, Tatooine (5012, 3260)
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