Weaponsmith Archive
Thread: Focus Thread: Regaining the Challenge
Message Edited by Lythand on 10-16-2005 06:57 PM
The Removal of many of the damage types and the creature resists with the CU has brought us in a situation where most people only need one(ortwo at most) weapons when they have mastered their profession.
This has decreased the marked for craftable weapons especially because with only one needed weapon most people will invest in an ADK and will never return for another weapon (Unless they change template or something better comes along, this last point is however limited by weapon caps.)
Reintroduce creature resists and make Elemental damage more important. How this could be accomplished is outlined below:
Make Elemental damage mean more both by having Elemental damge treated like ordinary damage when it comes to special multipliers and by introducing the following system:
Example: Player x wants a weapon he can use for kraythunting. Krayts have 90% resistance against heat (meaning your weapon will do 90% less damge if you are using heat), but are 20% vulnerable towards Cold (meaning your attacks will do 20% extra damage if you are using a weapon with cold damage.)
Introducing new enhancers to tune your weapon towards a certain element. Enhancers could be +600 Heat damage -400 ordinary
damage (to keep it balanced)
Example: Player x goes to his WS with a +500 Cold elemental damage -300 ordinary damage enhancer (this goes instead of krayt tissues/enhanced power Cells, Reinforced Casings/Gorax shards). The WS makes an ALR that comes out with 685 max dam and 500 Cold elemental damage (the - to ordinary damge is necessary to get the elemental up in a number that would make a noticable difference without unbalancing the weapon).
Player x will now have a weapon that against Krayts would be very viable, but when he wants to hunt Crazed Geonosians he has a problem. They have 60% Cold resistance, but 40% Electricity Vulnerability. Player x starts hunting Electricity Enhancers, to get yet another weapon made.
In this way players would allmost need a weapon for each elemental damage type. This would create new loot for the fighters, new weapons for the weaponsmith community to craft. A lot more weapon variety (as some of the lower CL weapons would be usable if they had the right elemental damage). Possibly more content for AS aswell as they could also have enhancers for their armour protecting against different kinds of elemental damage (which of course would lower the resists on some of the other types to keep it balanced).
The fact that weapons can be capped (and most quite easily so) has resulted in the loss of a lot of our highend player customer base.
The minut a player has a double capped weapon with an ADK on it they have no reason to return to us. And every day more of these weapons and more ADKs enters the game meaning out marked is continously shrinking.
Solution:
There is 2 solutions suggested by the player base:
- Remove the caps totally and put the cap on the enhancers instead. Overpowered weapons before the CU was either looted, double sliced or crafted with exceptional enhancers. So controlling the loot enhancers should keep the balance while giving the Weaponsmiths a bit more freedom.
- Diminishing returns after reaching the damage cap. Make it possible to go over the cap, but make the return smaller and smaller the more above the cap you come. This would again prevent overpowered weapons, while giving the weaponsmiths a bit more freedom.
Atm there is no real reason to choose Master Certed weapons over Uncerted ones.
- Give Master weapons some skill mod bonusses
- Give master weapons special attacks that can only be used with them
- Give master weapons some special effects like the ones introduced in ToOW
- Make Master Weapons differ in stats from the uncerted weapons. Currently the difference is neglectible.
- Remove caps from master level weapons only. Master weapons should be hard to obtain schematics and components like the Nightsister Energy Lance (nad have every profession have on like it Examples Junti Mace - Fencer, Proton Carbine - Bounty Hunter)
As it stand Weaponsmiths have no chance of competing with the Melee Weapons of Kashyyk and in some areas we have a hard time competing with the ranged ones.
This is seriously cutting into our marked to such an extent that most people doesn’t stock melee weapons at all (Because they simple don’t sell).
- Give us acess to the ROTW Weapons. Either as dropped schematics, as unlimited schematics we obtain by doing quests or by simply giving them to us as a part of the weaponsmith standard schematics.
- Introduce new Melee enhancers so we at least have a chance of Competing with the ROTW Weapons statswise. (atm the best enhancers for pikes is Highpowered vibro motors and best I have ever seen was +38 with no sac or speed reduction or Night Sister Units which is extremely rare and only enhances around 40-50 min max.)
5) Weapon Variety
The grind to master is so short that people doesnt really need to get a weapon apart from the CDEF they start out with. This has resulted in very few people using nonmaster weapons. Not only does it hurt the lowend weapon sales, but it also gives less variety to the gameworld
Solution:
Remove CL from the weapons, but leave profession requirements.Make the components decide theCL of the finished weapon. That way a swordsman could have a viable Two-handed sword.
All the above is things that would help the overall variety, not only of weaponsmiths and their marked, but also in most cases for the fighters aswell and in some cases even for other crafters.
The Feeling on the weaponsmith board atm is that we have lost variety in our range of weapons (because people only buy a very few of the available weaponry) and that we have lost complexity due to caps, resource buffs (making us cap even easier), Resource deeds (giving us easy access to the very best resources), Very highend enhancers (making capping weaoons easier and putting less emphasis on good resources).
Introducing some of the solutions presented above would help regain some of our enjoyment of the complex and diverse profession we once were.
Making sure people need more than 1 or 2 weapons is essential for the weaponsmith community.
Message Edited by Summerflame on 10-17-2005 10:59 AM
The above post I plan on throwing on the Correspondent forum. I have tried to get as many of our most popular ideas in it, but before posting it to the devs I would like your feedback ![]()
So any changes you would like to see or anything you think I have left out.
Does it get around our problems and does it pose the solutions we as a community in general agree to?
This is not at all a post that should embrase all our problems, so bugs and other issues we ahve is left out. This is only a post that adressed the fact taht our marked is dwindling and how to get marked share back from lootweapons and lack of decay.
Ill take comment and corrections for the next 2 days, then I will post it for the devs to see and hopefully react to ![]()
MonKaiku wrote:
so what do you think about my idea of removing caps on one weapon per profession (like the NSEL)?
If we had a rule that we remove caps from master level weapons only - that would kill two birds with one stone
Rinviero wrote:
MonKaiku wrote:
so what do you think about my idea of removing caps on one weapon per profession (like the NSEL)?
If we had a rule that we remove caps from master level weapons only - that would kill two birds with one stone![]()
edit - for that to work we would need to make sure every combat profession master had a craftable weapon, TKM and master brawler do not....
Lythand wrote:
Everyone threatens to cancel when there is ANY change in this game. I am sure that changing the ADK in anyway would have people upset and canceling, but this game is still going solid even after a major CU...that most people threatend to quit on. Lets face it, the CU wasnt that bad..and we are SWG junkies...if all we had to do in this game was play starwars Poker..then we would continue to pay our 15$ a month.
I agree up to a point, but I think that more and more people are now carrying out the 'threat' and cancelling. Everyone has had 6 months of the CU and given it a fair chance. There are still so many things broken that seem to have finally taken their toll.
Purely from what I have seen and heard ingame, recently there has been a large increase of 'goodbye i'm leaving' e-mails. As it's almost exactly 6 months of the CU now maybe it's because the 3 month/6 month subscriptions are running out about now.
While there may also be new subscribers coming in to replace them, the ones coming in are dramatically changing the game dynamic, as without fail all they do is immediately start on the Jedi grind.
RingSting_IOM wrote:
Hi there
I think improving the elemental damage system is a fantastic idea although, I would prefer that it was the weapons that gave the elemental damage and not the components. Because if any gun could be any elemental damagebiuers would have a hard time finding whatthey want. At least you would get used to the fact a HLR is electricity ect.
But just to throw a spanner in the works....we have to confront the ugly issue of Jedi
Jedi only give out energy from what I can tell, with a slight elemental advantage depending on the colour of the blade. Well if npc mobs all get different resists then Jedi are gonna be pretty useless against a lot of them. Which in turn means they are gonna have to have about 6 lightsabers each, which is closey followed by the usualrants of "How can I get 6 good sabers with pearl drops being broken blah blah blah blah"
Not siding with Jedi at all, I just wanted to say this is what we can expect from them.
Jedi can swap the color crystal at any time to change the elemental damage type....
Rinviero wrote:
RingSting_IOM wrote:
Hi there
I think improving the elemental damage system is a fantastic idea although, I would prefer that it was the weapons that gave the elemental damage and not the components. Because if any gun could be any elemental damagebiuers would have a hard time finding whatthey want. At least you would get used to the fact a HLR is electricity ect.
But just to throw a spanner in the works....we have to confront the ugly issue of Jedi
Jedi only give out energy from what I can tell, with a slight elemental advantage depending on the colour of the blade. Well if npc mobs all get different resists then Jedi are gonna be pretty useless against a lot of them. Which in turn means they are gonna have to have about 6 lightsabers each, which is closey followed by the usualrants of "How can I get 6 good sabers with pearl drops being broken blah blah blah blah"
Not siding with Jedi at all, I just wanted to say this is what we can expect from them.
Jedi can swap the color crystal at any time to change the elemental damage type....
Hehe oh right cool