Weaponsmith Archive
Thread: post-patch weapon repairs
Anyone bother to test this agian post Publish-8?
Again, this makes sense based on the messages we've seen from TH and SOE that the economy is 'broken' and needs fixing. WhatI don't understand is why it has to be done in secret instead of coming out and saying it outright.
Also, this change will, in fact, help the 'average' Weaponsmith (I believe some elitist jerk called them 'Noob 10k Weaponsmiths'?) and possibly ruin the market for the high end specail order weapons. Who's going to pay5 million for an uber Krayt T-21 if it's going to wear down in just a month or two's use?
If the idea is to 'level the playing field', then this might be seen as a step in the right direction by SOE, but the fact is that the impact on the economy is going to be felt all the way down the line.One down-side is that it's just going to make a lot of MWS clones that stock the same weapons over and over. Who's going to try and distinguish their products by making higher end stuff at added cost when they're just going to become wall-decorations in a short order? Who's going to pay millions of credits for ubder resources and loot drops when they can't hope to recoup costs from the sale of the weapons? There may still be a bit of a nitch market for these, but not nearly as lucrative.
Another down-side is that a lot of the 'fun' of WS may well fall away with this. 1/2 of the fun for me as a MWS is to try and make varied and unusual weapons with whatever odd loot I can find (think of a listing for DXR-6b rifles in green, red and white models as well as the generic) as well as having a higher goal of being recognized as one of the premier weaponsmiths on my server (not even close to realized yet) by making distinctive weapons, not just simply because of volume. But with this change a) the fun may be curtailed since I can't hope to sell 'unusual' weapons at a decent profit,b) market for loot drops is going to get so bad people are hardly going to actively try to sell them, and c) that goal of being the best-of-the-best is just going to be reduced to being the best-of-the-best of a handful of generic people who either have good location or high volume.
These are just my personal opinions. Flame away if you want.
Actually, if the weapons get crappier then it takes longer to kill mobs, so people get hit for a longer period of time, and armor degrades faster and weapons wear down faster. It _should_ help both professions, except I don't think they thought it through all the way... then again, maybe I haven't either and I'm missing out on the 'big picture'.
Either way... Still feels like getting shafted.
We do really need a better answer from them than "nothing has changed" or "the number of test runs is too small to prove anything".
Schmoove Posted
It would make sense if they wanted to 'fix' the economy by inceasing equipment turnover. It also reduces the amount of equipment in game. Personally, though, I think this was a crappy way of going about it. I don't understand why no one at SOE had the sack to at least post something about it beforehand.
Actually this would do nothing to fix the economy. Moving credits between players is not the way to fix the system. Money sinks are really the only answer to pulling money from the game.
I don't think it's a silent nerf. I think it's an unintended consequence or a subjective consenus. Since people have actually done some experimentation work here it's probably an unintended consequence. Something in the code may be screwing up the numbers.
Teioh wrote:
Last 3 items i've tried to repair (2 armor, 1 weapon) have all completely failed. My brother who tried to repair his krayt pistol on his firsttry completely fell apart aswell.
you haev to be a Master weaponsmith to repair weapons now if your not them you will almost definetly fail.
Logix, could you follow up with SOE on this? We really need an official statement to be issued.