Weaponsmith Archive

Thread: Compilation of Weaponsmith Issues (updated 14 JAN 2005)

Vade_WS
Fri Dec 10, 2004 10:24 am
#53


SeaRaptor wrote:

It probably has to do with where the weapons are certed in the Marksman tree. The DH17 Carbine is a novice weapon; the DH17 Pistol is certed at Pistols 2. This would be my guess, anyway.

Schematic placement versus certification placement is one of the big issues I hope to see addressed as a part of the combat revamp.



Never agreed with that placement either, though if they had followed that logic, the DH17 Pistol certification should have been at Pistols 3. Sometimes I just can't see how they decided on which schematics went where.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
nordic_prince
Fri Dec 10, 2004 10:43 am
#54

i came across this bug/issue


i was using high end capacitors for ABPH's


made the schematic but the factory wouldn't run it as the i hadn't noticed the capacitor doesn't have a serial number


i had 6 looted together


so if u wanna use these they cannot be factory run only individual ABPH's so only usable in some pistols


i sent a mail to CSR's and was told to sit on them and keep an eye on publishes for fix



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JoleneArcher
Fri Dec 10, 2004 11:16 am
#55

You mean High Powered Energy Capacitors?

Never looted them without serial.



NGE satisfaction meter.

Give it a shot [--------------------------------------|] SOE should be shot

2 Accounts cancelled - Thanks for ruining this once great game.


SeaRaptor
Fri Dec 10, 2004 11:23 am
#56






nordic_prince wrote:

i came across this bug/issue


i was using high end capacitors for ABPH's


made the schematic but the factory wouldn't run it as the i hadn't noticed the capacitor doesn't have a serial number


i had 6 looted together


so if u wanna use these they cannot be factory run only individual ABPH's so only usable in some pistols


i sent a mail to CSR's and was told to sit on them and keep an eye on publishes for fix



Unserialed components in general are an ongoing issue. They currently pertain to us mainly through the Berserker Rifle stabilizer components.


If the Capacitors you were using had no serial numbers, your crafting tool would not have allowed them to be used (and thus, you couldn't have made a schematic out of them). I don't know what happened here, but since about June, crafting tools completely ignore serial-less components.





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!
JoleneArcher
Fri Dec 10, 2004 2:23 pm
#57


Vade_WS wrote:


Zarny wrote:
A new thing sony has implimented is not showing us the serial number on the componets when you click list ingrediants once you have a scem in a factory.

You can, however, see the serial numbers when you take the scem out and put it into your datapad.

So that might be something to add to the list... It really doesn't make sence and just wastes our time.



That's strange. I started some factories this morning and list ingredients showed the serial numbers for me.




Were those looted components? I heard from a tailor that she can see the serial number of her crafted components and i can't see the serial numbers of my looted components too when i click show ingredients needed.

Message Edited by JoleneArcher on 12-10-2004 09:24 PM



NGE satisfaction meter.

Give it a shot [--------------------------------------|] SOE should be shot

2 Accounts cancelled - Thanks for ruining this once great game.


Vade_WS
Fri Dec 10, 2004 2:32 pm
#58


JoleneArcher wrote:Were those looted components? I heard from a tailor that she can see the serial number of her crafted components and i can't see the serial numbers of my looted components too when i click show ingredients needed.

Maybe the problem is with looted components. I was using crafted ones.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Zarny
Sat Dec 11, 2004 1:10 am
#59

A new thing sony has implimented is not showing us the serial number on the componets when you click list ingrediants once you have a scem in a factory.

You can, however, see the serial numbers when you take the scem out and put it into your datapad.

So that might be something to add to the list... It really doesn't make sence and just wastes our time.



ZarnKano
Vade_WS
Sat Dec 11, 2004 1:55 am
#60



Zarny wrote:
A new thing sony has implimented is not showing us the serial number on the componets when you click list ingrediants once you have a scem in a factory.

You can, however, see the serial numbers when you take the scem out and put it into your datapad.

So that might be something to add to the list... It really doesn't make sence and just wastes our time.



That's strange. I started some factories this morning and list ingredients showed the serial numbers for me.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Agbat
Sun Dec 12, 2004 6:37 pm
#61


I'm glad to see the "Moderate Success" item is on the list. Moderate Success is certainly not a success, as the majority of times multiple stats get WORSE while another stat may, if you're lucky, stay the same. This is both humorous and incredibly frustrating.


I can see it now...



Boss: So -- what's with the network and systems?


Me: E-Mail is down, our production servers have crashed, backups haven't been working so we've lost 2 months of data, but the drinking fountain in the data center is still working... I'm going to consider our systems "Moderately Successful"


Boss: Huh?


The high rates of these horrid things (moderate successes) is why I just haven't been in the mood to weaponsmith much lately. None of the other crafting professions I've experienced has this problem. In fact, I've been considering giving up WS virtually solely due to this (and the fact that I can't really compete with looted stuff)...


But I'll go you one further...


The entire crafting system is fundamentally tilted AGAINST the crafter. The telling fact is found in the behavior of the "critical failure" vs. the "amazing success."


An Amazing success has a small percentage bonus (vs. a great success) that impacts ONLY the value being experimented.

A Critical failure can (and usually does) negatively impact stats IN ADDITION to the one being experimented.


This is fundamentally unfair.


I contend that, for a master crafter, an "amazing success" and a "critical failure" should have about the same % chance to occur, and that the general behavior of the two events should be mirrors of each other. If a critical failure is allowed to spoil multiple stats, an amazing success should improve multiple stats.




Lastly, I'd like to see consideration of making more experimentable categories for weapons. Specifically, allow experimentation on min damage, max damage, and speed separately -- more like Shipwright does. Typically, weaponsmiths experiment all the available points into damage, and then if any points are left over, they go for durability and range. The end-effect of this is that once the general WS community gets good resources, everyone's weapons look basically the same. This would make things more diverse and interesting, especially if different resource stats were used to impact different weapon stats. Ya know -- like shipwright...


In Summary -- my list:


Weaponsmith:



  • Moderate successes need to be re-tuned to actually be successful and the rate of their appearance (especially for master) needs to be drastically reduced.

  • Separate experimentation categories for Min Damage, Max Damage, and Speed instead of having them all bound together as they are now.

  • Use different resource stats for Min Damage, Max Damage, and Speed to make the resulting weapons more diverse and customizable


General:



  • Either make an "Amazing Success" beneficially impact multiple stats or limit a "Critical Failure" to impacting only the experimented stat.


CTRL_ALT
Tue Dec 14, 2004 7:43 am
#62

Customizable weapons would be great, any weapon that any race is holding, I can tell what it is, there is no individuality. More CONTENT! (that isn't bugged)



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
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Zarny
Tue Dec 14, 2004 7:51 pm
#63



Agbat wrote:
General:
  • Either make an "Amazing Success" beneficially impact multiple stats or limit a "Critical Failure" to impacting only the experimented stat.





I really like that idea.



ZarnKano
WILDMAN_SOLO
Wed Dec 15, 2004 6:38 am
#64

Not sure if this has come up before or if the devs are even willing to address it but here goes.


Sub-components like scopes/stocks/different barells not showing up if the weapons are factory made. The only time these show up is when you manually craft the weapons and pull the sub components out of the crates before loading them into the schem.


I spend hours every week making weapons by hand as a lot of people like the look of the stocks and scopes and differenet sheped barrels as it adds a bit more uniqueness to each Weaponsmiths work.


Like I said it is not really a game breaker but I would like to see factory made weapons show the scopes and stocks if they are used in the schematic



=Upde Harris= 12pt Master Weaponsmith and smuggler of Chimaera server - Voted 20th Best WS on the server !!! WOOT
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Ancient Weapons and Hokey religions are no match for a good blaster at your side !!
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Amana
Thu Dec 16, 2004 4:53 pm
#65

Right now the main thing I would be pushing for with weaponsmithing is fixing the berzerker component. It is almost unthinkable that it has gone this long without a few little keystroke fixes to add in a serial number. Other than that I would deffinately push for munitions to be much lighter on our resources and such. The commandos I supply eat my imp bombs up and it is hard to keep them in stock.



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