Weaponsmith Archive

Thread: Quarterly Top Issues Reporting

Loriena
Thu Oct 28, 2004 3:22 pm
#53



MichailArris wrote:
Factory time on making any items has been increased 31-33%. For example Adv. Vibro Blade Units that used to take 88 hours to make 1000 units is now taking 115 hours to make 1000 units. This is going to cause a lot of extra problems in my opinion.br>



This is also another top issue for me
MichailArris
Fri Oct 29, 2004 12:25 am
#54

Well my Top 5:



  1. Factory time on making any items has been increased 31-33%. For example Adv. Vibro Blade Units that used to take 88 hours to make 1000 units is now taking 115 hours to make 1000 units. This is going to cause a lot of extra problems in my opinion.

  2. Storage - Even as a Test Center Weaponsmith there is no way for me to "legally" store all the items and parts I use on a daily basis.

  3. Berserker Rifle Stablization Component - 'nuff said

  4. Redundent or useless schematics.

  5. Commando Consumable weapons are more difficult to make and less cost effective. Thus very few Weaponsmiths will even make them.



Mich'ael Paladin

Elder Master Commando
Master Spy

....Has Mastered the Pilot Profession
Test Center 12 pt. Master Weaponsmith
My Ship at Spaceloot


MichailArris
Mon Nov 01, 2004 2:53 pm
#55






Geechie_Dan wrote:


about looted weapons, I think there should be more looted schematics than looted weapons. That would fix the problem of "exceptional" weapons being prefered to WS made weapons. This way you can loot an "exceptional t21 schematic" for instance in stead of the gun itself, same stats or similar at the end but a lot more fun to make and have.





Now I like that idea.


But with the Combat Upgrade "Sandbox" and Combat Upgrade Beta testing. Its going to change the aspects of most if not all weapons. So right now its going ot have to be a wait and see. But on another note, I've heard that the Sandbox forums are up, so if you was selected by a correspondant for the sandbox testing make sure you have signed up for the beta testing.



Mich'ael Paladin

Elder Master Commando
Master Spy

....Has Mastered the Pilot Profession
Test Center 12 pt. Master Weaponsmith
My Ship at Spaceloot


Geechie_Dan
Tue Nov 02, 2004 1:49 am
#56


Brilyn wrote:
In no particular order:
Looted weapons being significantly more powerful than crafted weaponry *and* being closer to 'uncommon' than 'rare'.
Berserker Rifle not being craftable.
Useless schematics: Heavy Warhead, Beam Rifle.
3 out of 4 experimentation lines are mostly irrelevant.
Slicing: needs a downside. There currently isn't one, and (enough) people don't conisder the weapon 'useful' unless it's got a slice of x% before they buy it.






about looted weapons, I think there should be more looted schematics than looted weapons. That would fix the problem of "exceptional" weapons being prefered to WS made weapons. This way you can loot an "exceptional t21 schematic" for instance in stead of the gun itself, same stats or similar at the end but a lot more fun to make and have.
Logix
Wed Nov 03, 2004 2:00 pm
#57

I really want to thank those of you who contributed your thoughts and opinions about the Weaponsmith profession.


To the rest of you: Whereare you guys? This is like the young-adult turnout for the 2004 election! None of them showed up to vote!


I know our community is bigger than this. I'm going to leave this thread open another week before marking the cutoff point. Get your issues in, folks!
Gron_DM
Wed Nov 03, 2004 2:27 pm
#58

hmm the usual:

Beam rifle: for whom?

Bowcasters: need ar med or light

Fencer wpns need rebalancing stat wise...

Storage for all crafters needs a boost (WS+another craft type = 3000 items need storing easy :/ )

make the WS toolbelt a wearable container.

All the obsolete useless wpns out there like half the fencer wpns or....so on...

guess that is it cant think of anything else...



Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
Implementor
Thu Nov 04, 2004 7:02 am
#59

where to begin


Storage: Really, this is an important issue. stackable loots definately. Warehouse an excellent idea, I have 2 vendors that are basically stotage in addition to 5 factories and an extra house



Limited-use schematics: simply this sucks. Has to be done away with. Can't I use my talents and technology to learn this schematic? Looted components for sure, but schems? come on. What about reverse engineering for Weaponsmiths. Take a (now more rare loot weapon) reverse engineer it to a useful schematic. i 'd advocate a limted use with these type of schems. Or a limited reverse engineer on sub-components (ie geo-cubes/agents *see next*


Geo-Loots: These, plus a few other components (vibro motors/krayt etc) are my true joy in crafting because they offer the greatest artistic variability. With the Geo "fix" the sub components are retarded hard to get, and already costing more to acquire than the final weapon-build will sell for. Not saying it has to be 30-being spawns every 3 mins but at least make the spawn numbers variable (besides geo is too easy now), like one spawn 5 appear the next 3 the next 7 the next 2 etc. Seriously, these are the most fun weapons to make (for me anyway)


Looted>Crafted weapons: Wrong, plus there are simply too many of them. way too many.


Skins: Okay, the redundant weapons have to go and the subcomponents should show BUT how about a list of weapon-skins we can choose from like barrel/scope types. Say a half dozen for each. So not everyone is running around with exactly the same looking weapon. Hell, look at contemporary weapons, so many varieties (H&K, Steyr, Colt, Kalashnikov, FN etc)

More Weapons: in addition to skins (or /sigh instead of) more weapons types that people want to use. Some profs have such a limited weapon variability. Speaks to redundancy issue i guess. People should want MWS items and search us out


Repairs: 'nuff said


The usual: Beserker fix, DE-10 Stats


Slicing



Manifest Apocrypha- 12-point (finally) Force-Crafting Weaponsmith


Chirikiti- Procurement Specialist


Starsider




Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
Procurement Specialist O_o
Fartisan
Thu Nov 04, 2004 10:54 am
#60

I belive most have been mentioned already


Storage - Not only weaponsmiths...everyone is bothered with this im sure. Couldnt Architects make Warehouses perhaps ?. You could limit these to only contain factory crates and ressources for example


Loot - Its too easy to find the so called uber loot making weapon smith weapons secondary. Someone here mentioned reverse engineering loot into a limited use schem, defenately a good suggestion. Better/more loot useable in weapons...DOTs and skill modifiers (silencer for better cover, laser targeting for better aiming and so on...again its maybe easier to want the it is to actually make to the game)


Variation - Mentioned before also. We ought to have more options to costumize weapons, how they look. Maybe colors within greyscale and brown :/ . More muzzles, scopes and so one.


Good ideas by everyone else here still, seems the problems are the same all over. Ought to be easier to give us a little improvement then eh





Kindale & Haca

-signing out 14th dec 2005 :/
Va-Mei
Fri Nov 05, 2004 1:38 am
#61

A point that I forgot earlier when talking about weapon variety and experimentation...


We should be able the experiment speed, min damage & max damage separately. A player who thinks of himself as a sniper will want a weapon with a tight damage range that's as high as possible, even if it takes 20sec to fire the weapon again. A machine gunner will want a weapon with the slowest speed he can speed cap. Only then would he look at the damage it'll deal per shot.


These two weapons while very different, may well be built on the same weapon frame and have the same DPS, but be tailored to fit tactics of the user.
stanleycat
Fri Nov 05, 2004 4:28 am
#62

Having read most of this post, the key topics have been covered. But you have asked for more comments so:


1. Storage - its ridiculous - just make houses able to store more items, or let master architects build a laboratory-type item we can buy off em and stick in our house which allows us to organise and store 500 items. Plus get the stacking issue sorted. part crates should be able to be combined.


2. Remove or make a wide swathe of weapons useful eg dl20's, d18's, e11 rifles etc etc


3. Add rare schematics of weapons - look how popular the de10 and scythes have been - and the suggestion that you put schematics instead of dot weapons to be looted is an excellent idea


4. Join up the ground game with the jtl game - shipwrights need not have to use weaponsmiths and/or armoursmiths - but we should be able to produce some things for ships which are different from the norm and make ship customisation that little more interesting


5. Sort out the mixed up min/max damage loot drops eg acklay. Shouldnt be too hard to sort that one out





Jase theAce
ex_SWG
Logix
Fri Nov 05, 2004 12:16 pm
#63






stanleycat wrote:

Having read most of this post, the key topics have been covered. But you have asked for more comments so:




Well, I'm making a list of our Top 5 issues. It's kind of like a democracy here; the more people we have posting "Storage sucks!", the more likely it is to be in the Top 5. So it doesn't really matter whether or not it's been posted before.What matters is how many people specifically hate X issue and how important it is to us.


That said, it looks like this thread is about dead, so I'll count up the issues and draft a new thread shortly.
Logix
Fri Nov 05, 2004 12:51 pm
#64


Results:


1.) Redundant/useless weapons - 20
2.) Berserker rifle stablization component needs serial number - 18
3.) Storage sucks - 14
4.) Loot weapons, specifically Polearms/DOT weapons have become too common - 13
5.) Slicing being WS issue - 10
--


6.) Looted/Temp schems need to be more than one use - 8
7.) Weapon repair sucks - 7
8.) Scopes not visible - 5
9.) Expermentation on advanced weaponstocks - 5
10.) Experimentation needs overhaul - 5
11.) Stats need to be displayed on DE10 barrel - 4
12.) Factory time sucks [spec munitions] - 4
13.) More variety/customization between smiths - 4
14.) Munitions need to be less resource-intensive - 3
15.) Amazing success bug - 2
--

Everything else..

Retroactive removal of exploited weapons - 1
Wrong damage-types (Tusken, Spraystick) - 1
Cert:NO bug - 1
Increase XP cap - 1
Give WS more DOT weapons - 1
TKA needs more weapon types - 1
Polearms need acklay bones equivalent - 1
Weaponsmiths should craft ship weapons - 1
Need RIS-equivalent quest - 1
Stocks need to be more powerful - 1
Warhead Stabilizer limitations - 1
Resource quantities need to be increased - 1
Bad resources for schematics - 1
More weapon enhancements - 1

Message Edited by Logix on 11-05-2004 02:07 PM

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