Weaponsmith Archive
Thread: Your Top Issues
I think my top fives issues are this.
1) Weapon repairs
2) Storage. My thought is that Items placed in the input hopper of a crafting station should not count as items in the house. That would allow storage of frequently used materials without having to search numerous packs for them and allow the storage of more items in the house.
3) Advanced Stocks. The experimention is broken on them.
4)Non Random Slices. I dislike having to make large runs of weapons to get a damage slice. Let the smugglers choose damage or speed.
5) Underused Weapons, I would like to see some improvements in weapons no one uses. THis would allow some diversifcation so i make more than laser carbines, laser rifles, t-21's and FWG-5's
My five things I would like to see
1) More weapons please....I don't mean the type that you need a group of 20 people to attack a 100k HAM'd mob either.
2) An explanation why they have gated resources on some weapons and why they feel the need for it. I mean they must know that no one makes specific weapons or weapon components because of this, Rhodium anything comes to mind when i think about this.
3) Yes, space is just out of this world, in beta we never had a care about space then all these stupid "database" issues came about and then we found ourselves lacking space. I can't even decorate my house because I need all the space for resources I am holding
4) Easier ways to get bonuses to our weapon crafting. Not everyone has 50 million credits to buy +10 in expirementation to get extra points and such. The tool belt seemed like a good start but more varieties of this type would be most wanted
5) Hmmm forgot what I was going to say about this one. Will come back if I remember
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I'm willing to guess this was to make some more "variety" within all the different types of resources, and more for the crafting items that say, require 25 units Steel instead of 25 units Rhodium Steel. Would have been a great system if no schematics required specific, named resources. The problem comes in where Weaponsmith requires tons and tons of named resources, of course. If they dropped the resource gates on all resources, then there would be no difference between one type of steel from another (There probably wouldn't even be a difference between steel and copper), which would really make the game boring for crafters who don't require specific resources
1) storage
2) Some basic weapon components are better than their advance components... Blaster rifle barrels for instance. I used to be able to make 16/16 adv. rifle barrels and then in either Dec or Jan, they got nerfed.
Now the best I can get is 11/11.
3) Make experimenting on HAM and Range worth while! To little bang for the buck currently! There really is no incentive to not spend all of your points on damage/speed! I would also supprot reducing the number of experimentation trees too... I can't see anyone ever experimenting on durability... Unless HAM and/or hte buffing systemchanges, I don't see any need to experiment with that either... Range is slightly beneficial to experiment on now, improving that would be nice though.
4) Factory time... It takes to bloody long to make power handlers...
5) Weapon balance pass... There are quite frankly a fair number of weapons that are basically useless. There are also several weapons in which the damage type is just wrong... Spraystick and tusken rifle are the most obvious... Though in general I wish there were more damage type weapons for all classes.
issues:
1: storage / resource / component stack size (Basicly I should't need a second account just to store my stuff)
2: visible names of resources (please 'steel' is not that helpful)
3: vendors issues : (just show one of each thing in the stockroom (split by serial number) and the number in stock and let the customer choose how many to buy with a slider. This will make everything 100x faster and easier)
4: stock / scope display (would be nice for other people to see these : it works for clothes why not weapons?)
5: weapon damage types
Yes I know these arn't all specific weaponsmith issues but they are the my greatest issues as a weaponsmith
Nope, not five! But here are at least some of the top reasons that game-play can seem more like a job than fun ...
1) As a master I think I sould be able to fix weapons better than a non-weaponsmith.
2) FIX REPAIRS ... this max condition reduction thing hurts us all in our community at large.
3) WAY to many expirament failures, crits, moderates. Reduce this drastically. We can't maintain a good relationship with the community we are in when we're loosing Kryyt tissue, actual "good" Geono loot and all the rest to SOE's misguided ideas about crafting.
4) Either stack resources or give me a warehouse that holds 1000 items and takes only one slot away from my harvesters.
5) Eliminate worthless loot from the game. I spend hours in "/tell" trying to explain that the core they just got with a damage of 15 is vastly inferior to what I make. Good loot is one thing, junk only detracts from everyones game-play .... esp mine.
6) Fix the rifle/carb stocks
7) FIX the weaponsmith tool kit! None ofus have the space available to drop a backpack in our shops and therefore cannot even use it if we were to be able to get one in the first place.
8) After the stats on a crafted are moved up to a certain level, they should not be able to be reduced from that level by further expiramentation.
9) Weapons, such as a ttangle pistols for example,need to be useful in combat. When we make unappealing weapons it is US the weaponsmith's that people are unhappy with. THAT IS NOT FUN OR GOOD GAME PLAY FOR ANYONE.
10) Fix advanced rifle barrels.
11) Fix mines in crates. Factory run mines won't come out of the crate. Customers are very unhappy about this one.
12) Factories are way too slow. They need to be MUCH faster. How is it that SOE thinks it's fun for me to not be able to getenough built in a time frame my customers want? I'm the one who looks bad in this situation and SOE needs to understand that I am PAYING for this "gameplay".
13) Abismal resources. How does SOE think this enhances anyone's game play? Resources need to be greatly improved in stats.
14) Rocket launchers are too involved to make in any practical sense. Remove the proton grenade from the schematic
15) Why should there be a list this long in the first place. If SOE was on top of their effort to provide positive fun gameplay to us this list would not exist! I suggest that SOE institute quality control measures that a) take into account the player's game-play and b) focus on fixing their bugs BEFORE spending time adding new stuff to the game.
A crate of 25 of the weapon that takes the longest to craft will take 3.5 hours to make.
If your customers can't wait 3.5 hours for a weapon then the issue is not in the factory time to make 25 weapons.
Every weaponsmith has the same wait, and every customer will have the same problem with every weaponsmith. 3.5 hours is not a lot of time to have to wait for something, if it is you have the option to hand craft everything in rouglhly 1/3 the time.
If you only have 1 to 2 hours a day to play, then 3.5hrs is an eternity.
hear hear
during the day I play on an unstable connection, we disconnect 3 times a day normally. Since i started playing I've lost 10 Krayt weapons upon losing connection between the assembly and create prototype phase. Only to log on to findmyself still in crafting process but I cannot acces my crafting tools.
When a player disconnects you should beable to log on and continue where you left off if you didnt assemble or create prototype.
Slightly off-topic, but the last experimentation revamp that was rolled back did the opposite.There was no "bonus" whatsoever added to gated resources and the system itself simply made them less effective than they are currently. Anyone here will tell you that components using Rhodium Steel were infinitely more gated than ever during that period. In theory, the code would be a good change, but frankly, they do not have the time or the manpower to implement it properly. It needs a lot more work before they stick it back in.
SkyeDarkangel wrote:
1. Gated Resources. I think there was a change that dealt with this on the "Crafting Day" in which gated resources were given a "bonus" that made them act according to their "gate". I know the Experimentation system was rolled back... but can't get the gate fix put back in? I know any new WS's biggest problem is lack of the "uber" shifts of gated stuff.