Weaponsmith Archive

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

ShugFlurry
Thu Dec 16, 2004 6:07 pm
#66

Berserker
Storage
Toolkit....


top 3 for me



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
JediNg
Sat Dec 18, 2004 5:30 am
#67






epidimick wrote:

Couple more things


Increase in weapon componets statsdoes not increase final weapon stats sometimes.


For example

*using the same resources for final weapon and experimentation on intial and final values the same*

37 max damage avbu will produce a 147 max vk

38 max damage avbu will produce a 147 max vk

39 max damage avbu will produce a 148 max vk


The final weapon does not always show the increase in final weapon componts stats. This happens most often in meele weapons.



Max number of exp boxes wrong


For example

a DX2 20,20,15,20 intial exp will show 10,10,11,10 avaible boxes for exp. This happens all over the place and is the same bug as the stock one. Most people don't notice this because the error is not so glaring.




I notice this too, but I always thought it was just part of the game... Kinda like how advanced blaster power handlers' cond and oq usage arent exactly 33/66. So that lower stat probably has a slightly different stat usage maybe? Guess that's still a bug though d'oh




Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
Woodis
Sat Dec 18, 2004 6:38 am
#68

Great work guys! Let's hope some of this stuff gets through.


One thing we were discussing tonight, is how it is strange that launcher pistols provide heavy weapons exp., yet utilize all the pistol special commands. This may not be directly related to smithing, but it's interesting nonetheless.


It was mentioned once, but I'd like to emphasize that it would be very nice if condition stats would carry over from sup-componants. It seems ridiculous that we can't strengthen the initial core or blaster handler, if that's what we're aiming for. This alone would also add abit more variety amongst our weapons.


It's so great to see dedicated players tothe game, keep it up!


Also great work Felton, I'm glad we got such a competant correspondant. Let's hope you have a bit better luck at the other end of the stick


- Woodis of Millenium
AspiringBountyHunter
Mon Dec 20, 2004 1:13 am
#69






SeaRaptor wrote:










Moderate successes too abundant. These are a plague upon our community. They cause us all a great deal of grief and anger, and much of the community feels, as Master Weaponsmiths, they deserve their work to be called more than "moderate". A reduction of the moderate success rate is requested.


Moderate successes can hardly be called 'successes'. Moderate successes are supposed to provide a marginal bump in stats during experimentation. Instead, they seemingly have random results, raising some numbers and lowering others, creating inexplicable experimentation results.


I've found that the biggest culprit here is that when you make an initial assembly that is an "amazing success" that moderate experimentaion results hit more often. But if you get a great success on initial assembly there is no problem going all great experiments or better.



Melee Tree Balance Issues



  • Desh Copper needs a balance pass. Similar to the woes of the Advanced Blaster Barrel components, the Advanced Blade Vibro Unit suffers a similar fate. This advanced component is not greatly superior to its predecessor, the blame lying inthe Desh Copper ingredient requirement. Desh Copper is capped at 372 UT, even though the ABVU schematic is based from 100% UT.

The big thing here is that if you up the cap on UT for desh, then the AVBUs get a higher damage and therefore a higher damage weapon. The big culprit here is the VK. With light AP and the damage range that is currently in game, TKA make a killing with it and thier damage skill mods. If the cap is raised too much, then the problem becomes worse. This, of course, could change depending on the changes made to weapons and professions in the CU


Wishlist



  • More weapon customization options, more improvement on options that exist. A few ideas kicked around were colored weapons, alternative components that provide the same bonuses but different looks. Additionally, fix the graphical glitch bugs associated with weapon scopes, stocks and barrelsand add new gun models to avoid using duplicate models (e.g. CDEF Rifle and DLT20 Rifle).

  • More storage. Storage is a huge issue for the Weaponsmith profession, what with all of the loot schematics and loot components now. Being able to stackthese kinds of items (such as Geonosian cubes) would be a great start, but the storage requirements for all of the weapon-enhancing loot on top of the strenuous resource requirements of the profession make it difficult to find a place to keep everything.

  • Hidden numbers. It is fairly obvious that the game uses more decimal places than it shows when calculating things like speed and damage on a finished weapon. We would love to be able to see those numbers in order to better understand the crafting process and have more control over the quality of a finished weapon.

  • Factory time/schematic complexity reduction. Some components and weapons have ridiculous crafting times. A fully-experimented Advanced Vibro Blade Unit can take nearly six minutes to produce in a factory, making weapons that sell quickly -- such as Vibroknucklers -- difficult to keep in-stock. Grenades and munition components are the absolute worst offenders, requiring weeks of factory time to produce limited-use weapons that can be consumed in a matter of hours.

All of these are nice. The factory time and storage are the biggest concerns for me. Its a pain to keep up with the maintenace for several houses, factories and harvesters across different accounts and toons. So getting more storage or smarter storage could not only save some cash, but would be easier to consolidate items and keep up with maintenace. (On a side note, having factories not go from "0" maintenace to self-destruct in under a day would be nice. Its takes a house a couple of weeks to decay, so factores should take a little more time than they currently do.)


Message Edited by SeaRaptor on 12-06-2004 06:19 PM








- I support keeping & balancing the current combat system You can too
Hicobaja Dalaran Dwarf Hunter
MLS Healer 3204 Enhancer 2202/Neutral Pilot 3434 Soon to be retired
Hicobyw(canceled)
Faithe(e) Dalaran Human Warrior
Master Swordchickie/Master Brawler Soon to be retired along with Hicobaja
Abbell
Mon Dec 27, 2004 11:08 am
#70

That is a great and comprehensive list!!!



personal pet peave since I just ground out FS repair line...



  • Weapon Repair needs to be rebalanced. Since Publish 7, repair rates have been reported as horrendous; success rates being less than half what they used to be. Moreover, there seems to be no solid data demonstrating Master Weaponsmiths repairing better than anyone else. Lastly, the Weapon Repair skill needs to be properly implemented, so we have something to do with all the SEAs we're carrying around.



  • Dex're Abbell
    Master Weaponsmith
    N Master Resource Gatherer
    Kin-Tek Outlet R -5387 5323 Theed

    SeaRaptor
    Tue Dec 28, 2004 8:22 pm
    #71






    DoWei wrote:
    That is an awesome organized list of items for your profession, it is too bad that every crafting Prof can't have such an awesome, well organized correspondant.



    While I appreciate the kind words, I can't truly take credit for the list. 95% of it was a direct cut-and-paste of a list generated by Logix, our former correspondent. It simply hadn't been updated in a while, so I gave it a once over,cleared out old items that had been fixed, and proceeded to add new ones. Logix did most of the work before I ever got here. =)




    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!
    shilo2
    Wed Dec 29, 2004 2:02 am
    #72

    Novice Weaponsmith Balance Issues

    * Gap between Novice and Master far too wide, leaving most Novices and their items very underutilized. It's common knowledge: Novice weapons are crap, everybody wants a Master Weaponsmith. At Novice, even their very first pistol, the D18 Pistol, is worse than a CDEF. Combined with the heavy grind they face ahead of them, it becomes increasingly difficult for pre-Master smiths to make a dime in an economy flooded with Masters.
    * DLT20 Rifle not craftable at Novice Weaponsmith. The schematic for the DLT20 Rifle is present in the Novice Weaponsmith skillbox. The required subcomponent, a Blaster Rifle Barrel, is not.


    I am a novice weaponsmith, on wanderhome. and i agree with everyting you said in this sentance, the sheer amount of grinding i must do to even fill one box above novice weaponsmith is rediculous. The weapon that i can make that gives me the most xp is the metal staff. a total of 88 weapons craftingxp. I need 35000xo to fill the first box.
    Today i decided to try and grind it. However after an hour of non stop crafting of these stupid staffs. i only got 14500xp. Howmany of these stupid staffs do i have to make before i can make something that will acually sell. I have completely ran out of money. Luckily some good people gave me alot of grinding resources. But my eyes were about to bleed, from teh bordom of doing nothing but crafting stupid sticks and getting nowehere. My main source of income was selling my bone armour on the bazzar. but now someone is selling comp armour for only a few thousand credits more, so now im competing with a master armoursmith for money!!!

    Where do the little guys get a break in this game

    How long of a grind am i looking at here? once i can fil a box, which box should i fill first? melee weapons, ranged, munitions, or the crafting bonuses box?



    - Support Our Troops


    Abbell
    Thu Dec 30, 2004 7:25 pm
    #73

    The storage issue would and could be easily fixed!!!... this may also help database restrictions.


    Make same serial components stackable... makes sense huh?


    Increase stack count on resources to 999k... how many of use have large quantities of a resource taking up huge amounts of space. Even new smiths feel the crunch when the newest and greatest copper with 900+ cd and 900+oq pops up and the try to get as much as they can through harvesting or buying while the prices are low. They stare at their bank that is full and stare at their inventory bursting because they several 100k of a resource that they cant do without.



    Dex're Abbell
    Master Weaponsmith
    N Master Resource Gatherer
    Kin-Tek Outlet R -5387 5323 Theed

    Vade_WS
    Thu Jan 06, 2005 10:48 am
    #74

    Has anyone else noticed a state-related bug with critical failures. I got 3 in a row during experimentation. Each time, I selected the same stats and same points. When I switched the order around, it worked.




    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...
    Strongbow
    Wed Jan 12, 2005 8:23 pm
    #75

    Not sure if it really makes a difference or not for Smugglers, but the WUK's appear to be using Artisan Exp points instead of Weaponsmith. I only had 7 points to play with when making these tonight (first time ever) and I am a Master Weaponsmith with Artisan 4-0-0-4. Can anyone else verify?



    ---------------------------------------------------

    [MEC] Strongbow Hulen - RIP 8/30/05

    MBH/Master Rifleman



    [MEC] Strongbow-alt Hulen - RIP 8/22/05

    Master ShipWright/Master Artisan/Master Pistoleer
    SeaRaptor
    Fri Jan 14, 2005 7:10 am
    #76


    Updated, 14 January 2005:


    • Removed un-serialed Berserker Rifle Stabilizer component from Weaponsmith Bug list.




    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!
    Strongbow
    Fri Jan 21, 2005 4:22 pm
    #77

    Is there any particular reason we do not have a schematic for the Rantok sword?



    ---------------------------------------------------

    [MEC] Strongbow Hulen - RIP 8/30/05

    MBH/Master Rifleman



    [MEC] Strongbow-alt Hulen - RIP 8/22/05

    Master ShipWright/Master Artisan/Master Pistoleer
    Trean
    Fri Jan 21, 2005 4:42 pm
    #78






    Strongbow wrote:

    Is there any particular reason we do not have a schematic for the Rantok sword?






    Its a quest loot, and it kinda sucks.



    Trean Speyr-Caggeyder
    Former SWG Player
    Voted Starsider's Best Weaponsmith - August 2005

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