Weaponsmith Archive

Thread: Your Top Issues

cwhooks
Thu Apr 15, 2004 12:25 am
#79






Itchybacca wrote:
As far as factories being too slow. Sometimes people are going to have to deal with a short wait. Tell your customers they can pick up a partial in a few minutes and the balance will be 6 hours.

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.




Trying making power handlers for that crate of t21's your customor needs... You'll be waiting a lot longer than 3.5 hours!



Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
cwhooks
Thu Apr 15, 2004 12:29 am
#80

I would also put in a big vote for only having resources destroyed, not components when you cancel out of a craftign session or get a critical failure! Though, I would rather have failures removed entirely from the crafting system.



Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
Reldun
Thu Apr 15, 2004 12:39 am
#81

No particular order:


1. Gated resources.. why make balancing more complex by having to factor in gated resource stats.


2. Storage... we need help with this badly. At the absolute minimum fix the lot vs space ratio so that a large holds as much as 3 smalls.


3. Weaponsmith toolkit should either be a wearable container or not take up the backpack slot. It should also be +5 to experimentation to follow suit with the other crafter's aprons.


4. NO MORE LOOT DROP TEMP SCHEMS. It's out of control as is...for the love of all that is holy do not add anymore weapon schems using this loot drop system.






Reldurpa
Ty Cobb Weaponsmith of Flurry (now retired)
5307th Corellian Rangers CorRg
Reld's Gunshop -4430, 5990 NE of Theed, Naboo
We do the slicing so you don't have to.
Longest running MWS of Flurry... 12 point smith... yadda... all that good stuff.
Thunky
Thu Apr 15, 2004 1:04 am
#82






cwhooks wrote:

I would also put in a big vote for only having resources destroyed, not components when you cancel out of a craftign session or get a critical failure! Though, I would rather have failures removed entirely from the crafting system.






i think gabe and tycho over at penny arcade stated this best when he said that crafting in some games was tantamount to trying to make a peanut butter and jelly sandwich, then destroying the entire loaf of bread, and somehow getting peanut butter all over your face.



Thunky Bith'Thew
Master Weaponsmith
Teras Kasi Master
Thunky's Ye Olde Weapon Shoppe
Dunamis Leon, Flurry
Reldun
Thu Apr 15, 2004 2:01 pm
#83

Back to the front page for Logix.


Did i mention how much I hate loot dropped schems and parts...yep listed that...base covered.





Reldurpa
Ty Cobb Weaponsmith of Flurry (now retired)
5307th Corellian Rangers CorRg
Reld's Gunshop -4430, 5990 NE of Theed, Naboo
We do the slicing so you don't have to.
Longest running MWS of Flurry... 12 point smith... yadda... all that good stuff.
Bermag
Fri Apr 16, 2004 4:58 am
#84

1) Remove or change stats for "useless" weapons


2) Weapon repair droid


3) Improved harvester interface. To many clicks to do a thing like retrieve current resources/change harvesting a new. When not a single command/button "Retieve all resources". Full macro command support for all harvester operations (including retrieving resources and change current resource).


4) Let us merge crates with identical contents. Let us have up to 50 (or maybe even 100) items in each crate.


5) Higher limit on resource containers. 500k or even 1 million.


Both 4 and 5 would solve a lto fo "database issues"



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Frolykk
Fri Apr 16, 2004 3:48 pm
#85

My biggest issues are.


1. Lack from resources, Alantium Carbonite Ore for one haven't spawned for over three months, makes it kinda hard to run a business when you can't make the items that people expect.


2. Storage Space, my workshop is always full, there should be a way to stack crates of identical crates of parts. preferbly in stacks up to 1000.


3. Limited/Loot schematic, it's one thing that they have limited uses, but getting them is impossible if you are a pure crafter, i could live with both is it was possible to re-do the missions when your schematics are used up, if only they didn't require looted components, we are crafters after all, not all fighters.


4. There are too many of the weapons that we can make that are useless, mainly because they do less damage then some of their lower counterpart (example power5 pistols, they are not worth making, i can make D18s that are fasters and more powerful)


5.the huge differance in quality between pre-nerf weapons and the currency post-nerf weapons is too big, even this long after the nerf, the pre-nerfs still dictate the marketprice of post-nerfs, several WS that have a stock of pre-nerf have lowered the prices to sell them all before they become useless, and by doing that have forced other WS to lower their prices on post-nerf to a point where we can't sell our weapons and make a profit.


well thats just my take on things, i have a hard time selling my guns without loosing money on it.



__//¯Maco Starbane¯\\_Human_//¯Smuggler - Alliance Ace Pilot¯¯\\__
_____//¯¯¯Frolykk¯¯¯\\_Wookiee_//¯ Trader Neutal Pilot¯\\____
___//¯¯¯Valsil Torr¯¯¯\\_Twi'lek_//¯¯ Commando - Imperial Pilot¯¯\\____
JandallTrein
Sat Apr 17, 2004 6:12 pm
#86

As someone who just started Weaponsmith, I will add the opposite end of the spectrum from the Master Weaponsmiths.


1) Ridiculous failure rates. Granted, my character is now entering a specific field of crafting, but did all those CDEF Pistols, CDEF Rifles and other weapons mean nothing? And what is the difference between my general crafting experimentation and weapon experimentation? There should be some kind of conversion of all those experimentation points I earned in the Artisan tree.


2) Useless schematics. The D17 is only a little faster than the CDEF, but its HAM costs are higher. Oh, it's customizable in appearance you say? That'd be great if others could see it (I take it this is still unresolved). I can't even craft a DLT20 rifle because its main component is up one skill level. Who is going to buy my garbage?


3) Ridiculously low XP. A metal staff, which is more powerful than the staves under it, only gets me 88 XP? I have spent what I consider a good deal of resources and time crafting some weapons and I only have 1609 XP. The weapons are supposed to be higher level weapons than those in the artisan tree. Why are they not giving me higher XP?


At the low end, it looks like this isn't a real profession. I feel more like some guy working in his basement producing a lot of smoke and blowing up things as I tinker. The only money I ever really make is selling average to above average resources. Guess they got rid of the Miner class by name only.


Pygmie
Sun Apr 18, 2004 1:22 am
#87


1) Looted Components/Schematics. Fisrt off, I'd like to say that I love the new looted schematics. They've given new life to the WS profession by giving us a broader range of weapons to craft and sell. But I have a problem with the loot schematics requiring loot components to craft them. Speaking from the experience of myself and many of the people I socialize in game with these loot component requirements are hurting weaponsmiths and helping the loot-campers/ninja-looters/whatever-you-call-them get richer. Many weaponsmiths I know have a hard time just breaking even on the weapons they craft due to the cost of purchasing REQUIRED loot components and looted schematics. Luckily I've had the full support of a guild behind me, but it's still been tough to make any sort of profit on the sale of these weapons.



2) Lack of customization/thought that goes into crafting a weapon. The only real decisions that are made when crafting a weapon are whether to use Advanced components and whether to include a stock. Experimenting on efficiency or range is suicide as the experimentation points effect the stats by too little to make a difference. Crafting a weapon has now become decide on the above mentioned elements, then put all your experimentation points into damage and hope for the best. Rinse. Repeat.



3) Lack of VISUAL customization of crafted weapons. Obviously visually customizable guns were something that was supposed to be available in the game, since there are multiple types of scopes and barrels that can be placed onto a gun, but as it stands the additions either don't show up at all (due in most part to factory run components) or show up as the wrong item (i.e. barrel type 3 is placed on a gun and final gun displays type 1). Also, allowing guns customizations to be visible to others would be a welcome change. Being able to customize the gun would really add to the WS prof since it would allow people to make their guns look unique and would allow WSs to play around and see which scopes and barrels they think look best on which guns.



4) Custom Fitted Weapons. Alright, this isn't so much of an issue as a suggestion. Right now I find that the process of buying a weapon is simply walking into a shop and hitting buy, most of the time without any contact to the WS. This is just fine, but I would like to see a system implemented where a WS could either take an existing gun, or craft a new gun and custom fit that gun to be better for a SINGLE person to use just as real-life gunsmiths can tailor a gun to it's user by weighting the grip/barrel etc. This could be in the form of slightly increased stats, or it could be in the form of certain + and - modifiers to current skills. For example, if a person wanted a rifle that was more accurate but slower a WS could customize THAT person a gun that would have a +10 rifle accuracy modifier but a -10 rifle speed modifier. I believe this would go a long way to make the WS prof more enjoyable to play, make it a more sociable prof, and also create different types of weaponsmiths. Some people would choose to just mass produce weapons, and other would go into the market of selling a lesser volume of customs fitted weapons.



5) Fix the horribly bugged Advanced Rifle Stock experimentation system. I shouldn't be able to get stocks that add 4 to min dam, 70 to max damage with THREE moderate success' (BTW the other stats were WAY out of whack so they were in fact useless but still shouldn't happen). The fact that the stats on the stock have NOTHING to do with the %'s in the experimentation window just proves this fact.




Le'gar Rielle - Master WS, Master Artisan, Novice AS
Layev Rielle - Smuggler to be. . .
Radiant Galaxy
JandallTrein
Sun Apr 18, 2004 6:14 am
#88

I am new to the Weaponsmith profession, so I would like to address the other end of the spectrum.


1) Ridiculously low XP. Why, oh, why is a metal staff only giving me 88 XP? I realize that I have entered a new profession, but all these weapons are supposed to be superior to the ones in the Artisan tree. Beyond that, the relation between the crafted XP and the required XP for the specialization levels (35,000 XP) is WAY out of proportion. Unlike the combat classes and entertainers, crafting doesn't allow team efforts to increase the XP yield.


2) Useless items. As a novice weaponsmith, I am making weapons that have little real chance of being sold. The customization on D17s aren't visible to others (that is still broken, right?) and the ONE experimentation point gives me little chance to really improve the weapon for sale. I can't even make a DLT20 rifle, since its main component is one level up in the Ranged Weapon line. The schematics distribution needs to be fixed and the weapons need to be rebalanced.


3) Unfair failure rates. I think my character's failure rate is worse than a Novice Artisan. This 'reset' is totally unbalanced and completely negates all the work I did in the Artisan tree. It also makes it nearly impossible to make the one experimentation point count, since I havemaybe had one great success in the times I have experimented. I have had several big and complete failures, which I never experienced in the Artisan tree.


This advanced profession doesn't feel much like a profession at the moment. My character is more like some guy tinkering in his garage or basement, catching things on fire and making a lot of smoke. The only money I really make is from selling resources. I guess they got rid of the Miner profession in name only.


Tortilla
Sun Apr 18, 2004 10:35 am
#89

1) Make Factory made weapons with stocks/scopes show on final product.


2) Fix quality of control units/power conditioners to matter on the stats of the weapons which require it.


3) Fix Adv stocks (broken since launch), Adv rifle barrels (worthless), and Adv Scopes (To have point blank/max modifiers)


4) Faster Factories!!!


5)The storage idea is great, increase number of components per crate and amount of resource per stack.


The resources are fine the way they are, whats the challenge in a game where all the resources can have stats of 1000 all across the board? Ienjoy resource hunting.




Masta Weaponsmith
Shop @ -4680 3350 Naboo 1000 meters SE of Theed
Kyllian-K
Sun Apr 18, 2004 4:30 pm
#90

I am OK with about 80% of the way things are, however i would like to make a few suggestions like the others


1) make the customized weapons appear to others, it is a shame to make a nice lookin EE3 with scope and stock for a BH fett wannabe and then they complain that no one else kin see the way it looks!!!


2) make the expeirmentation on the range and HAM mean something, if it did i would use it a LOT more 1 pont per is not going to help anyone make different weapons, I think splitting up damage and speed into different experimentation lines would be great.


3) living space: as a WS we have to have a HUGE amount of different resources, most of which we are not going to see for a while( have only had alantium carb ore twice on server that i kin think of, been a Master smith since August) and so we are going to get a lot of these resources, either increase the stack size on the resources and also on the crates which you increased the size of factory runs why not increase the crate size? or give us more lots or WS only buildings that kin be used as storage for crates and resources only.


4) please please please revamp the schematics to make more sense!!!! I am not asking to take away the resource gates or make all weapons to be ultra powerful, I want them to be USEFUL to someone and to also make sense. why have conductivity and overall quality on a projectile weapon? why not shock and heat resist?


5) looted schematics: I like the idea of introducing looted schemes as a way to learn how to make more weapons, however why do i forget how to make them? is not the looted components enough of a stopgap for factory runs? please think about making these permanent liketheshellfish tool.



that is about all i kin think of at the moment i am sure there are several other things i forgot just hope some of these ideas make it into a dev's brain somewhere useful and that a few of them get implemented.





Kyllian-K Warfield
Master Weaponsmith / Master Artisan / Master Rifleman
KKW WeaponTek
Last Haven, Naboo - Eclipse
Tyrien
Mon Apr 19, 2004 5:37 am
#91

1) Storage - Increase resource stacks by a factor of 10 and do the same for crates and this issue goes away. Need a selling point to the devs on this Logix, then point out how it will reduce database size by converting the 10 stacks into 1 thus dropping the need for as many entries in the database. It would be nice to not need an alt to store stuff.

2) Available new schematics - The market is already hard to break into for new weaponsmiths, let's actually add content that requires actions other than combat to get. Maybe then the UBER pistol won't need us to pay millions for it and compete with the long established weaponsmiths to have a chance to build the damn things. I understand the successful smiths will always have the money to do better things and they deserve that for the time they put in. But let me at least make a crappy sonic pistol for the challenge and pride of making one.

3) COMBAT Revamp!!! - I am sorry but I am tired of one damage to rule them all, and the resulting requests for it. I have a datapad full of schematics I can make, but I have a vendor mostly full of weapons with only 3 types of damage. The Devs have been saying they want variety so let's see a reason to choose the SG-82 over the Jawa Rifle or to choose a SR Combat over a Republic blaster. Just because it is higher on the skill list shouldn't always mean it is better. In life every weapon was designed for a niche, yes some are obsolete. But some of those obsolete weapons work in conditions when the rest of them fail. I want to make more than the same 15 weapons out of my 50 some odd options.

4) Make experimentation have a point - Make it so damage is not the only line worth experimenting please. Maybe unlink damage and speed. Maybe make it so we can hit low hams with a few points. Give the 10 and 12 point smiths trade offs. The 1 day change worked for 1 line items and 12 point crafters. Weaponsmithing is for the most part 1 line crafting. It shouldn't be. If the other lines did as much for weapons as damage does then new smiths would have no problems in the market. They could specialize in HAM or Range or heaven forbid speed if it was unlinked from damage. Established masters would need to consider trade offs, and in the end we'd all benifit as we were able to customize to suit markets and individual customers.

5) Storage - yes I feel it is important enought to be up there twice.

-Tyrien
Master Weaponsmith (Valcyn)
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