Weaponsmith Archive
Thread: Your Top Issues
I'm an establish crafter (medical, architect, artisan) with several million units of resources stocks. I was looking for the odd things (like byro.... gemstones for stun batons).
1. Gated resources. My alt is a carbineer. It seems that the E11 will never live up to its potential due to gated Plumbum Iron. It's very annoying.
2. Lack of experimentation effectivness. I was expecting to experiment on Efficiency or Range in the final product and see a change of several points per experiment block. The lack of impact makes the components (which are only viable if experimented on damage/speed) have the greatest impact.
3. basic/advanced.. components. (closely tied into experimentation effect) aside from power handlers and stocks (but again limited to damage) they dont improve the basic weapon! I would have thought that advanced components would allow similar stats to basic plus allow experimenation in other areas. (for instance starting at 0.5 speed on an advanced stock so I could experiment on HAM costs.. or make a big damage impact).
4. 'Loot' impact. If your going to drop acklay bones or Krayt tissues, might as well drop a premade legendary Stun Baton. 80-190 becomes 300-380.. omg! I'd rather have a slighlty limited (say 100) use schematic for "legendary sword cores" rather than a loot drop. (I agree with someone who was complaining that the crafter just gets given a schematic and is expected to make it all for the recipient..)
5. Faction weapons. A bit like the impact of krayt/acklay I'd like to see Factioned weapons where component schematics are available from a recuiter for an fxp cost. ie: You purchase "Imperial Sword Core" or "Imperial Stock". This would be reliably producing a superior weapon somewhere between "good crafter" and "uber loot". For the committed and keen player / roleplayer / PvPer that hasnt got a house full of pearls and a krayt hunting team. Also a good faction sink.
6. Fix the weapon view. If I use a crated stock / scope / muzzle I'd still like it to appear. A stocked/scoped weapon looks so much better
1. New Schematics that are not loot drops or rewards for combat classes. Hey maybe even a Rantok Sword.
2. So why does a striker pistol need conductivity? Please have the Schematics make a little bit more sense.
3. Rebalance of the weapon types. Why have so many pistols that are of the energy type when people only want one and the rest of the schematics get under utilized.
4. Customization colors and more scopes and barrels thatcan be seen by our customers
5. More futuristic melee weapons. They are in the fiction so where are they in the game?
The funniest thing in this thread is most people complain about storage and then ask why such and such a gun needs conductivity. Are you guys trying to make us find even more different kinds of resourses just because you dont agree a certain guns stats should be conductivity. Ohh yeah, I have 200k of "A" copper in high OQ and cond but I must now mine "B" copper for Heat for "X" gun.
*rolleyes*
Listen, I have exactly the same concerns about storage as everyone here....
BUT
You are all missing the point as to how the game was designed. The changing of resourses, all the different stats and spawn rates are in this game so the goods we make do differ from month to month. You are supposed to mine what you can and run out and use what is available after you run out, wether you agree with this or not, this is how it was designed. The Devs didnt (at least I dont think they did) realise that people would mine vast quantities and do what they could do store massive amounts of the best resourses so they never ran out. This is why resourses are cappedin 100k blocks (in beta we fought hard to get it up to this level) and also one of the reasons thereare item limits so we have a fluctuating market, fluctuating weapons, fluctuating stats. So I very much doubt the Devs will consider upping storage limits/resourse block limits/factory crate sizes.
Dont flame me for my comments, as I said, I am in the same boat as you and everytime a guild mate cancels his account I take over there house for added storage and keep up the maintenance. I would love to see a new building primarily used for storage. with bigger item cap with higher maintenance, so those that need it can use it but pay for it. I just dont see it happening thats all.
Bru.
Why does it have to be copper if you don't need conductivity?
I was using Copper as an example. The writer actually said "So why does a striker pistol need conductivity?" Well all weapons in final assembly have cond and OQ, if we were to have different qualities in different weapons final assemblies we would be mining an even greater range of resourses then we do now. This point was echoed again by Kyllian. "why have conductivity and overall quality on a projectile weapon? why not shock and heat resist?"
So for a non Projectile weapon we have to mine good resourses in Cond & OQ but for Projectile Weapons you guys want us now to mine good resourses in Heat & Shock yet complain we dont have room for storage.
As for gated resourses, my Rebulic Blasters, using Plumbum have max damage of 206, you saying that isnt a high enough damage on a pistol and plumbum should be better making the weapon even better?
And Adv. Rifle Barrels, no they are not much better than the non advance, but there is a few points to be gained from using the Adv. Barrels and are you guys honestly saying rifles need to be even better than they are allready? We are allready making weapons that far exceed what the Devs expected us to be making (hence the combat revamp) so dont all expect gated resourses to change just so you can make even better weapons than you allready do.
I do agree that there are weapons in the game that very rarely get used and seem pointless to have in but if they wernt in people would only be complaining more weapons should be added. Something should be done to make them a bit more usefull though.
Bru's Weapons - Nu'Maoi, Naboo
All Ranged Weapons | Melee Weapons | Heavy Weapons | Grens | Loot Made Weapons
12 Point Master Weaponsmith - Shop Located @ -2763 -3828 Nu'Maoi City
satanis wrote:
5. Faction weapons. A bit like the impact of krayt/acklay I'd like to see Factioned weapons where component schematics are available from a recuiter for an fxp cost. ie: You purchase "Imperial Sword Core" or "Imperial Stock". This would be reliably producing a superior weapon somewhere between "good crafter" and "uber loot". For the committed and keen player / roleplayer / PvPer that hasnt got a house full of pearls and a krayt hunting team. Also a good faction sink.
Number 1 issue, looted schematics and components. This is the first step in the elimination of weaponsmiths as an actual profession. We will soon become crafting monkeys. When i make something I want to play with it and experiment with it. Having 3 chances on a schematic and having to find, not make, the components really ruins the whole crafting experience.
Loot should come in the form of enhancements, like Krayt tissue. New weapons should either be just added to the tree, bought like the Bestine painting, or learned in a quest of some form(like RIS armor but without the necessary looted components).
4. GATED RESOURCES. Weaponsoften require a specific named resource's stats to be high. It, therefore, makes no sense for that stat to be capped rediculously low. Some Irons appear to cap at 50 CD. 50! And don't get me started on Desh copper or Rhodium Steel.
Well, if I understood the devs on this right they knew that you could experiment on these components and weapons only to a certain percentage due to the resource limits and they chose the final stats of the item that were craftable with this handycap so that the stats that they wish that could be achieved on these are reached at this lower level (say 45%) instead of at 100% experimentation sucess. This is just how I understood it, but it seems to make sense.
=================
Total Repairs 79
Blemish 12 15.19%
Moderate 60 75.95%
Crit 6 7.59%
Fail 1 1.27%
wpn max_con con new_con %
CDEF Away from station, 99.8% kit, +0 repair
1016 1011 812 20.08
812 806 649 20.07
649 647 616 5.08
492 488 393 20.12
393 389 314 20.10
FGW5 Away from station, 99.8% kit, +1 repair
1009 1007 807 20.02
807 806 645 20.07
645 643 516 20.00
516 515 412 20.16
412 411 329 20.15
329 326 263 20.06
263 261 210 20.15
210 208 199 5.24
199 195 159 20.10
159 156 151 5.03
151 149 120 20.53
120 118 96 20.00
MRB Away from station, 100% kit, +0 repair
747 508 597 20.08
DX2 Away from station, 100% kit, +0 repair
760 518 608 20.00
FGW5 Away from station, 100% kit, +0 repair
1009 1006 807 20.02
807 804 645 20.07
645 641 516 20.00
516 515 490 5.04
490 489 323 34.08
323 318 258 20.12
258 256 206 20.16
206 203 164 20.39
164 158 131 20.12
131 130 104 20.61
104 102 0 100.00
CDEF Away from station, 100% kit, +0 repair
1060 1059 1007 5.00
1007 1004 805 20.06
805 804 644 20.00
644 641 515 20.03
515 514 489 5.05
489 486 391 20.04
391 389 312 20.20
312 311 249 20.19
249 247 199 20.08
199 198 159 20.10
CDEF Away from station,100% kit, +0 repair
1008 1004 806 20.04
806 804 644 20.10
644 642 425 34.01
425 422 340 20.00
340 339 272 20.00
272 271 217 20.22
217 214 173 20.28
173 171 138 20.23
138 137 131 5.07
131 129 124 5.34
124 120 99 20.16
99 97 79 20.20
CDEF Away from station,100% kit, +0 repair
1008 1001 665 34.03
665 662 532 20.00
532 530 425 20.11
425 421 340 20.00
340 336 224 34.12
224 219 179 20.09
179 174 170 5.03
170 167 136 20.00
136 131 108 20.59
108 107 86 20.37
86 83 68 20.93
VK Away from station,100% kit, +0 repair
768 249 614 20.05
Scatter Near station, 100% kit, +1 repair
719 447 575 20.03
Scout Near station, 100% kit, +1 repair
990 686 792 20.00
SG82 Near station, 100% kit, +1 repair
937 618 749 20.06
LLC Near station, 100% kit, +1 repair
458 294 366 20.09
EE3 Near station, 100% kit, +1 repair
904 658 723 20.02
DXR6 Near station, 100% kit, +6 repair
749 273 711 5.07
VK Away from station, 100% kit, +0 repair, Coronet.
963 335 770 20.04
EE3 Away from station, 100% kit, +0 repair, Theed
958 527 766 20.04
LLC Away from station, 100% kit, +0 repair, Theed
951 481 627 34.07
EE3 Away from station, 100% kit, +0 repair, Theed
498 380 328 34.14
DXR6 Away from station, 100% kit, +0 repair, Theed
752 668 714 5.05
EE3 Away from station, 100% kit, +0 repair, Theed
806 341 644 20.10
Laser Away from station, 100% kit, +0 repair, Theed
911 671 728 20.09
Curved Sword Away from station, 100% kit, +0 repair, Theed
969 923 920 5.06
T21 Away from station, 100% kit, +0 repair, Theed
901 575 720 20.09
That is how I've come to understand it... Though why they've choosen such an counter-intuitive system... Frankly you should be able to hit 100% in eff, if you have a perfect resource based on caps. But that is not the case.
Loriena wrote:
4. GATED RESOURCES. Weaponsoften require a specific named resource's stats to be high. It, therefore, makes no sense for that stat to be capped rediculously low. Some Irons appear to cap at 50 CD. 50! And don't get me started on Desh copper or Rhodium Steel.
Well, if I understood the devs on this right they knew that you could experiment on these components and weapons only to a certain percentage due to the resource limits and they chose the final stats of the item that were craftable with this handycap so that the stats that they wish that could be achieved on these are reached at this lower level (say 45%) instead of at 100% experimentation sucess. This is just how I understood it, but it seems to make sense.
I don't think that loot schematics/components is a problem. It makes killing stuff more interesting :-) and increase interaction between crafters and combat professions. The current mix of loot and normalschematics are pretty good. But I would not like 90% of all schematics to be loot dependant.
One other issue is with lost structures. I have lost several factories and harvesters which I was sure had enough maintenance in. But I have noticed several times that suddenly maintenance get very low. I think there is some bug whuch sunndely cause maintenance to increase. But I have no proof. And not until we have it will be hard to convince devs.