Weaponsmith Archive

Thread: ** ATTENTION ** Time to Work on the Compilation of the Top 5 Weaponsmithing Issues....

Sirpi
Sat Oct 18, 2003 8:33 am
#105

1, Adjust resource requirements for wpns. If a weapon needs conductivity youd be dumb to design it with iron.



Sirpi
Master Weaponsmith, Master Architecht, Master Artisan
Moving To Coronet
Ahazi

Ray, Master Medic, Master Doc
Shiv, Master Commando
Sirpi
Sat Oct 18, 2003 8:40 am
#106

sorry, messed up on my list.


1. Adjust resource requirements for wpns. If a weapon needs conductivity youd be dumb to design it with iron.All wpns need conductivity and oq. This seems silly when alot of the components require heat/shock resists.


2. Split up experimentation. Make damage speed seperate. Make hams seperate. Make ranges seperate. Granted, you would probably have to add in experimentation points (or make base stats better) to get equivalent wpns, but it would really add to the customization process. I don't really know a smith who does anything other than max dmg/speed and put whats left over into hams.


3. Please god fix projectile components. I had a 1000 ut steel and was getting crap results.


4. Make stocks more viable. its not worth it even if you experiment hams down to zero. you're wasting all those resources for a point in damage and a huge hit in speed (although it looks real cool on a laser)


5. Let us customize more (different color blaster fire?) or have different models for each wpn (like the scopes and barrels)




Sirpi
Master Weaponsmith, Master Architecht, Master Artisan
Moving To Coronet
Ahazi

Ray, Master Medic, Master Doc
Shiv, Master Commando
-BanthaPudu-
Thu Oct 30, 2003 5:34 am
#107

fix the weapon certs


fix the projectile feed mechanism


show slice on weapon (maybe even how and what was sliced)


allow option to choose what to slice and increase slicing options (prob more a smuggler issue, but it affects us)


don't change the specialty resources, the challenge of finding the ingredients insures we don't have a ton of uber weapons flooding the market





-----------------------------------------------------------------------------------------
DRAGEN INDUSTRIES, Talus, Eclipse
Luthias Dragen, Master Artisan, Master Shipwright, Master Carbineer
Retired Architect, Entertainer, Weaponsmith, and Merchant
Hayt127
Thu Oct 30, 2003 12:44 pm
#108

1. Get rid of Uber weapon drops, this defeats our purpose of making the best guns in the game


2. fix the moderate success and success results to reflect that it is a success not a failure


3. Requiring crappy materials for a gun makes for a crappy gun can we A. change the specific metals, like maybe copper for blasters and steel/iron for projectiles B. or make the expermental stats reflect the metal that is being used aka copper reflects conductivity, iron/stell unit toughness or shock resistance instead of conductivity.


4. Can we make it to where good crafting stations are more likely to give you better experementation results, otherwise what is the difference between a -11 and a +42


5. I think the slice tag is an issue for WS's as I have forgotten to mark sliced weapons before and I really don't like to fool my costumer base


I know these have all been said but I figure that what will be done is that someone mightsee what problems come up the most and go about fixing those. On to my wish list as these are not problems but are simply things that would be cool to see.


1. New schematics purchased or made by Master Weaponsmiths sounds very intriguing plus it would add to the game overall, combat classes have something new to look forward to, we have something else to craft instead of the same old same old.


2. I think the Alloy idea would be interesting, gives Architects something else they can build, would make our guns more effective, and is just something that would be interesting to do in general seeing who could make thecoolest or best alloy.


Well I"m sure I'll think of something else later on but this is good enough for me right now.




- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
DV3
Mon Nov 03, 2003 11:18 am
#109

#1 Make bonus componets ( rifle stock, scope) offer a more dramatic improvement on weapons



#2 Fix rifle/pistol barrel and feed mech experimentation



#3 Give novice weaponsmith more content than a D 18 that's worse than a master artisan cdef.



#4 Fix HAM experimentation rate. 1 tick per experiment is brutal



#5 Allow charged weapons-ie a rocket launcher, to be recharged


All the effort it takes to make just to throw it away when ur done is horse hockey.




Dovuul Sarin
Master Weaponsmith/Master Shipwright
Xyon, Naboo
Vendor in PA Halll{5460 3300}
Xyon Core
Chilastra
Thunderheart
Tue Nov 04, 2003 6:16 pm
#110

Thanks for all the input folks


Ill have another Weaponsmith selected and in place ASAP!




Kurt "Thunderheart" Stangl
Community Relations Manager
ShaikeRamjet
Tue Nov 04, 2003 7:00 pm
#111

How about adding a schematic for a low leveled Knuckler for the Unarmed tree.



///Shaike Ramjet\\\
s Master Bounty Hunter | Master Carbineer s
s Imperial Inquisition s
s Bounty Hunter of NeXuS s
sworddanser
Thu Nov 06, 2003 6:22 am
#112

_experimentation broken on many components


_make that speed is no more linked with damage, speed should be based on TOTAL experimentation (damage, durability, effectiveness and range)


_some resources are still **edit**, exemple on kauri, desh copper is still under 400 UT with 4 different spawn from start (as far as i know)




_____
Kapok - guild shop at 2218 1777 near Keren
Master Weaponsmith - 11 experimentation points
Timbre
Mon Nov 17, 2003 5:55 am
#113

My top 5:


1. Current required resources for schematics means we will never achieve the full potential of the weapon or weapon component. (examples: Plumbum Iron / Desh copper)


2. Increase the drop rate on Experimentation and Assembly skill mod tapes so we have some ability to increase our skills after achieving Master.


3. Fix various schematics that make certain professions undesireable for other players. (example: Long Vibro Axe range modifiers)


4. Fix advanced components to actually be better then the normal ones. (this could be fixed by my #1 suggestion)


5. Show sliced status of weapons on examination screen.




Timbre Farseeker - Seeker of the Force - Tarquinas
feliks
Mon Nov 17, 2003 9:25 am
#114

1. Fix the FWG5, launcher pistol, scater pistol. they where the only guns that "worked" right now the best pistol seems to be a scout blaster. remove the 5 or so "super" guns that are a waste of reasorces. Dl44 metal pistol is useless. I get better stats with Dl44


2. Mark Sliced guns


3. make wepond smith exp based 90% from gun use and 10% from crafting, will make grinding obsolite. Alow the first 10 crafts of each scematic to give full exp then drop it down to 1/10 only exeption to this should be the first 100000 exp.Each hit your weapon scores should give 1-5 exp regardless if you are online or not not just for the first 30 hits.


4. Fix the broken scematics


5. give better stacking bonuses on powerhandlers ect...

Thunderheart
Tue Nov 18, 2003 6:05 am
#115

I pulled the top 5 and should have some answers for you this week on whats happening and where things are going.


If anyone is interested in the Weaponsmith Correspondent position, please let me know. Thanks.




Kurt "Thunderheart" Stangl
Community Relations Manager
LordHosstyle
Tue Nov 18, 2003 6:55 pm
#116

If noone mentioned it. I would still like to see exceptional Schematics like the tuskan rifle. Make it like the RIS armor quests that Armorsmiths get if you like, but as these Items are in the game, we should get a chance to make them as well.


In fact, you guys smashed all the holocrons awhile back cause you didn't like em. Just make a global change that all exceptional weapons are now exceptional weapon schematics. Problem solved for everyone.




Hosstyle Darkblade

The Wandering Weaponsmith
Imperial 2nd Lieutenant
4/2/4/3 Rifleman
Master Weaponsmith
The Greatest Trick SOE Ever Pulled Was Convincing People They Didn't Hate Riflemen
ramas100
Thu Nov 20, 2003 4:06 am
#117

1) All weaponsmith templates except master are pointless (Master is supposed to be (and I'm quoting holo here) a "small bennie" and a social title for those who really want to complete the whole tree; not something that is essential to compete). This mostly because of the top heavy distribution of assembly and experimentation points.


2) 'Sliced' indicator.


3) This is partly a combat comment, but more weapons would be nice, in particular I'd like to see field guns. The nice thing about field guns is they would be big and therefore take lots of resources to build, and hence give lots of xp, so they'd help out with the grind.


4) Again partly combat related, but it would be nice to see the weapons we do have show more tactical variety, so people would have better reason to choose between them, or even carry more than one.


5) Solve the rare resource issue by making some sytructure or profession that can improve the stats on a stack of resource. Maybe you put your crappy stat rare-metal in a piece of machinery and it improves the stats over time at a cost of reducing the amount of material (as well as taking power and maintenance of course).


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