Weaponsmith Archive

Thread: Compilation of Weaponsmith Issues (11/26/03)

Solo4114
Wed Dec 31, 2003 11:34 am
#105






Eola wrote:





Solo4114 wrote:

What I'm advocating for is that at least ONE of the significant advantages that masters have over everyone else be removed. Either it should be that they can make more schematics (in the form of schematic loss) or that they can't make novice level weaponry any better than a novice can (in the form of assembly/experimentation leveling).


BTW: There's something a lot simpler that you're completely missing the boat on. The simplest way to alow Novices to compete with Masters is to make the 'Novice Level' weapons capped on the number of experimentation points/lines that can be put into it.


So while your T21 can take the full 10 points along 4 different lines? The DLT20A has 1 line, that's only2 points long. So a Novice who's put in a little time can make a 'Perfect' DLT20A just like a Master can.


The more complex the design? The more experimentation types. So 'Expert' level weapons have two lines say ATTACK/RANGE and DURABILITY/EFFICIENCY, and each line can take a maximum of3 points, so that way an expert level with with7 points, and a Master Smith with 10 points can both make a 'Perfect' Expert level gun. Now at this level, resource quality should have more of an effect as well, so that if the best resources aren't used the 'Perfect' gun won't be reached.


But for Master level stuff? Doors open, it's the same as it is now. Which means at Master level resource quality, & experimentation, & the tides of the moon all have the same effects that they donow.


But the only way this can work and not be UTTERLY unbalanced in favor of the Intermediate/Novice level crafters is if themax damage on the novice version of the weapon is equalto the min damage on the intermediate version, andif the max damage of the intermediate is equal to themin damage on the master level version. Players have to have a clear and present reason to put awaychildish things when they become a man/woman.










Interesting idea there and I have to say I like it, surprisingly, more than my own idea. Limiting the experimentation of novice weapons to specific lines or general improvements, as opposed to master/expert weaponry which would have four lines and full experimentation (or maybe experts get seven points to put into a gun which maxes it, and masters get all ten) would still allow for true experimentation. I do like the concept of experimentation,but the way things are designed now, it completely screws everyone but masters.


I also agree with you on the bit about masters being almost two-state themselves, but that's a function of resource harvesting and not of skills. All I'm dealing with in this argument is the skills needed to enter the market. That many people grind up and don't bother hanging on to good materials on their way is their own problem. Me, I'm stockpiling plumbum iron, link-steel aluminum, high quality steel, mythra copper, etc. If it spawns and I see it, I grab it, even if it's only in amounts of, say, 6k or so. It slows down my advancement, because I'm getting less grinding steel, but I figure it'll make it easier for me in the long run when i hit master and actually HAVE resources that I need. So far, no irolunn gas, but I'm hoping my server will have a spawn of that soon.


Anyway, as for the bazaar thing, yeah, you're right that others will make more money, may buy my stuff off the bazaar and resell it, etc. I may not operate off of the bazaar and may only do face-to-face transactions (that was my original goal). The key aspect of my business model, however, will be low overhead and low production numbers, but high profit. If I keep my overhead low, I won't need to charge 30K for a gun, and can drop it to, say, 10K depending on the weapon and demand. Honestly, I don't really need millions of credits, though I'll definitely save up for when ships come out (they'll be essential to my other business).


Regardless, one person selling master level weapons on the bazaar won't make a dent. The real point is, however, that if enough people hit master and harvest resources, there WILL be an impact on the master's control of the market. The more masters there are (assuming they have the resources necessary), the more competition for business there is. So, if another master follows your same path, you'll still have the same competition that I predict. The thing about weaponsmithing currently (which I'm hoping and expecting to change with the implementation of the novice/master weapon reworking) is that novices have no real choice but to grind.


I think dabbling should be allowed, even encouraged, but only up to a point. Master status should mean something, and the committment to actually hit master should be something that's taken very seriously, as opposed to becoming an expert in one line of weapons. But, experts should be viable as well. Anyway, it seems we mostly agree on this issue, and I'm hoping that SOE will pay attention to this stuff and really consider the problems inherent in the WS profession currently when redesigning things later.


Oh, and for the record, I too would LOVE if a meaningful apprentice system was created. IE: you can create limited schematics (apprentice schematics, maybe) to give to your declared apprentice, which would let them craft, say, master level components for you and get the XP. They provide the resources, but they also keep the XP, and then return to you the actual components themselves (or this could be automatic -- that you get the components back, I mean). Actually combining them into weapons, however, would require your work, but the ancillary components would be craftable by them.


Or, if you weren't a master, you could encourage the creation of an apprentice relationship by giving the non-masters, say, 10% XP for having their apprentice schematics made on a per-unit basis. So, they craft the schematic, get no XP for the schematic itself, give it to their declared apprentice, who crafts it and gets full CRAFTING XP for that item, while you get 10% of that XP as "referral XP" or "teaching XP" or something. I may have to flesh this system out more, but I think you see the general idea.

Logix
Wed Dec 31, 2003 2:44 pm
#106






RogueR2 wrote:

Couple of points.


1) SWGCraft does not give representative data on resources? Show me a better , more comprehensive listing. I've followed and this site from its beggining and while it misses a few resources It covers 95%+ of all resources. The probability that those missed resources ALL happen to be these mythical high stat resources is beyond silliness.


2) Combat only occurs at 0m and 64m? I don't know what game you play.... Keeping a PC at 64m might just be possible (If they are realdumb) but this again is just petulant silliness.


Please make valid points to rebuf arguments not these unsubstantiated wild generalisations. I cannot see you being a popular correspondent unless you listen and respond with thought and consideration.


Why do you have be popular? Well you don't - its just that you will stink as a correspondent if you set yourself up as an opinionated know-it-all. You've lost all respect from me (like you care), continue belittling others in threads like this and talking down to them and I'm sure I won't be the last.




1.) Your Survey Tool. Read this entire thread, especially the point where someone else tried to tell me that SWGCraft was completely accurate and reliable, and I disproved their claims by using SWGCraft's own information against itself.


In response for someone claiming SWGCraft didn't miss any resources on any planet on their server:


"Looking at Sunrunner, they have apparently had only 13 gases ever on Endor. And, according to their database, the gas on Endor shifts every 34 days, because it only displays a set of data from 34 days ago, and another set from 3 days ago.


Worse so, Sunrunner reports that Endor has only ever had 19 steels ever. Naboo? The list truncates because there are so many. Each planet must have at least two steel spawns at all times. I guess Naboo must be stealing all of that metal from poor Endor!Or people just don't report most of the stuff that spawns on Endor, among other advanced planets. Guess you need to do some more cross-referencing."


SWGCraft is 95% accurate for Metals on starter planets and that is all.It is not reliable in the slightest foradvanced planets. Give me the name of any server and I will prove the same thing: SWGCraft is nowhere near 95% accurate.


2.) I don't know what this is in reference to and I've never stated such a thing in this thread. If anything, I have been encouraging the range issues of specific weapons, such as the Spraystick and the Republic Blaster, to be altered so they're reasonable for their weapon-type.


This is your first post on the Weaponsmith boards and it hasn't been a terribly insightful one. I suggest you read more into your arguments before making such broad generalizations yourself.

Madell
Tue Jan 06, 2004 9:01 pm
#107

I'm not sure if it has been reported butI can confirm the exploit that enables making a krayt power handler schematic that don't require tissue itself has been fixed.







Jei Song
Master Weaponsmith
Logix
Tue Jan 06, 2004 9:08 pm
#108






Madell wrote:
I'm not sure if it has been reported butI can confirm the exploit that enables making a krayt power handler schematic that don't require tissue itself has been fixed.




I will mark this off of the list then, thank you!
kErosion
Sat Jan 10, 2004 6:46 am
#109

For gods sake, lower the Factory time necessary to produce Munition components.


Half the parts take longer than the final grenades.




kErosion Ral'Zek
Kaiva
Sun Jan 11, 2004 10:18 pm
#110

Is there such a thing as a melee component upgrade? Like the krayt tissue for the all-too-powerful BH and commando. I think Fencers and swordsmen deserve a chance... I was watching a duel between a Master Swordsman in full composite w/buffs galore and a Master BH with a scatter pistol wearingsome cloak (or something)on Naritus, the swordsman did 500 or so damage to the BH before being incapped by his slurr of Eye Shots... could i add a krayt enhancment to the wishlist for melee?



---- Master Weaponsmith / Master Artisan / soon to be Master Tailor ----


From the guild ICE


Kaiva of Eclipse

jreb98
Wed Jan 14, 2004 6:27 am
#111

I am having problems with any success (short ofgreat or amazing) lowering stats on crafted weapons. Kinda makes that weapon a total waste.



Shavri --Structure Trader--
Bada-Boom --Commando--
Sadie --?????????????--
Freejans --?????????--

Contact Shavri in game tell/mail for drop off location
Solo4114
Thu Jan 15, 2004 12:44 pm
#112






Kaiva wrote:

Is there such a thing as a melee component upgrade? Like the krayt tissue for the all-too-powerful BH and commando. I think Fencers and swordsmen deserve a chance... I was watching a duel between a Master Swordsman in full composite w/buffs galore and a Master BH with a scatter pistol wearingsome cloak (or something)on Naritus, the swordsman did 500 or so damage to the BH before being incapped by his slurr of Eye Shots... could i add a krayt enhancment to the wishlist for melee?



---- Master Weaponsmith / Master Artisan / soon to be Master Tailor ----


From the guild ICE


Kaiva of Eclipse






I think rancor teeth are supposed to be the equivalent of sword cores for melee weapons, but the uber-loot version of them. I'm not sure if they're working properly, though, as I've never seen one and probably couldn't do much with one anyway (still working up the tech tree, myself).
Likaeus
Mon Jan 19, 2004 8:13 am
#113

Well, aside from the concerns already listed



1) Move FWG5s from a ferrous based weapon in final assembly to aluminum based. This would marginally up the average quality of the weapon.


2) Power 5 Pistols ... what is the point of this weapon?


3) Like to correct a comment made about Republic Blasters. Not everyone can use them. There doesn't seem to be any sort of rationale on who and who can't use them. I have had many people buy a Republic saying "Oh, no I'm not certified, but I know anyone can use one." then equip it and get the message about seriously reduced damage due to them not being skilled enough for the weapon. I've had them go out (in case the message was an error) and try firing the weapon. Sure enough, they take a half hour to kill a durni.


4) There seems to be a bug (not sure if its just a graphics glitch) where I can seem to do complete experimentation in an area (usually experimental damage) and yet there appears to be a bubble (sometimes 2 bubbles) left unfilled and I can't experiment any more in that area even though I have experimentation points left over. In other words, I can have the yellow exp bar filled, but the purple bar still shows room for improvement. Makes it appear that the weapon can be improved in that experimental area but the bubbles to apply further experimentation are full.


5) Would like to add support to the sentiment that an experimentalsuccess (no matter what type) should NEVER make a weapon worse.


6) Would also like to add support for the idea that a weapon should show whether its been sliced (or not) when examined.





Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


Logix
Mon Jan 19, 2004 8:44 am
#114






Likaeus wrote:

3) Like to correct a comment made about Republic Blasters. Not everyone can use them. There doesn't seem to be any sort of rationale on who and who can't use them. I have had many people buy a Republic saying "Oh, no I'm not certified, but I know anyone can use one." then equip it and get the message about seriously reduced damage due to them not being skilled enough for the weapon. I've had them go out (in case the message was an error) and try firing the weapon. Sure enough, they take a half hour to kill a durni.





Can you provide any screenshots of this occuring?


I ask because I sell up to 100 Republic Blasters a day and sent out several warnings to my customers about this andnot a single buyer had any problems withtheir damage output, regardless of thecertification message. If I can find hardcore evidence to present to the Developers, I'll push for a fix immediately.

Likaeus
Mon Jan 19, 2004 6:22 pm
#115






Logix wrote:


Can you provide any screenshots of this occuring?


I ask because I sell up to 100 Republic Blasters a day and sent out several warnings to my customers about this andnot a single buyer had any problems withtheir damage output, regardless of thecertification message. If I can find hardcore evidence to present to the Developers, I'll push for a fix immediately.





Sorry, I don't. First time it happened, it was via tells from a customer. They reported that they had ignored the message and died to a Meatlump, appearing to do zero damage to the mob. The second time I was actually with a customer just outside Tyrena, they had Pistol 3 under Marksman, if I recall correctly. They shot at a durni (standing and not moving) for about 2 minutes and took it to slightly below half health. I asked them what the combat window showed and they saidit was reporting hits in the 2 to 5 damage range. That is typical for using a noncertified weapon. Perhaps this has been addressed, haven't had a report about it since just prior to Christmas. I just find it hard to understand why it was removed from the skilltrees to begin with, and why it hasn't been reinserted somewhere.



Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


Solo4114
Tue Jan 20, 2004 7:14 am
#116

I think it's actually Pistol 4 (pistol specialist) that gets you the cert. As far as pistol skills that give certs, the highest I've got is Novice Pistoleer, but I have the RB cert, so I'm pretty sure it's Pistol 4. It may also be tied to being a Rebel, but I doubt that. Any Imperials out there care to comment?
Likaeus
Tue Jan 20, 2004 10:25 am
#117



Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


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