Weaponsmith Archive
Thread: NGE Focus Thread: Top 3 Issues List
Please list you issues in the order of importance.
I will start a new thread when someone manages to grind past the artisan part of Munitioner.
I will start with my own top issues.
- Only Range and Damage stats on weapons now
Solution: As people are still using action when shooting, please let us keep the SAC stat on our weapons in the NGE.
- No Decay leaves us with a diminishing marked and no way of getting resales
Solution:Reintroduce Decay on use if needed in a much slower way than what we currently see on live (as much WS agreethe decay rateis to high anyway)
- Weaponsmith is spread over 2 professions (Both Munitioners and Engineer have the ability to craft weapons.)
Solution: Choose one of the new profession to contain the full version of the current Weaponsmith.
Message Edited by Summerflame on 11-07-2005 01:22 PM
1. Resource conversion - Will the top-tier resources in the prior system still be top-tier in the NGE? Will resource quality difference matter more in the new system, i.e. will 989OQ produce a better product than a 980OQ, which currently it does not.
2. Force Sensitive Crafting - What credit will those of us who burned through resources and time for these bonuses receive in compensation?
3. Crafting viability - With no decay, which I'm fine with, there needs to be a significant upgrade to the necessity of crafted weapons. Perhaps it could be solved with something as simple as removing looted weapons from the loot table and replacing them with schematics. The schematics could vary in quality and rarity - i.e. of two looted schematics that produce a "Lightning Longbow of Smiting" one could require another rare lootdrop and produce a better weapon than the other, more vanilla schematic that just requires the proper resources.
Summerflame wrote:
I will start with my own top issues.
- Only Range and Damage stats on weapons now
Solution: As people are still using action when shooting, please let us keep the SAC stat on our weapons in the NGE.
- No Decay leaves us with a diminishing marked and no way of getting resales
Solution:Reintroduce Decay on use if needed in a much slower way than what we currently see on live (as much WS agreethe decay rateis to high anyway)
- Weaponsmith is spread over 2 professions (Both Munitioners and Engineer have the ability to craft weapons.)
Solution: Choose one of the new profession to contain the full version of the current Weaponsmith.
Message Edited by Summerflame on 11-07-2005 01:22 PM
Those would probably be my top 3 as well.
Todays (Nov, 7) Trader issue list is here if you are testing and want to get heard.
I have a AS/WS on one server and a DE/SW on another so the last issue is a big one for me
Summerflame wrote:
Since we are now going in to the last week before the NGE hits live I believe it is time to list our top 3 issues.
Please list you issues in the order of importance.
I will start a new thread when someone manages to grind past the artisan part of Munitioner.
- What is the point of playing a crafter in a post NGE world?
- Recent posts in the NGE:Conversions thread suggest that there will be no stats on subcomponents. Does this mean that experimentation on these will be eliminated?
- Many artisan's made a fair amount of money selling pups to allow individuals to customize their weapons post purchase. Another thread from the NGE:Conversions suggests that this is being eliminated. Combined this suggests that our weapons are going to the same model of stats as creatures. Namely they are an 'angry bag' of damage...no matter what they are called, and who crafted them. All weapons within the same class will have same damage in other words.
- Also from the NGE:Conversions thread - it appears there will be hard caps of 200 and 400 on *ALL* weapons. Is this true?
- Is New Game Enhancement Ironic or What?
I'm afraid I have more than 3 issues with this "NDG". Personally, I consider it an insult to every current player of the game - but, just to focus on one thing: As a combat class/Master WS/Drive Technician hybrid I feel the "Respec" provisions outlined by Mr. TH are unfair to crafters.
*As I read it*
Crafters will be stuck at the combat level they currently have, even tho' they will have to completely give up every crafting point they put into their template should they decide to ditch the idea of being a trader (can't imagine why anyone would do that, huh?). Does that seem fair to you, considering the effort put in to gaining those skills, and considering the very purpose of this "respec gimmick".
For instance, I'd go to CL 40, and the remainder of my 250 points that went into crafting would be trashed.
I believe I have already settled on my decision about all this "NDG", but I would still like to submit this as my top issue (along with other more particular to WS, like the lack of any enhancements whatsoever, etc).
My top 3 concerns
1. No decay means very quickly the market will be flooded.
My solution, have the decay stay in game, have the npcs quit dropping weapons like scared rabbits, and the super quest weapons should be schematics so the players have to come to us to get their weapons made. I promise you we'd be very popular then.
2.No combat ability. currently I am ws/rifles so I can go adventure and do quests with my guild. Only crafting means that I'll need a second account to get to go adventure.
Solution: More than one character per server.
3. I don't quite know how to label this so I'll just describe it. When everyone was hologrinding different profs, my sales went through the roof. I could hardly keep up with demand. Allowing players to multi class increases weapon sales. I expect a decrease in sales. after people get done trying the profs with their respecs.
Solution: multi-classing
Thanks for taking the time to help us out Summerflame ![]()
#1 - looted weapons superiority to crafted (*)
#2 - no enhancers, in fact nothing to differeniate one weapon from the next.
#3 - no decay
Message Edited by cherryred on 11-08-2005 05:00 PM
is the 'no enhancers' in NGE truly true. I saw a screenie of tissue with no stats (Guess we all have by now)
now is this just because it was to hard to code for deleting them
or is this because they screwed the coding of stats
the fact that not stats on subcomponents seems to suggest they are gone as does there being no slot for them. but i can't remember where i saw the latter point to confirm. Very much would like to know before this change happens. Like to craft some goodies in next day or two while it's still fun, but since my accounts not up for a while, if enhancers exist I may keep some.
woul dmake deciding what to store in houses and not factories/vendors a lot easier too