Weaponsmith Archive

Thread: To pick up where DarkCipher left...(top 30 issue)

jPsSmartLink
Wed Nov 05, 2003 5:42 am
#1

Greetings;



By now everyone read the sad lost we just had... Well in hopes to continue the work of DarkCipherhere are the issues and concerns from weaponsmith all around the galaxie. Please feel free to add anything I might have missed or anything I got wrong... But please no whines, flames or none-sense other stuff... These issues are not in order of importance, there just listed as tought about em.. ...



1. Projectile barrels and feeds - Experimenting reduces the actuall experimentation bar and dosen't seem to affect product correctly. Barrels dont' seem to be benefiting from using the proper ressources, even when high end ressources are used.


2. Ranges experimentation - Make it possible for scopes to be experimented on, for point blank, ideal, or max ranges. And make the effect worth spending experimentaion points in it.


3. Ressources quality and stats - Adjust resource requirements for wpns,almost allweapons need conductivity and oq. Most of the stats never combine in the effective way.


4. Ressources ammount and diversity - The large number of specific ressources for our profession seems a little too much, some ressources hardly spawn or are of never enough good quality to make marketable products.This leads usto the next point.


5. Items limmit within houses - Again the number of specific ressources and the large ammount of sub-componant included in weapons building makes it too easy to fill up even large houses. Maybe solution is not to raise the item limmit, but maybe a special building for crafting uses. The workshop, takes 2 slots, only available to novice elite crafting professions that holds a larger ammount of items then standard housing.


6. Speed and dammge experimentarion - Split up experimentation. Make damage speed seperate. Make hams seperate. Make ranges seperate.


7. More customization options - Scopes and barrel do not change or are notdisplayed on various weapons, changing the color of beam was also mention frequently. The actuall color of a weapon, or componants...


8. Experimentation success - Moderate success and success results do not reflect that it is a success insometimesand amazing success also sometimes dosen't apply properly.


9. Novice products - It is almost close to impossible to get clients for you buisness as a novice ws, the products crafted are not intresting to anyone. This issue was raised more times then I can remember.


10. Adjust dammage type of certain weapons - why would a spraystick with a chemical dispersion unit do energy damage? Bowcaster could use blast dammage...


11. Stacked Components - Some weapons have requirement of multiple units of the same componant, but don't seem to gain the efefcts of the stacked componants.


12. Slicing counter and info - The need of having slice information on a weapon is needed, it was also requested by various profession in the SWG univers. But the counter must also contain the slice bonus, to limmit the scams going on and to give a little more vallue to scling and sliced weapons.


13. Bazaar breakdown within ressoucres - Having a little more sorting in the bazaar within the ressources, by sub clasees, is really needed by most crafting profession.


14. Broken certification - This issue was sure to be raised in this post, where is the republic blaster cert....? will it be a Politician cert, lol... :-) Maybe you should give it to smuggler's...


15. Swordsmithcrafting tree - Re-evaluate the certification of weapons on the melee trees ALONG with the position on the weapons crafting tree. Or more vice-versa...


16. Weapon Crafting/Usage XP - Since WUXP is gained only when user is on same planet, the ammount of WUXP gained over usage/time should be raised, to allow a little more bonus. Grinding away with pistol barrels is more time and cost effective then crafting actuall weapons at low lvl's. I tried at first not to grind, only making axes, swods and d18 pistols. But the xp gain by crafting and usage versus the ammount of ressources I use is not worth it. So more people resort to the grinding way, also look at #9 for futhersources ofthe grind factor.


17. Some weapons worthless - Beside having a unique dammage type some weapons have almost no combat use or dammage output... (SG82? tangle pistol? Striker pistol?)


18. The D18 pistol issue - You can have a CDEF pistols can have a more effective speed/dammage ratio then D18's, it just sound wrong to me.


19. Armor Piercing - Some concerns where raised that the actual benifit of AP dosen't apply properly on dammage when attacking armored targets.


20. Crafting station/tool quality - Actual bonus or changes and faillure/success rates have yet to be seen or confirmed.


21. Ressources shift warning - email should be recieved when harvester's shut down due too resource shift.


22. Duped and exploited weapons stock - less respectables weaponsmiths have stacks or Kryat duped or success carried over bonus weapons or componants. In the past stocks of exploided goods where tracked down by CSR's from various other professions, like combat medic. These type of stock greatly unbalances the market.


23. A Bio-Eng add-on componant - Many crafting professions can ask a BE to supply em with optional componants, but our optional componats are only given in loots. Alowing BE to supply us with at least 1 optional componant would only improve market and economy, futhermore it would also provide weaponsmiths finally with a player source for some of the optional componants.


24. TC changes soon to be released on live servers - Removed the blaster power handler requirement from the FWG pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses. This might not be a wise thing.. ... perhasp...


25. Weaponsmith experience - ok I had to bring this on up twice... While trying to master weaponsmith I have crated over 1000 axes, 200 swords, 1000 d18 pistols and large ammount of grenades. And grinding over 150k of steel in Blaster-Pistols Barrels get's more xp then that, even if all those weapons where used...


26. An other source of Holocron's - Ok for us crafter's that don't have skills in combat classes, it is almost impossible to kill actuall holocron dropping mob's. We need an other way to aquire those, of course their is monye, but that also is hard for a NON-MASTER crafter.


27. Confirmation that mastering holocrons professions is or isn't absolutly required to open FS slot - Many of us crafter's are scared to actually use a hollocron if they get one. Our choice of professions should limmit us in opening the FS slot. The time and effort invested in mastering a crafting profession needs to be account for in the little Holocron crazed. Many of us have become crafter's by choice. It was stated that " Anyone as the same chance to achive this". Well from a crafter's point of vue this is not true, most of us are weaponsmith because it was our intention to participate in the economy of SWG, and some of us did become crafter's because we find it more enjoyable then fighting and hunting. I would, as many crafters, hate to get one of those famous holocron's and be told to master TK, or CH... I am not a CH because it dosen't intersts me, please don't force people to master unwhanted professions. And if in fact mastering those holocron professions are not a ABSOLUTE REQUIREMENT, please tell us so.


I had a nightmare last night... One of my good clients gave me a holocron in exchange for my reliable services ( like this will will ever happen). I got to my house all exited and was really overfilled with joy. I used the strange device.. ... .. .. then ... a deep voice broke the silence of my home... "In order to continue your path of enlightment you must master Image Designer"... Shock and terrified I woke up in my soaked bed. "Dear god, please don't let this happen to me"...


28. An other source of Holocron's - ... This one as to be said twice too... :-P Ok for us crafter's that don't have skills in combat classes, it is almost impossible to kill actuall holocron dropping mob's. We need an other way to aquire those, of course their is monye, but that also is hard for a NON-MASTER crafter.


29. WUK's usage xp - These upgrade kit's are a weaponsmith item, yet they give general crating experience.


30. Eliminating the grind factor - Ok, like stated before crafting actuall weapons ( and the usage)need to give out more experience then grinding, this would probably also decress the rising numbers of CTS (Carpian Tunnel Syndrom) almong crafter's :-)) ...


Ok that sums it best I think, please add to the list or please inform me of any errors I might have commited, aside from grammar... English is not my native language and it was 6am when I started writing this down, now it's 7am lol... Again in closing I reallyenjoy crafting, and I don't enjoy the fighting as much. Interaction while conducting buisness with other player haven been the most fun I had in SWG, I would really hate to have to drop everything to become a BH becasue a holocron told me so. We need a little more guidance in regards to this Holocron profession message madness...



jPsGarak Elim


Smuggler / weaponsmith


Tarquanis


* Have a spare holocron, I could cut you a deal for slices and guns"all you can eat" type of thing inexchange for one (what else can a non-millionaire craftercan offer). While we are at it, I am ready to discuss any typeof services exchange in regards to a darn holocron.*




jPsGarak Elim
Mayor of the red light district (Dantoine, Tarquanis)
Master Weaponsmith


EasyMcRhinopants
Wed Nov 05, 2003 6:10 am
#2

I think you were trying to strech out your list near the end there


1 -I thought barrels were fixed. Projectile feeds are supposedly fixed on TC


6 - Making speed and damage experimentation would, effectively, nerf every weapon in the game. I'm not saying that's not necessarily a bad thing, but it would be a big nerf


The "doomed novice" and "weak D18" are actually the same problem, a novice smith just can't make equipment of any decent quality.


27 - the issues about whether or not Holocron's tell the truth is definitely NOT a weaponsmith issue, sorry


Rejpal
Wed Nov 05, 2003 6:12 am
#3

Can't bump more ...
EEMAN
Wed Nov 05, 2003 6:15 am
#4

dont forget weapon stocks, the schematics say the results for damage (along with everything else) is 10% shock resistance. However the results upon assembly appear to have a placeholder bug. That is to say that everything else subject to the same 10% shock resistance will come out at 19% while damage's base percentile is just 9%.



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
Solo4114
Wed Nov 05, 2003 8:00 am
#5

Good points overall. And good point about the weapon stocks, Eeman.



I agree that getting rid of the grind is necessary. To do that, though, you're going to have to make novices-experts viable contenders in the market for actually selling WEAPONS (as opposed to the usual "Oh, just sell WUKs, or sell your resources" argument).


Only way that's gonna happen is if they can't be out-crafted by masters for certain items. Masters should still get bonuses in the forms of extra schematics and such, but as long as a master can make a better DL-44 or Scout, or whatever than a novice, the novice will always get screwed, or will be forced to sell guns at a loss.

Bermag
Wed Nov 05, 2003 8:42 am
#6

Add experimentation on Chemical dispersion mechanism is not working.

3 - Yes. On armour different resource stats are used for different attributes. For example OQ/MA for encumbrance and OQ/SR for special protection. Why not the same for weapons?

4 - I don't think this is generally necessary. Maybe some adjustments is necessary. It should be hard to be a weaponsmith. It should pay off to stockpile rare resources. Actually, I think that some weapons should require specific resources like the Commando weapons. They were using specific resources before but was changed when Commandos get their changes.

I think that for some class specific weapons, there shoudl be both an advanced and regular version. The advanced weapons require specific resources but have better stats and regular use generic resources.

6 - Agree, but maybe possible ranges need to be adjusted so that the new wepaons doon't suck completly compared to old. Most people put everyting into damage since this affects both speed and damage. Separating Speed and damage would give more diversified weapons.

9 - The best solution would be if some weapons/components have caps on experimentation so being a master doesn't make it any better. Let say you can max use 5 experimentation points on a D18 (base damage etc of course needs to be raised so it is not even worse than it is today).

30- I agree that making/selling weapons should be more rewarding. More UXP and giving (small) XP bonuses for experimentation is one solution. Maybe creating final wepaon should give you more XP than the normal 2 x resources.



---
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
jPsSmartLink
Thu Nov 06, 2003 1:33 am
#7

Thanks you for your input... Yes the holocron point is not a Weaponsmith issue, but it is a concern... At least to me... hehehe




jPsGarak Elim




jPsGarak Elim
Mayor of the red light district (Dantoine, Tarquanis)
Master Weaponsmith


jPsSmartLink
Thu Nov 06, 2003 3:27 pm
#8

Greetings;


So I guess these are all the issues we have as weaponsmiths...?



jPsGarak Elim




jPsGarak Elim
Mayor of the red light district (Dantoine, Tarquanis)
Master Weaponsmith


Bermag
Fri Nov 07, 2003 5:02 am
#9

One thing I would really like which would make (hand) crafting more fun/rewarding is the possibility to make something extraordinary.

Add a random event that will make the weapon extra good, for example add a lot of extra damage, increase speed add special attacks like poison. This should only be used if you create a prototype. If you make a schematic those benefits should be lost.

Should be available at any level. So when the nov ws craft a D18 he might get one that adds +50 damage for example.



---
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
jPsSmartLink
Fri Nov 07, 2003 6:51 pm
#10

Greetinsg



Yes, this issue was also raised, factory vs hand crafted goods... Hand crafted takes more time, it is more personalized, more dedication...



Smartlink




jPsGarak Elim
Mayor of the red light district (Dantoine, Tarquanis)
Master Weaponsmith


jPsSmartLink
Sat Nov 08, 2003 9:40 am
#11

Greetings;


Congrads on first slote open, looks like crafters hit the dirt again...



Smartlink




jPsGarak Elim
Mayor of the red light district (Dantoine, Tarquanis)
Master Weaponsmith


TungstenTBoy
Sat Nov 08, 2003 7:04 pm
#12

Arrgh, I HATE INTERNET EXPLODER, (or this forum, whatever is the culprit for losing my origional text when I accidentally clicked the wrong button)


Anyway, I had spent 10 minutes making a nice post that bascally said in summay,



  • great job on the list

  • I'd like to see a Top 10 rather than a Top 30, I think the developer(s) will find that tmore useful. The are swamped AFAICT. I think our top30 list will overwhelm him/her.

  • I have a suggestion; make weapons more customizable/intersting by requiring effectiveness/range/durability/damage require diffrent resource qualities, like OQ/SR for damage and CD/UT for HAM costs, etc.

OK. Thanks again!


I




Sisi
Master Weaponsmith
Wittan, Dantooine


Rdnzl7393
Sun Nov 09, 2003 6:54 am
#13

I made a schematic for a really nice advanced projectile pistol barrel, if the feeders are made even a few points better then I don't think I'll be missing the power handler (krayt concerns aside of course.)


The tangle pistol would be greatly improved by adding a projectile barrel to it(or any kind of barrel for that matter!) A scope option on the tangle doesn't seem unreasonable to me either, since the targeting computer isn't part of it now. A barrel along with the improvement to the projectile feeders should make these lots better in certain situations other than just pvp.


Repulic Blaster certification, this is such a sweet little pistol! I want to know who will be certified for it, who was it originally intended for, and what the delay is... This pistol is the best non-krayt pistolI can make if you take the AP1 into consideration, I'd love to see one in action finally and not doing 5-10 damage. Anyway, I'd like to either see the schematics removed or the certifications fixed so I don't feel teased anymore lol.


Scopes not giving a max range mod just makes so little sense, I really like the idea of experimenting seperately for each range... it would be sort of like "sighting-in" the weapon during production. The only problem is how to deal with hams now along with the three ranges??? Perhaps make an optional component for the scopes construction that determines what range is modified before hand?


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