Weaponsmith Archive

Thread: intresting cap when crafting weapons...currently system of crafter related loot...

mindspat
Tue Oct 25, 2005 9:04 am
#1

I had decided to make a few carbines for my WS with the intent to grind out a little exp to pick up Squadleader for some Rollplay action. In the process of crafting a few carbines I had noticed something very odd.


The dh17 carbine was crafted using old school +30 Kryat tissue and standard componets. The problem was that it capped, with system msg error, around 160 dmg and had been reverted to the weapons hard cap around 112.


What puzzles me is that even without the +30 Krayt tissue this weapon would have be way over the hard cap of 112.


(my number may be slightly of by +/- few points)


So, if Weaponsmiths are to craft weapons with loot obtained by the relevant characters level how does this system support the mechanics of the game? It does not!!!



Maybe...I can loot some +20 dmg high capacity power thingys from some Nyms to use in the low weapons but wait, the +20 would hit cap and actually loose about 30-40 points on dmg. Then there's the level issue: Nyms are lvl 65 !?!!?!? A lvl 54 character will be using an FWG5 or Elite Carbine, not some lowly dh17!


The Elite carbines and FWG5 can be made with some kickarse componets. Why would anyone waste time making something without these awesome items? And...if I had made/purchased one of these killer weapons what purpose would I have to engage Nyms? None!!!


This system is si completely unbalanaced it's a sick joke. I would never have imagined a development studio such as the one employed by SOE that would express their total lack of skill in devising a working and fun gaming system which supports various character rolls and unique game play.


This game has become a complete joke that only serves to milk the players who are already maxed in lvl and have a Jedi.


I give this game one star out of five.


*xxxx




Pick me !!

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