Weaponsmith Archive
Thread: Non-ws disgruntled at the state of the WS prof.
I'm getting pretty frustrated at the direction ws is going and the effect it is having on the rest of the game. Bascially, i have two charcters on bria, one is a cm/rifleman the other a ranger/rifleman. The thing thats annoying me so much is the cap on weapons. Now, i know the reason for the cap is to prevent unbalancing like pre-curb in the game and provide more ingame control for the devs. The thing thats came to my attention recently is how boring the cap is making the game. Power cells and enhanced casings havent helped the matter. These components have accelerated this problem to a point where everyone has the same gun which is capped and adk'd. Whoever made the decision to make power cells drop so commonly in bh missions didn't think it through.
I know this probably sounds stupid but I want WS to be able to make a gun that costs me 60 million and worth it to buy so I can have something that is unique to save up for. I want variety! The only thing thats really keeping me going in galaxies is the thought of one day owning a set of mando armor (even though the likelihood of that is excruciatingly slim) or an uber gun. Why cant they remove the hard cap and make a soft cap that provides some kind of exponentional diminsishing returns system once you hit the current cap? Due to lack of content in the game, making yourself 'uber' and rich is the only way to go if you decide not become a jedi. This has had a knock on effect of me considering becoming a jedi to give myself some content and goals. I've even started the phase 1 quest. I'm writing this while i wait outside the dwb for someone to invite me to their group so I can train to get the only piece of content left in the game for me thats worthwhile. To me, everyone is the same now. Weapons were the things that set people apart then armor then ca's and aa's. CA's and AA's marginally improve your performance but not to the extent that a good weapon did like in the pre-curb days. How depressing. Hopefully there will be some new schems and content in the next expansion that I can hunt for.
/rant off
Thx for reading. I feel better now and feel sorry for you guys.
Message Edited by gm_monkey on 09-04-2005 08:48 PM
Muzz wrote:
All they have to do is make it so ADKs only reduce decay by 50% and make more weapons viable and it'd be alot more interesting.
Anakroid wrote:
Muzz wrote:
All they have to do is make it so ADKs only reduce decay by 50% and make more weapons viable and it'd be alot more interesting.
In my opinion, changing ADKs would make WS more profitable, which is nice although not necessarily less boring.
I'd like to see more changes to weapons, to make capped weaps more rare, and maybe some better (although rare-ish) melee weapon enhancers.
Changing the ADK to 50% decay is unlikely IMO. Think about all the people who have used millions upon millions on these allready.
A much better alternative would be to make the ADK Biolinked (along with the weapon it was on) This way the Weapons wouldnt circulate and people would come to us when they needed new weapons.
I mentioned this before, but we need damage types to mean a lot more. We need creatures to be resistant towards some damage types and vulnerable towards others.
We need elemental damage to be a lot more important. and we need enhancers that could add different types of elemental damage.
Example: Player x wants a weapon he can use for kraythunting. Krayts have 90% resistance against heat meaning your weapon will do 90% less damge if yo uare using heat), but are 20% vulnerable towards Cold (meaning your attacks will do 20% extra damage if you are using a weapon with cold damage.)
Player x goes to his WS with a +500 Cold elemental damage -300 ordinary damageenhancer (this goes instead of krayt tissues/enhanced power Cells, Reinforced casings/Gorax shards). The WS makes an ALR that comes out with 685 max dam and 500 Cold elemental damage (the - to ordinary damge is necessary to get the elemental up in a number that would make a noticable difference without unbalancing the weapon).
Player x will now have a weapon that against Krayts would be very viable, but when he wants to hunt Crazed Geonosians he has a problem. They have 60% COld resistance, but 40% Electricity Vulnerability. Player x starts hunting Electricity Enhancers, to get yet anohter weapon made.
In this awy players would allmost need a weapon for each elemental damage type. This wuld create new loot for the combattants. New weapon kids for us to craft. A lot more variaty. Possibly more content for AS aswel as they could also have enhancers for their armour protecting against different kinds of elemental damage (which of course would lower the resists on some of the other types to keep it balanced). We woudlnt feel the impact of the ADKs as bad as people would need 5-6 ADKs for all their weapons which very few players would be able to obtain.
Summerflame wrote:
Anakroid wrote:
Muzz wrote:
All they have to do is make it so ADKs only reduce decay by 50% and make more weapons viable and it'd be alot more interesting.
In my opinion, changing ADKs would make WS more profitable, which is nice although not necessarily less boring.
I'd like to see more changes to weapons, to make capped weaps more rare, and maybe some better (although rare-ish) melee weapon enhancers.
Changing the ADK to 50% decay is unlikely IMO. Think about all the people who have used millions upon millions on these allready.
A much better alternative would be to make the ADK Biolinked (along with the weapon it was on) This way the Weapons wouldnt circulate and people would come to us when they needed new weapons.
I mentioned this before, but we need damage types to mean a lot more. We need creatures to be resistant towards some damage types and vulnerable towards others.
We need elemental damage to be a lot more important. and we need enhancers that could add different types of elemental damage.
Example: Player x wants a weapon he can use for kraythunting. Krayts have 90% resistance against heat meaning your weapon will do 90% less damge if yo uare using heat), but are 20% vulnerable towards Cold (meaning your attacks will do 20% extra damage if you are using a weapon with cold damage.)
Player x goes to his WS with a +500 Cold elemental damage -300 ordinary damageenhancer (this goes instead of krayt tissues/enhanced power Cells, Reinforced casings/Gorax shards). The WS makes an ALR that comes out with 685 max dam and 500 Cold elemental damage (the - to ordinary damge is necessary to get the elemental up in a number that would make a noticable difference without unbalancing the weapon).
Player x will now have a weapon that against Krayts would be very viable, but when he wants to hunt Crazed Geonosians he has a problem. They have 60% COld resistance, but 40% Electricity Vulnerability. Player x starts hunting Electricity Enhancers, to get yet anohter weapon made.
In this awy players would allmost need a weapon for each elemental damage type. This wuld create new loot for the combattants. New weapon kids for us to craft. A lot more variaty. Possibly more content for AS aswel as they could also have enhancers for their armour protecting against different kinds of elemental damage (which of course would lower the resists on some of the other types to keep it balanced). We woudlnt feel the impact of the ADKs as bad as people would need 5-6 ADKs for all their weapons which very few players would be able to obtain.
Ohi love the elemental idea
That's what made pre-cu combat more fun we had different damage types... It's all the same right now. We had to decide what weapon to use before combat. Instead of every bh can loot cells and get his weapon made slap a adk on and it's done.
The adk isn't terrible the Cells/Casings are. The rate that sac/dmg capped weapons are flooding servers isn't funny anymore.
At what stage would the bio-link on the ADK be enforced? If it's at the point it's claimed as a reward then what would a crafter use it on? And if it's at first use then that won't stop them being sold.
Making them decay reducing rather thandecay stoppingwould also help take some of the double-capped weps out of the game. They are about but have yet to see them flooding into the game, especially rifles. If they get ADKd then maybe this time next year the market will be flooded but with the recent change to Boss Marks for BHs they will become rarer.
But it seems the bio-link cat might be out of the bag with SOE leaving the text in at last patch. There seems to have been a big rise in demand for them since.
Message Edited by Muzz on 09-05-2005 04:06 PM
Muzz wrote:
At what stage would the bio-link on the ADK be enforced? If it's at the point it's claimed as a reward then what would a crafter use it on? And if it's at first use then that won't stop them being sold.
I would suggest biolinking at first use. I know they could still be sold, but once they were on a weapon that weapon couldnt be sold or traded and then when people changed template that weapon woulkd leave circulation (either by being destroyed so the ADK could be used again for the new weapon or by sitting on a shelve collecting dust).
Without reading the entire original post I can /sign on this one, however, WS isn't totally borked. It is possible to craft weapons that are superior to the Kashyyyk looted garbage.
Innately WS are superior because of the accuracy mods they can inject into weapon. The problem is that the only weapons that are really truly better are the ones crated with looted power cells and the like, a real, worth buying carbine goes for several million on Tarq, and it's just not right.
I dont think the cap should be removed, but it should be heightened to compete with quest weapons. Also, weapon repair needs to be improved.
If a vehichle can EXPLODE, and be repaired to 100%, why cant my gun.