Weaponsmith Archive
Thread: WS Bug and Repair Discussion Thread Reward Loot Versus Crafted Items
The biggest thing effecting loot quality is the player economy. Quality loot = tanking the economy. Thats why we have been seeing a lot of "decoration" type loot; couches, paintings, rugs, ect. Loot will always suck in this game compaired to places like qoq or eq/eq2 because of the player eceonomy. Having said that, I think the player economys benefits outweighs the loot benefits.
Some ways I think the loot could be improved.
Let players loot a vast amount of GCW mines, turret schematics, base components ect.
1. Some of these would have to be brought to a ws for assembly, thus keeping the economy together.
2. Since they are not looting “weapons” (like pistols, carbines, ect), there is still a demand for us. Who like making mines anyway…yuk.
3. As for the turret schematics…why stop at the turret? Let a player loot the schematic for a turret, the player can place it, but a weapons smith is the only person that can craft what is needed to arm it. Think of it like artillery shells.
Let players loot components that they can swap in and out of their existing weapons. Like a power up but more permanent.
1. The weapon would act like a container and the player would loot…say a high-velocity rifle barrel. They drag it over the weapon, drop it in and they either get a damage boost or reduction depending on the looted components quality. From the ws perspective the weapon crafting would remain the same.
Get us more involved in the GCW. In my opinion that is the key. The possibilities are almost endless with what looted parts the players could get and what we could do with them. I have always felt that the rebels and the imps should be able to “loot” or “scavenge” each others bases for parts to make their bases better. Just as an example: the rebels destroy an imp base and as a reward (loot) they get better turrets. The imps destroy a rebel base and as a reward (loot) they get better “intelligence” on the rebellion wich enhances their troops or turrets, or armor. Just a thought though
Zaren Vendu
"1. The weapon would act like a container and the player would loot…say a high-velocity rifle barrel. They drag it over the weapon, drop it in and they either get a damage boost or reduction depending on the looted components quality. From the ws perspective the weapon crafting would remain the same."
Better yet, get a smugler to install it for them. Might as well give them some content too. Something like a hair trigger that a smugler can slice into the weapon. Speeds it up.
This isn't all about "economy". I for one never was one to sell a large % of enhanced weapons. I have stayed with my main business model which focused on custom work. I know many people out there would like to customize say a new weapons but right now it is only reward. Once crafted it could still require a bio-link or whatever, but it would have the scope, stock, barrel or whatever else they felt they needed, experimented the way they wanted. Instead of seeing 1000 people with the same exact stat weapon, you will see many different variations of the same exact weapon.
What do I see as the problem?
How would I fix it?
I know I don't have to say this, but they shouldn't have to tell you not to drink gasoline either, but remember not to post things that only concern your galaxy, your business as a Weaponsmith, or your profitability. If we aren't working "globally" so that everyone's issues are being addressed, it just isn't going to happen. Remember, those people running the quests deerve to get good items to warrant their time, and not everything should tie back to us or another crafter. People also deserve to get high end weapons, with certain limitations, without having to pay a premium price everytime they want one. So, remember to keep others in mind, and let's have a good discussion!
A weaponsmith should be able to enhance the level on crafted weapons. There should be a feature where a WS could either crank it up a notch or tune it down so a lower lvl player can use a weapon. Something like -/+ 5 cl would be effective. This is also capable of falling within a smugglers role although WS need greater flexibility when crafting.
mindspat wrote:A weaponsmith should be able to enhance the level on crafted weapons. There should be a feature where a WS could either crank it up a notch or tune it down so a lower lvl player can use a weapon. Something like -/+ 5 cl would be effective. This is also capable of falling within a smugglers role although WS need greater flexibility when crafting.
that sounds a little too much like slicing...
For melee weapons, however, it is really difficult to make anything that compares to the loot weapons. IIRC, the best melee weapon I can make is at least 30dps lower than any of the ranged weapons--yes, I am using the best, or close to the best, resources.
i like the loot weapons . only problem i see with them is they dont start dropping till you already using something better. i guess if you were in a large group you could get them earlier but three or four players hunting spiders we are all using better than the level 30 weapons that drop . they also seem to fill gaps in the weapon holes . like the corelian death ? comando weapon lv 30 novice comando so much better than the pistol . but like i said by time it drops you are using better .
solution
lower where they drop ? and make them all bio link weapons . thus when they drop they will be used right away and cant be traded . the way it is now they are looted and sold couse people looting them are useing better weapons already . and them being sold competes with us . and with ep diminishing as you get above monsters noone is gonna farm for weapons to sell .. atleast i hope not ![]()