Weaponsmith Archive

Thread: WS Bug and Repair Discussion Thread Reward Loot Versus Crafted Items

zaren_vendu
Thu May 19, 2005 1:56 pm
#1



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





Drop off vendors on Corellia 1780,553 (VC Weapons) or LOK 628,6115 (any vendor in the tent)
anubis1134
Thu May 19, 2005 2:08 pm
#2


"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.





Jhereg
Kragar
Sethra

"Let Hercules himself do what he may,
The cat will mew, and dog will have his day."

zaren_vendu
Thu May 19, 2005 3:15 pm
#3


Just to clarify...i meant that the player could install the power up himself. No need for another profession. But I see were you are going with it.


zaren v



Drop off vendors on Corellia 1780,553 (VC Weapons) or LOK 628,6115 (any vendor in the tent)
CorenLanra
Thu May 19, 2005 3:34 pm
#4

I would like to see Weaponsmith able to craft just about any type of weapon available, loot or otherwise. Take DXR-6 Rifles and Geonocian Sonic Blasters. These were both in the loot tables as well as had weapon schematics and loot parts available to be crafted. I think this type of approach should be use in the production of things like Proton Carbines/Rifles and other weapons that we were promised would be part of the CU, not RoTW.

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.



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
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samijx
Thu May 19, 2005 9:43 pm
#5

There needs to be LOTS AND LOTS of loot, but the loot ought to be geared more like the new power-up system (And the shipwright weapon enhancement system) A really nice boost to some stat, along with a nasty drawback to another stat. This loot ought to be craftable into weapons. This will allow for very specialized weaponry. Some might want a super fast weaponand live with the drawback of high action costs, or someone might like a super low action cost weapon, although it has a -50 to accuracy. (Which can be modified with an accuracy power-up, foods,and/or high accuracy mods with SEA's and skill box mods) I like having a wide variety of weapon types, but it's what's inside the weapon that counts, the weapon itself is just for looks, and for a large part ought to be a personal preference.



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Mor-Dan
Fri May 20, 2005 12:53 am
#6

THis will thread will actually float and unfloat based on which things we are discussing. In this thread, as you can see, we are discussing Reward Loot versus Crafted Items. Here is what your format should be:



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!



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
mindspat
Fri May 20, 2005 8:46 am
#7

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.







Pick me !!

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Mor-Dan
Fri May 20, 2005 3:46 pm
#8



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...



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
Vade_WS
Fri May 27, 2005 10:07 am
#9

For ranged weapons, we can still craft enhanced versions that are competitive with the new loot weapons

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.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Leafgreen
Sat May 28, 2005 2:33 am
#10

Stupid question, but just who supposedly made the quest weapons in the first place. The weapon fairy?





Chorvat Carty'ugi
Master RangerMaster Rifleman


Build a man a fire, and he'll be warm for a day.
Set a man on fire and he'll be warm for the rest of his life.

LAB
Sat May 28, 2005 2:45 am
#11

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





not just an Urban Myth
LAB-ahh-STICK

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Owner of Radiants oldest Bait & Tackle Shop
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SlaserX
Tue May 31, 2005 10:16 pm
#12

Another major problem I've seen as of late is, there is no incentive for most people to hunt lower level mobs, for example Geonocians. Granted, the weapondry that they enhance is absolutely worthless now, no one has a reason to go to the geos and grind for hours on end. How can weaponsmiths get the loot they need to make the "broad spectrum of weapons" in the CU no one has any kind of incentive to travel out of their way and kill these mobs?


I'd like it if some _major_ changes happened to the weapon system, for example, making the expensive-to-make and loot-intensive weapons higher end, if not the best. For example, the Geo Pistol, the DE-10, etc. Pre-CU, they cost quite a bit to make, but in response they were some of the best weapons out there. Now, there's absolutely no reason to waste your time making such weapons.


Finally, one thing I've always upheld is that I dont think that looted weapons should ever be more powerful than crafted weapons. Granted, you can be more specific in terms of how you make a weapon, but if a crafted weapon is crap all around vs a weapon you can do a 30 minute quest and get for free, then what is the point in even spending your time, your hard earned credits, your dedication to make such weapondry? It's bad enough the CU conversion left most of the current weapondry in shambles (converted VLs being scores better than crafted VLs, Scythes, Geo Pistols, DE-10s, etc being worthless), but now I'm failing to see a point in the trade of weaponsmithing.



Hokage:
The ORIGINAL Wookiee Jedi... ok, so I was the 7th, sue me.
ArnnStardust
Wed Jun 01, 2005 2:26 am
#13

I slice many weapons for my weaponsmith associate.

Very often when I get a weapon from crate the message:

"blabla ... the wound factor to high for this weapon so your crafting tool is automatically adjusted to number blabla ..."

appears my chat window, spamming several lines.

My guess is that this message have only to be displayed at assembly time




Arnn Stardust
Master Armorsmith 125/125 R.I.S. certified
currently buying
Master Smuggler | Imperial Colonel

ORION - High Quality Weapons, Foods, Drinks and Armors
Kauri/Dantooine/Ruinsview 500m from MiningOP [/way -1025 2200]

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