Weaponsmith Archive
Thread: whats the point of these new weapons?
How do people plan to handle this? Are you just going to charge to make it? They are limited use schematics, so are you going to tell the customer I'll make it if I can have the other 4 uses out of it? I'm still thinking how I'll work this out, or if I'll even make them
ssublime42 wrote:
Yes, but cant anyone loot the schematics? Right there you have a way to get a bunch of em. Just have it so people can offer them and whatever loot components to a vendor for a set price.
They're rare drops and the dungeon is very hard. It's going to be like krayt tissue where you either get the stuff yourself or pay ridiculously high prices.
LLJK_Griz wrote:
ssublime42 wrote:
Yes, but cant anyone loot the schematics? Right there you have a way to get a bunch of em. Just have it so people can offer them and whatever loot components to a vendor for a set price.
They're rare drops and the dungeon is very hard. It's going to be like krayt tissue where you either get the stuff yourself or pay ridiculously high prices.
And from what I have seen, the weapon schematics require other loot. So ... need not only the schematic as a rare drop in a difficult dungeon, but also components that go into it (I could be wrong, but I read somewhere about Geonosian power thingies, Nightsister VU's etc). It'd be lucky if someone actually would be willing to offer an entire set - if not downright miraculous.
They would also then want stupidly high prices for it - then we weaponsmiths would have to undertake the risk in construction of the weapon - and if we manage to dodge the critical failure and brave the risk of an ever increasingly volatile experimentation system - god help us if we try to make any kind of profit on it, as we get torn apart by accusations of ripping people off. I seen base krayt tissues go for upwards of 100k a piece ... and yet people flinch at paying anything like 300k for a krayt republic, which would be the cost of the tissues alone.
We need more schematics available to us as normal schematics, not only to give us weawponsmiths something new, but to redress weapon damage type availability. I understand and endorse special, cool weapons as limited schematics asinteresting loot, but using these special schematics to redress imbalances is stupid. This DX-2 rifle is acid based - rifles need an acid based rifle anyway. This should not be addressed by this godawfully difficult and limited production method.
Tortilla wrote:
I think the new weapons pretty much suck except for the melee schematics. I mean... who wants a post patch fwg5 with some crappy skill mods on it when u can have a pre patch scoped with better dmg and speed. who wants a rep balaster with bleedDOT when uhave a special on marksman to make thing bleed... kinda pointless. As far as the tell s i know what my afk message will look like.
AFk response: I have the schematics for the fwg5 and theBlasters.Stats here. Send email with offer. If u get no response try another smith.
Well, not everyone has access to prepatch FWG5s? And republic blasters are useable without any marksman skill?
Tortilla wrote:
I think the new weapons pretty much suck except for the melee schematics. I mean... who wants a post patch fwg5 with some crappy skill mods on it when u can have a pre patch scoped with better dmg and speed. who wants a rep balaster with bleedDOT when uhave a special on marksman to make thing bleed... kinda pointless. As far as the tell s i know what my afk message will look like.
AFk response: I have the schematics for the fwg5 and theBlasters.Stats here. Send email with offer. If u get no response try another smith.
Wow, you obviously don't know your customers or your pistols too well.Pre-nerf FWGs are being hoarded right now and krayt ones go for obscene amounts on all the trade boards. What about so many people that simply have no access to these, who maybe began playing after the nerf or simply can't afford them?
The 3 skill mods on the FWG5 are very nice bonuses to any pistoleer, You'd pay 100's of K for skill tapes to get you these mods, but can now get them from Jabba's simple quests? Great. I know where I'll be on patch day...
On the rebel Rep Blaster: Although I balk at the fact that only rebels can get this gun, your assumption that this bleed DOT is worthless is simply ignorant. Technically in PvP this gun will bleed you every shot (although it won't stack). This will mean no special HAM cost, and also means that /frstaid will be pointless as every shot will bleed you for 120 per tick (or whatever the DOT is). Fanshot with this gun will be a nightmare for imperials in a raid. Also as someone said, it is uncerted (for now) but hopefully this gets fixed soon...
On the whole topic of these looted schems, I really think SOE are barking up the wrong tree here, and once again creating loot-camping scenarios when they expressed a desire to NOT have static loot drops in this game. Tellhell is gonna triple: I am already getting PMs on my guild's boards asking about the scythe and have to send them to sites detailing the drawn out process involved in actually managing to craft one. The sonic blaster is yet another botch up: from the SS's I've seen it really looks like it has little advantage over the tangle (apart from better ideal rng mods) and will prolly be hung on more walls than holsters...
"That would just turn this game even more into EQ in space."
Exactly why I hate the idea of this "uber" loot trash. I quit EQ because of that, and played this game because of the lack of it. Now, because of all the whines about no content(people playing 20+ hours a day blew through it in a couple months) they are caving in.
What used to be a game about interesting combat and crafting systems, if this starts to take place, is just gonna be another loot whore fest like EQ is.
You know what brings out the worst in people... specifically in these kind of games? Rare, unique, distinguishing things that are dificult to get, and the aquisition of the item elevates the owner. Throw that in, and you got every scumbag frommiles around converging on it and using every dirty trick in the book to get it before the next guy does.
Many examples of loot driven assinine behavior already exist.
- Holcron camping, kill stealing before the Christmas Holocrons were given out.
- Krayt dragon camping and kill stealing, while they were easy to kill
- Cross server trade scams for Holocrons, trash human behavior was so easy to predict in this one, SOE put out a statement that they would not be doing anything about problems or scams in relation to these trades.
- Now, add some unique rare loot for weapon creation of a scythe and see what happens, will the fairness and kindness of my fellow man will shine on that one? Don't think so.
I am far from an alarmest and I never go around saying things like.. if they nerf this or change that, I will quit. I would just change a profession and try something different. Unfortunately now, with SOE starting to change the focus of the game from a crafting to a looting environment, I can say, that will make me vacate this title quicker than bugs or nerfs. I also do not buy into the idea that just because it is not a "1337" weapon and instead a "1337" component, that it is ok, it is still a crafting item centered game.
The item power is going from what is harvested in the field by an artisan to what is being camped, killed, and confiscated bysome "uber" guild, group, character, in a cave.
Items and credits and economy are mainlyin the realm of the crafters, combat power in the form of PvE, PvP, and most quest content are in the realm of the combat professions. Now, they are giving combat professions economic power, when do the crafters get combat power?
Why is it people think think that one type of profession deserves to have it all? If you want to be rich, craft and sell, if you want to be powerful, kill and advance your combat prowess. If you want to do both, expect to an average crafter and an average killer.
Since they are taking somepower from the crafters to the combat professions in the form of high end item power/control/credits, when are they going to give some combat power to the crafters?(that comment is essentially a sarcastic one, and I do not believe crafters should be good combat as I do not believe combat players should be rich as crafters).
If a combat class can advance his bank account huge amounts while they advance their combat skills, perhaps weaponsmiths get combat xp for making guns.
Please.. SOE, for the love of this game,leave the uber loot and its partner, the uber loot whore festwith your Everquest titles. I and many like me do not have the time and desire to descend intosome 3rd grade gimme, grabby, trash talking punkfest just to remain competitive.
Preace on man. It is rediculous when I'll be out surveying with my smith and I'll have the survey window open so I can just follow the viens, and when I hit a 80-95% spot in the middle of what I "think" is nowhere only to find ROWS AND ROWS
charb wrote:
GrandMufTartkin wrote:
(alot of good stuff)
another problem you left out are "resource bandits" all these ppl with zero or just novice survey skills, putting down an army of heavy harvestors, making mass amounts of money selling resources as a 2nd income, when they are a master commando/bounty hunter/or (insert other non-crafting class here). The ability to place a harvestor should be directly tied up with your skills in some way, I say you need at least some skill to plant a giant machine on a barren planet. its too **edit** easy for these people to pump out millions of creds in resources.